Files
PocketMine-MP/src/pocketmine/block/Liquid.php
2018-10-01 16:20:35 -04:00

444 lines
12 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/
*
*
*/
declare(strict_types=1);
namespace pocketmine\block;
use pocketmine\entity\Entity;
use pocketmine\item\Item;
use pocketmine\level\Level;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Vector3;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
abstract class Liquid extends Transparent{
public $adjacentSources = 0;
/** @var Vector3|null */
protected $flowVector = null;
/** @var int[] */
private $flowCostVisited = [];
private const CAN_FLOW_DOWN = 1;
private const CAN_FLOW = 0;
private const BLOCKED = -1;
/** @var bool */
protected $falling = false;
/** @var int */
protected $decay = 0; //PC "level" property
protected function writeStateToMeta() : int{
return $this->decay | ($this->falling ? 0x08 : 0);
}
public function readStateFromMeta(int $meta) : void{
$this->decay = $meta & 0x07;
$this->falling = ($meta & 0x08) !== 0;
}
public function getStateBitmask() : int{
return 0b1111;
}
public function hasEntityCollision() : bool{
return true;
}
public function isBreakable(Item $item) : bool{
return false;
}
public function canBeReplaced() : bool{
return true;
}
public function canBeFlowedInto() : bool{
return true;
}
public function isSolid() : bool{
return false;
}
public function getHardness() : float{
return 100;
}
protected function recalculateBoundingBox() : ?AxisAlignedBB{
return null;
}
public function getDropsForCompatibleTool(Item $item) : array{
return [];
}
abstract public function getStillForm() : Block;
abstract public function getFlowingForm() : Block;
abstract public function getBucketFillSound() : int;
abstract public function getBucketEmptySound() : int;
public function isSource() : bool{
return !$this->falling and $this->decay === 0;
}
public function getFluidHeightPercent(){
return (($this->falling ? 0 : $this->decay) + 1) / 9;
}
protected function getEffectiveFlowDecay(Block $block) : int{
if(!($block instanceof Liquid) or !$block->isSameType($this)){
return -1;
}
return $block->falling ? 0 : $block->decay;
}
public function clearCaches() : void{
parent::clearCaches();
$this->flowVector = null;
}
public function getFlowVector() : Vector3{
if($this->flowVector !== null){
return $this->flowVector;
}
$vector = new Vector3(0, 0, 0);
$decay = $this->getEffectiveFlowDecay($this);
for($j = 0; $j < 4; ++$j){
$x = $this->x;
$y = $this->y;
$z = $this->z;
if($j === 0){
--$x;
}elseif($j === 1){
++$x;
}elseif($j === 2){
--$z;
}elseif($j === 3){
++$z;
}
$sideBlock = $this->level->getBlockAt($x, $y, $z);
$blockDecay = $this->getEffectiveFlowDecay($sideBlock);
if($blockDecay < 0){
if(!$sideBlock->canBeFlowedInto()){
continue;
}
$blockDecay = $this->getEffectiveFlowDecay($this->level->getBlockAt($x, $y - 1, $z));
if($blockDecay >= 0){
$realDecay = $blockDecay - ($decay - 8);
$vector->x += ($sideBlock->x - $this->x) * $realDecay;
$vector->y += ($sideBlock->y - $this->y) * $realDecay;
$vector->z += ($sideBlock->z - $this->z) * $realDecay;
}
continue;
}else{
$realDecay = $blockDecay - $decay;
$vector->x += ($sideBlock->x - $this->x) * $realDecay;
$vector->y += ($sideBlock->y - $this->y) * $realDecay;
$vector->z += ($sideBlock->z - $this->z) * $realDecay;
}
}
if($this->falling){
if(
!$this->canFlowInto($this->level->getBlockAt($this->x, $this->y, $this->z - 1)) or
!$this->canFlowInto($this->level->getBlockAt($this->x, $this->y, $this->z + 1)) or
!$this->canFlowInto($this->level->getBlockAt($this->x - 1, $this->y, $this->z)) or
!$this->canFlowInto($this->level->getBlockAt($this->x + 1, $this->y, $this->z)) or
!$this->canFlowInto($this->level->getBlockAt($this->x, $this->y + 1, $this->z - 1)) or
!$this->canFlowInto($this->level->getBlockAt($this->x, $this->y + 1, $this->z + 1)) or
!$this->canFlowInto($this->level->getBlockAt($this->x - 1, $this->y + 1, $this->z)) or
!$this->canFlowInto($this->level->getBlockAt($this->x + 1, $this->y + 1, $this->z))
){
$vector = $vector->normalize()->add(0, -6, 0);
}
}
return $this->flowVector = $vector->normalize();
}
public function addVelocityToEntity(Entity $entity, Vector3 $vector) : void{
if($entity->canBeMovedByCurrents()){
$flow = $this->getFlowVector();
$vector->x += $flow->x;
$vector->y += $flow->y;
$vector->z += $flow->z;
}
}
abstract public function tickRate() : int;
/**
* Returns how many liquid levels are lost per block flowed horizontally. Affects how far the liquid can flow.
*
* @return int
*/
public function getFlowDecayPerBlock() : int{
return 1;
}
public function onNearbyBlockChange() : void{
$this->checkForHarden();
$this->level->scheduleDelayedBlockUpdate($this, $this->tickRate());
}
public function onScheduledUpdate() : void{
$multiplier = $this->getFlowDecayPerBlock();
if(!$this->isSource()){
$smallestFlowDecay = -100;
$this->adjacentSources = 0;
$smallestFlowDecay = $this->getSmallestFlowDecay($this->level->getBlockAt($this->x, $this->y, $this->z - 1), $smallestFlowDecay);
$smallestFlowDecay = $this->getSmallestFlowDecay($this->level->getBlockAt($this->x, $this->y, $this->z + 1), $smallestFlowDecay);
$smallestFlowDecay = $this->getSmallestFlowDecay($this->level->getBlockAt($this->x - 1, $this->y, $this->z), $smallestFlowDecay);
$smallestFlowDecay = $this->getSmallestFlowDecay($this->level->getBlockAt($this->x + 1, $this->y, $this->z), $smallestFlowDecay);
$newDecay = $smallestFlowDecay + $multiplier;
$falling = false;
if($newDecay >= 8 or $smallestFlowDecay < 0){
$newDecay = -1;
}
if($this->getEffectiveFlowDecay($this->level->getBlockAt($this->x, $this->y + 1, $this->z)) >= 0){
$falling = true;
}
if($this->adjacentSources >= 2 and $this instanceof Water){
$bottomBlock = $this->level->getBlockAt($this->x, $this->y - 1, $this->z);
if($bottomBlock->isSolid() or ($bottomBlock instanceof Water and $bottomBlock->isSource())){
$newDecay = 0;
$falling = false;
}
}
if($falling !== $this->falling or (!$falling and $newDecay !== $this->decay)){
if(!$falling and $newDecay < 0){
$this->level->setBlock($this, BlockFactory::get(Block::AIR));
return;
}
$this->falling = $falling;
$this->decay = $falling ? 0 : $newDecay;
$this->level->setBlock($this, $this); //local block update will cause an update to be scheduled
}
}
$bottomBlock = $this->level->getBlockAt($this->x, $this->y - 1, $this->z);
$this->flowIntoBlock($bottomBlock, 0, true);
if($this->isSource() or !$bottomBlock->canBeFlowedInto()){
if($this->falling){
$adjacentDecay = 1; //falling liquid behaves like source block
}else{
$adjacentDecay = $this->decay + $multiplier;
}
if($adjacentDecay < 8){
$flags = $this->getOptimalFlowDirections();
if($flags[0]){
$this->flowIntoBlock($this->level->getBlockAt($this->x - 1, $this->y, $this->z), $adjacentDecay, false);
}
if($flags[1]){
$this->flowIntoBlock($this->level->getBlockAt($this->x + 1, $this->y, $this->z), $adjacentDecay, false);
}
if($flags[2]){
$this->flowIntoBlock($this->level->getBlockAt($this->x, $this->y, $this->z - 1), $adjacentDecay, false);
}
if($flags[3]){
$this->flowIntoBlock($this->level->getBlockAt($this->x, $this->y, $this->z + 1), $adjacentDecay, false);
}
}
}
$this->checkForHarden();
}
protected function flowIntoBlock(Block $block, int $newFlowDecay, bool $falling) : void{
if($this->canFlowInto($block) and !($block instanceof Liquid)){
if($block->getId() > 0){
$this->level->useBreakOn($block);
}
$new = clone $this;
$new->falling = $falling;
$new->decay = $falling ? 0 : $newFlowDecay;
$this->level->setBlock($block, $new);
}
}
private function calculateFlowCost(int $blockX, int $blockY, int $blockZ, int $accumulatedCost, int $maxCost, int $originOpposite, int $lastOpposite) : int{
$cost = 1000;
for($j = 0; $j < 4; ++$j){
if($j === $originOpposite or $j === $lastOpposite){
continue;
}
$x = $blockX;
$y = $blockY;
$z = $blockZ;
if($j === 0){
--$x;
}elseif($j === 1){
++$x;
}elseif($j === 2){
--$z;
}elseif($j === 3){
++$z;
}
if(!isset($this->flowCostVisited[$hash = Level::blockHash($x, $y, $z)])){
$blockSide = $this->level->getBlockAt($x, $y, $z);
if(!$this->canFlowInto($blockSide)){
$this->flowCostVisited[$hash] = self::BLOCKED;
}elseif($this->level->getBlockAt($x, $y - 1, $z)->canBeFlowedInto()){
$this->flowCostVisited[$hash] = self::CAN_FLOW_DOWN;
}else{
$this->flowCostVisited[$hash] = self::CAN_FLOW;
}
}
$status = $this->flowCostVisited[$hash];
if($status === self::BLOCKED){
continue;
}elseif($status === self::CAN_FLOW_DOWN){
return $accumulatedCost;
}
if($accumulatedCost >= $maxCost){
continue;
}
$realCost = $this->calculateFlowCost($x, $y, $z, $accumulatedCost + 1, $maxCost, $originOpposite, $j ^ 0x01);
if($realCost < $cost){
$cost = $realCost;
}
}
return $cost;
}
/**
* @return bool[]
*/
private function getOptimalFlowDirections() : array{
$flowCost = array_fill(0, 4, 1000);
$maxCost = 4 / $this->getFlowDecayPerBlock();
for($j = 0; $j < 4; ++$j){
$x = $this->x;
$y = $this->y;
$z = $this->z;
if($j === 0){
--$x;
}elseif($j === 1){
++$x;
}elseif($j === 2){
--$z;
}elseif($j === 3){
++$z;
}
$block = $this->level->getBlockAt($x, $y, $z);
if(!$this->canFlowInto($block)){
$this->flowCostVisited[Level::blockHash($x, $y, $z)] = self::BLOCKED;
continue;
}elseif($this->level->getBlockAt($x, $y - 1, $z)->canBeFlowedInto()){
$this->flowCostVisited[Level::blockHash($x, $y, $z)] = self::CAN_FLOW_DOWN;
$flowCost[$j] = $maxCost = 0;
}elseif($maxCost > 0){
$this->flowCostVisited[Level::blockHash($x, $y, $z)] = self::CAN_FLOW;
$flowCost[$j] = $this->calculateFlowCost($x, $y, $z, 1, $maxCost, $j ^ 0x01, $j ^ 0x01);
$maxCost = min($maxCost, $flowCost[$j]);
}
}
$this->flowCostVisited = [];
$minCost = min($flowCost);
$isOptimalFlowDirection = [];
for($i = 0; $i < 4; ++$i){
$isOptimalFlowDirection[$i] = ($flowCost[$i] === $minCost);
}
return $isOptimalFlowDirection;
}
private function getSmallestFlowDecay(Block $block, int $decay) : int{
if(!($block instanceof Liquid) or !$block->isSameType($this)){
return $decay;
}
$blockDecay = $block->decay;
if($block->isSource()){
++$this->adjacentSources;
}elseif($block->falling){
$blockDecay = 0;
}
return ($decay >= 0 && $blockDecay >= $decay) ? $decay : $blockDecay;
}
protected function checkForHarden(){
}
protected function liquidCollide(Block $cause, Block $result) : bool{
//TODO: add events
$this->level->setBlock($this, $result);
$this->level->broadcastLevelSoundEvent($this->add(0.5, 0.5, 0.5), LevelSoundEventPacket::SOUND_FIZZ, (int) ((2.6 + (lcg_value() - lcg_value()) * 0.8) * 1000));
return true;
}
protected function canFlowInto(Block $block) : bool{
return $block->canBeFlowedInto() and !($block instanceof Liquid and $block->isSource()); //TODO: I think this should only be liquids of the same type
}
}