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synced 2025-04-21 08:17:34 +00:00
Clean up to SurvivalBlockBreakHandler internals - don't create a handler if it won't be used anyway
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@ -1587,7 +1587,7 @@ class Player extends Human implements CommandSender, ChunkLoader, ChunkListener,
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}
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if(!$this->isCreative()){
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$this->blockBreakHandler = new SurvivalBlockBreakHandler($this, $pos, $target, $face, 16);
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$this->blockBreakHandler = SurvivalBlockBreakHandler::createIfNecessary($this, $pos, $target, $face, 16);
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}
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return true;
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@ -52,13 +52,13 @@ final class SurvivalBlockBreakHandler{
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/** @var int */
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private $maxPlayerDistance;
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/** @var float|null */
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/** @var float */
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private $breakSpeed;
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/** @var float */
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private $breakProgress = 0;
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public function __construct(Player $player, Vector3 $blockPos, Block $block, int $targetedFace, int $maxPlayerDistance, int $fxTickInterval = self::DEFAULT_FX_INTERVAL_TICKS){
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private function __construct(Player $player, Vector3 $blockPos, Block $block, int $targetedFace, int $maxPlayerDistance, int $fxTickInterval = self::DEFAULT_FX_INTERVAL_TICKS){
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$this->player = $player;
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$this->blockPos = $blockPos;
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$this->block = $block;
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@ -67,7 +67,7 @@ final class SurvivalBlockBreakHandler{
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$this->maxPlayerDistance = $maxPlayerDistance;
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$this->breakSpeed = $this->calculateBreakProgressPerTick();
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if($this->breakSpeed !== null){
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if($this->breakSpeed > 0){
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$this->player->getWorld()->broadcastPacketToViewers(
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$this->blockPos,
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LevelEventPacket::create(LevelEventPacket::EVENT_BLOCK_START_BREAK, (int) (65535 * $this->breakSpeed), $this->blockPos)
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@ -75,16 +75,28 @@ final class SurvivalBlockBreakHandler{
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}
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}
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public static function createIfNecessary(Player $player, Vector3 $blockPos, Block $block, int $targetedFace, int $maxPlayerDistance, int $fxTickInterval = self::DEFAULT_FX_INTERVAL_TICKS) : ?self{
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$breakInfo = $block->getBreakInfo();
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if(!$breakInfo->breaksInstantly()){
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return new self($player, $blockPos, $block, $targetedFace, $maxPlayerDistance, $fxTickInterval);
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}
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return null;
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}
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/**
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* Returns the calculated break speed as percentage progress per game tick.
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*/
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private function calculateBreakProgressPerTick() : ?float{
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//TODO: improve this to take stuff like swimming, ladders, enchanted tools into account, fix wrong tool break time calculations for bad tools (pmmp/PocketMine-MP#211)
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$breakTime = $this->block->getBreakInfo()->getBreakTime($this->player->getInventory()->getItemInHand()) * 20;
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if($breakTime > 0){
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return 1 / $breakTime;
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private function calculateBreakProgressPerTick() : float{
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if(!$this->block->getBreakInfo()->isBreakable()){
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return 0.0;
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}
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return null;
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//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)
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$breakTimePerTick = $this->block->getBreakInfo()->getBreakTime($this->player->getInventory()->getItemInHand()) * 20;
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if($breakTimePerTick > 0){
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return 1 / $breakTimePerTick;
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}
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return 1;
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}
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public function update() : bool{
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@ -92,22 +104,22 @@ final class SurvivalBlockBreakHandler{
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$this->player->getPosition()->distanceSquared($this->blockPos->add(0.5, 0.5, 0.5)) > $this->maxPlayerDistance){
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return false;
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}
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if($this->breakSpeed !== null){
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$newBreakSpeed = $this->calculateBreakProgressPerTick();
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if(abs($newBreakSpeed - $this->breakSpeed) > 0.0001){
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$this->breakSpeed = $newBreakSpeed;
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//TODO: sync with client
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}
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$this->breakProgress += $this->breakSpeed;
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if(($this->fxTicker++ % $this->fxTickInterval) === 0){
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$this->player->getWorld()->addParticle($this->blockPos, new BlockPunchParticle($this->block, $this->targetedFace));
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$this->player->getWorld()->addSound($this->blockPos, new BlockPunchSound($this->block));
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$this->player->broadcastAnimation(new ArmSwingAnimation($this->player), $this->player->getViewers());
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}
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$newBreakSpeed = $this->calculateBreakProgressPerTick();
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if(abs($newBreakSpeed - $this->breakSpeed) > 0.0001){
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$this->breakSpeed = $newBreakSpeed;
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//TODO: sync with client
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}
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return $this->breakSpeed !== null and $this->breakProgress < 1;
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$this->breakProgress += $this->breakSpeed;
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if(($this->fxTicker++ % $this->fxTickInterval) === 0 and $this->breakProgress < 1){
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$this->player->getWorld()->addParticle($this->blockPos, new BlockPunchParticle($this->block, $this->targetedFace));
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$this->player->getWorld()->addSound($this->blockPos, new BlockPunchSound($this->block));
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$this->player->broadcastAnimation(new ArmSwingAnimation($this->player), $this->player->getViewers());
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}
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return $this->breakProgress < 1;
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}
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public function getBlockPos() : Vector3{
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@ -123,7 +135,7 @@ final class SurvivalBlockBreakHandler{
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$this->targetedFace = $face;
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}
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public function getBreakSpeed() : ?float{
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public function getBreakSpeed() : float{
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return $this->breakSpeed;
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}
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@ -132,7 +144,7 @@ final class SurvivalBlockBreakHandler{
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}
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public function __destruct(){
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if($this->breakSpeed !== null and $this->player->getWorld()->isInLoadedTerrain($this->blockPos)){
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if($this->player->getWorld()->isInLoadedTerrain($this->blockPos)){
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$this->player->getWorld()->broadcastPacketToViewers(
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$this->blockPos,
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LevelEventPacket::create(LevelEventPacket::EVENT_BLOCK_STOP_BREAK, 0, $this->blockPos)
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