Implemented server-side block-break FX handling, closes #3485

this had been planned for a long time already, just never finished.
It's not fully done, because there needs to be synchronization of block-break handlers between different players attempting to break the same block, but this should resolve a lot of the bugs that previously existed, while also opening the doors to making the logic more flexible.
This commit is contained in:
Dylan K. Taylor
2020-05-11 21:16:30 +01:00
parent 24b63d71ab
commit 3a6cdba281
2 changed files with 161 additions and 16 deletions

View File

@ -0,0 +1,142 @@
<?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/
*
*
*/
declare(strict_types=1);
namespace pocketmine\player;
use pocketmine\block\Block;
use pocketmine\entity\animation\ArmSwingAnimation;
use pocketmine\math\Facing;
use pocketmine\math\Vector3;
use pocketmine\network\mcpe\protocol\LevelEventPacket;
use pocketmine\world\particle\BlockPunchParticle;
use pocketmine\world\sound\BlockPunchSound;
use function abs;
final class SurvivalBlockBreakHandler{
public const DEFAULT_FX_INTERVAL_TICKS = 5;
/** @var Player */
private $player;
/** @var Vector3 */
private $blockPos;
/** @var Block */
private $block;
/** @var int */
private $targetedFace;
/** @var int */
private $fxTicker = 0;
/** @var int */
private $fxTickInterval;
/** @var int */
private $maxPlayerDistance;
/** @var float|null */
private $breakSpeed;
/** @var float */
private $breakProgress = 0;
public function __construct(Player $player, Vector3 $blockPos, Block $block, int $targetedFace, int $maxPlayerDistance, int $fxTickInterval = self::DEFAULT_FX_INTERVAL_TICKS){
$this->player = $player;
$this->blockPos = $blockPos;
$this->block = $block;
$this->targetedFace = $targetedFace;
$this->fxTickInterval = $fxTickInterval;
$this->maxPlayerDistance = $maxPlayerDistance;
$this->breakSpeed = $this->calculateBreakProgressPerTick();
if($this->breakSpeed !== null){
$this->player->getWorld()->broadcastPacketToViewers(
$this->blockPos,
LevelEventPacket::create(LevelEventPacket::EVENT_BLOCK_START_BREAK, (int) (65535 * $this->breakSpeed), $this->blockPos)
);
}
}
/**
* Returns the calculated break speed as percentage progress per game tick.
*/
private function calculateBreakProgressPerTick() : ?float{
//TODO: improve this to take stuff like swimming, ladders, enchanted tools into account, fix wrong tool break time calculations for bad tools (pmmp/PocketMine-MP#211)
$breakTime = $this->block->getBreakInfo()->getBreakTime($this->player->getInventory()->getItemInHand()) * 20;
if($breakTime > 0){
return 1 / $breakTime;
}
return null;
}
public function update() : bool{
if(
$this->player->getPosition()->distanceSquared($this->blockPos->add(0.5, 0.5, 0.5)) > $this->maxPlayerDistance){
return false;
}
if($this->breakSpeed !== null){
$newBreakSpeed = $this->calculateBreakProgressPerTick();
if(abs($newBreakSpeed - $this->breakSpeed) > 0.0001){
$this->breakSpeed = $newBreakSpeed;
//TODO: sync with client
}
$this->breakProgress += $this->breakSpeed;
if(($this->fxTicker++ % $this->fxTickInterval) === 0){
$this->player->getWorld()->addParticle($this->blockPos, new BlockPunchParticle($this->block, $this->targetedFace));
$this->player->getWorld()->addSound($this->blockPos, new BlockPunchSound($this->block));
$this->player->broadcastAnimation(new ArmSwingAnimation($this->player), $this->player->getViewers());
}
}
return $this->breakSpeed !== null and $this->breakProgress < 1;
}
public function getBlockPos() : Vector3{
return $this->blockPos;
}
public function getTargetedFace() : int{
return $this->targetedFace;
}
public function setTargetedFace(int $face) : void{
Facing::validate($face);
$this->targetedFace = $face;
}
public function getBreakSpeed() : ?float{
return $this->breakSpeed;
}
public function getBreakProgress() : float{
return $this->breakProgress;
}
public function __destruct(){
if($this->breakSpeed !== null and $this->player->getWorld()->isInLoadedTerrain($this->blockPos)){
$this->player->getWorld()->broadcastPacketToViewers(
$this->blockPos,
LevelEventPacket::create(LevelEventPacket::EVENT_BLOCK_STOP_BREAK, 0, $this->blockPos)
);
}
}
}