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80 lines
2.6 KiB
PHP
80 lines
2.6 KiB
PHP
<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\player;
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use pocketmine\world\World;
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use const M_SQRT2;
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//TODO: turn this into an interface?
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final class ChunkSelector{
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/**
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* @return \Generator|int[]
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* @phpstan-return \Generator<int, int, void, void>
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*/
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public function selectChunks(int $radius, int $centerX, int $centerZ) : \Generator{
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for($subRadius = 0; $subRadius < $radius; $subRadius++){
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$subRadiusSquared = $subRadius ** 2;
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$nextSubRadiusSquared = ($subRadius + 1) ** 2;
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$minX = (int) ($subRadius / M_SQRT2);
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$lastZ = 0;
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for($x = $subRadius; $x >= $minX; --$x){
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for($z = $lastZ; $z <= $x; ++$z){
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$distanceSquared = ($x ** 2 + $z ** 2);
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if($distanceSquared < $subRadiusSquared){
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continue;
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}elseif($distanceSquared >= $nextSubRadiusSquared){
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break; //skip to next X
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}
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$lastZ = $z;
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//If the chunk is in the radius, others at the same offsets in different quadrants are also guaranteed to be.
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/* Top right quadrant */
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yield $subRadius => World::chunkHash($centerX + $x, $centerZ + $z);
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/* Top left quadrant */
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yield $subRadius => World::chunkHash($centerX - $x - 1, $centerZ + $z);
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/* Bottom right quadrant */
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yield $subRadius => World::chunkHash($centerX + $x, $centerZ - $z - 1);
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/* Bottom left quadrant */
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yield $subRadius => World::chunkHash($centerX - $x - 1, $centerZ - $z - 1);
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if($x !== $z){
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/* Top right quadrant mirror */
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yield $subRadius => World::chunkHash($centerX + $z, $centerZ + $x);
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/* Top left quadrant mirror */
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yield $subRadius => World::chunkHash($centerX - $z - 1, $centerZ + $x);
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/* Bottom right quadrant mirror */
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yield $subRadius => World::chunkHash($centerX + $z, $centerZ - $x - 1);
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/* Bottom left quadrant mirror */
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yield $subRadius => World::chunkHash($centerX - $z - 1, $centerZ - $x - 1);
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}
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}
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}
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}
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}
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}
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