effectManager = new EffectManager($this); $this->armorInventory = new ArmorInventory($this); //TODO: load/save armor inventory contents $this->armorInventory->getListeners()->add(CallbackInventoryListener::onAnyChange( function(Inventory $unused) : void{ foreach($this->getViewers() as $viewer){ $viewer->getNetworkSession()->onMobArmorChange($this); } } )); $health = $this->getMaxHealth(); if(($healFTag = $nbt->getTag("HealF")) instanceof FloatTag){ $health = $healFTag->getValue(); }elseif(($healthTag = $nbt->getTag("Health")) instanceof ShortTag){ $health = $healthTag->getValue(); //Older versions of PocketMine-MP incorrectly saved this as a short instead of a float }elseif(($healthTag = $nbt->getTag("Health")) instanceof FloatTag){ $health = $healthTag->getValue(); } $this->setHealth($health); $this->setAirSupplyTicks($nbt->getShort("Air", self::DEFAULT_BREATH_TICKS)); /** @var CompoundTag[]|ListTag|null $activeEffectsTag */ $activeEffectsTag = $nbt->getListTag("ActiveEffects"); if($activeEffectsTag !== null){ foreach($activeEffectsTag as $e){ $effect = VanillaEffects::byMcpeId($e->getByte("Id")); if($effect === null){ continue; } $this->effectManager->add(new EffectInstance( $effect, $e->getInt("Duration"), Binary::unsignByte($e->getByte("Amplifier")), $e->getByte("ShowParticles", 1) !== 0, $e->getByte("Ambient", 0) !== 0 )); } } } protected function addAttributes() : void{ $this->attributeMap->add($this->healthAttr = AttributeFactory::getInstance()->mustGet(Attribute::HEALTH)); $this->attributeMap->add(AttributeFactory::getInstance()->mustGet(Attribute::FOLLOW_RANGE)); $this->attributeMap->add($this->knockbackResistanceAttr = AttributeFactory::getInstance()->mustGet(Attribute::KNOCKBACK_RESISTANCE)); $this->attributeMap->add($this->moveSpeedAttr = AttributeFactory::getInstance()->mustGet(Attribute::MOVEMENT_SPEED)); $this->attributeMap->add(AttributeFactory::getInstance()->mustGet(Attribute::ATTACK_DAMAGE)); $this->attributeMap->add($this->absorptionAttr = AttributeFactory::getInstance()->mustGet(Attribute::ABSORPTION)); } public function setHealth(float $amount) : void{ $wasAlive = $this->isAlive(); parent::setHealth($amount); $this->healthAttr->setValue(ceil($this->getHealth()), true); if($this->isAlive() and !$wasAlive){ $this->broadcastAnimation(new RespawnAnimation($this)); } } public function getMaxHealth() : int{ return (int) $this->healthAttr->getMaxValue(); } public function setMaxHealth(int $amount) : void{ $this->healthAttr->setMaxValue($amount)->setDefaultValue($amount); } public function getAbsorption() : float{ return $this->absorptionAttr->getValue(); } public function setAbsorption(float $absorption) : void{ $this->absorptionAttr->setValue($absorption); } public function isSneaking() : bool{ return $this->sneaking; } public function setSneaking(bool $value = true) : void{ $this->sneaking = $value; } public function isSprinting() : bool{ return $this->sprinting; } public function setSprinting(bool $value = true) : void{ if($value !== $this->isSprinting()){ $this->sprinting = $value; $moveSpeed = $this->getMovementSpeed(); $this->setMovementSpeed($value ? ($moveSpeed * 1.3) : ($moveSpeed / 1.3)); $this->moveSpeedAttr->markSynchronized(false); //TODO: reevaluate this hack } } public function getMovementSpeed() : float{ return $this->moveSpeedAttr->getValue(); } public function setMovementSpeed(float $v, bool $fit = false) : void{ $this->moveSpeedAttr->setValue($v, $fit); } public function saveNBT() : CompoundTag{ $nbt = parent::saveNBT(); $nbt->setFloat("Health", $this->getHealth()); $nbt->setShort("Air", $this->getAirSupplyTicks()); if(count($this->effectManager->all()) > 0){ $effects = []; foreach($this->effectManager->all() as $effect){ $effects[] = CompoundTag::create() ->setByte("Id", $effect->getId()) ->setByte("Amplifier", Binary::signByte($effect->getAmplifier())) ->setInt("Duration", $effect->getDuration()) ->setByte("Ambient", $effect->isAmbient() ? 1 : 0) ->setByte("ShowParticles", $effect->isVisible() ? 1 : 0); } $nbt->setTag("ActiveEffects", new ListTag($effects)); } return $nbt; } public function hasLineOfSight(Entity $entity) : bool{ //TODO: head height return true; //return $this->getLevelNonNull()->rayTraceBlocks(Vector3::createVector($this->x, $this->y + $this->height, $this->z), Vector3::createVector($entity->x, $entity->y + $entity->height, $entity->z)) === null; } public function getEffects() : EffectManager{ return $this->effectManager; } /** * Causes the mob to consume the given Consumable object, applying applicable effects, health bonuses, food bonuses, * etc. */ public function consumeObject(Consumable $consumable) : bool{ foreach($consumable->getAdditionalEffects() as $effect){ $this->effectManager->add($effect); } $consumable->onConsume($this); return true; } /** * Returns the initial upwards velocity of a jumping entity in blocks/tick, including additional velocity due to effects. */ public function getJumpVelocity() : float{ return $this->jumpVelocity + ((($jumpBoost = $this->effectManager->get(VanillaEffects::JUMP_BOOST())) !== null ? $jumpBoost->getEffectLevel() : 0) / 10); } /** * Called when the entity jumps from the ground. This method adds upwards velocity to the entity. */ public function jump() : void{ if($this->onGround){ $this->motion = $this->motion->withComponents(null, $this->getJumpVelocity(), null); //Y motion should already be 0 if we're jumping from the ground. } } public function fall(float $fallDistance) : void{ $damage = ceil($fallDistance - 3 - (($jumpBoost = $this->effectManager->get(VanillaEffects::JUMP_BOOST())) !== null ? $jumpBoost->getEffectLevel() : 0)); if($damage > 0){ $ev = new EntityDamageEvent($this, EntityDamageEvent::CAUSE_FALL, $damage); $this->attack($ev); $this->getWorld()->addSound($this->location, $damage > 4 ? new EntityLongFallSound($this) : new EntityShortFallSound($this) ); }else{ $fallBlockPos = $this->location->floor(); $fallBlock = $this->getWorld()->getBlock($fallBlockPos); if($fallBlock->getId() === BlockLegacyIds::AIR){ $fallBlockPos = $fallBlockPos->subtract(0, 1, 0); $fallBlock = $this->getWorld()->getBlock($fallBlockPos); } if($fallBlock->getId() !== BlockLegacyIds::AIR){ $this->getWorld()->addSound($this->location, new EntityLandSound($this, $fallBlock)); } } } /** * Returns how many armour points this mob has. Armour points provide a percentage reduction to damage. * For mobs which can wear armour, this should return the sum total of the armour points provided by their * equipment. */ public function getArmorPoints() : int{ $total = 0; foreach($this->armorInventory->getContents() as $item){ $total += $item->getDefensePoints(); } return $total; } /** * Returns the highest level of the specified enchantment on any armour piece that the entity is currently wearing. */ public function getHighestArmorEnchantmentLevel(Enchantment $enchantment) : int{ $result = 0; foreach($this->armorInventory->getContents() as $item){ $result = max($result, $item->getEnchantmentLevel($enchantment)); } return $result; } public function getArmorInventory() : ArmorInventory{ return $this->armorInventory; } public function setOnFire(int $seconds) : void{ parent::setOnFire($seconds - (int) min($seconds, $seconds * $this->getHighestArmorEnchantmentLevel(Enchantment::FIRE_PROTECTION()) * 0.15)); } /** * Called prior to EntityDamageEvent execution to apply modifications to the event's damage, such as reduction due * to effects or armour. */ public function applyDamageModifiers(EntityDamageEvent $source) : void{ if($this->lastDamageCause !== null and $this->attackTime > 0){ if($this->lastDamageCause->getBaseDamage() >= $source->getBaseDamage()){ $source->cancel(); } $source->setModifier(-$this->lastDamageCause->getBaseDamage(), EntityDamageEvent::MODIFIER_PREVIOUS_DAMAGE_COOLDOWN); } if($source->canBeReducedByArmor()){ //MCPE uses the same system as PC did pre-1.9 $source->setModifier(-$source->getFinalDamage() * $this->getArmorPoints() * 0.04, EntityDamageEvent::MODIFIER_ARMOR); } $cause = $source->getCause(); if(($resistance = $this->effectManager->get(VanillaEffects::RESISTANCE())) !== null and $cause !== EntityDamageEvent::CAUSE_VOID and $cause !== EntityDamageEvent::CAUSE_SUICIDE){ $source->setModifier(-$source->getFinalDamage() * min(1, 0.2 * $resistance->getEffectLevel()), EntityDamageEvent::MODIFIER_RESISTANCE); } $totalEpf = 0; foreach($this->armorInventory->getContents() as $item){ if($item instanceof Armor){ $totalEpf += $item->getEnchantmentProtectionFactor($source); } } $source->setModifier(-$source->getFinalDamage() * min(ceil(min($totalEpf, 25) * (mt_rand(50, 100) / 100)), 20) * 0.04, EntityDamageEvent::MODIFIER_ARMOR_ENCHANTMENTS); $source->setModifier(-min($this->getAbsorption(), $source->getFinalDamage()), EntityDamageEvent::MODIFIER_ABSORPTION); } /** * Called after EntityDamageEvent execution to apply post-hurt effects, such as reducing absorption or modifying * armour durability. * This will not be called by damage sources causing death. */ protected function applyPostDamageEffects(EntityDamageEvent $source) : void{ $this->setAbsorption(max(0, $this->getAbsorption() + $source->getModifier(EntityDamageEvent::MODIFIER_ABSORPTION))); $this->damageArmor($source->getBaseDamage()); if($source instanceof EntityDamageByEntityEvent and ($attacker = $source->getDamager()) !== null){ $damage = 0; foreach($this->armorInventory->getContents() as $k => $item){ if($item instanceof Armor and ($thornsLevel = $item->getEnchantmentLevel(Enchantment::THORNS())) > 0){ if(mt_rand(0, 99) < $thornsLevel * 15){ $this->damageItem($item, 3); $damage += ($thornsLevel > 10 ? $thornsLevel - 10 : 1 + mt_rand(0, 3)); }else{ $this->damageItem($item, 1); //thorns causes an extra +1 durability loss even if it didn't activate } $this->armorInventory->setItem($k, $item); } } if($damage > 0){ $attacker->attack(new EntityDamageByEntityEvent($this, $attacker, EntityDamageEvent::CAUSE_MAGIC, $damage)); } } } /** * Damages the worn armour according to the amount of damage given. Each 4 points (rounded down) deals 1 damage * point to each armour piece, but never less than 1 total. */ public function damageArmor(float $damage) : void{ $durabilityRemoved = (int) max(floor($damage / 4), 1); $armor = $this->armorInventory->getContents(true); foreach($armor as $item){ if($item instanceof Armor){ $this->damageItem($item, $durabilityRemoved); } } $this->armorInventory->setContents($armor); } private function damageItem(Durable $item, int $durabilityRemoved) : void{ $item->applyDamage($durabilityRemoved); if($item->isBroken()){ $this->getWorld()->addSound($this->location, new ItemBreakSound()); } } public function attack(EntityDamageEvent $source) : void{ if($this->noDamageTicks > 0){ $source->cancel(); } if($this->effectManager->has(VanillaEffects::FIRE_RESISTANCE()) and ( $source->getCause() === EntityDamageEvent::CAUSE_FIRE or $source->getCause() === EntityDamageEvent::CAUSE_FIRE_TICK or $source->getCause() === EntityDamageEvent::CAUSE_LAVA ) ){ $source->cancel(); } $this->applyDamageModifiers($source); if($source instanceof EntityDamageByEntityEvent and ( $source->getCause() === EntityDamageEvent::CAUSE_BLOCK_EXPLOSION or $source->getCause() === EntityDamageEvent::CAUSE_ENTITY_EXPLOSION) ){ //TODO: knockback should not just apply for entity damage sources //this doesn't matter for TNT right now because the PrimedTNT entity is considered the source, not the block. $base = $source->getKnockBack(); $source->setKnockBack($base - min($base, $base * $this->getHighestArmorEnchantmentLevel(Enchantment::BLAST_PROTECTION()) * 0.15)); } parent::attack($source); if($source->isCancelled()){ return; } $this->attackTime = $source->getAttackCooldown(); if($source instanceof EntityDamageByChildEntityEvent){ $e = $source->getChild(); if($e !== null){ $motion = $e->getMotion(); $this->knockBack($motion->x, $motion->z, $source->getKnockBack()); } }elseif($source instanceof EntityDamageByEntityEvent){ $e = $source->getDamager(); if($e !== null){ $deltaX = $this->location->x - $e->location->x; $deltaZ = $this->location->z - $e->location->z; $this->knockBack($deltaX, $deltaZ, $source->getKnockBack()); } } if($this->isAlive()){ $this->applyPostDamageEffects($source); $this->doHitAnimation(); } } protected function doHitAnimation() : void{ $this->broadcastAnimation(new HurtAnimation($this)); } public function knockBack(float $x, float $z, float $base = 0.4) : void{ $f = sqrt($x * $x + $z * $z); if($f <= 0){ return; } if(mt_rand() / mt_getrandmax() > $this->knockbackResistanceAttr->getValue()){ $f = 1 / $f; $motionX = $this->motion->x / 2; $motionY = $this->motion->y / 2; $motionZ = $this->motion->z / 2; $motionX += $x * $f * $base; $motionY += $base; $motionZ += $z * $f * $base; if($motionY > $base){ $motionY = $base; } $this->setMotion(new Vector3($motionX, $motionY, $motionZ)); } } protected function onDeath() : void{ $ev = new EntityDeathEvent($this, $this->getDrops(), $this->getXpDropAmount()); $ev->call(); foreach($ev->getDrops() as $item){ $this->getWorld()->dropItem($this->location, $item); } //TODO: check death conditions (must have been damaged by player < 5 seconds from death) $this->getWorld()->dropExperience($this->location, $ev->getXpDropAmount()); $this->startDeathAnimation(); } protected function onDeathUpdate(int $tickDiff) : bool{ if($this->deadTicks < $this->maxDeadTicks){ $this->deadTicks += $tickDiff; if($this->deadTicks >= $this->maxDeadTicks){ $this->endDeathAnimation(); } } return $this->deadTicks >= $this->maxDeadTicks; } protected function startDeathAnimation() : void{ $this->broadcastAnimation(new DeathAnimation($this)); } protected function endDeathAnimation() : void{ $this->despawnFromAll(); } protected function entityBaseTick(int $tickDiff = 1) : bool{ Timings::$timerLivingEntityBaseTick->startTiming(); $hasUpdate = parent::entityBaseTick($tickDiff); if($this->isAlive()){ if($this->effectManager->tick($tickDiff)){ $hasUpdate = true; } if($this->isInsideOfSolid()){ $hasUpdate = true; $ev = new EntityDamageEvent($this, EntityDamageEvent::CAUSE_SUFFOCATION, 1); $this->attack($ev); } if($this->doAirSupplyTick($tickDiff)){ $hasUpdate = true; } } if($this->attackTime > 0){ $this->attackTime -= $tickDiff; } Timings::$timerLivingEntityBaseTick->stopTiming(); return $hasUpdate; } /** * Ticks the entity's air supply, consuming it when underwater and regenerating it when out of water. */ protected function doAirSupplyTick(int $tickDiff) : bool{ $ticks = $this->getAirSupplyTicks(); $oldTicks = $ticks; if(!$this->canBreathe()){ $this->setBreathing(false); if(($respirationLevel = $this->armorInventory->getHelmet()->getEnchantmentLevel(Enchantment::RESPIRATION())) <= 0 or lcg_value() <= (1 / ($respirationLevel + 1)) ){ $ticks -= $tickDiff; if($ticks <= -20){ $ticks = 0; $this->onAirExpired(); } } }elseif(!$this->isBreathing()){ if($ticks < ($max = $this->getMaxAirSupplyTicks())){ $ticks += $tickDiff * 5; } if($ticks >= $max){ $ticks = $max; $this->setBreathing(true); } } if($ticks !== $oldTicks){ $this->setAirSupplyTicks($ticks); } return $ticks !== $oldTicks; } /** * Returns whether the entity can currently breathe. */ public function canBreathe() : bool{ return $this->effectManager->has(VanillaEffects::WATER_BREATHING()) or $this->effectManager->has(VanillaEffects::CONDUIT_POWER()) or !$this->isUnderwater(); } /** * Returns whether the entity is currently breathing or not. If this is false, the entity's air supply will be used. */ public function isBreathing() : bool{ return $this->breathing; } /** * Sets whether the entity is currently breathing. If false, it will cause the entity's air supply to be used. * For players, this also shows the oxygen bar. */ public function setBreathing(bool $value = true) : void{ $this->breathing = $value; } /** * Returns the number of ticks remaining in the entity's air supply. Note that the entity may survive longer than * this amount of time without damage due to enchantments such as Respiration. */ public function getAirSupplyTicks() : int{ return $this->breathTicks; } /** * Sets the number of air ticks left in the entity's air supply. */ public function setAirSupplyTicks(int $ticks) : void{ $this->breathTicks = $ticks; } /** * Returns the maximum amount of air ticks the entity's air supply can contain. */ public function getMaxAirSupplyTicks() : int{ return $this->maxBreathTicks; } /** * Sets the maximum amount of air ticks the air supply can hold. */ public function setMaxAirSupplyTicks(int $ticks) : void{ $this->maxBreathTicks = $ticks; } /** * Called when the entity's air supply ticks reaches -20 or lower. The entity will usually take damage at this point * and then the supply is reset to 0, so this method will be called roughly every second. */ public function onAirExpired() : void{ $ev = new EntityDamageEvent($this, EntityDamageEvent::CAUSE_DROWNING, 2); $this->attack($ev); } /** * @return Item[] */ public function getDrops() : array{ return []; } /** * Returns the amount of XP this mob will drop on death. */ public function getXpDropAmount() : int{ return 0; } /** * @param true[] $transparent * @phpstan-param array $transparent * * @return Block[] */ public function getLineOfSight(int $maxDistance, int $maxLength = 0, array $transparent = []) : array{ if($maxDistance > 120){ $maxDistance = 120; } if(count($transparent) === 0){ $transparent = null; } $blocks = []; $nextIndex = 0; foreach(VoxelRayTrace::inDirection($this->location->add(0, $this->eyeHeight, 0), $this->getDirectionVector(), $maxDistance) as $vector3){ $block = $this->getWorld()->getBlockAt($vector3->x, $vector3->y, $vector3->z); $blocks[$nextIndex++] = $block; if($maxLength !== 0 and count($blocks) > $maxLength){ array_shift($blocks); --$nextIndex; } $id = $block->getId(); if($transparent === null){ if($id !== 0){ break; } }else{ if(!isset($transparent[$id])){ break; } } } return $blocks; } /** * @param true[] $transparent * @phpstan-param array $transparent */ public function getTargetBlock(int $maxDistance, array $transparent = []) : ?Block{ $line = $this->getLineOfSight($maxDistance, 1, $transparent); if(count($line) > 0){ return array_shift($line); } return null; } /** * Changes the entity's yaw and pitch to make it look at the specified Vector3 position. For mobs, this will cause * their heads to turn. */ public function lookAt(Vector3 $target) : void{ $horizontal = sqrt(($target->x - $this->location->x) ** 2 + ($target->z - $this->location->z) ** 2); $vertical = $target->y - $this->location->y; $this->location->pitch = -atan2($vertical, $horizontal) / M_PI * 180; //negative is up, positive is down $xDist = $target->x - $this->location->x; $zDist = $target->z - $this->location->z; $this->location->yaw = atan2($zDist, $xDist) / M_PI * 180 - 90; if($this->location->yaw < 0){ $this->location->yaw += 360.0; } } protected function sendSpawnPacket(Player $player) : void{ parent::sendSpawnPacket($player); $player->getNetworkSession()->onMobArmorChange($this); } protected function syncNetworkData(EntityMetadataCollection $properties) : void{ parent::syncNetworkData($properties); $properties->setByte(EntityMetadataProperties::POTION_AMBIENT, $this->effectManager->hasOnlyAmbientEffects() ? 1 : 0); $properties->setInt(EntityMetadataProperties::POTION_COLOR, Binary::signInt($this->effectManager->getBubbleColor()->toARGB())); $properties->setShort(EntityMetadataProperties::AIR, $this->breathTicks); $properties->setShort(EntityMetadataProperties::MAX_AIR, $this->maxBreathTicks); $properties->setGenericFlag(EntityMetadataFlags::BREATHING, $this->breathing); $properties->setGenericFlag(EntityMetadataFlags::SNEAKING, $this->sneaking); $properties->setGenericFlag(EntityMetadataFlags::SPRINTING, $this->sprinting); } protected function onDispose() : void{ $this->armorInventory->removeAllViewers(); parent::onDispose(); } protected function destroyCycles() : void{ $this->armorInventory = null; $this->effectManager = null; parent::destroyCycles(); } }