Files
PocketMine-MP/src/player/SurvivalBlockBreakHandler.php
GameParrot 0a9a45a126 Improve block break progress
closes #6500

This fixes break time animations for mining fatigue and haste, and
improves the underwater and on-ground behaviour.

on-ground is still not quite right for reasons not related to this PR
(see #6547).
I'm also not quite sure the underwater logic is correct (in water vs
underwater?) but it's definitely better than what we have currently.
2025-02-02 19:34:14 +00:00

152 lines
4.7 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\player;
use pocketmine\block\Block;
use pocketmine\entity\animation\ArmSwingAnimation;
use pocketmine\entity\effect\VanillaEffects;
use pocketmine\item\enchantment\VanillaEnchantments;
use pocketmine\math\Facing;
use pocketmine\math\Vector3;
use pocketmine\network\mcpe\protocol\LevelEventPacket;
use pocketmine\network\mcpe\protocol\types\LevelEvent;
use pocketmine\world\particle\BlockPunchParticle;
use pocketmine\world\sound\BlockPunchSound;
use function abs;
final class SurvivalBlockBreakHandler{
public const DEFAULT_FX_INTERVAL_TICKS = 5;
private int $fxTicker = 0;
private float $breakSpeed;
private float $breakProgress = 0;
public function __construct(
private Player $player,
private Vector3 $blockPos,
private Block $block,
private int $targetedFace,
private int $maxPlayerDistance,
private int $fxTickInterval = self::DEFAULT_FX_INTERVAL_TICKS
){
$this->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->getInventory()->getItemInHand()) * 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() : 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(LevelEvent::BLOCK_STOP_BREAK, 0, $this->blockPos)
);
}
}
}