2014-05-25 12:31:00 +02:00

1326 lines
31 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 Level related classes are here, like Generators, Populators, Noise, ...
*/
namespace pocketmine\level;
use pocketmine\block\Air;
use pocketmine\block\Block;
use pocketmine\entity\DroppedItem;
use pocketmine\entity\Entity;
use pocketmine\event\block\BlockBreakEvent;
use pocketmine\event\block\BlockPlaceEvent;
use pocketmine\event\player\PlayerInteractEvent;
use pocketmine\item\Item;
use pocketmine\level\format\pmf\LevelFormat;
use pocketmine\level\generator\Flat;
use pocketmine\level\generator\Generator;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Vector2;
use pocketmine\math\Vector3 as Vector3;
use pocketmine\nbt\NBT;
use pocketmine\nbt\tag\Byte;
use pocketmine\nbt\tag\Compound;
use pocketmine\nbt\tag\Double;
use pocketmine\nbt\tag\Enum;
use pocketmine\nbt\tag\Float;
use pocketmine\nbt\tag\Int;
use pocketmine\nbt\tag\Short;
use pocketmine\nbt\tag\String;
use pocketmine\network\protocol\SetTimePacket;
use pocketmine\network\protocol\UpdateBlockPacket;
use pocketmine\Player;
use pocketmine\Server;
use pocketmine\tile\Chest;
use pocketmine\tile\Furnace;
use pocketmine\tile\Sign;
use pocketmine\tile\Tile;
use pocketmine\utils\Cache;
use pocketmine\utils\Random;
use pocketmine\utils\ReversePriorityQueue;
/**
* Main Level handling class, includes all the methods used on them.
*/
class Level{
const BLOCK_UPDATE_NORMAL = 1;
const BLOCK_UPDATE_RANDOM = 2;
const BLOCK_UPDATE_SCHEDULED = 3;
const BLOCK_UPDATE_WEAK = 4;
const BLOCK_UPDATE_TOUCH = 5;
/** @var Player[] */
public $players = [];
/** @var Entity[] */
protected $entities = [];
/** @var Entity[][] */
public $chunkEntities = [];
/** @var Tile[] */
protected $tiles = [];
/** @var Tile[][] */
public $chunkTiles = [];
public $nextSave;
/** @var LevelFormat */
public $level;
public $stopTime;
private $time;
private $startCheck;
private $startTime;
/** @var Server */
private $server;
private $name;
private $usedChunks;
private $changedBlocks;
private $changedCount;
/** @var Generator */
private $generator;
/** @var ReversePriorityQueue */
private $updateQueue;
private $autoSave = true;
/**
* @param Server $server
* @param LevelFormat $level
* @param string $name
*/
public function __construct(Server $server, LevelFormat $level, $name){
$this->server = $server;
$this->updateQueue = new ReversePriorityQueue();
$this->updateQueue->setExtractFlags(\SplPriorityQueue::EXTR_BOTH);
$this->level = $level;
$this->level->level = $this;
$this->startTime = $this->time = (int) $this->level->getData("time");
$this->nextSave = $this->startCheck = microtime(true);
$this->nextSave += 90;
$this->stopTime = false;
$this->name = $name;
$this->usedChunks = [];
$this->changedBlocks = [];
$this->changedCount = [];
$gen = Generator::getGenerator($this->level->levelData["generator"]);
$this->generator = new $gen((array) $this->level->levelData["generatorSettings"]);
$this->generator->init($this, new Random($this->level->levelData["seed"]));
}
/**
* @return bool
*/
public function getAutoSave(){
return $this->autoSave === true;
}
/**
* @param bool $value
*/
public function setAutoSave($value){
$this->autoSave = $value;
}
public function close(){
$this->__destruct();
}
/**
* Unloads the current level from memory safely
*
* @param bool $force default false, force unload of default level
*
* @return bool
*/
public function unload($force = false){
if($this === $this->server->getDefaultLevel() and $force !== true){
return false;
}
console("[INFO] Unloading level \"" . $this->getName() . "\"");
$this->nextSave = PHP_INT_MAX;
$this->save();
$defaultLevel = $this->server->getDefaultLevel();
foreach($this->getPlayers() as $player){
if($this === $defaultLevel or $defaultLevel === null){
$player->close($player->getName() . " has left the game", "forced default level unload");
}elseif($defaultLevel instanceof Level){
$player->teleport($this->server->getDefaultLevel()->getSafeSpawn());
}
}
$this->close();
if($this === $defaultLevel){
$this->server->setDefaultLevel(null);
}
return true;
}
/**
* Gets the chunks being used by players
*
* @param int $X
* @param int $Z
*
* @return Player[][]
*/
public function getUsingChunk($X, $Z){
$index = LevelFormat::getIndex($X, $Z);
return isset($this->usedChunks[$index]) ? $this->usedChunks[$index] : [];
}
/**
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
* @param int $X
* @param int $Z
* @param Player $player
*/
public function useChunk($X, $Z, Player $player){
$index = LevelFormat::getIndex($X, $Z);
$this->loadChunk($X, $Z);
$this->usedChunks[$index][$player->CID] = $player;
}
/**
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
* @param Player $player
*/
public function freeAllChunks(Player $player){
foreach($this->usedChunks as $i => $c){
unset($this->usedChunks[$i][$player->CID]);
}
}
/**
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
* @param int $X
* @param int $Z
* @param Player $player
*/
public function freeChunk($X, $Z, Player $player){
unset($this->usedChunks[LevelFormat::getIndex($X, $Z)][$player->CID]);
}
/**
* @param int $X
* @param int $Z
*
* @return bool
*/
public function isChunkPopulated($X, $Z){
return $this->level->isPopulated($X, $Z);
}
/**
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*/
public function checkTime(){
if(!isset($this->level)){
return;
}
$now = microtime(true);
if($this->stopTime == true){
return;
}else{
$time = $this->startTime + ($now - $this->startCheck) * 20;
}
$this->time = $time;
$pk = new SetTimePacket;
$pk->time = (int) $this->time;
$pk->started = $this->stopTime == false;
$this->server->broadcastPacket($this->players, $pk);
return;
}
/**
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
* @param int $currentTick
*
* @return bool
*/
public function doTick($currentTick){
if(!isset($this->level)){
return false;
}
if(($currentTick % 200) === 0){
$this->checkTime();
}
if($this->level->isGenerating === 0 and count($this->changedCount) > 0){
foreach($this->changedCount as $index => $mini){
for($Y = 0; $Y < 8; ++$Y){
if(($mini & (1 << $Y)) === 0){
continue;
}
if(count($this->changedBlocks[$index][$Y]) < 582){ //Optimal value, calculated using the relation between minichunks and single packets
continue;
}else{
foreach($this->players as $p){
$p->setChunkIndex($index, $mini);
}
unset($this->changedBlocks[$index][$Y]);
}
}
}
$this->changedCount = [];
if(count($this->changedBlocks) > 0){
foreach($this->changedBlocks as $index => $mini){
foreach($mini as $blocks){
/** @var Block $b */
foreach($blocks as $b){
$pk = new UpdateBlockPacket;
$pk->x = $b->x;
$pk->y = $b->y;
$pk->z = $b->z;
$pk->block = $b->getID();
$pk->meta = $b->getDamage();
$this->server->broadcastPacket($this->players, $pk);
}
}
}
$this->changedBlocks = [];
}
$X = null;
$Z = null;
//Do chunk updates
while($this->updateQueue->count() > 0 and $this->updateQueue->current()["priority"] <= $currentTick){
$block = $this->getBlock($this->updateQueue->extract()["data"]);
$block->onUpdate(self::BLOCK_UPDATE_SCHEDULED);
}
foreach($this->usedChunks as $index => $p){
LevelFormat::getXZ($index, $X, $Z);
for($Y = 0; $Y < 8; ++$Y){
if(!$this->level->isMiniChunkEmpty($X, $Z, $Y)){
for($i = 0; $i < 3; ++$i){
$block = $this->getBlock(new Vector3(($X << 4) + mt_rand(0, 15), ($Y << 4) + mt_rand(0, 15), ($Z << 4) + mt_rand(0, 15)));
if($block instanceof Block){
if($block->onUpdate(self::BLOCK_UPDATE_RANDOM) === self::BLOCK_UPDATE_NORMAL){
$this->updateAround($block, self::BLOCK_UPDATE_NORMAL);
}
}
}
}
}
}
}
if($this->nextSave < microtime(true)){
$X = null;
$Z = null;
foreach($this->usedChunks as $i => $c){
if(count($c) === 0){
unset($this->usedChunks[$i]);
LevelFormat::getXZ($i, $X, $Z);
if(!$this->isSpawnChunk($X, $Z)){
$this->level->unloadChunk($X, $Z, $this->getAutoSave());
}
}
}
$this->save(false, false);
}
}
/**
* @param int $X
* @param int $Z
*
* @return bool
*/
public function generateChunk($X, $Z){
++$this->level->isGenerating;
$this->generator->generateChunk($X, $Z);
--$this->level->isGenerating;
return true;
}
/**
* @param int $X
* @param int $Z
*
* @return bool
*/
public function populateChunk($X, $Z){
$this->level->setPopulated($X, $Z);
$this->generator->populateChunk($X, $Z);
return true;
}
public function __destruct(){
if(isset($this->level)){
$this->save(false, false);
$this->level->closeLevel();
if($this->isLoaded()){
unset($this->level);
$this->server->unloadLevel($this, true);
}
}
}
/**
* @return bool
*/
public function isLoaded(){
return isset($this->level) and $this->level instanceof LevelFormat;
}
/**
* @param bool $force
* @param bool $extra
*
* @return bool
*/
public function save($force = false, $extra = true){
if(!isset($this->level)){
return false;
}
if($this->getAutoSave() === false and $force === false){
return;
}
if($extra !== false){
$this->doSaveRoundExtra();
}
$this->level->setData("time", (int) $this->time);
$this->level->doSaveRound($force);
$this->level->saveData();
$this->nextSave = microtime(true) + 45;
return true;
}
protected function doSaveRoundExtra(){
foreach($this->usedChunks as $index => $d){
LevelFormat::getXZ($index, $X, $Z);
$nbt = new Compound("", array(
new Enum("Entities", []),
new Enum("TileEntities", []),
));
$nbt->Entities->setTagType(NBT::TAG_Compound);
$nbt->TileEntities->setTagType(NBT::TAG_Compound);
$i = 0;
foreach($this->chunkEntities[$index] as $entity){
/** @var Entity $entity */
if($entity->closed !== true){
$entity->saveNBT();
$nbt->Entities[$i] = $entity->namedtag;
++$i;
}
}
$i = 0;
foreach($this->chunkTiles[$index] as $tile){
/** @var Tile $tile */
if($tile->closed !== true){
$tile->saveNBT();
$nbt->TileEntities[$i] = $tile->namedtag;
++$i;
}
}
$this->level->setChunkNBT($X, $Z, $nbt);
}
}
/**
* @param Vector3 $pos
* @param int $type
*/
public function updateAround(Vector3 $pos, $type = self::BLOCK_UPDATE_NORMAL){
$block = $this->getBlockRaw($pos);
$block->getSide(0)->onUpdate($type);
$block->getSide(1)->onUpdate($type);
$block->getSide(2)->onUpdate($type);
$block->getSide(3)->onUpdate($type);
$block->getSide(4)->onUpdate($type);
$block->getSide(5)->onUpdate($type);
}
/**
* @param Vector3 $pos
* @param int $delay
*/
public function scheduleUpdate(Vector3 $pos, $delay){
$this->updateQueue->insert($pos, (int) $delay);
}
/**
* @deprecated
*
* @param Vector3 $pos
*
* @return Block
*/
public function getBlockRaw(Vector3 $pos){
return $this->getBlock($pos);
}
/**
* @param Vector3 $pos
*
* @return bool|Block
*/
public function getBlock(Vector3 $pos){
$b = $this->level->getBlock($pos->x, $pos->y, $pos->z);
return Block::get($b[0], $b[1], new Position($pos->x, $pos->y, $pos->z, $this));
}
/**
* @param Entity $entity
* @param AxisAlignedBB $bb
*
* @return AxisAlignedBB[]
*/
public function getCollisionCubes(Entity $entity, AxisAlignedBB $bb){
$minX = floor($bb->minX);
$minY = floor($bb->minY);
$minZ = floor($bb->minZ);
$maxX = floor($bb->maxX + 1);
$maxY = floor($bb->maxY + 1);
$maxZ = floor($bb->maxZ + 1);
$collides = [];
for($z = $minZ; $z < $maxZ; ++$z){
for($x = $minX; $x < $maxX; ++$x){
if($this->isChunkLoaded($x >> 4, $z >> 4)){
for($y = $minY - 1; $y < $maxY; ++$y){
$this->getBlock(new Vector3($x, $y, $z))->collidesWithBB($bb, $collides);
}
}
}
}
foreach($entity->getNearbyEntities($bb->expand(0.25, 0.25, 0.25)) as $ent){
$collides[] = $ent->boundingBox;
}
return $collides;
}
/**
* @param Vector3 $pos
* @param Block $block
* @param bool $direct
* @param bool $send
*
* @return bool
*/
public function setBlockRaw(Vector3 $pos, Block $block, $direct = true, $send = true){
if(($ret = $this->level->setBlock($pos->x, $pos->y, $pos->z, $block->getID(), $block->getDamage())) === true and $send !== false){
if($direct === true){
$pk = new UpdateBlockPacket;
$pk->x = $pos->x;
$pk->y = $pos->y;
$pk->z = $pos->z;
$pk->block = $block->getID();
$pk->meta = $block->getDamage();
$this->server->broadcastPacket($this->players, $pk);
}elseif($direct === false){
if(!($pos instanceof Position)){
$pos = new Position($pos->x, $pos->y, $pos->z, $this);
}
$block->position($pos);
$index = LevelFormat::getIndex($pos->x >> 4, $pos->z >> 4);
if(ADVANCED_CACHE == true){
Cache::remove("world:{$this->name}:{$index}");
}
if(!isset($this->changedBlocks[$index])){
$this->changedBlocks[$index] = [];
$this->changedCount[$index] = 0;
}
$Y = $pos->y >> 4;
if(!isset($this->changedBlocks[$index][$Y])){
$this->changedBlocks[$index][$Y] = [];
$this->changedCount[$index] |= 1 << $Y;
}
$this->changedBlocks[$index][$Y][] = clone $block;
}
}
return $ret;
}
/**
* @param Vector3 $pos
* @param Block $block
* @param bool $update
* @param bool $tiles
* @param bool $direct
*
* @return bool
*/
public function setBlock(Vector3 $pos, Block $block, $update = true, $tiles = false, $direct = false){
if((($pos instanceof Position) and $pos->getLevel() !== $this) or $pos->x < 0 or $pos->y < 0 or $pos->z < 0){
return false;
}
$ret = $this->level->setBlock($pos->x, $pos->y, $pos->z, $block->getID(), $block->getDamage());
if($ret === true){
if(!($pos instanceof Position)){
$pos = new Position($pos->x, $pos->y, $pos->z, $this);
}
$block->position($pos);
if($direct === true){
$pk = new UpdateBlockPacket;
$pk->x = $pos->x;
$pk->y = $pos->y;
$pk->z = $pos->z;
$pk->block = $block->getID();
$pk->meta = $block->getDamage();
$this->server->broadcastPacket($this->players, $pk);
}else{
$index = LevelFormat::getIndex($pos->x >> 4, $pos->z >> 4);
if(ADVANCED_CACHE == true){
Cache::remove("world:{$this->name}:{$index}");
}
if(!isset($this->changedBlocks[$index])){
$this->changedBlocks[$index] = [];
$this->changedCount[$index] = 0;
}
$Y = $pos->y >> 4;
if(!isset($this->changedBlocks[$index][$Y])){
$this->changedBlocks[$index][$Y] = [];
$this->changedCount[$index] |= 1 << $Y;
}
$this->changedBlocks[$index][$Y][] = clone $block;
}
if($update === true){
$this->updateAround($pos, self::BLOCK_UPDATE_NORMAL);
$block->onUpdate(self::BLOCK_UPDATE_NORMAL);
}
if($tiles === true){
if(($t = $this->getTile($pos)) instanceof Tile){
$t->close();
}
}
}
return $ret;
}
public function dropItem(Vector3 $pos, Item $item){
if($item->getID() !== Item::AIR and $item->getCount() > 0){
$itemEntity = new DroppedItem($this, new Compound("", [
"Pos" => new Enum("Pos", [
new Double("", $pos->getX()),
new Double("", $pos->getY()),
new Double("", $pos->getZ())
]),
//TODO: add random motion with physics
"Motion" => new Enum("Motion", [
new Double("", 0),
new Double("", 0.05),
new Double("", 0)
]),
"Rotation" => new Enum("Rotation", [
new Float("", 0),
new Float("", 0)
]),
"Health" => new Short("Health", 5),
"Item" => new Compound("Item", [
"id" => new Short("id", $item->getID()),
"Damage" => new Short("Damage", $item->getDamage()),
"Count" => new Byte("Count", $item->getCount())
]),
]));
$itemEntity->spawnToAll();
}
}
/**
* Tries to break a block using a item, including Player time checks if available
*
* @param Vector3 $vector
* @param Item &$item (if null, can break anything)
* @param Player $player
*
* @return boolean
*/
public function useBreakOn(Vector3 $vector, Item &$item = null, Player $player = null){
$target = $this->getBlock($vector);
if($player instanceof Player){
$lastTime = $player->lastBreak - $player->getLag() / 1000;
if(($player->getGamemode() & 0x01) === 1 and ($lastTime + 0.15) >= microtime(true)){
return false;
}elseif(($lastTime + $target->getBreakTime($item)) >= microtime(true)){
return false;
}
$player->lastBreak = microtime(true);
}
//TODO: Adventure mode checks
if($player instanceof Player){
$ev = new BlockBreakEvent($player, $target, $item, ($player->getGamemode() & 0x01) === 1 ? true : false);
if($item instanceof Item and !$target->isBreakable($item) and $ev->getInstaBreak() === false){
$ev->setCancelled();
}
if(!$player->isOp() and ($distance = $this->server->getConfigInt("spawn-protection", 16)) > -1){
$t = new Vector2($target->x, $target->z);
$s = new Vector2($this->getSpawn()->x, $this->getSpawn()->z);
if($t->distance($s) <= $distance){ //set it to cancelled so plugins can bypass this
$ev->setCancelled();
}
}
$this->server->getPluginManager()->callEvent($ev);
if($ev->isCancelled()){
return false;
}
}elseif($item instanceof Item and !$target->isBreakable($item)){
return false;
}
$target->onBreak($item);
if($item instanceof Item){
$item->useOn($target);
if($item->isTool() and $item->getDamage() >= $item->getMaxDurability()){
$item = Item::get(Item::AIR, 0, 0);
}
}
if(!($player instanceof Player) or ($player->getGamemode() & 0x01) === 0){
foreach($target->getDrops($item) as $drop){
$this->dropItem($vector->add(0.5, 0.5, 0.5), Item::get($drop[0], $drop[1], $drop[2]));
}
}
return true;
}
/**
* Uses a item on a position and face, placing it or activating the block
*
* @param Vector3 $vector
* @param Item $item
* @param int $face
* @param float $fx default 0.0
* @param float $fy default 0.0
* @param float $fz default 0.0
* @param Player $player default null
*
* @return boolean
*/
public function useItemOn(Vector3 $vector, Item &$item, $face, $fx = 0.0, $fy = 0.0, $fz = 0.0, Player $player = null){
$target = $this->getBlock($vector);
$block = $target->getSide($face);
if($block->y > 127 or $block->y < 0){
return false;
}
if($target->getID() === Item::AIR){
return false;
}
if($player instanceof Player){
$ev = new PlayerInteractEvent($player, $item, $target, $face);
if(!$player->isOp() and ($distance = $this->server->getConfigInt("spawn-protection", 16)) > -1){
$t = new Vector2($target->x, $target->z);
$s = new Vector2($this->getSpawn()->x, $this->getSpawn()->z);
if($t->distance($s) <= $distance){ //set it to cancelled so plugins can bypass this
$ev->setCancelled();
}
}
$this->server->getPluginManager()->callEvent($ev);
if(!$ev->isCancelled()){
$target->onUpdate(self::BLOCK_UPDATE_TOUCH);
if($target->isActivable === true and $target->onActivate($item, $player) === true){
return true;
}
}
}elseif($target->isActivable === true and $target->onActivate($item, $player) === true){
return true;
}
if($item->isPlaceable()){
$hand = $item->getBlock();
$hand->position($block);
}elseif($block->getID() === Item::FIRE){
$this->setBlock($block, new Air(), true, false, true);
return false;
}else{
return false;
}
if(!($block->isReplaceable === true or ($hand->getID() === Item::SLAB and $block->getID() === Item::SLAB))){
return false;
}
if($target->isReplaceable === true){
$block = $target;
$hand->position($block);
//$face = -1;
}
//TODO: Implement using Bounding Boxes, all entities
/*if($hand->isSolid === true and $player->inBlock($block)){
return false; //Entity in block
}*/
if($player instanceof Player){
$ev = new BlockPlaceEvent($player, $hand, $block, $target, $item);
if(!$player->isOp() and ($distance = $this->server->getConfigInt("spawn-protection", 16)) > -1){
$t = new Vector2($target->x, $target->z);
$s = new Vector2($this->getSpawn()->x, $this->getSpawn()->z);
if($t->distance($s) <= $distance){ //set it to cancelled so plugins can bypass this
$ev->setCancelled();
}
}
$this->server->getPluginManager()->callEvent($ev);
if($ev->isCancelled()){
return false;
}
}
if($hand->place($item, $block, $target, $face, $fx, $fy, $fz, $player) === false){
return false;
}
if($hand->getID() === Item::SIGN_POST or $hand->getID() === Item::WALL_SIGN){
$tile = new Sign($this, new Compound(false, array(
new String("id", Tile::SIGN),
new Int("x", $block->x),
new Int("y", $block->y),
new Int("z", $block->z),
new String("Text1", ""),
new String("Text2", ""),
new String("Text3", ""),
new String("Text4", "")
)));
if($player instanceof Player){
$tile->namedtag->creator = new String("creator", $player->getName());
}
}
$item->setCount($item->getCount() - 1);
if($item->getCount() <= 0){
$item = Item::get(Item::AIR, 0, 0);
}
return true;
}
/**
* Gets the biome ID of a column
*
* @param int $x
* @param int $z
*
* @return int
*/
public function getBiome($x, $z){
return $this->level->getBiome((int) $x, (int) $z);
}
/**
* Sets the biome ID for a column
*
* @param int $x
* @param int $z
* @param int $biome
*
* @return int
*/
public function setBiome($x, $z, $biome){
return $this->level->getBiome((int) $x, (int) $z, $biome);
}
/**
* @param int $entityId
*
* @return Entity
*/
public function getEntity($entityId){
return isset($this->entities[$entityId]) ? $this->entities[$entityId] : null;
}
/**
* Gets the list of all the entitites in this level
*
* @return Entity[]
*/
public function getEntities(){
return $this->entities;
}
public function addEntity(Entity $entity){
//TODO: chunkIndex
$this->entities[$entity->getID()] = $entity;
}
public function removeEntity(Entity $entity){
unset($this->entities[$entity->getID()]);
}
public function addTile(Tile $tile){
//TODO: chunkIndex
$this->tiles[$tile->getID()] = $tile;
}
public function removeTile(Tile $tile){
unset($this->tiles[$tile->getID()]);
}
/**
* Returns a list of the Tile entities in this level
*
* @return Tile[]
*/
public function getTiles(){
return $this->tiles;
}
/**
* @param $tileId
*
* @return Tile
*/
public function getTileById($tileId){
return isset($this->tiles[$tileId]) ? $this->tiles[$tileId] : null;
}
/**
* Returns a list of the players in this level
*
* @return Player[]
*/
public function getPlayers(){
return $this->players;
}
/**
* Returns the Tile in a position, or false if not found
*
* @param Vector3 $pos
*
* @return bool|Tile
*/
public function getTile(Vector3 $pos){
if($pos instanceof Position and $pos->level !== $this){
return false;
}
$tiles = $this->getChunkTiles($pos->x >> 4, $pos->z >> 4);
if(count($tiles) > 0){
foreach($tiles as $tile){
if($tile->x === (int) $pos->x and $tile->y === (int) $pos->y and $tile->z === (int) $pos->z){
return $tile;
}
}
}
return false;
}
/**
* Gets a raw minichunk
*
* @param int $X
* @param int $Z
* @param int $Y
*
* @return string
*/
public function getMiniChunk($X, $Z, $Y){
return $this->level->getMiniChunk($X, $Z, $Y);
}
/**
* Sets a raw minichunk
*
* @param int $X
* @param int $Z
* @param int $Y
* @param string $data (must be 4096 bytes)
*
* @return bool
*/
public function setMiniChunk($X, $Z, $Y, $data){
$this->changedCount[$X . ":" . $Y . ":" . $Z] = 4096;
if(ADVANCED_CACHE == true){
Cache::remove("world:{$this->name}:$X:$Z");
}
return $this->level->setMiniChunk($X, $Z, $Y, $data);
}
/**
* Returns a list of the entities on a given chunk
*
* @param int $X
* @param int $Z
*
* @return Entity[]
*/
public function getChunkEntities($X, $Z){
$index = LevelFormat::getIndex($X, $Z);
if(isset($this->usedChunks[$index]) or $this->loadChunk($X, $Z) === true){
return $this->chunkEntities[$index];
}
return [];
}
/**
* Gives a list of the Tile entities on a given chunk
*
* @param int $X
* @param int $Z
*
* @return Tile[]
*/
public function getChunkTiles($X, $Z){
$index = LevelFormat::getIndex($X, $Z);
if(isset($this->usedChunks[$index]) or $this->loadChunk($X, $Z) === true){
return $this->chunkTiles[$index];
}
return [];
}
public function isChunkLoaded($X, $Z){
return $this->level->isChunkLoaded($X, $Z);
}
/**
* Loads a chunk
*
* @param int $X
* @param int $Z
*
* @return bool
*/
public function loadChunk($X, $Z){
$index = LevelFormat::getIndex($X, $Z);
if(isset($this->usedChunks[$index])){
return true;
}elseif($this->level->loadChunk($X, $Z) !== false){
$this->usedChunks[$index] = [];
if(!isset($this->chunkTiles[$index])){
$this->chunkTiles[$index] = [];
}
if(!isset($this->chunkEntities[$index])){
$this->chunkEntities[$index] = [];
}
$tags = $this->level->getChunkNBT($X, $Z);
if(isset($tags->Entities)){
foreach($tags->Entities as $nbt){
if(!isset($nbt->id)){
continue;
}
if($nbt->id instanceof String){ //New format
switch($nbt["id"]){
case "Ttem":
(new DroppedItem($this, $nbt))->spawnToAll();
break;
}
}else{ //Old format
}
}
}
if(isset($tags->TileEntities)){
foreach($tags->TileEntities as $nbt){
if(!isset($nbt->id)){
continue;
}
switch($nbt["id"]){
case Tile::CHEST:
new Chest($this, $nbt);
break;
case Tile::FURNACE:
new Furnace($this, $nbt);
break;
case Tile::SIGN:
new Sign($this, $nbt);
break;
}
}
}
return true;
}
return false;
}
/**
* Unloads a chunk
*
* @param int $X
* @param int $Z
* @param bool $force
*
* @return bool
*/
public function unloadChunk($X, $Z, $force = false){
if(!isset($this->level)){
return false;
}
if($force !== true and $this->isSpawnChunk($X, $Z)){
return false;
}
$index = LevelFormat::getIndex($X, $Z);
unset($this->usedChunks[$index]);
unset($this->chunkEntities[$index]);
unset($this->chunkTiles[$index]);
Cache::remove("world:{$this->name}:$X:$Z");
return $this->level->unloadChunk($X, $Z, $this->getAutoSave());
}
/**
* Returns true if the spawn is part of the spawn
*
* @param int $X
* @param int $Z
*
* @return bool
*/
public function isSpawnChunk($X, $Z){
$spawnX = $this->level->getData("spawnX") >> 4;
$spawnZ = $this->level->getData("spawnZ") >> 4;
return abs($X - $spawnX) <= 1 and abs($Z - $spawnZ) <= 1;
}
/**
* Gets a full chunk or parts of it for networking usage, allows cache usage
*
* @param int $X
* @param int $Z
* @param int $Yndex bitmap of chunks to be returned
*
* @return bool|mixed|string
*/
public function getOrderedChunk($X, $Z, $Yndex){
if(!isset($this->level)){
return false;
}
if(ADVANCED_CACHE == true and $Yndex === 0xff){
$identifier = "world:{$this->name}:" . LevelFormat::getIndex($X, $Z);
if(($cache = Cache::get($identifier)) !== false){
return $cache;
}
}
$raw = [];
for($Y = 0; $Y < 8; ++$Y){
if(($Yndex & (1 << $Y)) !== 0){
$raw[$Y] = $this->level->getMiniChunk($X, $Z, $Y);
}
}
$ordered = "";
$flag = chr($Yndex);
for($j = 0; $j < 256; ++$j){
$ordered .= $flag;
foreach($raw as $mini){
$ordered .= substr($mini, $j << 5, 24); //16 + 8
}
}
if(ADVANCED_CACHE == true and $Yndex === 0xff){
Cache::add($identifier, $ordered, 60);
}
return $ordered;
}
/**
* Returns the network minichunk for a given Y
*
* @param int $X
* @param int $Z
* @param int $Y
*
* @return bool|string
*/
public function getOrderedMiniChunk($X, $Z, $Y){
if(!isset($this->level)){
return false;
}
$raw = $this->level->getMiniChunk($X, $Z, $Y);
$ordered = "";
$flag = chr(1 << $Y);
for($j = 0; $j < 256; ++$j){
$ordered .= $flag . substr($raw, $j << 5, 24); //16 + 8
}
return $ordered;
}
/**
* Returns the raw spawnpoint
*
* @return Position
*/
public function getSpawn(){
return new Position($this->level->getData("spawnX"), $this->level->getData("spawnY"), $this->level->getData("spawnZ"), $this);
}
/**
* @param Vector3 $spawn default null
*
* @return bool|Position
*/
public function getSafeSpawn($spawn = null){
if(!($spawn instanceof Vector3)){
$spawn = $this->getSpawn();
}
if($spawn instanceof Vector3){
$x = (int) round($spawn->x);
$y = (int) round($spawn->y);
$z = (int) round($spawn->z);
for(; $y > 0; --$y){
$v = new Vector3($x, $y, $z);
$b = $this->getBlock($v->getSide(0));
if($b === false){
return $spawn;
}elseif(!($b instanceof Air)){
break;
}
}
for(; $y < 128; ++$y){
$v = new Vector3($x, $y, $z);
if($this->getBlock($v->getSide(1)) instanceof Air){
if($this->getBlock($v) instanceof Air){
return new Position($x, $y, $z, $this);
}
}else{
++$y;
}
}
return new Position($x, $y, $z, $this);
}
return false;
}
/**
* Sets the spawnpoint
*
* @param Vector3 $pos
*/
public function setSpawn(Vector3 $pos){
$this->level->setData("spawnX", $pos->x);
$this->level->setData("spawnY", $pos->y);
$this->level->setData("spawnZ", $pos->z);
}
/**
* Gets the current time
*
* @return int
*/
public function getTime(){
return (int) $this->time;
}
/**
* Returns the Level name
*
* @return string
*/
public function getName(){
return $this->name; //return $this->level->getData("name");
}
/**
* Sets the current time on the level
*
* @param int $time
*/
public function setTime($time){
$this->startTime = $this->time = (int) $time;
$this->startCheck = microtime(true);
$this->checkTime();
}
/**
* Stops the time for the level, will not save the lock state to disk
*/
public function stopTime(){
$this->stopTime = true;
$this->startCheck = 0;
$this->checkTime();
}
/**
* Start the time again, if it was stopped
*/
public function startTime(){
$this->stopTime = false;
$this->startCheck = microtime(true);
$this->checkTime();
}
/**
* Gets the level seed
*
* @return int
*/
public function getSeed(){
return (int) $this->level->getData("seed");
}
/**
* Sets the seed for the level
*
* @param int $seed
*/
public function setSeed($seed){
$this->level->setData("seed", (int) $seed);
}
}