2014-03-06 19:31:41 +01:00

105 lines
3.4 KiB
PHP

<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
namespace PocketMine\Level\Generator\Object;
use PocketMine\Block\Dirt as Dirt;
use PocketMine\Block\Leaves as Leaves;
use PocketMine\Block\Wood as Wood;
use PocketMine\Level\Level as Level;
use PocketMine\Math\Vector3 as Vector3;
use PocketMine\Utils\Random as Random;
use PocketMine;
class SmallTree extends Tree{
public $type = 0;
private $trunkHeight = 5;
private static $leavesHeight = 4; // All trees appear to be 4 tall
private static $leafRadii = array(1, 1.41, 2.83, 2.24);
private $addLeavesVines = false;
private $addLogVines = false;
private $addCocoaPlants = false;
public function canPlaceObject(Level $level, Vector3 $pos, Random $random){
$radiusToCheck = 0;
for($yy = 0; $yy < $this->trunkHeight + 3; ++$yy){
if($yy == 1 or $yy === $this->trunkHeight){
++$radiusToCheck;
}
for($xx = -$radiusToCheck; $xx < ($radiusToCheck + 1); ++$xx){
for($zz = -$radiusToCheck; $zz < ($radiusToCheck + 1); ++$zz){
if(!isset($this->overridable[$level->level->getBlockID($pos->x + $xx, $pos->y + $yy, $pos->z + $zz)])){
return false;
}
}
}
}
return true;
}
public function placeObject(Level $level, Vector3 $pos, Random $random){
// The base dirt block
$dirtpos = new Vector3($pos->x, $pos->y - 1, $pos->z);
$level->setBlockRaw($dirtpos, new Dirt());
// Adjust the tree trunk's height randomly
// plot [-14:11] int( x / 8 ) + 5
// - min=4 (all leaves are 4 tall, some trunk must show)
// - max=6 (top leaves are within ground-level whacking range
// on all small trees)
$heightPre = $random->nextRange(-14, 11);
$this->trunkHeight = intval($heightPre / 8) + 5;
// Adjust the starting leaf density using the trunk height as a
// starting position (tall trees with skimpy leaves don't look
// too good)
$leafPre = $random->nextRange($this->trunkHeight, 10) / 20; // (TODO: seed may apply)
// Now build the tree (from the top down)
$leaflevel = 0;
for($yy = ($this->trunkHeight + 1); $yy >= 0; --$yy){
if($leaflevel < self::$leavesHeight){
// The size is a slight variation on the trunkheight
$radius = self::$leafRadii[$leaflevel] + $leafPre;
$bRadius = 3;
for($xx = -$bRadius; $xx <= $bRadius; ++$xx){
for($zz = -$bRadius; $zz <= $bRadius; ++$zz){
if(sqrt(($xx * $xx) + ($zz * $zz)) <= $radius){
$leafpos = new Vector3($pos->x + $xx,
$pos->y + $yy,
$pos->z + $zz);
$level->setBlockRaw($leafpos, new Leaves($this->type));
}
}
}
$leaflevel++;
}
// Place the trunk last
if($leaflevel > 1){
$trunkpos = new Vector3($pos->x, $pos->y + $yy, $pos->z);
$level->setBlockRaw($trunkpos, new Wood($this->type));
}
}
}
}