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This is better for performance because these then don't need to be reevaluated every time they are called. When encountering an unqualified function or constant reference, PHP will first try to locate a symbol in the current namespace by that name, and then fall back to the global namespace. This short-circuits the check, which has substantial performance effects in some cases - in particular, ord(), chr() and strlen() show ~1500x faster calls when they are fully qualified. However, this doesn't mean that PM is getting a massive amount faster. In real world terms, this translates to about 10-15% performance improvement. But before anyone gets excited, you should know that the CodeOptimizer in the PreProcessor repo has been applying fully-qualified symbol optimizations to Jenkins builds for years, which is one of the reasons why Jenkins builds have better performance than home-built or source installations. We're choosing to do this for the sake of future SafePHP integration and also to be able to get rid of the buggy CodeOptimizer, so that phar and source are more consistent.
171 lines
4.3 KiB
PHP
171 lines
4.3 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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namespace pocketmine\block;
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use pocketmine\entity\Entity;
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use pocketmine\entity\projectile\Arrow;
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use pocketmine\event\block\BlockBurnEvent;
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use pocketmine\event\entity\EntityCombustByBlockEvent;
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use pocketmine\event\entity\EntityDamageByBlockEvent;
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use pocketmine\event\entity\EntityDamageEvent;
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use pocketmine\item\Item;
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use pocketmine\math\Vector3;
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use function min;
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use function mt_rand;
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class Fire extends Flowable{
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protected $id = self::FIRE;
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public function __construct(int $meta = 0){
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$this->meta = $meta;
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}
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public function hasEntityCollision() : bool{
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return true;
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}
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public function getName() : string{
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return "Fire Block";
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}
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public function getLightLevel() : int{
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return 15;
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}
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public function isBreakable(Item $item) : bool{
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return false;
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}
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public function canBeReplaced() : bool{
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return true;
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}
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public function onEntityCollide(Entity $entity) : void{
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$ev = new EntityDamageByBlockEvent($this, $entity, EntityDamageEvent::CAUSE_FIRE, 1);
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$entity->attack($ev);
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$ev = new EntityCombustByBlockEvent($this, $entity, 8);
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if($entity instanceof Arrow){
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$ev->setCancelled();
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}
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$ev->call();
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if(!$ev->isCancelled()){
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$entity->setOnFire($ev->getDuration());
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}
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}
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public function getDropsForCompatibleTool(Item $item) : array{
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return [];
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}
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public function onNearbyBlockChange() : void{
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if(!$this->getSide(Vector3::SIDE_DOWN)->isSolid() and !$this->hasAdjacentFlammableBlocks()){
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$this->getLevel()->setBlock($this, BlockFactory::get(Block::AIR), true);
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}else{
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$this->level->scheduleDelayedBlockUpdate($this, mt_rand(30, 40));
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}
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}
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public function ticksRandomly() : bool{
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return true;
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}
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public function onRandomTick() : void{
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$down = $this->getSide(Vector3::SIDE_DOWN);
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$result = null;
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if($this->meta < 15 and mt_rand(0, 2) === 0){
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$this->meta++;
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$result = $this;
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}
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$canSpread = true;
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if(!$down->burnsForever()){
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//TODO: check rain
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if($this->meta === 15){
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if(!$down->isFlammable() and mt_rand(0, 3) === 3){ //1/4 chance to extinguish
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$canSpread = false;
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$result = BlockFactory::get(Block::AIR);
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}
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}elseif(!$this->hasAdjacentFlammableBlocks()){
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$canSpread = false;
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if(!$down->isSolid() or $this->meta > 3){ //fire older than 3, or without a solid block below
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$result = BlockFactory::get(Block::AIR);
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}
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}
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}
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if($result !== null){
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$this->level->setBlock($this, $result);
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}
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$this->level->scheduleDelayedBlockUpdate($this, mt_rand(30, 40));
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if($canSpread){
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//TODO: raise upper bound for chance in humid biomes
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foreach($this->getHorizontalSides() as $side){
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$this->burnBlock($side, 300);
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}
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//vanilla uses a 250 upper bound here, but I don't think they intended to increase the chance of incineration
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$this->burnBlock($this->getSide(Vector3::SIDE_UP), 350);
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$this->burnBlock($this->getSide(Vector3::SIDE_DOWN), 350);
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//TODO: fire spread
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}
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}
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public function onScheduledUpdate() : void{
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$this->onRandomTick();
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}
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private function hasAdjacentFlammableBlocks() : bool{
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for($i = 0; $i <= 5; ++$i){
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if($this->getSide($i)->isFlammable()){
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return true;
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}
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}
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return false;
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}
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private function burnBlock(Block $block, int $chanceBound) : void{
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if(mt_rand(0, $chanceBound) < $block->getFlammability()){
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$ev = new BlockBurnEvent($block, $this);
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$ev->call();
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if(!$ev->isCancelled()){
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$block->onIncinerate();
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if(mt_rand(0, $this->meta + 9) < 5){ //TODO: check rain
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$this->level->setBlock($block, BlockFactory::get(Block::FIRE, min(15, $this->meta + (mt_rand(0, 4) >> 2))));
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}else{
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$this->level->setBlock($block, BlockFactory::get(Block::AIR));
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}
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}
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}
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}
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}
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