mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-05-18 03:35:33 +00:00
294 lines
8.4 KiB
PHP
294 lines
8.4 KiB
PHP
<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\entity;
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use pocketmine\entity\utils\ExperienceUtils;
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use pocketmine\event\player\PlayerExperienceChangeEvent;
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use pocketmine\item\Durable;
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use pocketmine\item\enchantment\VanillaEnchantments;
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use pocketmine\world\sound\XpCollectSound;
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use pocketmine\world\sound\XpLevelUpSound;
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use function array_rand;
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use function ceil;
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use function count;
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use function max;
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use function min;
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class ExperienceManager{
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/** @var Human */
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private $entity;
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/** @var Attribute */
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private $levelAttr;
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/** @var Attribute */
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private $progressAttr;
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/** @var int */
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private $totalXp = 0;
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/** @var int */
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private $xpCooldown = 0;
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public function __construct(Human $entity){
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$this->entity = $entity;
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$this->levelAttr = self::fetchAttribute($entity, Attribute::EXPERIENCE_LEVEL);
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$this->progressAttr = self::fetchAttribute($entity, Attribute::EXPERIENCE);
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}
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private static function fetchAttribute(Entity $entity, string $attributeId) : Attribute{
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$attribute = AttributeFactory::getInstance()->mustGet($attributeId);
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$entity->getAttributeMap()->add($attribute);
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return $attribute;
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}
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/**
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* Returns the player's experience level.
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*/
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public function getXpLevel() : int{
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return (int) $this->levelAttr->getValue();
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}
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/**
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* Sets the player's experience level. This does not affect their total XP or their XP progress.
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*/
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public function setXpLevel(int $level) : bool{
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return $this->setXpAndProgress($level, null);
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}
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/**
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* Adds a number of XP levels to the player.
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*/
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public function addXpLevels(int $amount, bool $playSound = true) : bool{
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$oldLevel = $this->getXpLevel();
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if($this->setXpLevel($oldLevel + $amount)){
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if($playSound){
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$newLevel = $this->getXpLevel();
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if((int) ($newLevel / 5) > (int) ($oldLevel / 5)){
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$this->entity->broadcastSound(new XpLevelUpSound($newLevel));
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}
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}
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return true;
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}
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return false;
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}
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/**
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* Subtracts a number of XP levels from the player.
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*/
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public function subtractXpLevels(int $amount) : bool{
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return $this->addXpLevels(-$amount);
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}
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/**
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* Returns a value between 0.0 and 1.0 to indicate how far through the current level the player is.
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*/
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public function getXpProgress() : float{
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return $this->progressAttr->getValue();
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}
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/**
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* Sets the player's progress through the current level to a value between 0.0 and 1.0.
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*/
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public function setXpProgress(float $progress) : bool{
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return $this->setXpAndProgress(null, $progress);
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}
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/**
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* Returns the number of XP points the player has progressed into their current level.
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*/
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public function getRemainderXp() : int{
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return (int) (ExperienceUtils::getXpToCompleteLevel($this->getXpLevel()) * $this->getXpProgress());
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}
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/**
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* Returns the amount of XP points the player currently has, calculated from their current level and progress
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* through their current level. This will be reduced by enchanting deducting levels and is used to calculate the
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* amount of XP the player drops on death.
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*/
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public function getCurrentTotalXp() : int{
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return ExperienceUtils::getXpToReachLevel($this->getXpLevel()) + $this->getRemainderXp();
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}
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/**
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* Sets the current total of XP the player has, recalculating their XP level and progress.
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* Note that this DOES NOT update the player's lifetime total XP.
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*/
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public function setCurrentTotalXp(int $amount) : bool{
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$newLevel = ExperienceUtils::getLevelFromXp($amount);
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return $this->setXpAndProgress((int) $newLevel, $newLevel - ((int) $newLevel));
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}
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/**
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* Adds an amount of XP to the player, recalculating their XP level and progress. XP amount will be added to the
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* player's lifetime XP.
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*
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* @param bool $playSound Whether to play level-up and XP gained sounds.
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*/
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public function addXp(int $amount, bool $playSound = true) : bool{
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$oldLevel = $this->getXpLevel();
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$oldTotal = $this->getCurrentTotalXp();
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if($this->setCurrentTotalXp($oldTotal + $amount)){
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if($amount > 0){
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$this->totalXp += $amount;
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}
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if($playSound){
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$newLevel = $this->getXpLevel();
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if((int) ($newLevel / 5) > (int) ($oldLevel / 5)){
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$this->entity->broadcastSound(new XpLevelUpSound($newLevel));
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}elseif($this->getCurrentTotalXp() > $oldTotal){
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$this->entity->broadcastSound(new XpCollectSound());
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}
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}
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return true;
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}
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return false;
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}
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/**
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* Takes an amount of XP from the player, recalculating their XP level and progress.
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*/
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public function subtractXp(int $amount) : bool{
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return $this->addXp(-$amount);
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}
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public function setXpAndProgress(?int $level, ?float $progress) : bool{
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$ev = new PlayerExperienceChangeEvent($this->entity, $this->getXpLevel(), $this->getXpProgress(), $level, $progress);
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$ev->call();
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if($ev->isCancelled()){
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return false;
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}
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$level = $ev->getNewLevel();
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$progress = $ev->getNewProgress();
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if($level !== null){
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$this->levelAttr->setValue($level);
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}
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if($progress !== null){
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$this->progressAttr->setValue($progress);
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}
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return true;
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}
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/**
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* @internal
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*/
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public function setXpAndProgressNoEvent(int $level, float $progress) : void{
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$this->levelAttr->setValue($level);
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$this->progressAttr->setValue($progress);
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}
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/**
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* Returns the total XP the player has collected in their lifetime. Resets when the player dies.
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* XP levels being removed in enchanting do not reduce this number.
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*/
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public function getLifetimeTotalXp() : int{
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return $this->totalXp;
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}
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/**
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* Sets the lifetime total XP of the player. This does not recalculate their level or progress. Used for player
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* score when they die. (TODO: add this when MCPE supports it)
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*/
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public function setLifetimeTotalXp(int $amount) : void{
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if($amount < 0){
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throw new \InvalidArgumentException("XP must be greater than 0");
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}
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$this->totalXp = $amount;
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}
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/**
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* Returns whether the human can pickup XP orbs (checks cooldown time)
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*/
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public function canPickupXp() : bool{
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return $this->xpCooldown === 0;
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}
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public function onPickupXp(int $xpValue) : void{
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static $mainHandIndex = -1;
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static $offHandIndex = -2;
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//TODO: replace this with a more generic equipment getting/setting interface
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/** @var Durable[] $equipment */
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$equipment = [];
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if(($item = $this->entity->getInventory()->getItemInHand()) instanceof Durable and $item->hasEnchantment(VanillaEnchantments::MENDING())){
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$equipment[$mainHandIndex] = $item;
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}
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if(($item = $this->entity->getOffHandInventory()->getItem(0)) instanceof Durable and $item->hasEnchantment(VanillaEnchantments::MENDING())){
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$equipment[$offHandIndex] = $item;
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}
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foreach($this->entity->getArmorInventory()->getContents() as $k => $armorItem){
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if($armorItem instanceof Durable and $armorItem->hasEnchantment(VanillaEnchantments::MENDING())){
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$equipment[$k] = $armorItem;
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}
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}
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if(count($equipment) > 0){
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$repairItem = $equipment[$k = array_rand($equipment)];
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if($repairItem->getDamage() > 0){
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$repairAmount = min($repairItem->getDamage(), $xpValue * 2);
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$repairItem->setDamage($repairItem->getDamage() - $repairAmount);
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$xpValue -= (int) ceil($repairAmount / 2);
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if($k === $mainHandIndex){
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$this->entity->getInventory()->setItemInHand($repairItem);
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}elseif($k === $offHandIndex){
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$this->entity->getOffHandInventory()->setItem(0, $repairItem);
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}else{
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$this->entity->getArmorInventory()->setItem($k, $repairItem);
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}
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}
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}
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$this->addXp($xpValue); //this will still get fired even if the value is 0 due to mending, to play sounds
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$this->resetXpCooldown();
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}
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/**
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* Sets the duration in ticks until the human can pick up another XP orb.
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*/
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public function resetXpCooldown(int $value = 2) : void{
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$this->xpCooldown = $value;
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}
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public function tick(int $tickDiff = 1) : void{
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if($this->xpCooldown > 0){
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$this->xpCooldown = max(0, $this->xpCooldown - $tickDiff);
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}
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}
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}
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