player = $player; $this->blockPos = $blockPos; $this->block = $block; $this->targetedFace = $targetedFace; $this->fxTickInterval = $fxTickInterval; $this->maxPlayerDistance = $maxPlayerDistance; $this->breakSpeed = $this->calculateBreakProgressPerTick(); if($this->breakSpeed > 0){ $this->player->getWorld()->broadcastPacketToViewers( $this->blockPos, LevelEventPacket::create(LevelEventPacket::EVENT_BLOCK_START_BREAK, (int) (65535 * $this->breakSpeed), $this->blockPos) ); } } public static function createIfNecessary(Player $player, Vector3 $blockPos, Block $block, int $targetedFace, int $maxPlayerDistance, int $fxTickInterval = self::DEFAULT_FX_INTERVAL_TICKS) : ?self{ $breakInfo = $block->getBreakInfo(); if(!$breakInfo->breaksInstantly()){ return new self($player, $blockPos, $block, $targetedFace, $maxPlayerDistance, $fxTickInterval); } return null; } /** * Returns the calculated break speed as percentage progress per game tick. */ private function calculateBreakProgressPerTick() : float{ if(!$this->block->getBreakInfo()->isBreakable()){ return 0.0; } //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) $breakTimePerTick = $this->block->getBreakInfo()->getBreakTime($this->player->getInventory()->getItemInHand()) * 20; if($breakTimePerTick > 0){ return 1 / $breakTimePerTick; } 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; //TODO: sync with client } $this->breakProgress += $this->breakSpeed; if(($this->fxTicker++ % $this->fxTickInterval) === 0 and $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() : int{ return $this->targetedFace; } public function setTargetedFace(int $face) : void{ Facing::validate($face); $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(LevelEventPacket::EVENT_BLOCK_STOP_BREAK, 0, $this->blockPos) ); } } }