Example #1
0
 public function onUpdate($currentTick)
 {
     if ($this->closed) {
         return false;
     }
     $tickDiff = $currentTick - $this->lastUpdate;
     if ($tickDiff <= 0 and !$this->justCreated) {
         return true;
     }
     $this->lastUpdate = $currentTick;
     $hasUpdate = $this->entityBaseTick($tickDiff);
     if ($this->isAlive()) {
         $movingObjectPosition = null;
         if (!$this->isCollided) {
             $this->motionY -= $this->gravity;
         }
         $moveVector = new Vector3($this->x + $this->motionX, $this->y + $this->motionY, $this->z + $this->motionZ);
         $list = $this->getLevel()->getCollidingEntities($this->boundingBox->addCoord($this->motionX, $this->motionY, $this->motionZ)->expand(1, 1, 1), $this);
         $nearDistance = PHP_INT_MAX;
         $nearEntity = null;
         foreach ($list as $entity) {
             if ($entity === $this->shootingEntity and $this->ticksLived < 5) {
                 continue;
             }
             $axisalignedbb = $entity->boundingBox->grow(0.3, 0.3, 0.3);
             $ob = $axisalignedbb->calculateIntercept($this, $moveVector);
             if ($ob === null) {
                 continue;
             }
             $distance = $this->distanceSquared($ob->hitVector);
             if ($distance < $nearDistance) {
                 $nearDistance = $distance;
                 $nearEntity = $entity;
             }
         }
         if ($nearEntity !== null) {
             $movingObjectPosition = MovingObjectPosition::fromEntity($nearEntity);
         }
         if ($movingObjectPosition !== null) {
             if ($movingObjectPosition->entityHit !== null) {
                 $this->server->getPluginManager()->callEvent(new ProjectileHitEvent($this));
                 $motion = sqrt($this->motionX ** 2 + $this->motionY ** 2 + $this->motionZ ** 2);
                 $damage = ceil($motion * $this->damage);
                 if ($this instanceof Arrow and $this->isCritical) {
                     $damage += mt_rand(0, (int) ($damage / 2) + 1);
                 }
                 if ($this->shootingEntity === null) {
                     $ev = new EntityDamageByEntityEvent($this, $movingObjectPosition->entityHit, EntityDamageEvent::CAUSE_PROJECTILE, $damage);
                 } else {
                     $ev = new EntityDamageByChildEntityEvent($this->shootingEntity, $this, $movingObjectPosition->entityHit, EntityDamageEvent::CAUSE_PROJECTILE, $damage);
                 }
                 $movingObjectPosition->entityHit->attack($ev->getFinalDamage(), $ev);
                 $this->hadCollision = true;
                 if ($this->fireTicks > 0) {
                     $ev = new EntityCombustByEntityEvent($this, $movingObjectPosition->entityHit, 5);
                     $this->server->getPluginManager()->callEvent($ev);
                     if (!$ev->isCancelled()) {
                         $movingObjectPosition->entityHit->setOnFire($ev->getDuration());
                     }
                 }
                 $this->kill();
                 return true;
             }
         }
         $this->move($this->motionX, $this->motionY, $this->motionZ);
         if ($this->isCollided and !$this->hadCollision) {
             $this->hadCollision = true;
             $this->motionX = 0;
             $this->motionY = 0;
             $this->motionZ = 0;
             $this->server->getPluginManager()->callEvent(new ProjectileHitEvent($this));
         } elseif (!$this->isCollided and $this->hadCollision) {
             $this->hadCollision = false;
         }
         if (!$this->onGround or abs($this->motionX) > 1.0E-5 or abs($this->motionY) > 1.0E-5 or abs($this->motionZ) > 1.0E-5) {
             $f = sqrt($this->motionX ** 2 + $this->motionZ ** 2);
             $this->yaw = atan2($this->motionX, $this->motionZ) * 180 / M_PI;
             $this->pitch = atan2($this->motionY, $f) * 180 / M_PI;
             $hasUpdate = true;
         }
         $this->updateMovement();
     }
     return $hasUpdate;
 }
Example #2
0
 public function calculateIntercept(Vector3 $pos1, Vector3 $pos2)
 {
     $v1 = $pos1->getIntermediateWithXValue($pos2, $this->minX);
     $v2 = $pos1->getIntermediateWithXValue($pos2, $this->maxX);
     $v3 = $pos1->getIntermediateWithYValue($pos2, $this->minY);
     $v4 = $pos1->getIntermediateWithYValue($pos2, $this->maxY);
     $v5 = $pos1->getIntermediateWithZValue($pos2, $this->minZ);
     $v6 = $pos1->getIntermediateWithZValue($pos2, $this->maxZ);
     if ($v1 !== null and !$this->isVectorInYZ($v1)) {
         $v1 = null;
     }
     if ($v2 !== null and !$this->isVectorInYZ($v2)) {
         $v2 = null;
     }
     if ($v3 !== null and !$this->isVectorInXZ($v3)) {
         $v3 = null;
     }
     if ($v4 !== null and !$this->isVectorInXZ($v4)) {
         $v4 = null;
     }
     if ($v5 !== null and !$this->isVectorInXY($v5)) {
         $v5 = null;
     }
     if ($v6 !== null and !$this->isVectorInXY($v6)) {
         $v6 = null;
     }
     $vector = null;
     if ($v1 !== null and ($vector === null or $pos1->distanceSquared($v1) < $pos1->distanceSquared($vector))) {
         $vector = $v1;
     }
     if ($v2 !== null and ($vector === null or $pos1->distanceSquared($v2) < $pos1->distanceSquared($vector))) {
         $vector = $v2;
     }
     if ($v3 !== null and ($vector === null or $pos1->distanceSquared($v3) < $pos1->distanceSquared($vector))) {
         $vector = $v3;
     }
     if ($v4 !== null and ($vector === null or $pos1->distanceSquared($v4) < $pos1->distanceSquared($vector))) {
         $vector = $v4;
     }
     if ($v5 !== null and ($vector === null or $pos1->distanceSquared($v5) < $pos1->distanceSquared($vector))) {
         $vector = $v5;
     }
     if ($v6 !== null and ($vector === null or $pos1->distanceSquared($v6) < $pos1->distanceSquared($vector))) {
         $vector = $v6;
     }
     if ($vector === null) {
         return null;
     }
     $f = -1;
     if ($vector === $v1) {
         $f = 4;
     } elseif ($vector === $v2) {
         $f = 5;
     } elseif ($vector === $v3) {
         $f = 0;
     } elseif ($vector === $v4) {
         $f = 1;
     } elseif ($vector === $v5) {
         $f = 2;
     } elseif ($vector === $v6) {
         $f = 3;
     }
     return MovingObjectPosition::fromBlock(0, 0, 0, $f, $vector);
 }