2020-03-10 12:28:44 +00:00

344 lines
12 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\entity;
use pocketmine\event\entity\EntityDamageByChildEntityEvent;
use pocketmine\event\entity\EntityDamageByEntityEvent;
use pocketmine\event\entity\EntityDamageEvent;
use pocketmine\event\entity\EntityRegainHealthEvent;
use pocketmine\event\player\PlayerExhaustEvent;
use pocketmine\utils\Color;
use function constant;
use function defined;
use function strtoupper;
class Effect{
public const SPEED = 1;
public const SLOWNESS = 2;
public const HASTE = 3;
public const FATIGUE = 4, MINING_FATIGUE = 4;
public const STRENGTH = 5;
public const INSTANT_HEALTH = 6, HEALING = 6;
public const INSTANT_DAMAGE = 7, HARMING = 7;
public const JUMP_BOOST = 8, JUMP = 8;
public const NAUSEA = 9, CONFUSION = 9;
public const REGENERATION = 10;
public const RESISTANCE = 11, DAMAGE_RESISTANCE = 11;
public const FIRE_RESISTANCE = 12;
public const WATER_BREATHING = 13;
public const INVISIBILITY = 14;
public const BLINDNESS = 15;
public const NIGHT_VISION = 16;
public const HUNGER = 17;
public const WEAKNESS = 18;
public const POISON = 19;
public const WITHER = 20;
public const HEALTH_BOOST = 21;
public const ABSORPTION = 22;
public const SATURATION = 23;
public const LEVITATION = 24; //TODO
public const FATAL_POISON = 25;
public const CONDUIT_POWER = 26;
/** @var Effect[] */
protected static $effects = [];
public static function init() : void{
self::registerEffect(new Effect(Effect::SPEED, "%potion.moveSpeed", new Color(0x7c, 0xaf, 0xc6)));
self::registerEffect(new Effect(Effect::SLOWNESS, "%potion.moveSlowdown", new Color(0x5a, 0x6c, 0x81), true));
self::registerEffect(new Effect(Effect::HASTE, "%potion.digSpeed", new Color(0xd9, 0xc0, 0x43)));
self::registerEffect(new Effect(Effect::MINING_FATIGUE, "%potion.digSlowDown", new Color(0x4a, 0x42, 0x17), true));
self::registerEffect(new Effect(Effect::STRENGTH, "%potion.damageBoost", new Color(0x93, 0x24, 0x23)));
self::registerEffect(new Effect(Effect::INSTANT_HEALTH, "%potion.heal", new Color(0xf8, 0x24, 0x23), false, 1, false));
self::registerEffect(new Effect(Effect::INSTANT_DAMAGE, "%potion.harm", new Color(0x43, 0x0a, 0x09), true, 1, false));
self::registerEffect(new Effect(Effect::JUMP_BOOST, "%potion.jump", new Color(0x22, 0xff, 0x4c)));
self::registerEffect(new Effect(Effect::NAUSEA, "%potion.confusion", new Color(0x55, 0x1d, 0x4a), true));
self::registerEffect(new Effect(Effect::REGENERATION, "%potion.regeneration", new Color(0xcd, 0x5c, 0xab)));
self::registerEffect(new Effect(Effect::RESISTANCE, "%potion.resistance", new Color(0x99, 0x45, 0x3a)));
self::registerEffect(new Effect(Effect::FIRE_RESISTANCE, "%potion.fireResistance", new Color(0xe4, 0x9a, 0x3a)));
self::registerEffect(new Effect(Effect::WATER_BREATHING, "%potion.waterBreathing", new Color(0x2e, 0x52, 0x99)));
self::registerEffect(new Effect(Effect::INVISIBILITY, "%potion.invisibility", new Color(0x7f, 0x83, 0x92)));
self::registerEffect(new Effect(Effect::BLINDNESS, "%potion.blindness", new Color(0x1f, 0x1f, 0x23), true));
self::registerEffect(new Effect(Effect::NIGHT_VISION, "%potion.nightVision", new Color(0x1f, 0x1f, 0xa1)));
self::registerEffect(new Effect(Effect::HUNGER, "%potion.hunger", new Color(0x58, 0x76, 0x53), true));
self::registerEffect(new Effect(Effect::WEAKNESS, "%potion.weakness", new Color(0x48, 0x4d, 0x48), true));
self::registerEffect(new Effect(Effect::POISON, "%potion.poison", new Color(0x4e, 0x93, 0x31), true));
self::registerEffect(new Effect(Effect::WITHER, "%potion.wither", new Color(0x35, 0x2a, 0x27), true));
self::registerEffect(new Effect(Effect::HEALTH_BOOST, "%potion.healthBoost", new Color(0xf8, 0x7d, 0x23)));
self::registerEffect(new Effect(Effect::ABSORPTION, "%potion.absorption", new Color(0x25, 0x52, 0xa5)));
self::registerEffect(new Effect(Effect::SATURATION, "%potion.saturation", new Color(0xf8, 0x24, 0x23), false, 1));
self::registerEffect(new Effect(Effect::LEVITATION, "%potion.levitation", new Color(0xce, 0xff, 0xff)));
self::registerEffect(new Effect(Effect::FATAL_POISON, "%potion.poison", new Color(0x4e, 0x93, 0x31), true));
self::registerEffect(new Effect(Effect::CONDUIT_POWER, "%potion.conduitPower", new Color(0x1d, 0xc2, 0xd1)));
}
public static function registerEffect(Effect $effect) : void{
self::$effects[$effect->getId()] = $effect;
}
public static function getEffect(int $id) : ?Effect{
return self::$effects[$id] ?? null;
}
public static function getEffectByName(string $name) : ?Effect{
$const = self::class . "::" . strtoupper($name);
if(defined($const)){
return self::getEffect(constant($const));
}
return null;
}
/** @var int */
protected $id;
/** @var string */
protected $name;
/** @var Color */
protected $color;
/** @var bool */
protected $bad;
/** @var int */
protected $defaultDuration;
/** @var bool */
protected $hasBubbles;
/**
* @param int $id Effect ID as per Minecraft PE
* @param string $name Translation key used for effect name
* @param Color $color Color of bubbles given by this effect
* @param bool $isBad Whether the effect is harmful
* @param int $defaultDuration Duration in ticks the effect will last for by default if applied without a duration.
* @param bool $hasBubbles Whether the effect has potion bubbles. Some do not (e.g. Instant Damage has its own particles instead of bubbles)
*/
public function __construct(int $id, string $name, Color $color, bool $isBad = false, int $defaultDuration = 300 * 20, bool $hasBubbles = true){
$this->id = $id;
$this->name = $name;
$this->color = $color;
$this->bad = $isBad;
$this->defaultDuration = $defaultDuration;
$this->hasBubbles = $hasBubbles;
}
/**
* Returns the effect ID as per Minecraft PE
*/
public function getId() : int{
return $this->id;
}
/**
* Returns the translation key used to translate this effect's name.
*/
public function getName() : string{
return $this->name;
}
/**
* Returns a Color object representing this effect's particle colour.
*/
public function getColor() : Color{
return clone $this->color;
}
/**
* Returns whether this effect is harmful.
* TODO: implement inverse effect results for undead mobs
*/
public function isBad() : bool{
return $this->bad;
}
/**
* Returns whether the effect is by default an instant effect.
*/
public function isInstantEffect() : bool{
return $this->defaultDuration <= 1;
}
/**
* Returns the default duration (in ticks) this effect will apply for if a duration is not specified.
*/
public function getDefaultDuration() : int{
return $this->defaultDuration;
}
/**
* Returns whether this effect will give the subject potion bubbles.
*/
public function hasBubbles() : bool{
return $this->hasBubbles;
}
/**
* Returns whether the effect will do something on the current tick.
*/
public function canTick(EffectInstance $instance) : bool{
switch($this->id){
case Effect::POISON:
case Effect::FATAL_POISON:
if(($interval = (25 >> $instance->getAmplifier())) > 0){
return ($instance->getDuration() % $interval) === 0;
}
return true;
case Effect::WITHER:
if(($interval = (50 >> $instance->getAmplifier())) > 0){
return ($instance->getDuration() % $interval) === 0;
}
return true;
case Effect::REGENERATION:
if(($interval = (40 >> $instance->getAmplifier())) > 0){
return ($instance->getDuration() % $interval) === 0;
}
return true;
case Effect::HUNGER:
return true;
case Effect::INSTANT_DAMAGE:
case Effect::INSTANT_HEALTH:
case Effect::SATURATION:
//If forced to last longer than 1 tick, these apply every tick.
return true;
}
return false;
}
/**
* Applies effect results to an entity. This will not be called unless canTick() returns true.
*/
public function applyEffect(Living $entity, EffectInstance $instance, float $potency = 1.0, ?Entity $source = null, ?Entity $sourceOwner = null) : void{
switch($this->id){
/** @noinspection PhpMissingBreakStatementInspection */
case Effect::POISON:
if($entity->getHealth() <= 1){
break;
}
case Effect::FATAL_POISON:
$ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
$entity->attack($ev);
break;
case Effect::WITHER:
$ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
$entity->attack($ev);
break;
case Effect::REGENERATION:
if($entity->getHealth() < $entity->getMaxHealth()){
$ev = new EntityRegainHealthEvent($entity, 1, EntityRegainHealthEvent::CAUSE_MAGIC);
$entity->heal($ev);
}
break;
case Effect::HUNGER:
if($entity instanceof Human){
$entity->exhaust(0.025 * $instance->getEffectLevel(), PlayerExhaustEvent::CAUSE_POTION);
}
break;
case Effect::INSTANT_HEALTH:
//TODO: add particles (witch spell)
if($entity->getHealth() < $entity->getMaxHealth()){
$entity->heal(new EntityRegainHealthEvent($entity, (4 << $instance->getAmplifier()) * $potency, EntityRegainHealthEvent::CAUSE_MAGIC));
}
break;
case Effect::INSTANT_DAMAGE:
//TODO: add particles (witch spell)
$damage = (4 << $instance->getAmplifier()) * $potency;
if($source !== null and $sourceOwner !== null){
$ev = new EntityDamageByChildEntityEvent($sourceOwner, $source, $entity, EntityDamageEvent::CAUSE_MAGIC, $damage);
}elseif($source !== null){
$ev = new EntityDamageByEntityEvent($source, $entity, EntityDamageEvent::CAUSE_MAGIC, $damage);
}else{
$ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, $damage);
}
$entity->attack($ev);
break;
case Effect::SATURATION:
if($entity instanceof Human){
$entity->addFood($instance->getEffectLevel());
$entity->addSaturation($instance->getEffectLevel() * 2);
}
break;
}
}
/**
* Applies effects to the entity when the effect is first added.
*/
public function add(Living $entity, EffectInstance $instance) : void{
switch($this->id){
case Effect::INVISIBILITY:
$entity->setInvisible();
$entity->setNameTagVisible(false);
break;
case Effect::SPEED:
$attr = $entity->getAttributeMap()->getAttribute(Attribute::MOVEMENT_SPEED);
$attr->setValue($attr->getValue() * (1 + 0.2 * $instance->getEffectLevel()));
break;
case Effect::SLOWNESS:
$attr = $entity->getAttributeMap()->getAttribute(Attribute::MOVEMENT_SPEED);
$attr->setValue($attr->getValue() * (1 - 0.15 * $instance->getEffectLevel()), true);
break;
case Effect::HEALTH_BOOST:
$entity->setMaxHealth($entity->getMaxHealth() + 4 * $instance->getEffectLevel());
break;
case Effect::ABSORPTION:
$new = (4 * $instance->getEffectLevel());
if($new > $entity->getAbsorption()){
$entity->setAbsorption($new);
}
break;
}
}
/**
* Removes the effect from the entity, resetting any changed values back to their original defaults.
*/
public function remove(Living $entity, EffectInstance $instance) : void{
switch($this->id){
case Effect::INVISIBILITY:
$entity->setInvisible(false);
$entity->setNameTagVisible(true);
break;
case Effect::SPEED:
$attr = $entity->getAttributeMap()->getAttribute(Attribute::MOVEMENT_SPEED);
$attr->setValue($attr->getValue() / (1 + 0.2 * $instance->getEffectLevel()));
break;
case Effect::SLOWNESS:
$attr = $entity->getAttributeMap()->getAttribute(Attribute::MOVEMENT_SPEED);
$attr->setValue($attr->getValue() / (1 - 0.15 * $instance->getEffectLevel()));
break;
case Effect::HEALTH_BOOST:
$entity->setMaxHealth($entity->getMaxHealth() - 4 * $instance->getEffectLevel());
break;
case Effect::ABSORPTION:
$entity->setAbsorption(0);
break;
}
}
public function __clone(){
$this->color = clone $this->color;
}
}