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const magik = magikcraft.io; | |
const material = org.bukkit.Material; | |
const player = magik.getSender(); | |
function generateDungeon() { | |
const X = "X"; | |
const array = [ | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0], | |
[0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0], | |
[0,0,0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0,0,0], | |
[0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0], | |
[0,0,0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0,0,0], | |
[0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0], | |
[0,0,X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X,0,0], | |
[X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X], | |
[X,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,X,X], | |
[X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X], | |
[X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X,X], | |
].map(row => row.map(col => { return col === X ? 'AIR' : 'BEDROCK'; })); | |
const numRows = array.length; | |
const numCols = array[0].length; | |
const height = 5; | |
for (let h = 0; h < height; h++) { | |
for (let i = 0; i < numRows; i++) { | |
for (let j = 0; j < numCols; j++) { | |
const zCoord = Math.floor(numRows / 2) - i; | |
const xCoord = Math.floor(numCols / 2) - j; | |
spawnAtPoint3d(zCoord, xCoord, h, array[i][j]); | |
} | |
} | |
} | |
} | |
function spawnAtPoint3d(zCoord, xCoord, yCoord, element) { | |
// get final location with zCoord, | |
// use final zCoord location as start location for xCoord | |
const startLocation = player.getTargetBlock(null, 100).getLocation(); | |
const zYaw = zCoord > 0 ? 0 : 180; | |
const zLocation = getFinalLocation(startLocation, zYaw, Math.abs(zCoord)); | |
const xYaw = xCoord > 0 ? 90 : -90; | |
const xLocation = getFinalLocation(zLocation, xYaw, Math.abs(xCoord)); | |
const yYaw = 0; | |
const yPitch = yCoord > 0 ? 90 : -90; | |
const yLocation = getVerticalLocation(xLocation, yYaw, Math.abs(yCoord)); | |
setBlock(yLocation, element); | |
} | |
function getVerticalLocation(startLoc, pitch, distance) { | |
const loc = startLoc; | |
loc.setPitch(-90); // straight up | |
return loc.add(loc.getDirection().setX(0).normalize().multiply(distance)); | |
} | |
function getFinalLocation(startLoc, yaw, distance) { | |
return normalizedStartLocation(startLoc, yaw).add(getDirectionToAddToStartLocation(yaw, distance)); | |
} | |
function getDirectionToAddToStartLocation(yaw, distance) { | |
const loc = player.getLocation(); | |
loc.setYaw(loc.getYaw() + yaw); | |
return loc.getDirection().setY(0).normalize().multiply(distance); | |
} | |
function normalizedStartLocation(startLoc, yaw) { | |
const loc = startLoc; | |
loc.setYaw(loc.getYaw() + yaw); | |
return loc; | |
} | |
function setBlock(location, element) { | |
location.getBlock().setType(getBlockObject(element)); | |
} | |
function getBlockObject(element) { | |
switch (element) { | |
case 'LOG': | |
return material.LOG; | |
case 'BEDROCK': | |
return material.BEDROCK; | |
case 'AIR': | |
return material.AIR; | |
} | |
} | |
function spawnObject(object, location) { | |
player.getWorld().spawn(location, object.class); | |
} |
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