mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-06-12 14:35:35 +00:00
1709 lines
44 KiB
PHP
1709 lines
44 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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/**
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* All the entity classes
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*/
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namespace pocketmine\entity;
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use pocketmine\block\Block;
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use pocketmine\block\Water;
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use pocketmine\event\entity\EntityDamageEvent;
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use pocketmine\event\entity\EntityDespawnEvent;
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use pocketmine\event\entity\EntityMotionEvent;
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use pocketmine\event\entity\EntityRegainHealthEvent;
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use pocketmine\event\entity\EntitySpawnEvent;
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use pocketmine\event\entity\EntityTeleportEvent;
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use pocketmine\math\AxisAlignedBB;
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use pocketmine\math\Facing;
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use pocketmine\math\Vector2;
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use pocketmine\math\Vector3;
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use pocketmine\nbt\tag\CompoundTag;
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use pocketmine\nbt\tag\DoubleTag;
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use pocketmine\nbt\tag\FloatTag;
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use pocketmine\nbt\tag\ListTag;
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use pocketmine\nbt\tag\StringTag;
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use pocketmine\network\mcpe\protocol\ActorEventPacket;
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use pocketmine\network\mcpe\protocol\AddActorPacket;
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use pocketmine\network\mcpe\protocol\AnimatePacket;
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use pocketmine\network\mcpe\protocol\MoveActorAbsolutePacket;
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use pocketmine\network\mcpe\protocol\RemoveActorPacket;
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use pocketmine\network\mcpe\protocol\SetActorDataPacket;
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use pocketmine\network\mcpe\protocol\SetActorMotionPacket;
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use pocketmine\network\mcpe\protocol\types\entity\EntityMetadataCollection;
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use pocketmine\network\mcpe\protocol\types\entity\EntityMetadataFlags;
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use pocketmine\network\mcpe\protocol\types\entity\EntityMetadataProperties;
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use pocketmine\network\mcpe\protocol\types\entity\MetadataProperty;
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use pocketmine\player\Player;
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use pocketmine\Server;
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use pocketmine\timings\Timings;
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use pocketmine\timings\TimingsHandler;
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use pocketmine\world\format\Chunk;
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use pocketmine\world\Position;
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use pocketmine\world\World;
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use function abs;
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use function assert;
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use function cos;
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use function count;
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use function deg2rad;
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use function floor;
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use function get_class;
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use function is_array;
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use function is_infinite;
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use function is_nan;
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use function lcg_value;
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use function sin;
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use function spl_object_id;
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use const M_PI_2;
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abstract class Entity{
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public const MOTION_THRESHOLD = 0.00001;
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public const NETWORK_ID = -1;
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/** @var Player[] */
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protected $hasSpawned = [];
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/** @var int */
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protected $id;
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/** @var EntityMetadataCollection */
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protected $networkProperties;
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/** @var Chunk|null */
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public $chunk;
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/** @var EntityDamageEvent|null */
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protected $lastDamageCause = null;
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/** @var Block[]|null */
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protected $blocksAround;
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/** @var Location */
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protected $location;
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/** @var Location */
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protected $lastLocation;
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/** @var Vector3 */
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protected $motion;
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/** @var Vector3 */
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protected $lastMotion;
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/** @var bool */
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protected $forceMovementUpdate = false;
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/** @var Vector3 */
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public $temporalVector;
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/** @var AxisAlignedBB */
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public $boundingBox;
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/** @var bool */
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public $onGround = false;
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/** @var float */
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public $eyeHeight = null;
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/** @var float */
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public $height;
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/** @var float */
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public $width;
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/** @var float */
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protected $baseOffset = 0.0;
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/** @var float */
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private $health = 20.0;
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/** @var int */
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private $maxHealth = 20;
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/** @var float */
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protected $stepHeight = 0.0;
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/** @var bool */
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public $keepMovement = false;
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/** @var float */
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public $fallDistance = 0.0;
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/** @var int */
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public $ticksLived = 0;
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/** @var int */
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public $lastUpdate;
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/** @var int */
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protected $fireTicks = 0;
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/** @var bool */
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public $canCollide = true;
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/** @var bool */
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protected $isStatic = false;
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/** @var bool */
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private $savedWithChunk = true;
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/** @var bool */
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public $isCollided = false;
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/** @var bool */
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public $isCollidedHorizontally = false;
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/** @var bool */
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public $isCollidedVertically = false;
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/** @var int */
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public $noDamageTicks = 0;
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/** @var bool */
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protected $justCreated = true;
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/** @var bool */
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private $invulnerable = false;
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/** @var AttributeMap */
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protected $attributeMap;
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/** @var float */
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protected $gravity;
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/** @var float */
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protected $drag;
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/** @var bool */
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protected $gravityEnabled = true;
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/** @var Server */
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protected $server;
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/** @var bool */
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protected $closed = false;
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/** @var bool */
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private $needsDespawn = false;
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/** @var TimingsHandler */
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protected $timings;
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/** @var string */
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protected $nameTag = "";
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/** @var bool */
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protected $nameTagVisible = true;
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/** @var bool */
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protected $alwaysShowNameTag = false;
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/** @var string */
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protected $scoreTag = "";
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/** @var float */
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protected $scale = 1.0;
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/** @var bool */
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protected $canClimb = false;
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/** @var bool */
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protected $canClimbWalls = false;
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/** @var bool */
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protected $immobile = false;
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/** @var bool */
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protected $invisible = false;
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/** @var bool */
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protected $sneaking = false;
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/** @var bool */
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protected $sprinting = false;
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/** @var int|null */
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protected $ownerId = null;
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/** @var int|null */
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protected $targetId = null;
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public function __construct(World $world, CompoundTag $nbt){
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$this->timings = Timings::getEntityTimings($this);
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$this->temporalVector = new Vector3();
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if($this->eyeHeight === null){
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$this->eyeHeight = $this->height / 2 + 0.1;
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}
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$this->id = EntityFactory::nextRuntimeId();
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$this->server = $world->getServer();
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/** @var float[] $pos */
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$pos = $nbt->getListTag("Pos")->getAllValues();
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/** @var float[] $rotation */
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$rotation = $nbt->getListTag("Rotation")->getAllValues();
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$this->location = new Location($pos[0], $pos[1], $pos[2], $rotation[0], $rotation[1], $world);
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assert(
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!is_nan($this->location->x) and !is_infinite($this->location->x) and
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!is_nan($this->location->y) and !is_infinite($this->location->y) and
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!is_nan($this->location->z) and !is_infinite($this->location->z)
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);
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$this->boundingBox = new AxisAlignedBB(0, 0, 0, 0, 0, 0);
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$this->recalculateBoundingBox();
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$this->chunk = $this->getWorld()->getChunkAtPosition($this->location, false);
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if($this->chunk === null){
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throw new \InvalidStateException("Cannot create entities in unloaded chunks");
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}
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$this->motion = new Vector3(0, 0, 0);
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if($nbt->hasTag("Motion", ListTag::class)){
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/** @var float[] $motion */
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$motion = $nbt->getListTag("Motion")->getAllValues();
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$this->setMotion($this->temporalVector->setComponents(...$motion));
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}
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$this->resetLastMovements();
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$this->networkProperties = new EntityMetadataCollection();
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$this->attributeMap = new AttributeMap();
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$this->addAttributes();
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$this->initEntity($nbt);
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$this->chunk->addEntity($this);
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$this->getWorld()->addEntity($this);
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$this->lastUpdate = $this->server->getTick();
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(new EntitySpawnEvent($this))->call();
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$this->scheduleUpdate();
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}
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public function getNameTag() : string{
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return $this->nameTag;
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}
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public function isNameTagVisible() : bool{
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return $this->nameTagVisible;
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}
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public function isNameTagAlwaysVisible() : bool{
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return $this->alwaysShowNameTag;
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}
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public function setNameTag(string $name) : void{
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$this->nameTag = $name;
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}
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public function setNameTagVisible(bool $value = true) : void{
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$this->nameTagVisible = $value;
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}
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public function setNameTagAlwaysVisible(bool $value = true) : void{
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$this->alwaysShowNameTag = $value;
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}
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public function getScoreTag() : ?string{
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return $this->scoreTag; //TODO: maybe this shouldn't be nullable?
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}
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public function setScoreTag(string $score) : void{
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$this->scoreTag = $score;
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}
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public function getScale() : float{
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return $this->scale;
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}
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public function setScale(float $value) : void{
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if($value <= 0){
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throw new \InvalidArgumentException("Scale must be greater than 0");
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}
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$multiplier = $value / $this->getScale();
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$this->width *= $multiplier;
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$this->height *= $multiplier;
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$this->eyeHeight *= $multiplier;
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$this->scale = $value;
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$this->recalculateBoundingBox();
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}
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public function getBoundingBox() : AxisAlignedBB{
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return $this->boundingBox;
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}
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protected function recalculateBoundingBox() : void{
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$halfWidth = $this->width / 2;
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$this->boundingBox = new AxisAlignedBB(
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$this->location->x - $halfWidth,
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$this->location->y,
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$this->location->z - $halfWidth,
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$this->location->x + $halfWidth,
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$this->location->y + $this->height,
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$this->location->z + $halfWidth
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);
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}
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public function isSneaking() : bool{
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return $this->sneaking;
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}
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public function setSneaking(bool $value = true) : void{
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$this->sneaking = $value;
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}
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public function isSprinting() : bool{
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return $this->sprinting;
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}
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public function setSprinting(bool $value = true) : void{
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if($value !== $this->isSprinting()){
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$this->sprinting = $value;
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$attr = $this->attributeMap->get(Attribute::MOVEMENT_SPEED);
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$attr->setValue($value ? ($attr->getValue() * 1.3) : ($attr->getValue() / 1.3), false, true);
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}
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}
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public function isImmobile() : bool{
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return $this->immobile;
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}
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public function setImmobile(bool $value = true) : void{
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$this->immobile = $value;
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}
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public function isInvisible() : bool{
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return $this->invisible;
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}
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public function setInvisible(bool $value = true) : void{
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$this->invisible = $value;
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}
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/**
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* Returns whether the entity is able to climb blocks such as ladders or vines.
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*/
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public function canClimb() : bool{
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return $this->canClimb;
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}
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/**
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* Sets whether the entity is able to climb climbable blocks.
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*/
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public function setCanClimb(bool $value = true) : void{
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$this->canClimb = $value;
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}
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/**
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* Returns whether this entity is climbing a block. By default this is only true if the entity is climbing a ladder or vine or similar block.
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*/
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public function canClimbWalls() : bool{
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return $this->canClimbWalls;
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}
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/**
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* Sets whether the entity is climbing a block. If true, the entity can climb anything.
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*/
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public function setCanClimbWalls(bool $value = true) : void{
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$this->canClimbWalls = $value;
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}
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/**
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* Returns the entity ID of the owning entity, or null if the entity doesn't have an owner.
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*/
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public function getOwningEntityId() : ?int{
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return $this->ownerId;
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}
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/**
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* Returns the owning entity, or null if the entity was not found.
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*/
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public function getOwningEntity() : ?Entity{
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return $this->ownerId !== null ? $this->server->getWorldManager()->findEntity($this->ownerId) : null;
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}
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/**
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* Sets the owner of the entity. Passing null will remove the current owner.
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*
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* @throws \InvalidArgumentException if the supplied entity is not valid
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*/
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public function setOwningEntity(?Entity $owner) : void{
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if($owner === null){
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$this->ownerId = null;
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}elseif($owner->closed){
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throw new \InvalidArgumentException("Supplied owning entity is garbage and cannot be used");
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}else{
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$this->ownerId = $owner->getId();
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}
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}
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/**
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* Returns the entity ID of the entity's target, or null if it doesn't have a target.
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*/
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public function getTargetEntityId() : ?int{
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return $this->targetId;
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}
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/**
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* Returns the entity's target entity, or null if not found.
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* This is used for things like hostile mobs attacking entities, and for fishing rods reeling hit entities in.
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*/
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public function getTargetEntity() : ?Entity{
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return $this->targetId !== null ? $this->server->getWorldManager()->findEntity($this->targetId) : null;
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}
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/**
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* Sets the entity's target entity. Passing null will remove the current target.
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*
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* @throws \InvalidArgumentException if the target entity is not valid
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*/
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public function setTargetEntity(?Entity $target) : void{
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if($target === null){
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$this->targetId = null;
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}elseif($target->closed){
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throw new \InvalidArgumentException("Supplied target entity is garbage and cannot be used");
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}else{
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$this->targetId = $target->getId();
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}
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}
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/**
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* Returns whether this entity will be saved when its chunk is unloaded.
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*/
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public function canSaveWithChunk() : bool{
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return $this->savedWithChunk;
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}
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/**
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* Sets whether this entity will be saved when its chunk is unloaded. This can be used to prevent the entity being
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* saved to disk.
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*/
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public function setCanSaveWithChunk(bool $value) : void{
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$this->savedWithChunk = $value;
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}
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public function saveNBT() : CompoundTag{
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$nbt = new CompoundTag();
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if(!($this instanceof Player)){
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$nbt->setString("id", EntityFactory::getSaveId(get_class($this)));
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if($this->getNameTag() !== ""){
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$nbt->setString("CustomName", $this->getNameTag());
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$nbt->setByte("CustomNameVisible", $this->isNameTagVisible() ? 1 : 0);
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}
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}
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$nbt->setTag("Pos", new ListTag([
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new DoubleTag($this->location->x),
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new DoubleTag($this->location->y),
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new DoubleTag($this->location->z)
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]));
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$nbt->setTag("Motion", new ListTag([
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new DoubleTag($this->motion->x),
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new DoubleTag($this->motion->y),
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new DoubleTag($this->motion->z)
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]));
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$nbt->setTag("Rotation", new ListTag([
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new FloatTag($this->location->yaw),
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new FloatTag($this->location->pitch)
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]));
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$nbt->setFloat("FallDistance", $this->fallDistance);
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$nbt->setShort("Fire", $this->fireTicks);
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$nbt->setByte("OnGround", $this->onGround ? 1 : 0);
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$nbt->setByte("Invulnerable", $this->invulnerable ? 1 : 0);
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return $nbt;
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}
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protected function initEntity(CompoundTag $nbt) : void{
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$this->fireTicks = $nbt->getShort("Fire", 0);
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$this->onGround = $nbt->getByte("OnGround", 0) !== 0;
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$this->invulnerable = $nbt->getByte("Invulnerable", 0) !== 0;
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$this->fallDistance = $nbt->getFloat("FallDistance", 0.0);
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if($nbt->hasTag("CustomName", StringTag::class)){
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$this->setNameTag($nbt->getString("CustomName"));
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if($nbt->hasTag("CustomNameVisible", StringTag::class)){
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//Older versions incorrectly saved this as a string (see 890f72dbf23a77f294169b79590770470041adc4)
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$this->setNameTagVisible($nbt->getString("CustomNameVisible") !== "");
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}else{
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$this->setNameTagVisible($nbt->getByte("CustomNameVisible", 1) !== 0);
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}
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}
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}
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protected function addAttributes() : void{
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}
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public function attack(EntityDamageEvent $source) : void{
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|
$source->call();
|
|
if($source->isCancelled()){
|
|
return;
|
|
}
|
|
|
|
$this->setLastDamageCause($source);
|
|
|
|
$this->setHealth($this->getHealth() - $source->getFinalDamage());
|
|
}
|
|
|
|
public function heal(EntityRegainHealthEvent $source) : void{
|
|
$source->call();
|
|
if($source->isCancelled()){
|
|
return;
|
|
}
|
|
|
|
$this->setHealth($this->getHealth() + $source->getAmount());
|
|
}
|
|
|
|
public function kill() : void{
|
|
if($this->isAlive()){
|
|
$this->health = 0;
|
|
$this->onDeath();
|
|
$this->scheduleUpdate();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Override this to do actions on death.
|
|
*/
|
|
protected function onDeath() : void{
|
|
|
|
}
|
|
|
|
/**
|
|
* Called to tick entities while dead. Returns whether the entity should be flagged for despawn yet.
|
|
*/
|
|
protected function onDeathUpdate(int $tickDiff) : bool{
|
|
return true;
|
|
}
|
|
|
|
public function isAlive() : bool{
|
|
return $this->health > 0;
|
|
}
|
|
|
|
public function getHealth() : float{
|
|
return $this->health;
|
|
}
|
|
|
|
/**
|
|
* Sets the health of the Entity. This won't send any update to the players
|
|
*/
|
|
public function setHealth(float $amount) : void{
|
|
if($amount == $this->health){
|
|
return;
|
|
}
|
|
|
|
if($amount <= 0){
|
|
if($this->isAlive()){
|
|
$this->kill();
|
|
}
|
|
}elseif($amount <= $this->getMaxHealth() or $amount < $this->health){
|
|
$this->health = $amount;
|
|
}else{
|
|
$this->health = $this->getMaxHealth();
|
|
}
|
|
}
|
|
|
|
public function getMaxHealth() : int{
|
|
return $this->maxHealth;
|
|
}
|
|
|
|
public function setMaxHealth(int $amount) : void{
|
|
$this->maxHealth = $amount;
|
|
}
|
|
|
|
public function setLastDamageCause(EntityDamageEvent $type) : void{
|
|
$this->lastDamageCause = $type;
|
|
}
|
|
|
|
public function getLastDamageCause() : ?EntityDamageEvent{
|
|
return $this->lastDamageCause;
|
|
}
|
|
|
|
public function getAttributeMap() : AttributeMap{
|
|
return $this->attributeMap;
|
|
}
|
|
|
|
public function getNetworkProperties() : EntityMetadataCollection{
|
|
return $this->networkProperties;
|
|
}
|
|
|
|
protected function entityBaseTick(int $tickDiff = 1) : bool{
|
|
//TODO: check vehicles
|
|
|
|
$this->justCreated = false;
|
|
|
|
$changedProperties = $this->getSyncedNetworkData(true);
|
|
if(!empty($changedProperties)){
|
|
$this->sendData($this->hasSpawned, $changedProperties);
|
|
$this->networkProperties->clearDirtyProperties();
|
|
}
|
|
|
|
$hasUpdate = false;
|
|
|
|
$this->checkBlockCollision();
|
|
|
|
if($this->location->y <= -16 and $this->isAlive()){
|
|
$ev = new EntityDamageEvent($this, EntityDamageEvent::CAUSE_VOID, 10);
|
|
$this->attack($ev);
|
|
$hasUpdate = true;
|
|
}
|
|
|
|
if($this->isOnFire() and $this->doOnFireTick($tickDiff)){
|
|
$hasUpdate = true;
|
|
}
|
|
|
|
if($this->noDamageTicks > 0){
|
|
$this->noDamageTicks -= $tickDiff;
|
|
if($this->noDamageTicks < 0){
|
|
$this->noDamageTicks = 0;
|
|
}
|
|
}
|
|
|
|
$this->ticksLived += $tickDiff;
|
|
|
|
return $hasUpdate;
|
|
}
|
|
|
|
public function isOnFire() : bool{
|
|
return $this->fireTicks > 0;
|
|
}
|
|
|
|
public function setOnFire(int $seconds) : void{
|
|
$ticks = $seconds * 20;
|
|
if($ticks > $this->getFireTicks()){
|
|
$this->setFireTicks($ticks);
|
|
}
|
|
}
|
|
|
|
public function getFireTicks() : int{
|
|
return $this->fireTicks;
|
|
}
|
|
|
|
/**
|
|
* @throws \InvalidArgumentException
|
|
*/
|
|
public function setFireTicks(int $fireTicks) : void{
|
|
if($fireTicks < 0 or $fireTicks > 0x7fff){
|
|
throw new \InvalidArgumentException("Fire ticks must be in range 0 ... " . 0x7fff . ", got $fireTicks");
|
|
}
|
|
$this->fireTicks = $fireTicks;
|
|
}
|
|
|
|
public function extinguish() : void{
|
|
$this->fireTicks = 0;
|
|
}
|
|
|
|
public function isFireProof() : bool{
|
|
return false;
|
|
}
|
|
|
|
protected function doOnFireTick(int $tickDiff = 1) : bool{
|
|
if($this->isFireProof() and $this->fireTicks > 1){
|
|
$this->fireTicks = 1;
|
|
}else{
|
|
$this->fireTicks -= $tickDiff;
|
|
}
|
|
|
|
if(($this->fireTicks % 20 === 0) or $tickDiff > 20){
|
|
$this->dealFireDamage();
|
|
}
|
|
|
|
if(!$this->isOnFire()){
|
|
$this->extinguish();
|
|
}else{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Called to deal damage to entities when they are on fire.
|
|
*/
|
|
protected function dealFireDamage() : void{
|
|
$ev = new EntityDamageEvent($this, EntityDamageEvent::CAUSE_FIRE_TICK, 1);
|
|
$this->attack($ev);
|
|
}
|
|
|
|
public function canCollideWith(Entity $entity) : bool{
|
|
return !$this->justCreated and $entity !== $this;
|
|
}
|
|
|
|
public function canBeCollidedWith() : bool{
|
|
return $this->isAlive();
|
|
}
|
|
|
|
protected function updateMovement(bool $teleport = false) : void{
|
|
$diffPosition = $this->location->distanceSquared($this->lastLocation);
|
|
$diffRotation = ($this->location->yaw - $this->lastLocation->yaw) ** 2 + ($this->location->pitch - $this->lastLocation->pitch) ** 2;
|
|
|
|
$diffMotion = $this->motion->subtract($this->lastMotion)->lengthSquared();
|
|
|
|
$still = $this->motion->lengthSquared() == 0.0;
|
|
$wasStill = $this->lastMotion->lengthSquared() == 0.0;
|
|
if($wasStill !== $still){
|
|
//TODO: hack for client-side AI interference: prevent client sided movement when motion is 0
|
|
$this->setImmobile($still);
|
|
}
|
|
|
|
if($teleport or $diffPosition > 0.0001 or $diffRotation > 1.0 or (!$wasStill and $still)){
|
|
$this->lastLocation = $this->location->asLocation();
|
|
|
|
$this->broadcastMovement($teleport);
|
|
}
|
|
|
|
if($diffMotion > 0.0025 or $wasStill !== $still){ //0.05 ** 2
|
|
$this->lastMotion = clone $this->motion;
|
|
|
|
$this->broadcastMotion();
|
|
}
|
|
}
|
|
|
|
public function getOffsetPosition(Vector3 $vector3) : Vector3{
|
|
return new Vector3($vector3->x, $vector3->y + $this->baseOffset, $vector3->z);
|
|
}
|
|
|
|
protected function broadcastMovement(bool $teleport = false) : void{
|
|
$pk = new MoveActorAbsolutePacket();
|
|
$pk->entityRuntimeId = $this->id;
|
|
$pk->position = $this->getOffsetPosition($this->location);
|
|
|
|
//this looks very odd but is correct as of 1.5.0.7
|
|
//for arrows this is actually x/y/z rotation
|
|
//for mobs x and z are used for pitch and yaw, and y is used for headyaw
|
|
$pk->xRot = $this->location->pitch;
|
|
$pk->yRot = $this->location->yaw; //TODO: head yaw
|
|
$pk->zRot = $this->location->yaw;
|
|
|
|
if($teleport){
|
|
$pk->flags |= MoveActorAbsolutePacket::FLAG_TELEPORT;
|
|
}
|
|
|
|
$this->getWorld()->broadcastPacketToViewers($this->location, $pk);
|
|
}
|
|
|
|
protected function broadcastMotion() : void{
|
|
$this->getWorld()->broadcastPacketToViewers($this->location, SetActorMotionPacket::create($this->id, $this->getMotion()));
|
|
}
|
|
|
|
public function hasGravity() : bool{
|
|
return $this->gravityEnabled;
|
|
}
|
|
|
|
public function setHasGravity(bool $v = true) : void{
|
|
$this->gravityEnabled = $v;
|
|
}
|
|
|
|
protected function applyDragBeforeGravity() : bool{
|
|
return false;
|
|
}
|
|
|
|
protected function applyGravity() : void{
|
|
$this->motion->y -= $this->gravity;
|
|
}
|
|
|
|
protected function tryChangeMovement() : void{
|
|
$friction = 1 - $this->drag;
|
|
|
|
if($this->applyDragBeforeGravity()){
|
|
$this->motion->y *= $friction;
|
|
}
|
|
|
|
if($this->gravityEnabled){
|
|
$this->applyGravity();
|
|
}
|
|
|
|
if(!$this->applyDragBeforeGravity()){
|
|
$this->motion->y *= $friction;
|
|
}
|
|
|
|
if($this->onGround){
|
|
$friction *= $this->getWorld()->getBlockAt((int) floor($this->location->x), (int) floor($this->location->y - 1), (int) floor($this->location->z))->getFrictionFactor();
|
|
}
|
|
|
|
$this->motion->x *= $friction;
|
|
$this->motion->z *= $friction;
|
|
}
|
|
|
|
protected function checkObstruction(float $x, float $y, float $z) : bool{
|
|
$world = $this->getWorld();
|
|
if(count($world->getCollisionBoxes($this, $this->getBoundingBox(), false)) === 0){
|
|
return false;
|
|
}
|
|
|
|
$floorX = (int) floor($x);
|
|
$floorY = (int) floor($y);
|
|
$floorZ = (int) floor($z);
|
|
|
|
$diffX = $x - $floorX;
|
|
$diffY = $y - $floorY;
|
|
$diffZ = $z - $floorZ;
|
|
|
|
if($world->getBlockAt($floorX, $floorY, $floorZ)->isSolid()){
|
|
$westNonSolid = !$world->getBlockAt($floorX - 1, $floorY, $floorZ)->isSolid();
|
|
$eastNonSolid = !$world->getBlockAt($floorX + 1, $floorY, $floorZ)->isSolid();
|
|
$downNonSolid = !$world->getBlockAt($floorX, $floorY - 1, $floorZ)->isSolid();
|
|
$upNonSolid = !$world->getBlockAt($floorX, $floorY + 1, $floorZ)->isSolid();
|
|
$northNonSolid = !$world->getBlockAt($floorX, $floorY, $floorZ - 1)->isSolid();
|
|
$southNonSolid = !$world->getBlockAt($floorX, $floorY, $floorZ + 1)->isSolid();
|
|
|
|
$direction = -1;
|
|
$limit = 9999;
|
|
|
|
if($westNonSolid){
|
|
$limit = $diffX;
|
|
$direction = Facing::WEST;
|
|
}
|
|
|
|
if($eastNonSolid and 1 - $diffX < $limit){
|
|
$limit = 1 - $diffX;
|
|
$direction = Facing::EAST;
|
|
}
|
|
|
|
if($downNonSolid and $diffY < $limit){
|
|
$limit = $diffY;
|
|
$direction = Facing::DOWN;
|
|
}
|
|
|
|
if($upNonSolid and 1 - $diffY < $limit){
|
|
$limit = 1 - $diffY;
|
|
$direction = Facing::UP;
|
|
}
|
|
|
|
if($northNonSolid and $diffZ < $limit){
|
|
$limit = $diffZ;
|
|
$direction = Facing::NORTH;
|
|
}
|
|
|
|
if($southNonSolid and 1 - $diffZ < $limit){
|
|
$direction = Facing::SOUTH;
|
|
}
|
|
|
|
$force = lcg_value() * 0.2 + 0.1;
|
|
|
|
if($direction === Facing::WEST){
|
|
$this->motion->x = -$force;
|
|
|
|
return true;
|
|
}
|
|
|
|
if($direction === Facing::EAST){
|
|
$this->motion->x = $force;
|
|
|
|
return true;
|
|
}
|
|
|
|
if($direction === Facing::DOWN){
|
|
$this->motion->y = -$force;
|
|
|
|
return true;
|
|
}
|
|
|
|
if($direction === Facing::UP){
|
|
$this->motion->y = $force;
|
|
|
|
return true;
|
|
}
|
|
|
|
if($direction === Facing::NORTH){
|
|
$this->motion->z = -$force;
|
|
|
|
return true;
|
|
}
|
|
|
|
if($direction === Facing::SOUTH){
|
|
$this->motion->z = $force;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public function getHorizontalFacing() : int{
|
|
$angle = $this->location->yaw % 360;
|
|
if($angle < 0){
|
|
$angle += 360.0;
|
|
}
|
|
|
|
if((0 <= $angle and $angle < 45) or (315 <= $angle and $angle < 360)){
|
|
return Facing::SOUTH;
|
|
}
|
|
if(45 <= $angle and $angle < 135){
|
|
return Facing::WEST;
|
|
}
|
|
if(135 <= $angle and $angle < 225){
|
|
return Facing::NORTH;
|
|
}
|
|
|
|
return Facing::EAST;
|
|
}
|
|
|
|
public function getDirectionVector() : Vector3{
|
|
$y = -sin(deg2rad($this->location->pitch));
|
|
$xz = cos(deg2rad($this->location->pitch));
|
|
$x = -$xz * sin(deg2rad($this->location->yaw));
|
|
$z = $xz * cos(deg2rad($this->location->yaw));
|
|
|
|
return $this->temporalVector->setComponents($x, $y, $z)->normalize();
|
|
}
|
|
|
|
public function getDirectionPlane() : Vector2{
|
|
return (new Vector2(-cos(deg2rad($this->location->yaw) - M_PI_2), -sin(deg2rad($this->location->yaw) - M_PI_2)))->normalize();
|
|
}
|
|
|
|
public function onUpdate(int $currentTick) : bool{
|
|
if($this->closed){
|
|
return false;
|
|
}
|
|
|
|
$tickDiff = $currentTick - $this->lastUpdate;
|
|
if($tickDiff <= 0){
|
|
if(!$this->justCreated){
|
|
$this->server->getLogger()->debug("Expected tick difference of at least 1, got $tickDiff for " . get_class($this));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
$this->lastUpdate = $currentTick;
|
|
|
|
if(!$this->isAlive()){
|
|
if($this->onDeathUpdate($tickDiff)){
|
|
$this->flagForDespawn();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
$this->timings->startTiming();
|
|
|
|
if($this->hasMovementUpdate()){
|
|
$this->tryChangeMovement();
|
|
|
|
if(abs($this->motion->x) <= self::MOTION_THRESHOLD){
|
|
$this->motion->x = 0;
|
|
}
|
|
if(abs($this->motion->y) <= self::MOTION_THRESHOLD){
|
|
$this->motion->y = 0;
|
|
}
|
|
if(abs($this->motion->z) <= self::MOTION_THRESHOLD){
|
|
$this->motion->z = 0;
|
|
}
|
|
|
|
if($this->motion->x != 0 or $this->motion->y != 0 or $this->motion->z != 0){
|
|
$this->move($this->motion->x, $this->motion->y, $this->motion->z);
|
|
}
|
|
|
|
$this->forceMovementUpdate = false;
|
|
}
|
|
|
|
$this->updateMovement();
|
|
|
|
Timings::$timerEntityBaseTick->startTiming();
|
|
$hasUpdate = $this->entityBaseTick($tickDiff);
|
|
Timings::$timerEntityBaseTick->stopTiming();
|
|
|
|
|
|
$this->timings->stopTiming();
|
|
|
|
//if($this->isStatic())
|
|
return ($hasUpdate or $this->hasMovementUpdate());
|
|
//return !($this instanceof Player);
|
|
}
|
|
|
|
final public function scheduleUpdate() : void{
|
|
if($this->closed){
|
|
throw new \InvalidStateException("Cannot schedule update on garbage entity " . get_class($this));
|
|
}
|
|
$this->getWorld()->updateEntities[$this->id] = $this;
|
|
}
|
|
|
|
public function onNearbyBlockChange() : void{
|
|
$this->setForceMovementUpdate();
|
|
$this->scheduleUpdate();
|
|
}
|
|
|
|
/**
|
|
* Flags the entity as needing a movement update on the next tick. Setting this forces a movement update even if the
|
|
* entity's motion is zero. Used to trigger movement updates when blocks change near entities.
|
|
*/
|
|
final public function setForceMovementUpdate(bool $value = true) : void{
|
|
$this->forceMovementUpdate = $value;
|
|
|
|
$this->blocksAround = null;
|
|
}
|
|
|
|
/**
|
|
* Returns whether the entity needs a movement update on the next tick.
|
|
*/
|
|
public function hasMovementUpdate() : bool{
|
|
return (
|
|
$this->forceMovementUpdate or
|
|
$this->motion->x != 0 or
|
|
$this->motion->y != 0 or
|
|
$this->motion->z != 0 or
|
|
!$this->onGround
|
|
);
|
|
}
|
|
|
|
public function resetFallDistance() : void{
|
|
$this->fallDistance = 0.0;
|
|
}
|
|
|
|
protected function updateFallState(float $distanceThisTick, bool $onGround) : void{
|
|
if($onGround){
|
|
if($this->fallDistance > 0){
|
|
$this->fall($this->fallDistance);
|
|
$this->resetFallDistance();
|
|
}
|
|
}elseif($distanceThisTick < 0){
|
|
$this->fallDistance -= $distanceThisTick;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called when a falling entity hits the ground.
|
|
*/
|
|
public function fall(float $fallDistance) : void{
|
|
|
|
}
|
|
|
|
public function getEyeHeight() : float{
|
|
return $this->eyeHeight;
|
|
}
|
|
|
|
public function getEyePos() : Vector3{
|
|
return new Vector3($this->location->x, $this->location->y + $this->getEyeHeight(), $this->location->z);
|
|
}
|
|
|
|
public function onCollideWithPlayer(Player $player) : void{
|
|
|
|
}
|
|
|
|
public function isUnderwater() : bool{
|
|
$block = $this->getWorld()->getBlockAt((int) floor($this->location->x), $blockY = (int) floor($y = ($this->location->y + $this->getEyeHeight())), (int) floor($this->location->z));
|
|
|
|
if($block instanceof Water){
|
|
$f = ($blockY + 1) - ($block->getFluidHeightPercent() - 0.1111111);
|
|
return $y < $f;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public function isInsideOfSolid() : bool{
|
|
$block = $this->getWorld()->getBlockAt((int) floor($this->location->x), (int) floor($y = ($this->location->y + $this->getEyeHeight())), (int) floor($this->location->z));
|
|
|
|
return $block->isSolid() and !$block->isTransparent() and $block->collidesWithBB($this->getBoundingBox());
|
|
}
|
|
|
|
protected function move(float $dx, float $dy, float $dz) : void{
|
|
$this->blocksAround = null;
|
|
|
|
Timings::$entityMoveTimer->startTiming();
|
|
|
|
$movX = $dx;
|
|
$movY = $dy;
|
|
$movZ = $dz;
|
|
|
|
if($this->keepMovement){
|
|
$this->boundingBox->offset($dx, $dy, $dz);
|
|
}else{
|
|
|
|
/*
|
|
if($this->isColliding){ //With cobweb?
|
|
$this->isColliding = false;
|
|
$dx *= 0.25;
|
|
$dy *= 0.05;
|
|
$dz *= 0.25;
|
|
$this->motionX = 0;
|
|
$this->motionY = 0;
|
|
$this->motionZ = 0;
|
|
}
|
|
*/
|
|
|
|
$moveBB = clone $this->boundingBox;
|
|
|
|
/*$sneakFlag = $this->onGround and $this instanceof Player;
|
|
|
|
if($sneakFlag){
|
|
for($mov = 0.05; $dx != 0.0 and count($this->world->getCollisionCubes($this, $this->boundingBox->getOffsetBoundingBox($dx, -1, 0))) === 0; $movX = $dx){
|
|
if($dx < $mov and $dx >= -$mov){
|
|
$dx = 0;
|
|
}elseif($dx > 0){
|
|
$dx -= $mov;
|
|
}else{
|
|
$dx += $mov;
|
|
}
|
|
}
|
|
|
|
for(; $dz != 0.0 and count($this->world->getCollisionCubes($this, $this->boundingBox->getOffsetBoundingBox(0, -1, $dz))) === 0; $movZ = $dz){
|
|
if($dz < $mov and $dz >= -$mov){
|
|
$dz = 0;
|
|
}elseif($dz > 0){
|
|
$dz -= $mov;
|
|
}else{
|
|
$dz += $mov;
|
|
}
|
|
}
|
|
|
|
//TODO: big messy loop
|
|
}*/
|
|
|
|
assert(abs($dx) <= 20 and abs($dy) <= 20 and abs($dz) <= 20, "Movement distance is excessive: dx=$dx, dy=$dy, dz=$dz");
|
|
|
|
$list = $this->getWorld()->getCollisionBoxes($this, $moveBB->addCoord($dx, $dy, $dz), false);
|
|
|
|
foreach($list as $bb){
|
|
$dy = $bb->calculateYOffset($moveBB, $dy);
|
|
}
|
|
|
|
$moveBB->offset(0, $dy, 0);
|
|
|
|
$fallingFlag = ($this->onGround or ($dy != $movY and $movY < 0));
|
|
|
|
foreach($list as $bb){
|
|
$dx = $bb->calculateXOffset($moveBB, $dx);
|
|
}
|
|
|
|
$moveBB->offset($dx, 0, 0);
|
|
|
|
foreach($list as $bb){
|
|
$dz = $bb->calculateZOffset($moveBB, $dz);
|
|
}
|
|
|
|
$moveBB->offset(0, 0, $dz);
|
|
|
|
|
|
if($this->stepHeight > 0 and $fallingFlag and ($movX != $dx or $movZ != $dz)){
|
|
$cx = $dx;
|
|
$cy = $dy;
|
|
$cz = $dz;
|
|
$dx = $movX;
|
|
$dy = $this->stepHeight;
|
|
$dz = $movZ;
|
|
|
|
$stepBB = clone $this->boundingBox;
|
|
|
|
$list = $this->getWorld()->getCollisionBoxes($this, $stepBB->addCoord($dx, $dy, $dz), false);
|
|
foreach($list as $bb){
|
|
$dy = $bb->calculateYOffset($stepBB, $dy);
|
|
}
|
|
|
|
$stepBB->offset(0, $dy, 0);
|
|
|
|
foreach($list as $bb){
|
|
$dx = $bb->calculateXOffset($stepBB, $dx);
|
|
}
|
|
|
|
$stepBB->offset($dx, 0, 0);
|
|
|
|
foreach($list as $bb){
|
|
$dz = $bb->calculateZOffset($stepBB, $dz);
|
|
}
|
|
|
|
$stepBB->offset(0, 0, $dz);
|
|
|
|
//TODO: here we need to shift back down on the Y-axis to the top of the target block (we don't want to jump into the air when walking onto carpet)
|
|
|
|
if(($cx ** 2 + $cz ** 2) >= ($dx ** 2 + $dz ** 2)){
|
|
$dx = $cx;
|
|
$dy = $cy;
|
|
$dz = $cz;
|
|
}else{
|
|
$moveBB = $stepBB;
|
|
}
|
|
}
|
|
|
|
$this->boundingBox = $moveBB;
|
|
}
|
|
|
|
$this->location->x = ($this->boundingBox->minX + $this->boundingBox->maxX) / 2;
|
|
$this->location->y = $this->boundingBox->minY;
|
|
$this->location->z = ($this->boundingBox->minZ + $this->boundingBox->maxZ) / 2;
|
|
|
|
$this->checkChunks();
|
|
$this->checkBlockCollision();
|
|
$this->checkGroundState($movX, $movY, $movZ, $dx, $dy, $dz);
|
|
$this->updateFallState($dy, $this->onGround);
|
|
|
|
if($movX != $dx){
|
|
$this->motion->x = 0;
|
|
}
|
|
|
|
if($movY != $dy){
|
|
$this->motion->y = 0;
|
|
}
|
|
|
|
if($movZ != $dz){
|
|
$this->motion->z = 0;
|
|
}
|
|
|
|
//TODO: vehicle collision events (first we need to spawn them!)
|
|
|
|
Timings::$entityMoveTimer->stopTiming();
|
|
}
|
|
|
|
protected function checkGroundState(float $movX, float $movY, float $movZ, float $dx, float $dy, float $dz) : void{
|
|
$this->isCollidedVertically = $movY != $dy;
|
|
$this->isCollidedHorizontally = ($movX != $dx or $movZ != $dz);
|
|
$this->isCollided = ($this->isCollidedHorizontally or $this->isCollidedVertically);
|
|
$this->onGround = ($movY != $dy and $movY < 0);
|
|
}
|
|
|
|
/**
|
|
* @deprecated WARNING: Despite what its name implies, this function DOES NOT return all the blocks around the entity.
|
|
* Instead, it returns blocks which have reactions for an entity intersecting with them.
|
|
*
|
|
* @return Block[]
|
|
*/
|
|
public function getBlocksAround() : array{
|
|
if($this->blocksAround === null){
|
|
$inset = 0.001; //Offset against floating-point errors
|
|
|
|
$minX = (int) floor($this->boundingBox->minX + $inset);
|
|
$minY = (int) floor($this->boundingBox->minY + $inset);
|
|
$minZ = (int) floor($this->boundingBox->minZ + $inset);
|
|
$maxX = (int) floor($this->boundingBox->maxX - $inset);
|
|
$maxY = (int) floor($this->boundingBox->maxY - $inset);
|
|
$maxZ = (int) floor($this->boundingBox->maxZ - $inset);
|
|
|
|
$this->blocksAround = [];
|
|
|
|
$world = $this->getWorld();
|
|
|
|
for($z = $minZ; $z <= $maxZ; ++$z){
|
|
for($x = $minX; $x <= $maxX; ++$x){
|
|
for($y = $minY; $y <= $maxY; ++$y){
|
|
$block = $world->getBlockAt($x, $y, $z);
|
|
if($block->hasEntityCollision()){
|
|
$this->blocksAround[] = $block;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return $this->blocksAround;
|
|
}
|
|
|
|
/**
|
|
* Returns whether this entity can be moved by currents in liquids.
|
|
*/
|
|
public function canBeMovedByCurrents() : bool{
|
|
return true;
|
|
}
|
|
|
|
protected function checkBlockCollision() : void{
|
|
$vector = $this->temporalVector->setComponents(0, 0, 0);
|
|
|
|
foreach($this->getBlocksAround() as $block){
|
|
$block->onEntityInside($this);
|
|
$block->addVelocityToEntity($this, $vector);
|
|
}
|
|
|
|
if($vector->lengthSquared() > 0){
|
|
$vector = $vector->normalize();
|
|
$d = 0.014;
|
|
$this->motion->x += $vector->x * $d;
|
|
$this->motion->y += $vector->y * $d;
|
|
$this->motion->z += $vector->z * $d;
|
|
}
|
|
}
|
|
|
|
public function getPosition() : Position{
|
|
return $this->location->asPosition();
|
|
}
|
|
|
|
public function getLocation() : Location{
|
|
return $this->location->asLocation();
|
|
}
|
|
|
|
public function getWorld() : World{
|
|
return $this->location->getWorld();
|
|
}
|
|
|
|
protected function setPosition(Vector3 $pos) : bool{
|
|
if($this->closed){
|
|
return false;
|
|
}
|
|
|
|
if($pos instanceof Position and $pos->world !== null and $pos->world !== $this->getWorld()){
|
|
if(!$this->switchWorld($pos->getWorld())){
|
|
return false;
|
|
}
|
|
}
|
|
|
|
$this->location->x = $pos->x;
|
|
$this->location->y = $pos->y;
|
|
$this->location->z = $pos->z;
|
|
|
|
$this->recalculateBoundingBox();
|
|
|
|
$this->blocksAround = null;
|
|
|
|
$this->checkChunks();
|
|
|
|
return true;
|
|
}
|
|
|
|
public function setRotation(float $yaw, float $pitch) : void{
|
|
$this->location->yaw = $yaw;
|
|
$this->location->pitch = $pitch;
|
|
$this->scheduleUpdate();
|
|
}
|
|
|
|
protected function setPositionAndRotation(Vector3 $pos, float $yaw, float $pitch) : bool{
|
|
if($this->setPosition($pos)){
|
|
$this->setRotation($yaw, $pitch);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected function checkChunks() : void{
|
|
$chunkX = $this->location->getFloorX() >> 4;
|
|
$chunkZ = $this->location->getFloorZ() >> 4;
|
|
if($this->chunk === null or ($this->chunk->getX() !== $chunkX or $this->chunk->getZ() !== $chunkZ)){
|
|
if($this->chunk !== null){
|
|
$this->chunk->removeEntity($this);
|
|
}
|
|
$this->chunk = $this->getWorld()->getChunk($chunkX, $chunkZ, true);
|
|
|
|
if(!$this->justCreated){
|
|
$newChunk = $this->getWorld()->getViewersForPosition($this->location);
|
|
foreach($this->hasSpawned as $player){
|
|
if(!isset($newChunk[spl_object_id($player)])){
|
|
$this->despawnFrom($player);
|
|
}else{
|
|
unset($newChunk[spl_object_id($player)]);
|
|
}
|
|
}
|
|
foreach($newChunk as $player){
|
|
$this->spawnTo($player);
|
|
}
|
|
}
|
|
|
|
if($this->chunk === null){
|
|
return;
|
|
}
|
|
|
|
$this->chunk->addEntity($this);
|
|
}
|
|
}
|
|
|
|
protected function resetLastMovements() : void{
|
|
$this->lastLocation = $this->location->asLocation();
|
|
$this->lastMotion = clone $this->motion;
|
|
}
|
|
|
|
public function getMotion() : Vector3{
|
|
return clone $this->motion;
|
|
}
|
|
|
|
public function setMotion(Vector3 $motion) : bool{
|
|
if(!$this->justCreated){
|
|
$ev = new EntityMotionEvent($this, $motion);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
}
|
|
|
|
$this->motion = clone $motion;
|
|
|
|
if(!$this->justCreated){
|
|
$this->updateMovement();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Adds the given values to the entity's motion vector.
|
|
*/
|
|
public function addMotion(float $x, float $y, float $z) : void{
|
|
$this->motion->x += $x;
|
|
$this->motion->y += $y;
|
|
$this->motion->z += $z;
|
|
}
|
|
|
|
public function isOnGround() : bool{
|
|
return $this->onGround;
|
|
}
|
|
|
|
/**
|
|
* @param Vector3|Position|Location $pos
|
|
*/
|
|
public function teleport(Vector3 $pos, ?float $yaw = null, ?float $pitch = null) : bool{
|
|
if($pos instanceof Location){
|
|
$yaw = $yaw ?? $pos->yaw;
|
|
$pitch = $pitch ?? $pos->pitch;
|
|
}
|
|
$from = $this->location->asPosition();
|
|
$to = Position::fromObject($pos, $pos instanceof Position ? $pos->getWorld() : $this->getWorld());
|
|
$ev = new EntityTeleportEvent($this, $from, $to);
|
|
$ev->call();
|
|
if($ev->isCancelled()){
|
|
return false;
|
|
}
|
|
$pos = $ev->getTo();
|
|
|
|
$this->setMotion($this->temporalVector->setComponents(0, 0, 0));
|
|
if($this->setPositionAndRotation($pos, $yaw ?? $this->location->yaw, $pitch ?? $this->location->pitch)){
|
|
$this->resetFallDistance();
|
|
$this->onGround = true;
|
|
|
|
$this->updateMovement(true);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected function switchWorld(World $targetWorld) : bool{
|
|
if($this->closed){
|
|
return false;
|
|
}
|
|
|
|
if($this->location->isValid()){
|
|
$this->getWorld()->removeEntity($this);
|
|
if($this->chunk !== null){
|
|
$this->chunk->removeEntity($this);
|
|
}
|
|
$this->despawnFromAll();
|
|
}
|
|
|
|
$this->location->setWorld($targetWorld);
|
|
$this->getWorld()->addEntity($this);
|
|
$this->chunk = null;
|
|
|
|
return true;
|
|
}
|
|
|
|
public function getId() : int{
|
|
return $this->id;
|
|
}
|
|
|
|
/**
|
|
* @return Player[]
|
|
*/
|
|
public function getViewers() : array{
|
|
return $this->hasSpawned;
|
|
}
|
|
|
|
/**
|
|
* Called by spawnTo() to send whatever packets needed to spawn the entity to the client.
|
|
*/
|
|
protected function sendSpawnPacket(Player $player) : void{
|
|
$pk = new AddActorPacket();
|
|
$pk->entityRuntimeId = $this->getId();
|
|
$pk->type = static::NETWORK_ID;
|
|
$pk->position = $this->location->asVector3();
|
|
$pk->motion = $this->getMotion();
|
|
$pk->yaw = $this->location->yaw;
|
|
$pk->headYaw = $this->location->yaw; //TODO
|
|
$pk->pitch = $this->location->pitch;
|
|
$pk->attributes = $this->attributeMap->getAll();
|
|
$pk->metadata = $this->getSyncedNetworkData(false);
|
|
|
|
$player->getNetworkSession()->sendDataPacket($pk);
|
|
}
|
|
|
|
public function spawnTo(Player $player) : void{
|
|
$id = spl_object_id($player);
|
|
if(!isset($this->hasSpawned[$id]) and $player->isUsingChunk($this->location->getFloorX() >> 4, $this->location->getFloorZ() >> 4)){
|
|
$this->hasSpawned[$id] = $player;
|
|
|
|
$this->sendSpawnPacket($player);
|
|
}
|
|
}
|
|
|
|
public function spawnToAll() : void{
|
|
if($this->closed){
|
|
return;
|
|
}
|
|
foreach($this->getWorld()->getViewersForPosition($this->location) as $player){
|
|
$this->spawnTo($player);
|
|
}
|
|
}
|
|
|
|
public function respawnToAll() : void{
|
|
foreach($this->hasSpawned as $key => $player){
|
|
unset($this->hasSpawned[$key]);
|
|
$this->spawnTo($player);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @deprecated WARNING: This function DOES NOT permanently hide the entity from the player. As soon as the entity or
|
|
* player moves, the player will once again be able to see the entity.
|
|
*/
|
|
public function despawnFrom(Player $player, bool $send = true) : void{
|
|
$id = spl_object_id($player);
|
|
if(isset($this->hasSpawned[$id])){
|
|
if($send){
|
|
$player->getNetworkSession()->sendDataPacket(RemoveActorPacket::create($this->id));
|
|
}
|
|
unset($this->hasSpawned[$id]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @deprecated WARNING: This function DOES NOT permanently hide the entity from viewers. As soon as the entity or
|
|
* player moves, viewers will once again be able to see the entity.
|
|
*/
|
|
public function despawnFromAll() : void{
|
|
foreach($this->hasSpawned as $player){
|
|
$this->despawnFrom($player);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Flags the entity to be removed from the world on the next tick.
|
|
*/
|
|
public function flagForDespawn() : void{
|
|
$this->needsDespawn = true;
|
|
$this->scheduleUpdate();
|
|
}
|
|
|
|
public function isFlaggedForDespawn() : bool{
|
|
return $this->needsDespawn;
|
|
}
|
|
|
|
/**
|
|
* Returns whether the entity has been "closed".
|
|
*/
|
|
public function isClosed() : bool{
|
|
return $this->closed;
|
|
}
|
|
|
|
/**
|
|
* Closes the entity and frees attached references.
|
|
*
|
|
* WARNING: Entities are unusable after this has been executed!
|
|
*/
|
|
final public function close() : void{
|
|
if(!$this->closed){
|
|
$this->closed = true;
|
|
(new EntityDespawnEvent($this))->call();
|
|
|
|
$this->onDispose();
|
|
$this->destroyCycles();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called when the entity is disposed to clean up things like viewers. This SHOULD NOT destroy internal state,
|
|
* because it may be needed by descendent classes.
|
|
*/
|
|
protected function onDispose() : void{
|
|
$this->despawnFromAll();
|
|
if($this->chunk !== null){
|
|
$this->chunk->removeEntity($this);
|
|
}
|
|
if($this->location->isValid()){
|
|
$this->getWorld()->removeEntity($this);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called when the entity is disposed, after all events have been fired. This should be used to perform destructive
|
|
* circular object references and things which could impact memory usage.
|
|
*
|
|
* It is expected that the object is unusable after this is called.
|
|
*/
|
|
protected function destroyCycles() : void{
|
|
$this->chunk = null;
|
|
$this->location->setWorld(null);
|
|
$this->lastDamageCause = null;
|
|
}
|
|
|
|
/**
|
|
* @param Player[]|Player $player
|
|
* @param MetadataProperty[] $data Properly formatted entity data, defaults to everything
|
|
*/
|
|
public function sendData($player, ?array $data = null) : void{
|
|
if(!is_array($player)){
|
|
$player = [$player];
|
|
}
|
|
|
|
$pk = SetActorDataPacket::create($this->getId(), $data ?? $this->getSyncedNetworkData(false));
|
|
|
|
foreach($player as $p){
|
|
if($p === $this){
|
|
continue;
|
|
}
|
|
$p->getNetworkSession()->sendDataPacket(clone $pk);
|
|
}
|
|
|
|
if($this instanceof Player){
|
|
$this->getNetworkSession()->sendDataPacket($pk);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @return MetadataProperty[]
|
|
*/
|
|
final protected function getSyncedNetworkData(bool $dirtyOnly) : array{
|
|
$this->syncNetworkData();
|
|
|
|
return $dirtyOnly ? $this->networkProperties->getDirty() : $this->networkProperties->getAll();
|
|
}
|
|
|
|
protected function syncNetworkData() : void{
|
|
$this->networkProperties->setByte(EntityMetadataProperties::ALWAYS_SHOW_NAMETAG, $this->alwaysShowNameTag ? 1 : 0);
|
|
$this->networkProperties->setFloat(EntityMetadataProperties::BOUNDING_BOX_HEIGHT, $this->height);
|
|
$this->networkProperties->setFloat(EntityMetadataProperties::BOUNDING_BOX_WIDTH, $this->width);
|
|
$this->networkProperties->setFloat(EntityMetadataProperties::SCALE, $this->scale);
|
|
$this->networkProperties->setLong(EntityMetadataProperties::LEAD_HOLDER_EID, -1);
|
|
$this->networkProperties->setLong(EntityMetadataProperties::OWNER_EID, $this->ownerId ?? -1);
|
|
$this->networkProperties->setLong(EntityMetadataProperties::TARGET_EID, $this->targetId ?? 0);
|
|
$this->networkProperties->setString(EntityMetadataProperties::NAMETAG, $this->nameTag);
|
|
$this->networkProperties->setString(EntityMetadataProperties::SCORE_TAG, $this->scoreTag);
|
|
|
|
$this->networkProperties->setGenericFlag(EntityMetadataFlags::AFFECTED_BY_GRAVITY, true);
|
|
$this->networkProperties->setGenericFlag(EntityMetadataFlags::CAN_CLIMB, $this->canClimb);
|
|
$this->networkProperties->setGenericFlag(EntityMetadataFlags::CAN_SHOW_NAMETAG, $this->nameTagVisible);
|
|
$this->networkProperties->setGenericFlag(EntityMetadataFlags::HAS_COLLISION, true);
|
|
$this->networkProperties->setGenericFlag(EntityMetadataFlags::IMMOBILE, $this->immobile);
|
|
$this->networkProperties->setGenericFlag(EntityMetadataFlags::INVISIBLE, $this->invisible);
|
|
$this->networkProperties->setGenericFlag(EntityMetadataFlags::ONFIRE, $this->isOnFire());
|
|
$this->networkProperties->setGenericFlag(EntityMetadataFlags::SNEAKING, $this->sneaking);
|
|
$this->networkProperties->setGenericFlag(EntityMetadataFlags::WALLCLIMBING, $this->canClimbWalls);
|
|
}
|
|
|
|
public function broadcastEntityEvent(int $eventId, ?int $eventData = null, ?array $players = null) : void{
|
|
$this->server->broadcastPackets($players ?? $this->getViewers(), [ActorEventPacket::create($this->id, $eventId, $eventData ?? 0)]);
|
|
}
|
|
|
|
public function broadcastAnimation(?array $players, int $animationId) : void{
|
|
$this->server->broadcastPackets($players ?? $this->getViewers(), [AnimatePacket::create($this->id, $animationId)]);
|
|
}
|
|
|
|
public function __destruct(){
|
|
$this->close();
|
|
}
|
|
|
|
public function __toString(){
|
|
return (new \ReflectionClass($this))->getShortName() . "(" . $this->getId() . ")";
|
|
}
|
|
}
|