level = $center->getLevel(); $this->source = $center; $this->size = max($size, 0); $this->what = $what; } /** * @return bool */ public function explodeA() : bool{ if($this->size < 0.1){ return false; } $vector = new Vector3(0, 0, 0); $vBlock = new Position(0, 0, 0, $this->level); $currentX = ((int) $this->source->x) >> 4; $currentZ = ((int) $this->source->z) >> 4; $currentChunk = $this->level->getChunk($currentX, $currentZ, true); $currentSubY = ((int) $this->source->y) >> 4; $currentSubChunk = $currentChunk->getSubChunk($currentSubY); $mRays = (int) ($this->rays - 1); for($i = 0; $i < $this->rays; ++$i){ for($j = 0; $j < $this->rays; ++$j){ for($k = 0; $k < $this->rays; ++$k){ if($i === 0 or $i === $mRays or $j === 0 or $j === $mRays or $k === 0 or $k === $mRays){ $vector->setComponents($i / $mRays * 2 - 1, $j / $mRays * 2 - 1, $k / $mRays * 2 - 1); $vector->setComponents(($vector->x / ($len = $vector->length())) * $this->stepLen, ($vector->y / $len) * $this->stepLen, ($vector->z / $len) * $this->stepLen); $pointerX = $this->source->x; $pointerY = $this->source->y; $pointerZ = $this->source->z; for($blastForce = $this->size * (mt_rand(700, 1300) / 1000); $blastForce > 0; $blastForce -= $this->stepLen * 0.75){ $x = (int) $pointerX; $y = (int) $pointerY; $z = (int) $pointerZ; $vBlock->x = $pointerX >= $x ? $x : $x - 1; $vBlock->y = $pointerY >= $y ? $y : $y - 1; $vBlock->z = $pointerZ >= $z ? $z : $z - 1; if(($vBlock->x >> 4) !== $currentX or ($vBlock->z >> 4) !== $currentZ){ $currentX = $vBlock->x >> 4; $currentZ = $vBlock->z >> 4; $currentChunk = $this->level->getChunk($currentX, $currentZ); if($currentChunk === null){ continue; } } if(($vBlock->y >> 4) !== $currentSubY){ $currentSubY = $vBlock->y >> 4; $currentSubChunk = $currentChunk->getSubChunk($currentSubY); if($currentSubChunk === null){ continue; } } $blockId = $currentSubChunk->getBlockId($vBlock->x & 0x0f, $vBlock->y & 0x0f, $vBlock->z & 0x0f); if($blockId !== 0){ $blastForce -= (BlockFactory::$blastResistance[$blockId] / 5 + 0.3) * $this->stepLen; if($blastForce > 0){ if(!isset($this->affectedBlocks[$index = Level::blockHash($vBlock->x, $vBlock->y, $vBlock->z)])){ $this->affectedBlocks[$index] = BlockFactory::get($blockId, $currentSubChunk->getBlockData($vBlock->x & 0x0f, $vBlock->y & 0x0f, $vBlock->z & 0x0f), $vBlock); } } } $pointerX += $vector->x; $pointerY += $vector->y; $pointerZ += $vector->z; } } } } } return true; } public function explodeB() : bool{ $send = []; $updateBlocks = []; $source = (new Vector3($this->source->x, $this->source->y, $this->source->z))->floor(); $yield = (1 / $this->size) * 100; if($this->what instanceof Entity){ $this->level->getServer()->getPluginManager()->callEvent($ev = new EntityExplodeEvent($this->what, $this->source, $this->affectedBlocks, $yield)); if($ev->isCancelled()){ return false; }else{ $yield = $ev->getYield(); $this->affectedBlocks = $ev->getBlockList(); } } $explosionSize = $this->size * 2; $minX = Math::floorFloat($this->source->x - $explosionSize - 1); $maxX = Math::ceilFloat($this->source->x + $explosionSize + 1); $minY = Math::floorFloat($this->source->y - $explosionSize - 1); $maxY = Math::ceilFloat($this->source->y + $explosionSize + 1); $minZ = Math::floorFloat($this->source->z - $explosionSize - 1); $maxZ = Math::ceilFloat($this->source->z + $explosionSize + 1); $explosionBB = new AxisAlignedBB($minX, $minY, $minZ, $maxX, $maxY, $maxZ); $list = $this->level->getNearbyEntities($explosionBB, $this->what instanceof Entity ? $this->what : null); foreach($list as $entity){ $distance = $entity->distance($this->source) / $explosionSize; if($distance <= 1){ $motion = $entity->subtract($this->source)->normalize(); $impact = (1 - $distance) * ($exposure = 1); $damage = (int) ((($impact * $impact + $impact) / 2) * 8 * $explosionSize + 1); if($this->what instanceof Entity){ $ev = new EntityDamageByEntityEvent($this->what, $entity, EntityDamageEvent::CAUSE_ENTITY_EXPLOSION, $damage); }elseif($this->what instanceof Block){ $ev = new EntityDamageByBlockEvent($this->what, $entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage); }else{ $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage); } $entity->attack($ev); $entity->setMotion($motion->multiply($impact)); } } $air = ItemFactory::get(Item::AIR); foreach($this->affectedBlocks as $block){ if($block instanceof TNT){ $block->ignite(mt_rand(10, 30)); }elseif(mt_rand(0, 100) < $yield){ foreach($block->getDrops($air) as $drop){ $this->level->dropItem($block->add(0.5, 0.5, 0.5), $drop); } } $this->level->setBlockIdAt($block->x, $block->y, $block->z, 0); $pos = new Vector3($block->x, $block->y, $block->z); for($side = 0; $side <= 5; $side++){ $sideBlock = $pos->getSide($side); if(!$this->level->isInWorld($sideBlock->x, $sideBlock->y, $sideBlock->z)){ continue; } if(!isset($this->affectedBlocks[$index = Level::blockHash($sideBlock->x, $sideBlock->y, $sideBlock->z)]) and !isset($updateBlocks[$index])){ $this->level->getServer()->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->level->getBlock($sideBlock))); if(!$ev->isCancelled()){ $ev->getBlock()->onUpdate(Level::BLOCK_UPDATE_NORMAL); } $updateBlocks[$index] = true; } } $send[] = new Vector3($block->x - $source->x, $block->y - $source->y, $block->z - $source->z); } $pk = new ExplodePacket(); $pk->position = $this->source->asVector3(); $pk->radius = $this->size; $pk->records = $send; $this->level->addChunkPacket($source->x >> 4, $source->z >> 4, $pk); $this->level->addParticle(new HugeExplodeSeedParticle($source)); $this->level->broadcastLevelSoundEvent($source, LevelSoundEventPacket::SOUND_EXPLODE); return true; } }