Find this useful? Enter your email to receive occasional updates for securing PHP code.
Signing you up...
Thank you for signing up!
PHP Decode
<?php <?php namespace pocketmine\level\generator\normal use pocketmine\block\Block use poc..
Decoded Output download
<?php <?php namespace pocketmine\level\generator\normal use pocketmine\block\Block use pocketmine\block\CoalOre use pocketmine\block\DiamondOre use pocketmine\block\Dirt use pocketmine\block\GoldOre use pocketmine\block\Gravel use pocketmine\block\IronOre use pocketmine\block\LapisOre use pocketmine\block\RedstoneOre use pocketmine\level\ChunkManager use pocketmine\level\generator\biome\Biome use pocketmine\level\generator\normal\noise\NoiseGeneratorOctaves use pocketmine\level\generator\normal\populator\BedrockPopulator use pocketmine\level\generator\normal\populator\GroundCoverPopulator use pocketmine\level\generator\normal\populator\CavePopulator use pocketmine\level\generator\normal\populator\DungeonPopulator use pocketmine\level\generator\biome\BiomeSelector use pocketmine\level\generator\Generator use pocketmine\level\generator\normal\math\MathHelper use pocketmine\level\generator\noise\Simplex use pocketmine\level\generator\object\OreType use pocketmine\level\generator\populator\GroundCover use pocketmine\level\generator\populator\Ore use pocketmine\level\generator\populator\Populator use pocketmine\level\Level use pocketmine\math\Vector3 use pocketmine\utils\Random class Normal extends Generator { private $populators = [] public $level private $random private $bedrockDepth = 5 private $generationPopulators = [] private $noiseBase private $selector private $noiseSeaFloor private $noiseLand private $noiseMountains private $noiseBaseGround private $noiseRiver private $heightOffset private $depthRegion = [] private $mainNoiseRegion = [] private $minLimitRegion = [] private $maxLimitRegion = [] private $heightMap = [] protected static $BIOME_WEIGHTS = [] private $minLimitPerlinNoise = null private $maxLimitPerlinNoise = null private $mainPerlinNoise = null private $surfaceNoise = null private $seaHeight = 62 private $seaFloorHeight = 48 private $beathStartHeight = 60 private $beathStopHeight = 64 private $seaFloorGenerateRange = 5 private $landHeightRange = 18 private $mountainHeight = 13 private $basegroundHeight = 3 public function getName() { return "normal" } public function getSettings() { return [] } public function __constructarray $var1 = [] public function pickBiome$var2, $var3 { * 2345803 ^ $var6 * 9236449 ^ $this->level->getSeed() $var7 *= $var8 + 223 $var9 = 1 >> 22 & 3 return $this->selector->pickBiome$var12 + $var13 - 1, $var14 + $var15 - 1 if (!$var16 == 3) $var17 = 1 if (!$var18 == 3) >> 20 & 3 } public $max = 0 public $min = 0 public function initChunkManager $var21, Random $var22 { $this->noiseMountains = new Simplex$this->random, 4, 1, 1 / 500 if (!$var23 <= 2) $this->localSeed1 = $this->random->nextSignedFloat() $this->minLimitPerlinNoise = new NoiseGeneratorOctaves$this->random, 16 $this->noiseRiver = new Simplex$this->random, 2, 1, 1 / 512 $this->noiseSeaFloor = new Simplex$this->random, 1, 1 / 8, 1 / 64 $this->level = $var24 $this->random->setSeed($this->level->getSeed()) $this->heightOffset = $var25->nextRange-5, 3 $this->generationPopulators[] = $var26 $var27 = new CavePopulator() $var28 = -2 $this->noiseBaseGround = new Simplex$this->random, 4, 1 / 4, 1 / 64 $this->mainPerlinNoise = new NoiseGeneratorOctaves$this->random, 8 $this->selector = new BiomeSelector$this->random $this->maxLimitPerlinNoise = new NoiseGeneratorOctaves$this->random, 16 $this->populators[] = $var29 $var30 = -2 $this->random->setSeed($this->level->getSeed()) if (!$var31 <= 2) $this->random = $var32 $var33 = new BedrockPopulator() $this->depthNoise = new NoiseGeneratorOctaves$this->random, 20 ++$var34 $var35 = new GroundCoverPopulator() :$BIOME_WEIGHTS[$var36 + 2 + $var37 + 2 * 5] = float (10.0 / sqrt(float $var38 * $var39 + $var40 * $var41 + 0.2)) $this->generationPopulators[] = $var42 $this->localSeed2 = $this->random->nextSignedFloat() $var43->setOreTypes([new OreType(:get:COAL_ORE, 20, 17, 0, 128), new OreType(:get:IRON_ORE, 20, 9, 0, 64), new OreType(:get:REDSTONE_ORE, 8, 8, 0, 16), new OreType(:get:LAPIS_ORE, 1, 7, 0, 16), new OreType(:get:GOLD_ORE, 2, 9, 0, 32), new OreType(:get:DIAMOND_ORE, 1, 8, 0, 16), new OreType(:get:DIRT, 10, 33, 0, 128), new OreType(:get:GRAVEL, 8, 33, 0, 128), new OreType(:get:STONE, 1, 10, 33, 0, 80), new OreType(:get:STONE, 3, 10, 33, 0, 80), new OreType(:get:STONE, 5, 10, 33, 0, 80)]) $this->scaleNoise = new NoiseGeneratorOctaves$this->random, 16 $this->generationPopulators[] = $var44 $this->noiseLand = new Simplex$this->random, 2, 1 / 8, 1 / 512 $var45 = new Ore() ++$var46 } public function generateChunk$var47, $var48 { - $var51 * 0.25 / 1.4 if (!$var54 < 16) ->getBaseHeight() if ($var57 += $var58 > 0.0) [$var61 + $var62 + 1] - $var63 * 0.125 / $var66 + $var69 + 1 * 33 if (!$var70 < 4) - $var73 if (!$var74 < 16) - $var77 * 0.25 if (!$var78 < 5) $var79 = 0 $var80 = 0.0 $var81 = 0 if (!$var82 < 33) $var83 = float $var84 - 29 / 3.0 $var85 = -2 $this->maxLimitRegion = $var86 $var87->setBlockId$var88 * 4 + $var89, $var90 * 8 + $var91, $var92 * 4 + $var93, :STONE [$var96 + $var97 + 1] - $var98 * 0.125 / 8.0 $var103 += $var104 * $var105 [$var108 + $var109] foreach $this->generationPopulators as $var110 { $var111->populate$this->level, $var112, $var113, $this->random, $var114 } + $var119 * 33 $var120 = 0 ->selector->pickBiome$var122 + $var123 * 4, $var124 + $var125 * 4 if (!$var126 < 4) ++$var127 * 3.0 - 2.0 $this->random->setSeed(0xdeadbeef ^ $var130 << 8 ^ $var131 ^ $this->level->getSeed()) if (!$var132 < -1.0) ->minLimitPerlinNoise->generateNoiseOctaves$this->minLimitRegion, $var134 * 4, 0, $var135 * 4, 5, 33, 5, 684.412, 684.412, 684.412 if (!$var136 < 0.0) ++$var137 ->getHeightVariation() ->mainPerlinNoise->generateNoiseOctaves$this->mainNoiseRegion, $var141 * 4, 0, $var142 * 4, 5, 33, 5, 684.412 / 60, 684.412 / 160, 684.412 / 60 / 2.0 + $var147 * 0.2 $var148 += $var149 / 2.0 $var152 = :denormalizeClamp$var153, $var154, $var155 - $var156 $var157 = 0 if $var158 < 0.0 $var159 += $var160 $var161 = -1.0 ++$var162 $var163 = 0 + $var166 * 33 + $var169 + 1 * 33 $var170 += $var171 if (!($var172->getBaseHeight() > $var173->getBaseHeight())) $var174 = 0 if (!$var175 > 1.0) $var176 = 0 ++$var177 ++$var178 $this->depthRegion = $var179 $var180 = 1.0 [$var183 + $var184] $var185 = 0 ++$var186 * 4.0 - 1.0 / 8.0 if (!$var189 > 29) if (!$var190 < 4) $var191 = 0 $var192->setBlockId$var193 * 4 + $var194, $var195 * 8 + $var196, $var197 * 4 + $var198, :STILL_WATER << 4 if (!$var201 <= 2) $var202 = -2 if $var203 * 8 + $var204 <= $this->seaHeight $this->mainNoiseRegion = $var205 $var206 = :$BIOME_WEIGHTS[$var207 + 2 + $var208 + 2 * 5] / $var209 + 2.0 $var210 = 8.5 + $var211 * 4.0 $this->minLimitRegion = $var212 $var213 += $var214 ++$var215 if (!$var216 <= 2) << 4 * 1.0 - $var221 + -10.0 * $var222 ->level->getChunk$var224, $var225 ++$var226 $var227 = -$var228 * 0.3 ++$var229 [$var232] / 8000.0 $var235 = 0.0 $var236 = (float $var237 - $var238) * 12.0 * 128.0 / 256.0 / $var239 ++$var240 / $var243 [$var246 + $var247] * 5 $var250 = 0 $var251 *= 4.0 $var252->setBiomeId($var253, $var254, $var255->getId()) $var256 += $var257 ++$var258 + 1 * 5 $var261 = 0.0 * 0.9 + 0.1 $var264++ ->maxLimitPerlinNoise->generateNoiseOctaves$this->maxLimitRegion, $var266 * 4, 0, $var267 * 4, 5, 33, 5, 684.412, 684.412, 684.412 $var268 /= 2.0 [$var271 + $var272 + 1] - $var273 * 0.125 ->depthNoise->generateNoiseOctaves8$this->depthRegion, $var275 * 4, $var276 * 4, 5, 5, 200.0, 200.0, 0.5 ->heightMap [$var280 + $var281] if (!$var284 < 8) [$var287] / 512.0 [$var290] / 10.0 + 1.0 / 2.0 - $var293 * 0.25 [$var296 + $var297 + 1] - $var298 * 0.125 $var299[$var300] = $var301 ->selector->pickBiome$var303 + $var304 * 4 + $var305, $var306 + $var307 * 4 + $var308 ++$var309 * 8.5 / 8.0 $var312 += $var313 * $var314 if (!$var315 < 4) $var316 = 0 ->selector->pickBiome$var318 | $var319, $var320 | $var321 if (!$var322 < 0.0) $var323++ $var324 += $var325 if (!$var326 < 5) ++$var327 $var328 = 0 $var329 += $var330 if (!$var331 < 32) [$var334] / 512.0 $var335 = 0 } public function populateChunk$var336, $var337 { $var338->populateChunk$this->level, $var339, $var340, $this->random ->level->getChunk$var342, $var343 $this->random->setSeed(0xdeadbeef ^ $var344 << 8 ^ $var345 ^ $this->level->getSeed()) $var346 = :getBiome($var347->getBiomeId7, 7) foreach $this->populators as $var348 { $var349->populate$this->level, $var350, $var351, $this->random } } public static function getSpawn() : Vector3 { return new Vector3127, 90, 127 } } ?>
Did this file decode correctly?
Original Code
<?php <?php namespace pocketmine\level\generator\normal use pocketmine\block\Block use pocketmine\block\CoalOre use pocketmine\block\DiamondOre use pocketmine\block\Dirt use pocketmine\block\GoldOre use pocketmine\block\Gravel use pocketmine\block\IronOre use pocketmine\block\LapisOre use pocketmine\block\RedstoneOre use pocketmine\level\ChunkManager use pocketmine\level\generator\biome\Biome use pocketmine\level\generator\normal\noise\NoiseGeneratorOctaves use pocketmine\level\generator\normal\populator\BedrockPopulator use pocketmine\level\generator\normal\populator\GroundCoverPopulator use pocketmine\level\generator\normal\populator\CavePopulator use pocketmine\level\generator\normal\populator\DungeonPopulator use pocketmine\level\generator\biome\BiomeSelector use pocketmine\level\generator\Generator use pocketmine\level\generator\normal\math\MathHelper use pocketmine\level\generator\noise\Simplex use pocketmine\level\generator\object\OreType use pocketmine\level\generator\populator\GroundCover use pocketmine\level\generator\populator\Ore use pocketmine\level\generator\populator\Populator use pocketmine\level\Level use pocketmine\math\Vector3 use pocketmine\utils\Random class Normal extends Generator { private $populators = [] public $level private $random private $bedrockDepth = 5 private $generationPopulators = [] private $noiseBase private $selector private $noiseSeaFloor private $noiseLand private $noiseMountains private $noiseBaseGround private $noiseRiver private $heightOffset private $depthRegion = [] private $mainNoiseRegion = [] private $minLimitRegion = [] private $maxLimitRegion = [] private $heightMap = [] protected static $BIOME_WEIGHTS = [] private $minLimitPerlinNoise = null private $maxLimitPerlinNoise = null private $mainPerlinNoise = null private $surfaceNoise = null private $seaHeight = 62 private $seaFloorHeight = 48 private $beathStartHeight = 60 private $beathStopHeight = 64 private $seaFloorGenerateRange = 5 private $landHeightRange = 18 private $mountainHeight = 13 private $basegroundHeight = 3 public function getName() { return "normal" } public function getSettings() { return [] } public function __constructarray $var1 = [] public function pickBiome$var2, $var3 { * 2345803 ^ $var6 * 9236449 ^ $this->level->getSeed() $var7 *= $var8 + 223 $var9 = 1 >> 22 & 3 return $this->selector->pickBiome$var12 + $var13 - 1, $var14 + $var15 - 1 if (!$var16 == 3) $var17 = 1 if (!$var18 == 3) >> 20 & 3 } public $max = 0 public $min = 0 public function initChunkManager $var21, Random $var22 { $this->noiseMountains = new Simplex$this->random, 4, 1, 1 / 500 if (!$var23 <= 2) $this->localSeed1 = $this->random->nextSignedFloat() $this->minLimitPerlinNoise = new NoiseGeneratorOctaves$this->random, 16 $this->noiseRiver = new Simplex$this->random, 2, 1, 1 / 512 $this->noiseSeaFloor = new Simplex$this->random, 1, 1 / 8, 1 / 64 $this->level = $var24 $this->random->setSeed($this->level->getSeed()) $this->heightOffset = $var25->nextRange-5, 3 $this->generationPopulators[] = $var26 $var27 = new CavePopulator() $var28 = -2 $this->noiseBaseGround = new Simplex$this->random, 4, 1 / 4, 1 / 64 $this->mainPerlinNoise = new NoiseGeneratorOctaves$this->random, 8 $this->selector = new BiomeSelector$this->random $this->maxLimitPerlinNoise = new NoiseGeneratorOctaves$this->random, 16 $this->populators[] = $var29 $var30 = -2 $this->random->setSeed($this->level->getSeed()) if (!$var31 <= 2) $this->random = $var32 $var33 = new BedrockPopulator() $this->depthNoise = new NoiseGeneratorOctaves$this->random, 20 ++$var34 $var35 = new GroundCoverPopulator() :$BIOME_WEIGHTS[$var36 + 2 + $var37 + 2 * 5] = float (10.0 / sqrt(float $var38 * $var39 + $var40 * $var41 + 0.2)) $this->generationPopulators[] = $var42 $this->localSeed2 = $this->random->nextSignedFloat() $var43->setOreTypes([new OreType(:get:COAL_ORE, 20, 17, 0, 128), new OreType(:get:IRON_ORE, 20, 9, 0, 64), new OreType(:get:REDSTONE_ORE, 8, 8, 0, 16), new OreType(:get:LAPIS_ORE, 1, 7, 0, 16), new OreType(:get:GOLD_ORE, 2, 9, 0, 32), new OreType(:get:DIAMOND_ORE, 1, 8, 0, 16), new OreType(:get:DIRT, 10, 33, 0, 128), new OreType(:get:GRAVEL, 8, 33, 0, 128), new OreType(:get:STONE, 1, 10, 33, 0, 80), new OreType(:get:STONE, 3, 10, 33, 0, 80), new OreType(:get:STONE, 5, 10, 33, 0, 80)]) $this->scaleNoise = new NoiseGeneratorOctaves$this->random, 16 $this->generationPopulators[] = $var44 $this->noiseLand = new Simplex$this->random, 2, 1 / 8, 1 / 512 $var45 = new Ore() ++$var46 } public function generateChunk$var47, $var48 { - $var51 * 0.25 / 1.4 if (!$var54 < 16) ->getBaseHeight() if ($var57 += $var58 > 0.0) [$var61 + $var62 + 1] - $var63 * 0.125 / $var66 + $var69 + 1 * 33 if (!$var70 < 4) - $var73 if (!$var74 < 16) - $var77 * 0.25 if (!$var78 < 5) $var79 = 0 $var80 = 0.0 $var81 = 0 if (!$var82 < 33) $var83 = float $var84 - 29 / 3.0 $var85 = -2 $this->maxLimitRegion = $var86 $var87->setBlockId$var88 * 4 + $var89, $var90 * 8 + $var91, $var92 * 4 + $var93, :STONE [$var96 + $var97 + 1] - $var98 * 0.125 / 8.0 $var103 += $var104 * $var105 [$var108 + $var109] foreach $this->generationPopulators as $var110 { $var111->populate$this->level, $var112, $var113, $this->random, $var114 } + $var119 * 33 $var120 = 0 ->selector->pickBiome$var122 + $var123 * 4, $var124 + $var125 * 4 if (!$var126 < 4) ++$var127 * 3.0 - 2.0 $this->random->setSeed(0xdeadbeef ^ $var130 << 8 ^ $var131 ^ $this->level->getSeed()) if (!$var132 < -1.0) ->minLimitPerlinNoise->generateNoiseOctaves$this->minLimitRegion, $var134 * 4, 0, $var135 * 4, 5, 33, 5, 684.412, 684.412, 684.412 if (!$var136 < 0.0) ++$var137 ->getHeightVariation() ->mainPerlinNoise->generateNoiseOctaves$this->mainNoiseRegion, $var141 * 4, 0, $var142 * 4, 5, 33, 5, 684.412 / 60, 684.412 / 160, 684.412 / 60 / 2.0 + $var147 * 0.2 $var148 += $var149 / 2.0 $var152 = :denormalizeClamp$var153, $var154, $var155 - $var156 $var157 = 0 if $var158 < 0.0 $var159 += $var160 $var161 = -1.0 ++$var162 $var163 = 0 + $var166 * 33 + $var169 + 1 * 33 $var170 += $var171 if (!($var172->getBaseHeight() > $var173->getBaseHeight())) $var174 = 0 if (!$var175 > 1.0) $var176 = 0 ++$var177 ++$var178 $this->depthRegion = $var179 $var180 = 1.0 [$var183 + $var184] $var185 = 0 ++$var186 * 4.0 - 1.0 / 8.0 if (!$var189 > 29) if (!$var190 < 4) $var191 = 0 $var192->setBlockId$var193 * 4 + $var194, $var195 * 8 + $var196, $var197 * 4 + $var198, :STILL_WATER << 4 if (!$var201 <= 2) $var202 = -2 if $var203 * 8 + $var204 <= $this->seaHeight $this->mainNoiseRegion = $var205 $var206 = :$BIOME_WEIGHTS[$var207 + 2 + $var208 + 2 * 5] / $var209 + 2.0 $var210 = 8.5 + $var211 * 4.0 $this->minLimitRegion = $var212 $var213 += $var214 ++$var215 if (!$var216 <= 2) << 4 * 1.0 - $var221 + -10.0 * $var222 ->level->getChunk$var224, $var225 ++$var226 $var227 = -$var228 * 0.3 ++$var229 [$var232] / 8000.0 $var235 = 0.0 $var236 = (float $var237 - $var238) * 12.0 * 128.0 / 256.0 / $var239 ++$var240 / $var243 [$var246 + $var247] * 5 $var250 = 0 $var251 *= 4.0 $var252->setBiomeId($var253, $var254, $var255->getId()) $var256 += $var257 ++$var258 + 1 * 5 $var261 = 0.0 * 0.9 + 0.1 $var264++ ->maxLimitPerlinNoise->generateNoiseOctaves$this->maxLimitRegion, $var266 * 4, 0, $var267 * 4, 5, 33, 5, 684.412, 684.412, 684.412 $var268 /= 2.0 [$var271 + $var272 + 1] - $var273 * 0.125 ->depthNoise->generateNoiseOctaves8$this->depthRegion, $var275 * 4, $var276 * 4, 5, 5, 200.0, 200.0, 0.5 ->heightMap [$var280 + $var281] if (!$var284 < 8) [$var287] / 512.0 [$var290] / 10.0 + 1.0 / 2.0 - $var293 * 0.25 [$var296 + $var297 + 1] - $var298 * 0.125 $var299[$var300] = $var301 ->selector->pickBiome$var303 + $var304 * 4 + $var305, $var306 + $var307 * 4 + $var308 ++$var309 * 8.5 / 8.0 $var312 += $var313 * $var314 if (!$var315 < 4) $var316 = 0 ->selector->pickBiome$var318 | $var319, $var320 | $var321 if (!$var322 < 0.0) $var323++ $var324 += $var325 if (!$var326 < 5) ++$var327 $var328 = 0 $var329 += $var330 if (!$var331 < 32) [$var334] / 512.0 $var335 = 0 } public function populateChunk$var336, $var337 { $var338->populateChunk$this->level, $var339, $var340, $this->random ->level->getChunk$var342, $var343 $this->random->setSeed(0xdeadbeef ^ $var344 << 8 ^ $var345 ^ $this->level->getSeed()) $var346 = :getBiome($var347->getBiomeId7, 7) foreach $this->populators as $var348 { $var349->populate$this->level, $var350, $var351, $this->random } } public static function getSpawn() : Vector3 { return new Vector3127, 90, 127 } } ?>
Function Calls
None |
Stats
MD5 | baf574c8d34a7c33343b4e73137f60a9 |
Eval Count | 0 |
Decode Time | 57 ms |