mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-06-17 00:44:08 +00:00
232 lines
7.7 KiB
PHP
232 lines
7.7 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\world;
|
|
|
|
use pocketmine\block\Block;
|
|
use pocketmine\block\BlockFactory;
|
|
use pocketmine\block\TNT;
|
|
use pocketmine\block\VanillaBlocks;
|
|
use pocketmine\entity\Entity;
|
|
use pocketmine\event\entity\EntityDamageByBlockEvent;
|
|
use pocketmine\event\entity\EntityDamageByEntityEvent;
|
|
use pocketmine\event\entity\EntityDamageEvent;
|
|
use pocketmine\event\entity\EntityExplodeEvent;
|
|
use pocketmine\item\VanillaItems;
|
|
use pocketmine\math\AxisAlignedBB;
|
|
use pocketmine\math\Vector3;
|
|
use pocketmine\world\format\SubChunk;
|
|
use pocketmine\world\particle\HugeExplodeSeedParticle;
|
|
use pocketmine\world\sound\ExplodeSound;
|
|
use pocketmine\world\utils\SubChunkExplorer;
|
|
use pocketmine\world\utils\SubChunkExplorerStatus;
|
|
use function ceil;
|
|
use function floor;
|
|
use function mt_rand;
|
|
use function sqrt;
|
|
|
|
class Explosion{
|
|
private int $rays = 16;
|
|
/** @var World */
|
|
public $world;
|
|
/** @var Position */
|
|
public $source;
|
|
/** @var float */
|
|
public $size;
|
|
|
|
/** @var Block[] */
|
|
public $affectedBlocks = [];
|
|
/** @var float */
|
|
public $stepLen = 0.3;
|
|
|
|
private Entity|Block|null $what;
|
|
|
|
private SubChunkExplorer $subChunkExplorer;
|
|
|
|
public function __construct(Position $center, float $size, Entity|Block|null $what = null){
|
|
if(!$center->isValid()){
|
|
throw new \InvalidArgumentException("Position does not have a valid world");
|
|
}
|
|
$this->source = $center;
|
|
$this->world = $center->getWorld();
|
|
|
|
if($size <= 0){
|
|
throw new \InvalidArgumentException("Explosion radius must be greater than 0, got $size");
|
|
}
|
|
$this->size = $size;
|
|
|
|
$this->what = $what;
|
|
$this->subChunkExplorer = new SubChunkExplorer($this->world);
|
|
}
|
|
|
|
/**
|
|
* Calculates which blocks will be destroyed by this explosion. If explodeB() is called without calling this, no blocks
|
|
* will be destroyed.
|
|
*/
|
|
public function explodeA() : bool{
|
|
if($this->size < 0.1){
|
|
return false;
|
|
}
|
|
|
|
$blockFactory = BlockFactory::getInstance();
|
|
|
|
$currentChunk = null;
|
|
$currentSubChunk = null;
|
|
|
|
$mRays = $this->rays - 1;
|
|
for($i = 0; $i < $this->rays; ++$i){
|
|
for($j = 0; $j < $this->rays; ++$j){
|
|
for($k = 0; $k < $this->rays; ++$k){
|
|
if($i === 0 || $i === $mRays || $j === 0 || $j === $mRays || $k === 0 || $k === $mRays){
|
|
//this could be written as new Vector3(...)->normalize()->multiply(stepLen), but we're avoiding Vector3 for performance here
|
|
[$shiftX, $shiftY, $shiftZ] = [$i / $mRays * 2 - 1, $j / $mRays * 2 - 1, $k / $mRays * 2 - 1];
|
|
$len = sqrt($shiftX ** 2 + $shiftY ** 2 + $shiftZ ** 2);
|
|
[$shiftX, $shiftY, $shiftZ] = [($shiftX / $len) * $this->stepLen, ($shiftY / $len) * $this->stepLen, ($shiftZ / $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;
|
|
$vBlockX = $pointerX >= $x ? $x : $x - 1;
|
|
$vBlockY = $pointerY >= $y ? $y : $y - 1;
|
|
$vBlockZ = $pointerZ >= $z ? $z : $z - 1;
|
|
|
|
$pointerX += $shiftX;
|
|
$pointerY += $shiftY;
|
|
$pointerZ += $shiftZ;
|
|
|
|
if($this->subChunkExplorer->moveTo($vBlockX, $vBlockY, $vBlockZ) === SubChunkExplorerStatus::INVALID){
|
|
continue;
|
|
}
|
|
|
|
$state = $this->subChunkExplorer->currentSubChunk->getFullBlock($vBlockX & SubChunk::COORD_MASK, $vBlockY & SubChunk::COORD_MASK, $vBlockZ & SubChunk::COORD_MASK);
|
|
|
|
$blastResistance = $blockFactory->blastResistance[$state];
|
|
if($blastResistance >= 0){
|
|
$blastForce -= ($blastResistance / 5 + 0.3) * $this->stepLen;
|
|
if($blastForce > 0){
|
|
if(!isset($this->affectedBlocks[World::blockHash($vBlockX, $vBlockY, $vBlockZ)])){
|
|
$_block = $this->world->getBlockAt($vBlockX, $vBlockY, $vBlockZ, true, false);
|
|
foreach($_block->getAffectedBlocks() as $_affectedBlock){
|
|
$_affectedBlockPos = $_affectedBlock->getPosition();
|
|
$this->affectedBlocks[World::blockHash($_affectedBlockPos->x, $_affectedBlockPos->y, $_affectedBlockPos->z)] = $_affectedBlock;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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.
|
|
*/
|
|
public function explodeB() : bool{
|
|
$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);
|
|
|
|
/** @var Entity[] $list */
|
|
$list = $this->world->getNearbyEntities($explosionBB, $this->what instanceof Entity ? $this->what : null);
|
|
foreach($list as $entity){
|
|
$entityPos = $entity->getPosition();
|
|
$distance = $entityPos->distance($this->source) / $explosionSize;
|
|
|
|
if($distance <= 1){
|
|
$motion = $entityPos->subtractVector($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 = VanillaItems::AIR();
|
|
$airBlock = VanillaBlocks::AIR();
|
|
|
|
foreach($this->affectedBlocks as $block){
|
|
$pos = $block->getPosition();
|
|
if($block instanceof TNT){
|
|
$block->ignite(mt_rand(10, 30));
|
|
}else{
|
|
if(mt_rand(0, 100) < $yield){
|
|
foreach($block->getDrops($air) as $drop){
|
|
$this->world->dropItem($pos->add(0.5, 0.5, 0.5), $drop);
|
|
}
|
|
}
|
|
if(($t = $this->world->getTileAt($pos->x, $pos->y, $pos->z)) !== null){
|
|
$t->onBlockDestroyed(); //needed to create drops for inventories
|
|
}
|
|
$this->world->setBlockAt($pos->x, $pos->y, $pos->z, $airBlock);
|
|
}
|
|
}
|
|
|
|
$this->world->addParticle($source, new HugeExplodeSeedParticle());
|
|
$this->world->addSound($source, new ExplodeSound());
|
|
|
|
return true;
|
|
}
|
|
}
|