Example #1
0
 /**
  * Sets on Vector3 the data from a Block object,
  * does block updates and puts the changes to the send queue.
  *
  * If $direct is true, it'll send changes directly to players. if false, it'll be queued
  * and the best way to send queued changes will be done in the next tick.
  * This way big changes can be sent on a single chunk update packet instead of thousands of packets.
  *
  * If $update is true, it'll get the neighbour blocks (6 sides) and update them.
  * If you are doing big changes, you might want to set this to false, then update manually.
  *
  * @param Vector3 $pos
  * @param Block   $block
  * @param bool    $direct @deprecated
  * @param bool    $update
  *
  * @return bool Whether the block has been updated or not
  */
 public function setBlock(Vector3 $pos, Block $block, $direct = false, $update = true)
 {
     if ($pos->y < 0 or $pos->y >= 128) {
         return false;
     }
     if ($this->getChunk($pos->x >> 4, $pos->z >> 4, true)->setBlock($pos->x & 0xf, $pos->y & 0x7f, $pos->z & 0xf, $block->getId(), $block->getDamage())) {
         if (!$pos instanceof Position) {
             $pos = $this->temporalPosition->setComponents($pos->x, $pos->y, $pos->z);
         }
         $block->position($pos);
         unset($this->blockCache[Level::blockHash($pos->x, $pos->y, $pos->z)]);
         $index = Level::chunkHash($pos->x >> 4, $pos->z >> 4);
         if ($direct === true) {
             $this->sendBlocks($this->getChunkPlayers($pos->x >> 4, $pos->z >> 4), [$block], UpdateBlockPacket::FLAG_ALL_PRIORITY);
             unset($this->chunkCache[$index]);
         } else {
             if (!isset($this->changedBlocks[$index])) {
                 $this->changedBlocks[$index] = [];
             }
             $this->changedBlocks[$index][Level::blockHash($block->x, $block->y, $block->z)] = clone $block;
         }
         foreach ($this->getChunkLoaders($pos->x >> 4, $pos->z >> 4) as $loader) {
             $loader->onBlockChanged($block);
         }
         if ($update === true) {
             $this->updateAllLight($block);
             $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($block));
             if (!$ev->isCancelled()) {
                 foreach ($this->getNearbyEntities(new AxisAlignedBB($block->x - 1, $block->y - 1, $block->z - 1, $block->x + 1, $block->y + 1, $block->z + 1)) as $entity) {
                     $entity->scheduleUpdate();
                 }
                 $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
             }
             $this->updateAround($pos);
         }
         return true;
     }
     return false;
 }
Example #2
0
 public function explodeB()
 {
     $send = [];
     $updateBlocks = [];
     $source = (new Vector3($this->source->x, $this->source->y, $this->source->z))->floor();
     $yield = 1 / $this->size * 100;
     if ($this->what instanceof Entity) {
         $this->level->getServer()->getPluginManager()->callEvent($ev = new EntityExplodeEvent($this->what, $this->source, $this->affectedBlocks, $yield));
         if ($ev->isCancelled()) {
             return false;
         } else {
             $yield = $ev->getYield();
             $this->affectedBlocks = $ev->getBlockList();
         }
     }
     $explosionSize = $this->size * 2;
     $minX = Math::floorFloat($this->source->x - $explosionSize - 1);
     $maxX = Math::ceilFloat($this->source->x + $explosionSize + 1);
     $minY = Math::floorFloat($this->source->y - $explosionSize - 1);
     $maxY = Math::ceilFloat($this->source->y + $explosionSize + 1);
     $minZ = Math::floorFloat($this->source->z - $explosionSize - 1);
     $maxZ = Math::ceilFloat($this->source->z + $explosionSize + 1);
     $explosionBB = new AxisAlignedBB($minX, $minY, $minZ, $maxX, $maxY, $maxZ);
     $list = $this->level->getNearbyEntities($explosionBB, $this->what instanceof Entity ? $this->what : null);
     foreach ($list as $entity) {
         $distance = $entity->distance($this->source) / $explosionSize;
         if ($distance <= 1) {
             $motion = $entity->subtract($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->getFinalDamage(), $ev);
             $entity->setMotion($motion->multiply($impact));
         }
     }
     $air = Item::get(Item::AIR);
     foreach ($this->affectedBlocks as $block) {
         if ($block->getId() === Block::TNT) {
             $mot = (new Random())->nextSignedFloat() * M_PI * 2;
             $tnt = Entity::createEntity("PrimedTNT", $this->level->getChunk($block->x >> 4, $block->z >> 4), new Compound("", ["Pos" => new Enum("Pos", [new Double("", $block->x + 0.5), new Double("", $block->y), new Double("", $block->z + 0.5)]), "Motion" => new Enum("Motion", [new Double("", -sin($mot) * 0.02), new Double("", 0.2), new Double("", -cos($mot) * 0.02)]), "Rotation" => new Enum("Rotation", [new Float("", 0), new Float("", 0)]), "Fuse" => new Byte("Fuse", mt_rand(10, 30))]));
             $tnt->spawnToAll();
         } elseif (mt_rand(0, 100) < $yield) {
             foreach ($block->getDrops($air) as $drop) {
                 $this->level->dropItem($block->add(0.5, 0.5, 0.5), Item::get(...$drop));
             }
         }
         $this->level->setBlockIdAt($block->x, $block->y, $block->z, 0);
         $pos = new Vector3($block->x, $block->y, $block->z);
         for ($side = 0; $side < 5; $side++) {
             $sideBlock = $pos->getSide($side);
             if (!isset($this->affectedBlocks[$index = Level::blockHash($sideBlock->x, $sideBlock->y, $sideBlock->z)]) and !isset($updateBlocks[$index])) {
                 $this->level->getServer()->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->level->getBlock($sideBlock)));
                 if (!$ev->isCancelled()) {
                     $ev->getBlock()->onUpdate(Level::BLOCK_UPDATE_NORMAL);
                 }
                 $updateBlocks[$index] = true;
             }
         }
         $send[] = new Vector3($block->x - $source->x, $block->y - $source->y, $block->z - $source->z);
     }
     $pk = new ExplodePacket();
     $pk->x = $this->source->x;
     $pk->y = $this->source->y;
     $pk->z = $this->source->z;
     $pk->radius = $this->size;
     $pk->records = $send;
     $this->level->addChunkPacket($source->x >> 4, $source->z >> 4, $pk);
     return true;
 }