2014-05-25 18:14:01 +02:00

987 lines
23 KiB
PHP

<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
/**
* All the entity classes
*/
namespace pocketmine\entity;
use pocketmine\event\entity\EntityDespawnEvent;
use pocketmine\event\entity\EntityLevelChangeEvent;
use pocketmine\event\entity\EntityMotionEvent;
use pocketmine\event\entity\EntityMoveEvent;
use pocketmine\event\entity\EntitySpawnEvent;
use pocketmine\level\format\pmf\LevelFormat;
use pocketmine\level\Level;
use pocketmine\level\Position;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Vector3 as Vector3;
use pocketmine\metadata\Metadatable;
use pocketmine\metadata\MetadataValue;
use pocketmine\nbt\tag\Byte;
use pocketmine\nbt\tag\Compound;
use pocketmine\nbt\tag\Float;
use pocketmine\nbt\tag\Short;
use pocketmine\Network;
use pocketmine\network\protocol\MoveEntityPacket_PosRot;
use pocketmine\network\protocol\MovePlayerPacket;
use pocketmine\network\protocol\RemoveEntityPacket;
use pocketmine\network\protocol\SetEntityMotionPacket;
use pocketmine\network\protocol\SetTimePacket;
use pocketmine\Player;
use pocketmine\plugin\Plugin;
use pocketmine\Server;
use pocketmine\block\Block;
abstract class Entity extends Position implements Metadatable{
public static $entityCount = 1;
/**
* @var Entity[]
*/
public static $needUpdate = [];
/**
* @var Player[]
*/
protected $hasSpawned = [];
protected $id;
public $passenger = null;
public $vehicle = null;
public $chunkIndex;
public $lastX;
public $lastY;
public $lastZ;
public $motionX;
public $motionY;
public $motionZ;
public $lastMotionX;
public $lastMotionY;
public $lastMotionZ;
public $yaw;
public $pitch;
public $lastYaw;
public $lastPitch;
/** @var AxisAlignedBB */
public $boundingBox;
public $onGround;
public $inBlock = false;
public $positionChanged;
public $motionChanged;
public $dead;
protected $age = 0;
public $height;
public $width;
public $length;
/** @var int */
private $health = 20;
private $maxHealth = 20;
public $fallDistance;
public $ticksLived;
public $lastUpdate;
public $maxFireTicks;
public $fireTicks;
public $airTicks;
public $namedtag;
protected $isStatic = false;
protected $isColliding = false;
protected $inWater;
public $noDamageTicks;
private $justCreated;
protected $fireProof;
private $invulnerable;
protected $spawnTime;
protected $gravity;
protected $drag;
/** @var Server */
protected $server;
public $closed = false;
public function __construct(Level $level, Compound $nbt){
$this->id = Entity::$entityCount++;
$this->justCreated = true;
$this->namedtag = $nbt;
$this->setLevel($level, true); //Create a hard reference
$this->server = Server::getInstance();
$this->boundingBox = new AxisAlignedBB(0, 0, 0, 0, 0, 0);
$this->setPositionAndRotation(new Vector3(
$this->namedtag["Pos"][0],
$this->namedtag["Pos"][1],
$this->namedtag["Pos"][2]),
$this->namedtag->Rotation[0],
$this->namedtag->Rotation[1]
);
$this->setMotion(new Vector3(
$this->namedtag["Motion"][0],
$this->namedtag["Motion"][1],
$this->namedtag["Motion"][2])
);
if(!isset($this->namedtag->FallDistance)){
$this->namedtag->FallDistance = new Float("FallDistance", 0);
}
$this->fallDistance = $this->namedtag["FallDistance"];
if(!isset($this->namedtag->Fire)){
$this->namedtag->Fire = new Short("Fire", 0);
}
$this->fireTicks = $this->namedtag["Fire"];
if(!isset($this->namedtag->Air)){
$this->namedtag->Air = new Short("Air", 300);
}
$this->airTicks = $this->namedtag["Air"];
if(!isset($this->namedtag->OnGround)){
$this->namedtag->OnGround = new Byte("OnGround", 1);
}
$this->onGround = $this->namedtag["OnGround"] > 0 ? true : false;
if(!isset($this->namedtag->Invulnerable)){
$this->namedtag->Invulnerable = new Byte("Invulnerable", 0);
}
$this->invulnerable = $this->namedtag["Invulnerable"] > 0 ? true : false;
$index = LevelFormat::getIndex($this->x >> 4, $this->z >> 4);
$this->chunkIndex = $index;
$this->getLevel()->addEntity($this);
$this->initEntity();
$this->getLevel()->chunkEntities[$this->chunkIndex][$this->id] = $this;
$this->lastUpdate = $this->spawnTime = microtime(true);
$this->justCreated = false;
$this->server->getPluginManager()->callEvent(new EntitySpawnEvent($this));
$this->scheduleUpdate();
}
public function saveNBT(){
$this->namedtag["Pos"][0] = $this->x;
$this->namedtag["Pos"][1] = $this->y;
$this->namedtag["Pos"][2] = $this->z;
$this->namedtag["Motion"][0] = $this->motionX;
$this->namedtag["Motion"][1] = $this->motionY;
$this->namedtag["Motion"][2] = $this->motionZ;
$this->namedtag["Rotation"][0] = $this->yaw;
$this->namedtag["Rotation"][1] = $this->pitch;
$this->namedtag["FallDistance"] = $this->fallDistance;
$this->namedtag["Fire"] = $this->fireTicks;
$this->namedtag["Air"] = $this->airTicks;
$this->namedtag["OnGround"] = $this->onGround == true ? 1 : 0;
$this->namedtag["Invulnerable"] = $this->invulnerable == true ? 1 : 0;
}
protected abstract function initEntity();
public function getViewers(){
return $this->hasSpawned;
}
/**
* @param Player $player
*/
public function spawnTo(Player $player){
if(!isset($this->hasSpawned[$player->getID()]) and $player->chunksLoaded[$this->chunkIndex] !== 0xff){
$this->hasSpawned[$player->getID()] = $player;
}
}
/**
* @param Player $player
*/
public function despawnFrom(Player $player){
if(isset($this->hasSpawned[$player->getID()])){
$pk = new RemoveEntityPacket;
$pk->eid = $this->id;
$player->dataPacket($pk);
unset($this->hasSpawned[$player->getID()]);
}
}
abstract function attack($damage, $source = "generic");
abstract function heal($amount, $source = "generic");
/**
* @return int
*/
public function getHealth(){
return $this->health;
}
/**
* Sets the health of the Entity. This won't send any update to the players
*
* @param int $amount
*/
public function setHealth($amount){
if($amount < 0){
$this->health = 0;
$this->dead = true;
}elseif($amount > $this->getMaxHealth()){
$this->health = $this->getMaxHealth();
}else{
$this->health = (int) $amount;
}
}
/**
* @return int
*/
public function getMaxHealth(){
return $this->maxHealth;
}
/**
* @param int $amount
*/
public function setMaxHealth($amount){
$this->maxHealth = (int) $amount;
$this->health = (int) min($this->health, $this->maxHealth);
}
protected function checkObstruction($x, $y, $z){
$i = (int) $x;
$j = (int) $y;
$k = (int) $z;
$diffX = $x - $i;
$diffY = $y - $j;
$diffZ = $z - $k;
$start = microtime(true);
$list = $this->getLevel()->getCollisionBlocks($this->boundingBox);
if(count($list) === 0 and $this->getLevel()->isFullBlock(new Vector3($i, $j, $k))){
return false;
}else{
$flag = !$this->getLevel()->isFullBlock(new Vector3($i - 1, $j, $k));
$flag1 = !$this->getLevel()->isFullBlock(new Vector3($i + 1, $j, $k));
//$flag2 = !$this->getLevel()->isFullBlock(new Vector3($i, $j - 1, $k));
$flag3 = !$this->getLevel()->isFullBlock(new Vector3($i, $j + 1, $k));
$flag4 = !$this->getLevel()->isFullBlock(new Vector3($i, $j, $k - 1));
$flag5 = !$this->getLevel()->isFullBlock(new Vector3($i, $j, $k + 1));
$direction = 3; //UP!
$limit = 9999;
if($flag){
$limit = $diffX;
$direction = 0;
}
if($flag1 and 1 - $diffX < $limit){
$limit = 1 - $diffX;
$direction = 1;
}
if($flag3 and 1 - $diffY < $limit){
$limit = 1 - $diffY;
$direction = 3;
}
if($flag4 and $diffZ < $limit){
$limit = $diffZ;
$direction = 4;
}
if($flag5 and 1 - $diffZ < $limit){
$direction = 5;
}
$force = lcg_value() * 0.2 + 0.1;
if($direction === 0){
$this->motionX = -$force;
return true;
}
if($direction === 1){
$this->motionX = $force;
return true;
}
//No direction 2
if($direction === 3){
$this->motionY = $force;
return true;
}
if($direction === 4){
$this->motionZ = -$force;
return true;
}
if($direction === 5){
$this->motionY = $force;
}
return true;
}
}
public function entityBaseTick(){
//TODO: check vehicles
$hasUpdate = false;
$this->lastX = $this->x;
$this->lastY = $this->y;
$this->lastZ = $this->z;
$this->lastMotionX = $this->motionX;
$this->lastPitch = $this->pitch;
$this->lastYaw = $this->yaw;
if($this->handleWaterMovement()){
$this->fallDistance = 0;
$this->inWater = true;
$this->extinguish();
}else{
$this->inWater = false;
}
if($this->y < -64){
$this->kill();
}
if($this->fireTicks > 0){
if($this->fireProof){
$this->fireTicks -= 4;
if($this->fireTicks < 0){
$this->fireTicks = 0;
}
}else{
if(($this->fireTicks % 20) === 0){
$this->attack(1, "onFire");
}
--$this->fireTicks;
}
$hasUpdate = true;
}
if($this->handleLavaMovement()){
$this->attack(4, "lava");
$this->setOnFire(15);
$hasUpdate = true;
$this->fallDistance *= 0.5;
}
++$this->age;
++$this->ticksLived;
}
public function updateMovement(){
if($this->x !== $this->lastX or $this->y !== $this->lastY or $this->z !== $this->lastZ or $this->yaw !== $this->lastYaw or $this->pitch !== $this->lastPitch){
$this->lastX = $this->x;
$this->lastY = $this->y;
$this->lastZ = $this->z;
$this->lastYaw = $this->yaw;
$this->lastPitch = $this->pitch;
if($this instanceof Human){
$pk = new MovePlayerPacket;
$pk->eid = $this->id;
$pk->x = $this->x;
$pk->y = $this->y;
$pk->z = $this->z;
$pk->yaw = $this->yaw;
$pk->pitch = $this->pitch;
$pk->bodyYaw = $this->yaw;
}else{
$pk = new MoveEntityPacket_PosRot;
$pk->eid = $this->id;
$pk->x = $this->x;
$pk->y = $this->y;
$pk->z = $this->z;
$pk->yaw = $this->yaw;
$pk->pitch = $this->pitch;
}
$this->server->broadcastPacket($this->hasSpawned, $pk);
}
if(!($this instanceof Player) and ($this->lastMotionX != $this->motionX or $this->lastMotionY != $this->motionY or $this->lastMotionZ != $this->motionZ)){
$this->motionChanged = false;
$pk = new SetEntityMotionPacket;
$pk->eid = $this->id;
$pk->speedX = $this->motionX;
$pk->speedY = $this->motionY;
$pk->speedZ = $this->motionZ;
$this->server->broadcastPacket($this->hasSpawned, $pk);
}
}
public function onUpdate(){
if($this->closed !== false){
return false;
}
$hasUpdate = $this->entityBaseTick();
$this->updateMovement();
//if($this->isStatic())
return true;
//return !($this instanceof Player);
}
public final function scheduleUpdate(){
Entity::$needUpdate[$this->id] = $this;
}
public function setOnFire($seconds){
$ticks = $seconds * 20;
if($ticks > $this->fireTicks){
$this->fireTicks = $ticks;
}
}
public function getDirection(){
$rotation = ($this->yaw - 90) % 360;
if($rotation < 0){
$rotation += 360.0;
}
if((0 <= $rotation and $rotation < 45) or (315 <= $rotation and $rotation < 360)){
return 2; //North
}elseif(45 <= $rotation and $rotation < 135){
return 3; //East
}elseif(135 <= $rotation and $rotation < 225){
return 0; //South
}elseif(225 <= $rotation and $rotation < 315){
return 1; //West
}else{
return null;
}
}
public function extinguish(){
$this->fireTicks = 0;
}
public function canTriggerWalking(){
return true;
}
protected function updateFallState($distanceThisTick, $onGround){
if($onGround === true){
if($this->fallDistance > 0){
if($this instanceof Living){
//TODO
}
$this->fall($this->fallDistance);
$this->fallDistance = 0;
}
}elseif($distanceThisTick < 0){
$this->fallDistance -= $distanceThisTick;
}
}
public function getBoundingBox(){
return $this->boundingBox;
}
public function fall($fallDistance){ //TODO
}
public function handleWaterMovement(){ //TODO
}
public function handleLavaMovement(){ //TODO
}
public function getEyeHeight(){
return 0;
}
public function moveFlying(){ //TODO
}
public function onCollideWithPlayer(Human $entityPlayer){
}
protected function switchLevel(Level $targetLevel){
if($this->isValid()){
$this->server->getPluginManager()->callEvent($ev = new EntityLevelChangeEvent($this, $this->getLevel(), $targetLevel));
if($ev->isCancelled()){
return false;
}
$this->getLevel()->removeEntity($this);
unset($this->getLevel()->chunkEntities[$this->chunkIndex][$this->id]);
$this->despawnFromAll();
if($this instanceof Player){
foreach($this->chunksLoaded as $index => $Yndex){
if($Yndex !== 0xff){
$X = null;
$Z = null;
LevelFormat::getXZ($index, $X, $Z);
foreach($this->getLevel()->getChunkEntities($X, $Z) as $entity){
$entity->despawnFrom($this);
}
}
}
$this->getLevel()->freeAllChunks($this);
}
}
$this->setLevel($targetLevel, true); //Hard reference
$this->getLevel()->addEntity($this);
if($this instanceof Player){
$this->chunksLoaded = [];
$pk = new SetTimePacket();
$pk->time = $this->getLevel()->getTime();
$pk->started = $this->getLevel()->stopTime == false;
$this->dataPacket($pk);
}
$this->spawnToAll();
$this->chunkIndex = false;
}
public function getPosition(){
return new Position($this->x, $this->y, $this->z, $this->level);
}
public function collision(){
$this->isColliding = true;
$this->fallDistance = 0;
}
/**
* Returns the entities near the current one inside the AxisAlignedBB
*
* @param AxisAlignedBB $bb
*
* @return Entity[]
*/
public function getNearbyEntities(AxisAlignedBB $bb){
$nearby = [];
$minX = ($bb->minX - 2) >> 4;
$maxX = ($bb->maxX + 2) >> 4;
$minZ = ($bb->minZ - 2) >> 4;
$maxZ = ($bb->maxX + 2) >> 4;
for($x = $minX; $x <= $maxX; ++$x){
for($z = $minZ; $z <= $maxZ; ++$z){
if($this->getLevel()->isChunkLoaded($x, $z)){
foreach($this->getLevel()->getChunkEntities($x, $z) as $ent){
if($ent !== $this and $ent->boundingBox->intersectsWith($this->boundingBox)){
$nearby[] = $ent;
}
}
}
}
}
return $nearby;
}
public function move($dx, $dy, $dz){
//$collision = [];
//$this->checkBlockCollision($collision);
if($dx == 0 and $dz == 0 and $dy == 0){
return;
}
$ox = $this->x;
$oy = $this->y;
$oz = $this->z;
if($this->isColliding){ //With an entity
$this->isColliding = false;
$dx *= 0.25;
$dy *= 0.05;
$dz *= 0.25;
$this->motionX = 0;
$this->motionY = 0;
$this->motionZ = 0;
}
$movX = $dx;
$movY = $dy;
$movZ = $dz;
/*$sneakFlag = $this->onGround and $this instanceof Player;
if($sneakFlag){
for($mov = 0.05; $dx != 0.0 and count($this->getLevel()->getCollisionCubes($this, $this->boundingBox->getOffsetBoundingBox($dx, -1, 0))) === 0; $movX = $dx){
if($dx < $mov and $dx >= -$mov){
$dx = 0;
}elseif($dx > 0){
$dx -= $mov;
}else{
$dx += $mov;
}
}
for(; $dz != 0.0 and count($this->getLevel()->getCollisionCubes($this, $this->boundingBox->getOffsetBoundingBox(0, -1, $dz))) === 0; $movZ = $dz){
if($dz < $mov and $dz >= -$mov){
$dz = 0;
}elseif($dz > 0){
$dz -= $mov;
}else{
$dz += $mov;
}
}
//TODO: big messy loop
}*/
if(count($this->getLevel()->getCollisionCubes($this, $this->boundingBox->getOffsetBoundingBox(0, $dy, 0))) > 0){
$dy = 0;
$dx = 0;
$dz = 0;
}
$fallingFlag = $this->onGround or ($dy != $movY and $movY < 0);
if($dx != 0){
if(count($this->getLevel()->getCollisionCubes($this, $this->boundingBox->getOffsetBoundingBox($dx, 0, 0))) > 0){
$dy = 0;
$dx = 0;
$dz = 0;
}
}
if($dz != 0){
if(count($this->getLevel()->getCollisionCubes($this, $this->boundingBox->getOffsetBoundingBox(0, 0, $dz))) > 0){
$dy = 0;
$dx = 0;
$dz = 0;
}
}
if($movX != $dx or $movZ != $dz or $fallingFlag){
$cx = $dx;
$cy = $dy;
$cz = $dz;
$dx = $movX;
$dy = 0;
$dz = $movZ;
$oldBB = clone $this->boundingBox;
$list = $this->getLevel()->getCollisionCubes($this, $this->boundingBox->getOffsetBoundingBox($movX, $dy, $movZ));
foreach($list as $bb){
$dy = $bb->calculateYOffset($this->boundingBox, $dy);
}
$this->boundingBox->addCoord(0, $dy, 0);
if($movY != $dy){
$dx = 0;
$dy = 0;
$dz = 0;
}
foreach($list as $bb){
$dx = $bb->calculateXOffset($this->boundingBox, $dx);
}
$this->boundingBox->addCoord($dx, 0, 0);
if($movX != $dx){
$dx = 0;
$dy = 0;
$dz = 0;
}
foreach($list as $bb){
$dz = $bb->calculateZOffset($this->boundingBox, $dz);
}
$this->boundingBox->addCoord(0, 0, $dz);
if($movZ != $dz){
$dx = 0;
$dy = 0;
$dz = 0;
}
if($movY != $dy){
$dy = 0;
foreach($list as $bb){
$dy = $bb->calculateYOffset($this->boundingBox, $dy);
}
$this->boundingBox->addCoord(0, $dy, 0);
}
if($cx * $cx + $cz * $cz > $dx * $dx + $dz * $dz){
$dx = $cx;
$dy = $cy;
$dz = $cz;
$this->boundingBox->setBB($oldBB);
}
}
$this->x = ($this->boundingBox->minX + $this->boundingBox->maxX) / 2;
$this->y = $this->boundingBox->minY + $this->height;
$this->z = ($this->boundingBox->minZ + $this->boundingBox->maxZ) / 2;
$this->onGround = $movY != $dy and $movY < 0;
$this->updateFallState($dy, $this->onGround);
if($movX != $dx){
$this->motionX = 0;
}
if($movY != $dy){
$this->motionY = 0;
}
if($movZ != $dz){
$this->motionZ = 0;
}
//$this->boundingBox->addCoord($dx, $dy, $dz);
//$this->x += $dx;
//$this->y += $dy;
//$this->z += $dz;
$cx = $this->x - $ox;
$cy = $this->y - $oy;
$cz = $this->z - $oz;
//TODO: vehicle collision events (first we need to spawn them!)
}
/**
* @param Block[] $list
*
* @return Block[]
*/
protected function checkBlockCollision(&$list = array()){
$minX = floor($this->boundingBox->minX + 0.001);
$minY = floor($this->boundingBox->minY + 0.001);
$minZ = floor($this->boundingBox->minZ + 0.001);
$maxX = floor($this->boundingBox->maxX + 0.001);
$maxY = floor($this->boundingBox->maxY + 0.001);
$maxZ = floor($this->boundingBox->maxZ + 0.001);
for($z = $minZ; $z <= $maxZ; ++$z){
for($x = $minX; $x <= $maxX; ++$x){
for($y = $minY; $y <= $maxY; ++$y){
$this->getLevel()->getBlock(new Vector3($x, $y, $z))->collidesWithBB($this->boundingBox, $list);
}
}
}
return $list;
}
public function setPositionAndRotation(Vector3 $pos, $yaw, $pitch){
if($this->setPosition($pos) === true){
$this->setRotation($yaw, $pitch);
return true;
}
return false;
}
public function setRotation($yaw, $pitch){
$this->yaw = $yaw;
$this->pitch = $pitch;
$this->scheduleUpdate();
}
public function setPosition(Vector3 $pos){
if($pos instanceof Position and $pos->getLevel() instanceof Level and $pos->getLevel() !== $this->getLevel()){
if($this->switchLevel($pos->getLevel()) === false){
return false;
}
}
if(!$this->justCreated){
$this->server->getPluginManager()->callEvent($ev = new EntityMoveEvent($this, $pos));
if($ev->isCancelled()){
return false;
}
}
$this->x = $pos->x;
$this->y = $pos->y;
$this->z = $pos->z;
$radius = $this->width / 2;
$this->boundingBox->setBounds($pos->x - $radius, $pos->y, $pos->z - $radius, $pos->x + $radius, $pos->y + $this->height, $pos->z + $radius);
if(($index = LevelFormat::getIndex($this->x >> 4, $this->z >> 4)) !== $this->chunkIndex){
if($this->chunkIndex !== false){
unset($this->getLevel()->chunkEntities[$this->chunkIndex][$this->id]);
}
$this->chunkIndex = $index;
$this->getLevel()->loadChunk($this->x >> 4, $this->z >> 4);
if(!$this->justCreated){
$newChunk = $this->getLevel()->getUsingChunk($this->x >> 4, $this->z >> 4);
foreach($this->hasSpawned as $player){
if(!isset($newChunk[$player->CID])){
$this->despawnFrom($player);
}else{
unset($newChunk[$player->CID]);
}
}
foreach($newChunk as $player){
$this->spawnTo($player);
}
}
$this->getLevel()->chunkEntities[$this->chunkIndex][$this->id] = $this;
}
$this->scheduleUpdate();
return true;
}
public function getMotion(){
return new Vector3($this->motionX, $this->motionY, $this->motionZ);
}
public function setMotion(Vector3 $motion){
if(!$this->justCreated){
Server::getInstance()->getPluginManager()->callEvent($ev = new EntityMotionEvent($this, $motion));
if($ev->isCancelled()){
return false;
}
}
$this->motionX = $motion->x;
$this->motionY = $motion->y;
$this->motionZ = $motion->z;
if(!$this->justCreated){
$this->scheduleUpdate();
}
}
public function isOnGround(){
return $this->onGround === true;
}
public function kill(){
$this->dead = true;
}
public function teleport(Vector3 $pos, $yaw = false, $pitch = false){
$this->setMotion(new Vector3(0, 0, 0));
if($this->setPositionAndRotation($pos, $yaw === false ? $this->yaw : $yaw, $pitch === false ? $this->pitch : $pitch) !== false){
if($this instanceof Player){
$this->airTicks = 300;
$this->fallDistance = 0;
$this->orderChunks();
$this->getNextChunk(true);
$this->forceMovement = $pos;
$pk = new MovePlayerPacket;
$pk->eid = 0;
$pk->x = $this->x;
$pk->y = $this->y;
$pk->z = $this->z;
$pk->bodyYaw = $this->yaw;
$pk->pitch = $this->pitch;
$pk->yaw = $this->yaw;
$this->dataPacket($pk);
}
return true;
}
return false;
}
public function getID(){
return $this->id;
}
public function spawnToAll(){
foreach($this->getLevel()->getUsingChunk($this->x >> 4, $this->z >> 4) as $player){
if(isset($player->id) and $player->spawned === true){
$this->spawnTo($player);
}
}
}
public function despawnFromAll(){
foreach($this->hasSpawned as $player){
$this->despawnFrom($player);
}
}
public function close(){
if($this->closed === false){
$this->closed = true;
unset(Entity::$needUpdate[$this->id]);
$this->getLevel()->removeEntity($this);
unset($this->getLevel()->chunkEntities[$this->chunkIndex][$this->id]);
$this->despawnFromAll();
$this->server->getPluginManager()->callEvent(new EntityDespawnEvent($this));
}
}
abstract public function getData();
public function __destruct(){
$this->close();
}
public function setMetadata($metadataKey, MetadataValue $metadataValue){
$this->server->getEntityMetadata()->setMetadata($this, $metadataKey, $metadataValue);
}
public function getMetadata($metadataKey){
return $this->server->getEntityMetadata()->getMetadata($this, $metadataKey);
}
public function hasMetadata($metadataKey){
return $this->server->getEntityMetadata()->hasMetadata($this, $metadataKey);
}
public function removeMetadata($metadataKey, Plugin $plugin){
$this->server->getEntityMetadata()->removeMetadata($this, $metadataKey, $plugin);
}
}