Dylan K. Taylor 95c32d26df Explosion: fixed ray trace getting stuck on a block when it encounters an empty subchunk
this might have caused unexpected behaviour in large caves.
2019-12-13 18:07:59 +00:00

268 lines
8.6 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\level;
use pocketmine\block\Block;
use pocketmine\block\BlockFactory;
use pocketmine\block\TNT;
use pocketmine\entity\Entity;
use pocketmine\event\block\BlockUpdateEvent;
use pocketmine\event\entity\EntityDamageByBlockEvent;
use pocketmine\event\entity\EntityDamageByEntityEvent;
use pocketmine\event\entity\EntityDamageEvent;
use pocketmine\event\entity\EntityExplodeEvent;
use pocketmine\item\Item;
use pocketmine\item\ItemFactory;
use pocketmine\level\particle\HugeExplodeSeedParticle;
use pocketmine\level\utils\SubChunkIteratorManager;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Vector3;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
use pocketmine\tile\Chest;
use pocketmine\tile\Container;
use pocketmine\tile\Tile;
use function ceil;
use function floor;
use function mt_rand;
class Explosion{
/** @var int */
private $rays = 16;
/** @var Level */
public $level;
/** @var Position */
public $source;
/** @var float */
public $size;
/** @var Block[] */
public $affectedBlocks = [];
/** @var float */
public $stepLen = 0.3;
/** @var Entity|Block */
private $what;
/** @var SubChunkIteratorManager */
private $subChunkHandler;
/**
* @param Position $center
* @param float $size
* @param Entity|Block $what
*/
public function __construct(Position $center, float $size, $what = null){
if(!$center->isValid()){
throw new \InvalidArgumentException("Position does not have a valid world");
}
$this->source = $center;
$this->level = $center->getLevel();
if($size <= 0){
throw new \InvalidArgumentException("Explosion radius must be greater than 0, got $size");
}
$this->size = $size;
$this->what = $what;
$this->subChunkHandler = new SubChunkIteratorManager($this->level, false);
}
/**
* Calculates which blocks will be destroyed by this explosion. If explodeB() is called without calling this, no blocks
* will be destroyed.
*
* @return bool
*/
public function explodeA() : bool{
if($this->size < 0.1){
return false;
}
$vector = new Vector3(0, 0, 0);
$vBlock = new Position(0, 0, 0, $this->level);
$currentChunk = null;
$currentSubChunk = null;
$mRays = (int) ($this->rays - 1);
for($i = 0; $i < $this->rays; ++$i){
for($j = 0; $j < $this->rays; ++$j){
for($k = 0; $k < $this->rays; ++$k){
if($i === 0 or $i === $mRays or $j === 0 or $j === $mRays or $k === 0 or $k === $mRays){
$vector->setComponents($i / $mRays * 2 - 1, $j / $mRays * 2 - 1, $k / $mRays * 2 - 1);
$vector->setComponents(($vector->x / ($len = $vector->length())) * $this->stepLen, ($vector->y / $len) * $this->stepLen, ($vector->z / $len) * $this->stepLen);
$pointerX = $this->source->x;
$pointerY = $this->source->y;
$pointerZ = $this->source->z;
for($blastForce = $this->size * (mt_rand(700, 1300) / 1000); $blastForce > 0; $blastForce -= $this->stepLen * 0.75){
$x = (int) $pointerX;
$y = (int) $pointerY;
$z = (int) $pointerZ;
$vBlock->x = $pointerX >= $x ? $x : $x - 1;
$vBlock->y = $pointerY >= $y ? $y : $y - 1;
$vBlock->z = $pointerZ >= $z ? $z : $z - 1;
$pointerX += $vector->x;
$pointerY += $vector->y;
$pointerZ += $vector->z;
if(!$this->subChunkHandler->moveTo($vBlock->x, $vBlock->y, $vBlock->z)){
continue;
}
$blockId = $this->subChunkHandler->currentSubChunk->getBlockId($vBlock->x & 0x0f, $vBlock->y & 0x0f, $vBlock->z & 0x0f);
if($blockId !== 0){
$blastForce -= (BlockFactory::$blastResistance[$blockId] / 5 + 0.3) * $this->stepLen;
if($blastForce > 0){
if(!isset($this->affectedBlocks[$index = Level::blockHash($vBlock->x, $vBlock->y, $vBlock->z)])){
$this->affectedBlocks[$index] = BlockFactory::get($blockId, $this->subChunkHandler->currentSubChunk->getBlockData($vBlock->x & 0x0f, $vBlock->y & 0x0f, $vBlock->z & 0x0f), $vBlock);
}
}
}
}
}
}
}
}
return true;
}
/**
* Executes the explosion's effects on the world. This includes destroying blocks (if any), harming and knocking back entities,
* and creating sounds and particles.
*
* @return bool
*/
public function explodeB() : bool{
$send = [];
$updateBlocks = [];
$source = (new Vector3($this->source->x, $this->source->y, $this->source->z))->floor();
$yield = (1 / $this->size) * 100;
if($this->what instanceof Entity){
$ev = new EntityExplodeEvent($this->what, $this->source, $this->affectedBlocks, $yield);
$ev->call();
if($ev->isCancelled()){
return false;
}else{
$yield = $ev->getYield();
$this->affectedBlocks = $ev->getBlockList();
}
}
$explosionSize = $this->size * 2;
$minX = (int) floor($this->source->x - $explosionSize - 1);
$maxX = (int) ceil($this->source->x + $explosionSize + 1);
$minY = (int) floor($this->source->y - $explosionSize - 1);
$maxY = (int) ceil($this->source->y + $explosionSize + 1);
$minZ = (int) floor($this->source->z - $explosionSize - 1);
$maxZ = (int) ceil($this->source->z + $explosionSize + 1);
$explosionBB = new AxisAlignedBB($minX, $minY, $minZ, $maxX, $maxY, $maxZ);
$list = $this->level->getNearbyEntities($explosionBB, $this->what instanceof Entity ? $this->what : null);
foreach($list as $entity){
$distance = $entity->distance($this->source) / $explosionSize;
if($distance <= 1){
$motion = $entity->subtract($this->source)->normalize();
$impact = (1 - $distance) * ($exposure = 1);
$damage = (int) ((($impact * $impact + $impact) / 2) * 8 * $explosionSize + 1);
if($this->what instanceof Entity){
$ev = new EntityDamageByEntityEvent($this->what, $entity, EntityDamageEvent::CAUSE_ENTITY_EXPLOSION, $damage);
}elseif($this->what instanceof Block){
$ev = new EntityDamageByBlockEvent($this->what, $entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage);
}else{
$ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage);
}
$entity->attack($ev);
$entity->setMotion($motion->multiply($impact));
}
}
$air = ItemFactory::get(Item::AIR);
foreach($this->affectedBlocks as $block){
$yieldDrops = false;
if($block instanceof TNT){
$block->ignite(mt_rand(10, 30));
}elseif($yieldDrops = (mt_rand(0, 100) < $yield)){
foreach($block->getDrops($air) as $drop){
$this->level->dropItem($block->add(0.5, 0.5, 0.5), $drop);
}
}
$this->level->setBlockIdAt($block->x, $block->y, $block->z, 0);
$this->level->setBlockDataAt($block->x, $block->y, $block->z, 0);
$t = $this->level->getTileAt($block->x, $block->y, $block->z);
if($t instanceof Tile){
if($t instanceof Chest){
$t->unpair();
}
if($yieldDrops and $t instanceof Container){
$t->getInventory()->dropContents($this->level, $t->add(0.5, 0.5, 0.5));
}
$t->close();
}
$pos = new Vector3($block->x, $block->y, $block->z);
for($side = 0; $side <= 5; $side++){
$sideBlock = $pos->getSide($side);
if(!$this->level->isInWorld($sideBlock->x, $sideBlock->y, $sideBlock->z)){
continue;
}
if(!isset($this->affectedBlocks[$index = Level::blockHash($sideBlock->x, $sideBlock->y, $sideBlock->z)]) and !isset($updateBlocks[$index])){
$ev = new BlockUpdateEvent($this->level->getBlockAt($sideBlock->x, $sideBlock->y, $sideBlock->z));
$ev->call();
if(!$ev->isCancelled()){
foreach($this->level->getNearbyEntities(new AxisAlignedBB($sideBlock->x - 1, $sideBlock->y - 1, $sideBlock->z - 1, $sideBlock->x + 2, $sideBlock->y + 2, $sideBlock->z + 2)) as $entity){
$entity->onNearbyBlockChange();
}
$ev->getBlock()->onNearbyBlockChange();
}
$updateBlocks[$index] = true;
}
}
$send[] = new Vector3($block->x - $source->x, $block->y - $source->y, $block->z - $source->z);
}
$this->level->addParticle(new HugeExplodeSeedParticle($source));
$this->level->broadcastLevelSoundEvent($source, LevelSoundEventPacket::SOUND_EXPLODE);
return true;
}
}