69 $clusterSize = (int) $this->type->clusterSize;
70 $angle = $this->random->nextFloat() * M_PI;
72 $x1 = $x + 8 + $offset->x;
73 $x2 = $x + 8 - $offset->x;
74 $z1 = $z + 8 + $offset->y;
75 $z2 = $z + 8 - $offset->y;
76 $y1 = $y + $this->random->nextBoundedInt(3) + 2;
77 $y2 = $y + $this->random->nextBoundedInt(3) + 2;
79 for($count = 0; $count <= $clusterSize; ++$count){
80 $seedX = $x1 + ($x2 - $x1) * $count / $clusterSize;
81 $seedY = $y1 + ($y2 - $y1) * $count / $clusterSize;
82 $seedZ = $z1 + ($z2 - $z1) * $count / $clusterSize;
83 $size = ((sin($count * (M_PI / $clusterSize)) + 1) * $this->random->nextFloat() * $clusterSize / 16 + 1) / 2;
85 $startX = (int) ($seedX - $size);
86 $startY = (int) ($seedY - $size);
87 $startZ = (int) ($seedZ - $size);
88 $endX = (int) ($seedX + $size);
89 $endY = (int) ($seedY + $size);
90 $endZ = (int) ($seedZ + $size);
92 for($x = $startX; $x <= $endX; ++$x){
93 $sizeX = ($x + 0.5 - $seedX) / $size;
97 for($y = $startY; $y <= $endY; ++$y){
98 $sizeY = ($y + 0.5 - $seedY) / $size;
101 if($y > 0 and ($sizeX + $sizeY) < 1){
102 for($z = $startZ; $z <= $endZ; ++$z){
103 $sizeZ = ($z + 0.5 - $seedZ) / $size;
106 if(($sizeX + $sizeY + $sizeZ) < 1 and $level->getBlockIdAt($x, $y, $z) === 0){
107 $level->setBlockIdAt($x, $y, $z, $this->type->material->getId());
108 if($this->type->material->getDamage() !== 0){
109 $level->setBlockDataAt($x, $y, $z, $this->type->material->getDamage());
111 $level->updateBlockLight($x, $y, $z);