breakSpeed = $this->calculateBreakProgressPerTick(); if($this->breakSpeed > 0){ $this->player->getWorld()->broadcastPacketToViewers( $this->blockPos, LevelEventPacket::create(LevelEvent::BLOCK_START_BREAK, (int) (65535 * $this->breakSpeed), $this->blockPos) ); } } /** * Returns the calculated break speed as percentage progress per game tick. */ private function calculateBreakProgressPerTick() : float{ if(!$this->block->getBreakInfo()->isBreakable()){ return 0.0; } $breakTimePerTick = $this->block->getBreakInfo()->getBreakTime($this->player->getMainHandItem()) * 20; if(!$this->player->isOnGround() && !$this->player->isFlying()){ $breakTimePerTick *= 5; } if($this->player->isUnderwater() && !$this->player->getArmorInventory()->getHelmet()->hasEnchantment(VanillaEnchantments::AQUA_AFFINITY())){ $breakTimePerTick *= 5; } if($breakTimePerTick > 0){ $progressPerTick = 1 / $breakTimePerTick; $haste = $this->player->getEffects()->get(VanillaEffects::HASTE()); if($haste !== null){ $hasteLevel = $haste->getEffectLevel(); $progressPerTick *= (1 + 0.2 * $hasteLevel) * (1.2 ** $hasteLevel); } $miningFatigue = $this->player->getEffects()->get(VanillaEffects::MINING_FATIGUE()); if($miningFatigue !== null){ $miningFatigueLevel = $miningFatigue->getEffectLevel(); $progressPerTick *= 0.21 ** $miningFatigueLevel; } return $progressPerTick; } return 1; } public function update() : bool{ if($this->player->getPosition()->distanceSquared($this->blockPos->add(0.5, 0.5, 0.5)) > $this->maxPlayerDistance ** 2){ return false; } $newBreakSpeed = $this->calculateBreakProgressPerTick(); if(abs($newBreakSpeed - $this->breakSpeed) > 0.0001){ $this->breakSpeed = $newBreakSpeed; $this->player->getWorld()->broadcastPacketToViewers( $this->blockPos, LevelEventPacket::create(LevelEvent::BLOCK_BREAK_SPEED, (int) (65535 * $this->breakSpeed), $this->blockPos) ); } $this->breakProgress += $this->breakSpeed; if(($this->fxTicker++ % $this->fxTickInterval) === 0 && $this->breakProgress < 1){ $this->player->getWorld()->addParticle($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->breakProgress < 1; } public function getBlockPos() : Vector3{ return $this->blockPos; } public function getTargetedFace() : Facing{ return $this->targetedFace; } public function setTargetedFace(Facing $face) : void{ $this->targetedFace = $face; } public function getBreakSpeed() : float{ return $this->breakSpeed; } public function getBreakProgress() : float{ return $this->breakProgress; } public function __destruct(){ if($this->player->getWorld()->isInLoadedTerrain($this->blockPos)){ $this->player->getWorld()->broadcastPacketToViewers( $this->blockPos, LevelEventPacket::create(LevelEvent::BLOCK_STOP_BREAK, 0, $this->blockPos) ); } } }