Extract an ExperienceManager unit from Human

This commit is contained in:
Dylan K. Taylor 2019-07-06 19:31:39 +01:00
parent da0358529a
commit 5274a0fe3c
5 changed files with 366 additions and 275 deletions

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@ -151,6 +151,7 @@ This version features substantial changes to the network system, improving coher
- `ItemEntity->getDespawnDelay()`
- `ItemEntity->setDespawnDelay()`
- `Human->getHungerManager()`
- `Human->getXpManager()`
- The following methods have signature changes:
- `Entity->entityBaseTick()` is now `protected`.
- `Entity->move()` is now `protected`.
@ -159,6 +160,7 @@ This version features substantial changes to the network system, improving coher
- The following classes have been added:
- `effect\EffectManager`: contains effect-management functionality extracted from `Living`
- `HungerManager`: contains hunger-management functionality extracted from `Human`
- `ExperienceManager`: contains XP-management functionality extracted from `Human`
- The following API methods have been moved / renamed:
- `Living->removeAllEffects()` -> `EffectManager->clear()`
- `Living->removeEffect()` -> `EffectManager->remove()`
@ -178,6 +180,22 @@ This version features substantial changes to the network system, improving coher
- `Human->getExhaustion()` -> `HungerManager->getExhaustion()`
- `Human->setExhaustion()` -> `HungerManager->setExhaustion()`
- `Human->exhaust()` -> `HungerManager->exhaust()`
- `Human->getXpLevel()` -> `ExperienceManager->getXpLevel()`
- `Human->setXpLevel()` -> `ExperienceManager->setXpLevel()`
- `Human->addXpLevels()` -> `ExperienceManager->addXpLevels()`
- `Human->subtractXpLevels()` -> `ExperienceManager->subtractXpLevels()`
- `Human->getXpProgress()` -> `ExperienceManager->getXpProgress()`
- `Human->setXpProgress()` -> `ExperienceManager->setXpProgress()`
- `Human->getRemainderXp()` -> `ExperienceManager->getRemainderXp()`
- `Human->getCurrentTotalXp()` -> `ExperienceManager->getCurrentTotalXp()`
- `Human->setCurrentTotalXp()` -> `ExperienceManager->setCurrentTotalXp()`
- `Human->addXp()` -> `ExperienceManager->addXp()`
- `Human->subtractXp()` -> `ExperienceManager->subtractXp()`
- `Human->getLifetimeTotalXp()` -> `ExperienceManager->getLifetimeTotalXp()`
- `Human->setLifetimeTotalXp()` -> `ExperienceManager->setLifetimeTotalXp()`
- `Human->canPickupXp()` -> `ExperienceManager->canPickupXp()`
- `Human->onPickupXp()` -> `ExperienceManager->onPickupXp()`
- `Human->resetXpCooldown()` -> `ExperienceManager->resetXpCooldown()`
- The following API methods have been removed:
- `Human->getRawUniqueId()`: use `Human->getUniqueId()->toBinary()` instead
- The following classes have been removed:

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@ -0,0 +1,329 @@
<?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\entity;
use pocketmine\entity\utils\ExperienceUtils;
use pocketmine\event\player\PlayerExperienceChangeEvent;
use pocketmine\item\Durable;
use pocketmine\item\enchantment\Enchantment;
use pocketmine\world\sound\XpCollectSound;
use pocketmine\world\sound\XpLevelUpSound;
use function array_rand;
use function ceil;
use function max;
use function min;
class ExperienceManager{
/** @var Human */
private $entity;
/** @var Attribute */
private $levelAttr;
/** @var Attribute */
private $progressAttr;
/** @var int */
private $totalXp = 0;
/** @var int */
private $xpCooldown = 0;
public function __construct(Human $entity){
$this->entity = $entity;
$this->levelAttr = self::fetchAttribute($entity, Attribute::EXPERIENCE_LEVEL);
$this->progressAttr = self::fetchAttribute($entity, Attribute::EXPERIENCE);
}
private static function fetchAttribute(Entity $entity, string $attributeId) : Attribute{
$entity->getAttributeMap()->addAttribute(Attribute::getAttribute($attributeId));
return $entity->getAttributeMap()->getAttribute($attributeId);
}
/**
* Returns the player's experience level.
* @return int
*/
public function getXpLevel() : int{
return (int) $this->levelAttr->getValue();
}
/**
* Sets the player's experience level. This does not affect their total XP or their XP progress.
*
* @param int $level
*
* @return bool
*/
public function setXpLevel(int $level) : bool{
return $this->setXpAndProgress($level, null);
}
/**
* Adds a number of XP levels to the player.
*
* @param int $amount
* @param bool $playSound
*
* @return bool
*/
public function addXpLevels(int $amount, bool $playSound = true) : bool{
$oldLevel = $this->getXpLevel();
if($this->setXpLevel($oldLevel + $amount)){
if($playSound){
$newLevel = $this->getXpLevel();
if((int) ($newLevel / 5) > (int) ($oldLevel / 5)){
$this->entity->getWorld()->addSound($this->entity->asVector3(), new XpLevelUpSound($newLevel));
}
}
return true;
}
return false;
}
/**
* Subtracts a number of XP levels from the player.
*
* @param int $amount
*
* @return bool
*/
public function subtractXpLevels(int $amount) : bool{
return $this->addXpLevels(-$amount);
}
/**
* Returns a value between 0.0 and 1.0 to indicate how far through the current level the player is.
* @return float
*/
public function getXpProgress() : float{
return $this->progressAttr->getValue();
}
/**
* Sets the player's progress through the current level to a value between 0.0 and 1.0.
*
* @param float $progress
*
* @return bool
*/
public function setXpProgress(float $progress) : bool{
return $this->setXpAndProgress(null, $progress);
}
/**
* Returns the number of XP points the player has progressed into their current level.
* @return int
*/
public function getRemainderXp() : int{
return (int) (ExperienceUtils::getXpToCompleteLevel($this->getXpLevel()) * $this->getXpProgress());
}
/**
* Returns the amount of XP points the player currently has, calculated from their current level and progress
* through their current level. This will be reduced by enchanting deducting levels and is used to calculate the
* amount of XP the player drops on death.
*
* @return int
*/
public function getCurrentTotalXp() : int{
return ExperienceUtils::getXpToReachLevel($this->getXpLevel()) + $this->getRemainderXp();
}
/**
* Sets the current total of XP the player has, recalculating their XP level and progress.
* Note that this DOES NOT update the player's lifetime total XP.
*
* @param int $amount
*
* @return bool
*/
public function setCurrentTotalXp(int $amount) : bool{
$newLevel = ExperienceUtils::getLevelFromXp($amount);
return $this->setXpAndProgress((int) $newLevel, $newLevel - ((int) $newLevel));
}
/**
* Adds an amount of XP to the player, recalculating their XP level and progress. XP amount will be added to the
* player's lifetime XP.
*
* @param int $amount
* @param bool $playSound Whether to play level-up and XP gained sounds.
*
* @return bool
*/
public function addXp(int $amount, bool $playSound = true) : bool{
$this->totalXp += $amount;
$oldLevel = $this->getXpLevel();
$oldTotal = $this->getCurrentTotalXp();
if($this->setCurrentTotalXp($oldTotal + $amount)){
if($playSound){
$newLevel = $this->getXpLevel();
if((int) ($newLevel / 5) > (int) ($oldLevel / 5)){
$this->entity->getWorld()->addSound($this->entity->asVector3(), new XpLevelUpSound($newLevel));
}elseif($this->getCurrentTotalXp() > $oldTotal){
$this->entity->getWorld()->addSound($this->entity->asVector3(), new XpCollectSound());
}
}
return true;
}
return false;
}
/**
* Takes an amount of XP from the player, recalculating their XP level and progress.
*
* @param int $amount
*
* @return bool
*/
public function subtractXp(int $amount) : bool{
return $this->addXp(-$amount);
}
public function setXpAndProgress(?int $level, ?float $progress) : bool{
$ev = new PlayerExperienceChangeEvent($this->entity, $this->getXpLevel(), $this->getXpProgress(), $level, $progress);
$ev->call();
if($ev->isCancelled()){
return false;
}
$level = $ev->getNewLevel();
$progress = $ev->getNewProgress();
if($level !== null){
$this->levelAttr->setValue($level);
}
if($progress !== null){
$this->progressAttr->setValue($progress);
}
return true;
}
/**
* @internal
*
* @param int $level
* @param float $progress
*/
public function setXpAndProgressNoEvent(int $level, float $progress) : void{
$this->levelAttr->setValue($level);
$this->progressAttr->setValue($progress);
}
/**
* Returns the total XP the player has collected in their lifetime. Resets when the player dies.
* XP levels being removed in enchanting do not reduce this number.
*
* @return int
*/
public function getLifetimeTotalXp() : int{
return $this->totalXp;
}
/**
* Sets the lifetime total XP of the player. This does not recalculate their level or progress. Used for player
* score when they die. (TODO: add this when MCPE supports it)
*
* @param int $amount
*/
public function setLifetimeTotalXp(int $amount) : void{
if($amount < 0){
throw new \InvalidArgumentException("XP must be greater than 0");
}
$this->totalXp = $amount;
}
/**
* Returns whether the human can pickup XP orbs (checks cooldown time)
* @return bool
*/
public function canPickupXp() : bool{
return $this->xpCooldown === 0;
}
public function onPickupXp(int $xpValue) : void{
static $mainHandIndex = -1;
//TODO: replace this with a more generic equipment getting/setting interface
/** @var Durable[] $equipment */
$equipment = [];
if(($item = $this->entity->getInventory()->getItemInHand()) instanceof Durable and $item->hasEnchantment(Enchantment::MENDING())){
$equipment[$mainHandIndex] = $item;
}
//TODO: check offhand
foreach($this->entity->getArmorInventory()->getContents() as $k => $item){
if($item instanceof Durable and $item->hasEnchantment(Enchantment::MENDING())){
$equipment[$k] = $item;
}
}
if(!empty($equipment)){
$repairItem = $equipment[$k = array_rand($equipment)];
if($repairItem->getDamage() > 0){
$repairAmount = min($repairItem->getDamage(), $xpValue * 2);
$repairItem->setDamage($repairItem->getDamage() - $repairAmount);
$xpValue -= (int) ceil($repairAmount / 2);
if($k === $mainHandIndex){
$this->entity->getInventory()->setItemInHand($repairItem);
}else{
$this->entity->getArmorInventory()->setItem($k, $repairItem);
}
}
}
$this->addXp($xpValue); //this will still get fired even if the value is 0 due to mending, to play sounds
$this->resetXpCooldown();
}
/**
* Sets the duration in ticks until the human can pick up another XP orb.
*
* @param int $value
*/
public function resetXpCooldown(int $value = 2) : void{
$this->xpCooldown = $value;
}
public function tick(int $tickDiff = 1) : void{
if($this->xpCooldown > 0){
$this->xpCooldown = max(0, $this->xpCooldown - $tickDiff);
}
}
}

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@ -26,15 +26,12 @@ namespace pocketmine\entity;
use pocketmine\entity\effect\Effect;
use pocketmine\entity\effect\EffectInstance;
use pocketmine\entity\projectile\ProjectileSource;
use pocketmine\entity\utils\ExperienceUtils;
use pocketmine\event\entity\EntityDamageEvent;
use pocketmine\event\player\PlayerExhaustEvent;
use pocketmine\event\player\PlayerExperienceChangeEvent;
use pocketmine\inventory\EnderChestInventory;
use pocketmine\inventory\InventoryHolder;
use pocketmine\inventory\PlayerInventory;
use pocketmine\item\Consumable;
use pocketmine\item\Durable;
use pocketmine\item\enchantment\Enchantment;
use pocketmine\item\FoodSource;
use pocketmine\item\Item;
@ -55,14 +52,10 @@ use pocketmine\network\mcpe\protocol\types\PlayerMetadataFlags;
use pocketmine\player\Player;
use pocketmine\utils\UUID;
use pocketmine\world\sound\TotemUseSound;
use pocketmine\world\sound\XpCollectSound;
use pocketmine\world\sound\XpLevelUpSound;
use pocketmine\world\World;
use function array_filter;
use function array_merge;
use function array_rand;
use function array_values;
use function ceil;
use function in_array;
use function min;
use function random_int;
@ -90,10 +83,10 @@ class Human extends Living implements ProjectileSource, InventoryHolder{
/** @var HungerManager */
protected $hungerManager;
/** @var ExperienceManager */
protected $xpManager;
protected $totalXp = 0;
protected $xpSeed;
protected $xpCooldown = 0;
protected $baseOffset = 1.62;
@ -196,258 +189,16 @@ class Human extends Living implements ProjectileSource, InventoryHolder{
}
/**
* Returns the player's experience level.
* @return int
* @return ExperienceManager
*/
public function getXpLevel() : int{
return (int) $this->attributeMap->getAttribute(Attribute::EXPERIENCE_LEVEL)->getValue();
}
/**
* Sets the player's experience level. This does not affect their total XP or their XP progress.
*
* @param int $level
*
* @return bool
*/
public function setXpLevel(int $level) : bool{
return $this->setXpAndProgress($level, null);
}
/**
* Adds a number of XP levels to the player.
*
* @param int $amount
* @param bool $playSound
*
* @return bool
*/
public function addXpLevels(int $amount, bool $playSound = true) : bool{
$oldLevel = $this->getXpLevel();
if($this->setXpLevel($oldLevel + $amount)){
if($playSound){
$newLevel = $this->getXpLevel();
if((int) ($newLevel / 5) > (int) ($oldLevel / 5)){
$this->world->addSound($this, new XpLevelUpSound($newLevel));
}
}
return true;
}
return false;
}
/**
* Subtracts a number of XP levels from the player.
*
* @param int $amount
*
* @return bool
*/
public function subtractXpLevels(int $amount) : bool{
return $this->addXpLevels(-$amount);
}
/**
* Returns a value between 0.0 and 1.0 to indicate how far through the current level the player is.
* @return float
*/
public function getXpProgress() : float{
return $this->attributeMap->getAttribute(Attribute::EXPERIENCE)->getValue();
}
/**
* Sets the player's progress through the current level to a value between 0.0 and 1.0.
*
* @param float $progress
*
* @return bool
*/
public function setXpProgress(float $progress) : bool{
return $this->setXpAndProgress(null, $progress);
}
/**
* Returns the number of XP points the player has progressed into their current level.
* @return int
*/
public function getRemainderXp() : int{
return (int) (ExperienceUtils::getXpToCompleteLevel($this->getXpLevel()) * $this->getXpProgress());
}
/**
* Returns the amount of XP points the player currently has, calculated from their current level and progress
* through their current level. This will be reduced by enchanting deducting levels and is used to calculate the
* amount of XP the player drops on death.
*
* @return int
*/
public function getCurrentTotalXp() : int{
return ExperienceUtils::getXpToReachLevel($this->getXpLevel()) + $this->getRemainderXp();
}
/**
* Sets the current total of XP the player has, recalculating their XP level and progress.
* Note that this DOES NOT update the player's lifetime total XP.
*
* @param int $amount
*
* @return bool
*/
public function setCurrentTotalXp(int $amount) : bool{
$newLevel = ExperienceUtils::getLevelFromXp($amount);
return $this->setXpAndProgress((int) $newLevel, $newLevel - ((int) $newLevel));
}
/**
* Adds an amount of XP to the player, recalculating their XP level and progress. XP amount will be added to the
* player's lifetime XP.
*
* @param int $amount
* @param bool $playSound Whether to play level-up and XP gained sounds.
*
* @return bool
*/
public function addXp(int $amount, bool $playSound = true) : bool{
$this->totalXp += $amount;
$oldLevel = $this->getXpLevel();
$oldTotal = $this->getCurrentTotalXp();
if($this->setCurrentTotalXp($oldTotal + $amount)){
if($playSound){
$newLevel = $this->getXpLevel();
if((int) ($newLevel / 5) > (int) ($oldLevel / 5)){
$this->world->addSound($this, new XpLevelUpSound($newLevel));
}elseif($this->getCurrentTotalXp() > $oldTotal){
$this->world->addSound($this, new XpCollectSound());
}
}
return true;
}
return false;
}
/**
* Takes an amount of XP from the player, recalculating their XP level and progress.
*
* @param int $amount
*
* @return bool
*/
public function subtractXp(int $amount) : bool{
return $this->addXp(-$amount);
}
protected function setXpAndProgress(?int $level, ?float $progress) : bool{
if(!$this->justCreated){
$ev = new PlayerExperienceChangeEvent($this, $this->getXpLevel(), $this->getXpProgress(), $level, $progress);
$ev->call();
if($ev->isCancelled()){
return false;
}
$level = $ev->getNewLevel();
$progress = $ev->getNewProgress();
}
if($level !== null){
$this->getAttributeMap()->getAttribute(Attribute::EXPERIENCE_LEVEL)->setValue($level);
}
if($progress !== null){
$this->getAttributeMap()->getAttribute(Attribute::EXPERIENCE)->setValue($progress);
}
return true;
}
/**
* Returns the total XP the player has collected in their lifetime. Resets when the player dies.
* XP levels being removed in enchanting do not reduce this number.
*
* @return int
*/
public function getLifetimeTotalXp() : int{
return $this->totalXp;
}
/**
* Sets the lifetime total XP of the player. This does not recalculate their level or progress. Used for player
* score when they die. (TODO: add this when MCPE supports it)
*
* @param int $amount
*/
public function setLifetimeTotalXp(int $amount) : void{
if($amount < 0){
throw new \InvalidArgumentException("XP must be greater than 0");
}
$this->totalXp = $amount;
}
/**
* Returns whether the human can pickup XP orbs (checks cooldown time)
* @return bool
*/
public function canPickupXp() : bool{
return $this->xpCooldown === 0;
}
public function onPickupXp(int $xpValue) : void{
static $mainHandIndex = -1;
//TODO: replace this with a more generic equipment getting/setting interface
/** @var Durable[] $equipment */
$equipment = [];
if(($item = $this->inventory->getItemInHand()) instanceof Durable and $item->hasEnchantment(Enchantment::MENDING())){
$equipment[$mainHandIndex] = $item;
}
//TODO: check offhand
foreach($this->armorInventory->getContents() as $k => $item){
if($item instanceof Durable and $item->hasEnchantment(Enchantment::MENDING())){
$equipment[$k] = $item;
}
}
if(!empty($equipment)){
$repairItem = $equipment[$k = array_rand($equipment)];
if($repairItem->getDamage() > 0){
$repairAmount = min($repairItem->getDamage(), $xpValue * 2);
$repairItem->setDamage($repairItem->getDamage() - $repairAmount);
$xpValue -= (int) ceil($repairAmount / 2);
if($k === $mainHandIndex){
$this->inventory->setItemInHand($repairItem);
}else{
$this->armorInventory->setItem($k, $repairItem);
}
}
}
$this->addXp($xpValue); //this will still get fired even if the value is 0 due to mending, to play sounds
$this->resetXpCooldown();
}
/**
* Sets the duration in ticks until the human can pick up another XP orb.
*
* @param int $value
*/
public function resetXpCooldown(int $value = 2) : void{
$this->xpCooldown = $value;
public function getXpManager() : ExperienceManager{
return $this->xpManager;
}
public function getXpDropAmount() : int{
//this causes some XP to be lost on death when above level 1 (by design), dropping at most enough points for
//about 7.5 levels of XP.
return (int) min(100, 7 * $this->getXpLevel());
return (int) min(100, 7 * $this->xpManager->getXpLevel());
}
public function getInventory(){
@ -475,6 +226,7 @@ class Human extends Living implements ProjectileSource, InventoryHolder{
parent::initEntity($nbt);
$this->hungerManager = new HungerManager($this);
$this->xpManager = new ExperienceManager($this);
$this->setPlayerFlag(PlayerMetadataFlags::SLEEP, false);
$this->propertyManager->setBlockPos(EntityMetadataProperties::PLAYER_BED_POSITION, null);
@ -518,9 +270,10 @@ class Human extends Living implements ProjectileSource, InventoryHolder{
$this->hungerManager->setSaturation($nbt->getFloat("foodSaturationLevel", $this->hungerManager->getSaturation(), true));
$this->hungerManager->setFoodTickTimer($nbt->getInt("foodTickTimer", $this->hungerManager->getFoodTickTimer(), true));
$this->setXpLevel($nbt->getInt("XpLevel", $this->getXpLevel(), true));
$this->setXpProgress($nbt->getFloat("XpP", $this->getXpProgress(), true));
$this->totalXp = $nbt->getInt("XpTotal", $this->totalXp, true);
$this->xpManager->setXpAndProgressNoEvent(
$nbt->getInt("XpLevel", 0, true),
$nbt->getFloat("XpP", 0.0, true));
$this->xpManager->setLifetimeTotalXp($nbt->getInt("XpTotal", 0, true));
if($nbt->hasTag("XpSeed", IntTag::class)){
$this->xpSeed = $nbt->getInt("XpSeed");
@ -529,21 +282,11 @@ class Human extends Living implements ProjectileSource, InventoryHolder{
}
}
protected function addAttributes() : void{
parent::addAttributes();
$this->attributeMap->addAttribute(Attribute::getAttribute(Attribute::EXPERIENCE_LEVEL));
$this->attributeMap->addAttribute(Attribute::getAttribute(Attribute::EXPERIENCE));
}
protected function entityBaseTick(int $tickDiff = 1) : bool{
$hasUpdate = parent::entityBaseTick($tickDiff);
$this->hungerManager->tick($tickDiff);
if($this->xpCooldown > 0){
$this->xpCooldown--;
}
$this->xpManager->tick($tickDiff);
return $hasUpdate;
}
@ -602,9 +345,9 @@ class Human extends Living implements ProjectileSource, InventoryHolder{
$nbt->setFloat("foodSaturationLevel", $this->hungerManager->getSaturation());
$nbt->setInt("foodTickTimer", $this->hungerManager->getFoodTickTimer());
$nbt->setInt("XpLevel", $this->getXpLevel());
$nbt->setFloat("XpP", $this->getXpProgress());
$nbt->setInt("XpTotal", $this->totalXp);
$nbt->setInt("XpLevel", $this->xpManager->getXpLevel());
$nbt->setFloat("XpP", $this->xpManager->getXpProgress());
$nbt->setInt("XpTotal", $this->xpManager->getLifetimeTotalXp());
$nbt->setInt("XpSeed", $this->xpSeed);
$inventoryTag = new ListTag([], NBT::TAG_Compound);
@ -702,6 +445,7 @@ class Human extends Living implements ProjectileSource, InventoryHolder{
$this->inventory = null;
$this->enderChestInventory = null;
$this->hungerManager = null;
$this->xpManager = null;
parent::destroyCycles();
}

View File

@ -206,10 +206,10 @@ class ExperienceOrb extends Entity{
$this->motion->z += $diff->z;
}
if($currentTarget->canPickupXp() and $this->boundingBox->intersectsWith($currentTarget->getBoundingBox())){
if($currentTarget->getXpManager()->canPickupXp() and $this->boundingBox->intersectsWith($currentTarget->getBoundingBox())){
$this->flagForDespawn();
$currentTarget->onPickupXp($this->getXpValue());
$currentTarget->getXpManager()->onPickupXp($this->getXpValue());
}
}

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@ -2363,7 +2363,7 @@ class Player extends Human implements CommandSender, ChunkLoader, ChunkListener,
}
$this->world->dropExperience($this, $ev->getXpDropAmount());
$this->setXpAndProgress(0, 0);
$this->xpManager->setXpAndProgress(0, 0.0);
if($ev->getDeathMessage() != ""){
$this->server->broadcastMessage($ev->getDeathMessage());