2019-08-19 17:20:34 +01:00

123 lines
3.5 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\item;
use pocketmine\entity\EntityFactory;
use pocketmine\entity\projectile\Arrow as ArrowEntity;
use pocketmine\entity\projectile\Projectile;
use pocketmine\event\entity\EntityShootBowEvent;
use pocketmine\event\entity\ProjectileLaunchEvent;
use pocketmine\item\enchantment\Enchantment;
use pocketmine\player\Player;
use pocketmine\world\sound\BowShootSound;
use function intdiv;
use function min;
class Bow extends Tool{
public function getFuelTime() : int{
return 200;
}
public function getMaxDurability() : int{
return 385;
}
public function onReleaseUsing(Player $player) : ItemUseResult{
$arrow = VanillaItems::ARROW();
if($player->hasFiniteResources() and !$player->getInventory()->contains($arrow)){
return ItemUseResult::FAIL();
}
$location = $player->getLocation();
$nbt = EntityFactory::createBaseNBT(
$player->getEyePos(),
$player->getDirectionVector(),
($location->yaw > 180 ? 360 : 0) - $location->yaw,
-$location->pitch
);
$nbt->setShort("Fire", $player->isOnFire() ? 45 * 60 : 0);
$diff = $player->getItemUseDuration();
$p = $diff / 20;
$baseForce = min((($p ** 2) + $p * 2) / 3, 1);
/** @var ArrowEntity $entity */
$entity = EntityFactory::create(ArrowEntity::class, $location->getWorld(), $nbt, $player, $baseForce >= 1);
$infinity = $this->hasEnchantment(Enchantment::INFINITY());
if($infinity){
$entity->setPickupMode(ArrowEntity::PICKUP_CREATIVE);
}
if(($punchLevel = $this->getEnchantmentLevel(Enchantment::PUNCH())) > 0){
$entity->setPunchKnockback($punchLevel);
}
if(($powerLevel = $this->getEnchantmentLevel(Enchantment::POWER())) > 0){
$entity->setBaseDamage($entity->getBaseDamage() + (($powerLevel + 1) / 2));
}
if($this->hasEnchantment(Enchantment::FLAME())){
$entity->setOnFire(intdiv($entity->getFireTicks(), 20) + 100);
}
$ev = new EntityShootBowEvent($player, $this, $entity, $baseForce * 3);
if($baseForce < 0.1 or $diff < 5){
$ev->setCancelled();
}
$ev->call();
$entity = $ev->getProjectile(); //This might have been changed by plugins
if($ev->isCancelled()){
$entity->flagForDespawn();
return ItemUseResult::FAIL();
}
$entity->setMotion($entity->getMotion()->multiply($ev->getForce()));
if($entity instanceof Projectile){
$projectileEv = new ProjectileLaunchEvent($entity);
$projectileEv->call();
if($projectileEv->isCancelled()){
$ev->getProjectile()->flagForDespawn();
return ItemUseResult::FAIL();
}
$ev->getProjectile()->spawnToAll();
$location->getWorld()->addSound($location, new BowShootSound());
}else{
$entity->spawnToAll();
}
if($player->hasFiniteResources()){
if(!$infinity){ //TODO: tipped arrows are still consumed when Infinity is applied
$player->getInventory()->removeItem($arrow);
}
$this->applyDamage(1);
}
return ItemUseResult::SUCCESS();
}
}