PocketMine-MP/src/world/Explosion.php
2022-04-28 15:06:17 +01:00

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;
}
}