Esempio n. 1
0
 /**
  * Returns the entities near the current one inside the AxisAlignedBB
  *
  * @param AxisAlignedBB $bb
  * @param Entity        $entity
  *
  * @return Entity[]
  */
 public function getNearbyEntities(AxisAlignedBB $bb, Entity $entity = null)
 {
     $nearby = [];
     $minX = Math::floorFloat(($bb->minX - 2) / 16);
     $maxX = Math::ceilFloat(($bb->maxX + 2) / 16);
     $minZ = Math::floorFloat(($bb->minZ - 2) / 16);
     $maxZ = Math::ceilFloat(($bb->maxZ + 2) / 16);
     for ($x = $minX; $x <= $maxX; ++$x) {
         for ($z = $minZ; $z <= $maxZ; ++$z) {
             foreach ($this->getChunkEntities($x, $z) as $ent) {
                 if ($ent !== $entity and $ent->boundingBox->intersectsWith($bb)) {
                     $nearby[] = $ent;
                 }
             }
         }
     }
     return $nearby;
 }
Esempio n. 2
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 public function isInsideOfWater()
 {
     $block = $this->level->getBlock($this->temporalVector->setComponents(Math::floorFloat($this->x), Math::floorFloat($y = $this->y + $this->getEyeHeight()), Math::floorFloat($this->z)));
     if ($block instanceof Water) {
         $f = $block->y + 1 - ($block->getFluidHeightPercent() - 0.1111111);
         return $y < $f;
     }
     return false;
 }
Esempio n. 3
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 public function getBlocksAround()
 {
     if ($this->blocksAround === null) {
         $minX = Math::floorFloat($this->boundingBox->minX);
         $minY = Math::floorFloat($this->boundingBox->minY);
         $minZ = Math::floorFloat($this->boundingBox->minZ);
         $maxX = Math::ceilFloat($this->boundingBox->maxX);
         $maxY = Math::ceilFloat($this->boundingBox->maxY);
         $maxZ = Math::ceilFloat($this->boundingBox->maxZ);
         $this->blocksAround = [];
         for ($z = $minZ; $z <= $maxZ; ++$z) {
             for ($x = $minX; $x <= $maxX; ++$x) {
                 for ($y = $minY; $y <= $maxY; ++$y) {
                     $block = $this->level->getBlock($this->temporalVector->setComponents($x, $y, $z));
                     if ($block->hasEntityCollision()) {
                         $this->blocksAround[] = $block;
                     }
                 }
             }
         }
     }
     return $this->blocksAround;
 }
Esempio n. 4
0
 protected function checkBlockCollision()
 {
     $minX = Math::floorFloat($this->boundingBox->minX + 0.001);
     $minY = Math::floorFloat($this->boundingBox->minY + 0.001);
     $minZ = Math::floorFloat($this->boundingBox->minZ + 0.001);
     $maxX = Math::floorFloat($this->boundingBox->maxX - 0.001);
     $maxY = Math::floorFloat($this->boundingBox->maxY - 0.001);
     $maxZ = Math::floorFloat($this->boundingBox->maxZ - 0.001);
     $vector = new Vector3(0, 0, 0);
     $v = new Vector3(0, 0, 0);
     for ($v->z = $minZ; $v->z <= $maxZ; ++$v->z) {
         for ($v->x = $minX; $v->x <= $maxX; ++$v->x) {
             for ($v->y = $minY; $v->y <= $maxY; ++$v->y) {
                 $block = $this->level->getBlock($v);
                 if ($block->hasEntityCollision()) {
                     $block->onEntityCollide($this);
                     if (!$this instanceof Player) {
                         $block->addVelocityToEntity($this, $vector);
                     }
                 }
             }
         }
     }
     if (!$this instanceof Player and $vector->length() > 0) {
         $vector = $vector->normalize();
         $d = 0.014;
         $this->motionX += $vector->x * $d;
         $this->motionY += $vector->y * $d;
         $this->motionZ += $vector->z * $d;
     }
 }
Esempio n. 5
0
 /**
  * Converts a quantity of exp into a level and a progress percentage
  *
  * @param int $xp
  *
  * @return int[]
  */
 public static function getLevelFromXp(int $xp) : array
 {
     $xp &= 0x7fffffff;
     /** These values are correct up to and including level 16 */
     $a = 1;
     $b = 6;
     $c = -$xp;
     if ($xp > self::getTotalXpRequirement(16)) {
         /** Modify the coefficients to fit the relevant equation */
         if ($xp <= self::getTotalXpRequirement(31)) {
             /** Levels 16-31 */
             $a = 2.5;
             $b = -40.5;
             $c += 360;
         } else {
             /** Level 32+ */
             $a = 4.5;
             $b = -162.5;
             $c += 2220;
         }
     }
     $answer = max(Math::solveQuadratic($a, $b, $c));
     //Use largest result value
     $level = floor($answer);
     $progress = $answer - $level;
     return [$level, $progress];
 }
Esempio n. 6
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 public function onTick()
 {
     foreach ($this->getServer()->getOnlinePlayers() as $p) {
         if ($p->hasPermission("debe.damageblock.inv")) {
             continue;
         }
         $bb = $p->getBoundingBox();
         $minX = Math::floorFloat($bb->minX - 0.001);
         $minY = Math::floorFloat($bb->minY - 0.001);
         $minZ = Math::floorFloat($bb->minZ - 0.001);
         $maxX = Math::floorFloat($bb->maxX + 0.001);
         $maxY = Math::floorFloat($bb->maxY + 0.001);
         $maxZ = Math::floorFloat($bb->maxZ + 0.001);
         $block = [];
         $damage = 0;
         for ($z = $minZ; $z <= $maxZ; ++$z) {
             for ($x = $minX; $x <= $maxX; ++$x) {
                 for ($y = $minY; $y <= $maxY; ++$y) {
                     $getDamage = $this->getDamage($p->getLevel()->getBlock(new Vector3($x, $y, $z)));
                     if (!in_array($getDamage[1], $block)) {
                         $damage += $getDamage[0];
                         $block[] = $getDamage[1];
                     }
                 }
             }
         }
         if ($damage !== 0) {
             $p->attack($damage);
         }
     }
 }
Esempio n. 7
0
 public function updateMove()
 {
     if (!$this->isMovement()) {
         return null;
     }
     /** @var Vector3 $target */
     if ($this->attacker instanceof Entity) {
         if ($this->atkTime == 16) {
             $target = $this->attacker;
             $x = $target->x - $this->x;
             $z = $target->z - $this->z;
             $diff = abs($x) + abs($z);
             $this->motionX = -0.5 * ($diff == 0 ? 0 : $x / $diff);
             $this->motionZ = -0.5 * ($diff == 0 ? 0 : $z / $diff);
             --$this->atkTime;
         }
         $y = [11 => 0.3, 12 => 0.3, 13 => 0.4, 14 => 0.4, 15 => 0.5, 16 => 0.5];
         $this->move($this->motionX, isset($y[$this->atkTime]) ? $y[$this->atkTime] : -0.2, $this->motionZ);
         if (--$this->atkTime <= 0) {
             $this->attacker = null;
             $this->motionX = 0;
             $this->motionY = 0;
             $this->motionZ = 0;
         }
         return null;
     }
     $before = $this->baseTarget;
     $this->checkTarget();
     if ($this->baseTarget instanceof Creature or $before !== $this->baseTarget) {
         $x = $this->baseTarget->x - $this->x;
         $y = $this->baseTarget->y - $this->y;
         $z = $this->baseTarget->z - $this->z;
         if ($this->stayTime > 0 || $x ** 2 + $z ** 2 < 0.5) {
             $this->motionX = 0;
             $this->motionZ = 0;
         } else {
             $diff = abs($x) + abs($z);
             $this->motionX = $this->speed * 0.15 * ($x / $diff);
             $this->motionZ = $this->speed * 0.15 * ($z / $diff);
         }
         //$this->yaw = rad2deg(atan2($z, $x) - M_PI_2);
         $this->yaw = -atan2($this->motionX, $this->motionZ) * 180 / M_PI;
         $this->pitch = $y == 0 ? 0 : rad2deg(-atan2($y, sqrt($x ** 2 + $z ** 2)));
     }
     $target = $this->mainTarget != null ? $this->mainTarget : $this->baseTarget;
     if ($this->stayTime > 0) {
         --$this->stayTime;
     } else {
         $isJump = false;
         $dx = $this->motionX;
         $dy = $this->motionY;
         $dz = $this->motionZ;
         $be = new Vector2($this->x + $dx, $this->z + $dz);
         $this->move($dx, $dy, $dz);
         $af = new Vector2($this->x, $this->z);
         if ($be->x != $af->x || $be->y != $af->y) {
             $x = 0;
             $z = 0;
             if ($be->x - $af->x != 0) {
                 $x += $be->x - $af->x > 0 ? 1 : -1;
             }
             if ($be->y - $af->y != 0) {
                 $z += $be->y - $af->y > 0 ? 1 : -1;
             }
             $block = $this->level->getBlock((new Vector3(Math::floorFloat($be->x) + $x, $this->y, Math::floorFloat($af->y) + $z))->floor());
             $block2 = $this->level->getBlock((new Vector3(Math::floorFloat($be->x) + $x, $this->y + 1, Math::floorFloat($af->y) + $z))->floor());
             if (!$block->canPassThrough()) {
                 $bb = $block2->getBoundingBox();
                 if ($block2->canPassThrough() || ($bb == null || $bb != null && $bb->maxY - $this->y <= 1)) {
                     $isJump = true;
                     $this->motionY = 0.2;
                 } else {
                     if ($this->level->getBlock($block->add(-$x, 0, -$z))->getId() == Item::LADDER) {
                         $isJump = true;
                         $this->motionY = 0.2;
                     }
                 }
             }
             if (!$isJump) {
                 $this->moveTime = 0;
             }
         }
         if ($this->onGround && !$isJump) {
             $this->motionY = 0;
         } elseif (!$isJump) {
             $this->motionY -= $this->gravity;
         }
     }
     $this->updateMovement();
     return $target;
 }
Esempio n. 8
0
 /**
  * @return Rail
  */
 public function getNearestRail()
 {
     $minX = Math::floorFloat($this->boundingBox->minX);
     $minY = Math::floorFloat($this->boundingBox->minY);
     $minZ = Math::floorFloat($this->boundingBox->minZ);
     $maxX = Math::ceilFloat($this->boundingBox->maxX);
     $maxY = Math::ceilFloat($this->boundingBox->maxY);
     $maxZ = Math::ceilFloat($this->boundingBox->maxZ);
     $rails = [];
     for ($z = $minZ; $z <= $maxZ; ++$z) {
         for ($x = $minX; $x <= $maxX; ++$x) {
             for ($y = $minY; $y <= $maxY; ++$y) {
                 $block = $this->level->getBlock($this->temporalVector->setComponents($x, $y, $z));
                 if (in_array($block->getId(), [Block::RAIL, Block::ACTIVATOR_RAIL, Block::DETECTOR_RAIL, Block::POWERED_RAIL])) {
                     $rails[] = $block;
                 }
             }
         }
     }
     $minDistance = PHP_INT_MAX;
     $nearestRail = null;
     foreach ($rails as $rail) {
         $dis = $this->distance($rail);
         if ($dis < $minDistance) {
             $nearestRail = $rail;
             $minDistance = $dis;
         }
     }
     return $nearestRail;
 }
 public function updateMove(int $tickDiff)
 {
     if (!$this->isMovement()) {
         return null;
     }
     if ($this->isKnockback()) {
         $this->move($this->motionX * $tickDiff, $this->motionY, $this->motionZ * $tickDiff);
         $this->motionY -= 0.15 * $tickDiff;
         $this->updateMovement();
         return null;
     }
     $before = $this->baseTarget;
     $this->checkTarget();
     if ($this->baseTarget instanceof Creature or $before !== $this->baseTarget) {
         $x = $this->baseTarget->x - $this->x;
         $y = $this->baseTarget->y - $this->y;
         $z = $this->baseTarget->z - $this->z;
         if ($this->stayTime > 0 || $x ** 2 + $z ** 2 < 0.7) {
             $this->motionX = 0;
             $this->motionZ = 0;
         } else {
             $diff = abs($x) + abs($z);
             $this->motionX = $this->getSpeed() * 0.15 * ($x / $diff);
             $this->motionZ = $this->getSpeed() * 0.15 * ($z / $diff);
         }
         $this->yaw = -atan2($this->motionX, $this->motionZ) * 180 / M_PI;
         $this->pitch = $y == 0 ? 0 : rad2deg(-atan2($y, sqrt($x ** 2 + $z ** 2)));
     }
     $target = $this->mainTarget != null ? $this->mainTarget : $this->baseTarget;
     if ($this->stayTime > 0) {
         $this->stayTime -= 1;
     } else {
         $isJump = false;
         $dx = $this->motionX * $tickDiff;
         $dy = $this->motionY * $tickDiff;
         $dz = $this->motionZ * $tickDiff;
         $be = new Vector2($this->x + $dx, $this->z + $dz);
         $this->move($dx, $dy, $dz);
         $af = new Vector2($this->x, $this->z);
         if ($be->x != $af->x || $be->y != $af->y) {
             $x = 0;
             $z = 0;
             if ($be->x - $af->x != 0) {
                 $x += $be->x - $af->x > 0 ? 1 : -1;
             }
             if ($be->y - $af->y != 0) {
                 $z += $be->y - $af->y > 0 ? 1 : -1;
             }
             $vec = new Vector3(Math::floorFloat($be->x), (int) $this->y, Math::floorFloat($be->y));
             $block = $this->level->getBlock($vec->add($x, 0, $z));
             $block2 = $this->level->getBlock($vec->add($x, 1, $z));
             if (!$block->canPassThrough()) {
                 $bb = $block2->getBoundingBox();
                 if ($this->motionY > -$this->gravity * 4 && ($block2->canPassThrough() || ($bb == null || $bb != null && $bb->maxY - $this->y <= 1))) {
                     $isJump = true;
                     if ($this->motionY >= 0.3) {
                         $this->motionY += $this->gravity;
                     } else {
                         $this->motionY = 0.3;
                     }
                 } elseif ($this->level->getBlock($vec)->getId() == Item::LADDER) {
                     $isJump = true;
                     $this->motionY = 0.15;
                 }
             }
             if (!$isJump) {
                 $this->moveTime -= 90 * $tickDiff;
             }
         }
         if ($this->onGround && !$isJump) {
             $this->motionY = 0;
         } elseif (!$isJump) {
             if ($this->motionY > -$this->gravity * 4) {
                 $this->motionY = -$this->gravity * 4;
             } else {
                 $this->motionY -= $this->gravity;
             }
         }
     }
     $this->updateMovement();
     return $target;
 }
Esempio n. 10
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 protected function checkBlockCollision()
 {
     $minX = Math::ceilFloat($this->boundingBox->minX);
     $minY = Math::ceilFloat($this->boundingBox->minY);
     $minZ = Math::ceilFloat($this->boundingBox->minZ);
     $maxX = Math::floorFloat($this->boundingBox->maxX);
     $maxY = Math::floorFloat($this->boundingBox->maxY);
     $maxZ = Math::floorFloat($this->boundingBox->maxZ);
     $blocksInside = [];
     for ($z = $minZ; $z <= $maxZ; ++$z) {
         for ($x = $minX; $x <= $maxX; ++$x) {
             for ($y = $minY; $y <= $maxY; ++$y) {
                 $block = $this->level->getBlock($this->temporalVector->setComponents($x, $y, $z));
                 if ($block->hasEntityCollision()) {
                     $blocksInside[Level::blockHash($block->x, $block->y, $block->z)] = $block;
                 }
             }
         }
     }
     foreach ($blocksInside as $block) {
         $block->onEntityCollide($this);
     }
 }
Esempio n. 11
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 public function entityBaseTick($tickDiff = 1)
 {
     Timings::$timerEntityBaseTick->startTiming();
     if (!$this->isCreated()) {
         return false;
     }
     $hasUpdate = Entity::entityBaseTick($tickDiff);
     if ($this->attackTime > 0) {
         $this->attackTime -= $tickDiff;
     }
     if ($this->isInsideOfSolid()) {
         $hasUpdate = true;
         $ev = new EntityDamageEvent($this, EntityDamageEvent::CAUSE_SUFFOCATION, 1);
         $this->attack($ev->getFinalDamage(), $ev);
     }
     if ($this instanceof Enderman) {
         if ($this->level->getBlock(new Vector3(Math::floorFloat($this->x), (int) $this->y, Math::floorFloat($this->z))) instanceof Water) {
             $ev = new EntityDamageEvent($this, EntityDamageEvent::CAUSE_DROWNING, 2);
             $this->attack($ev->getFinalDamage(), $ev);
             $this->move(mt_rand(-20, 20), mt_rand(-20, 20), mt_rand(-20, 20));
         }
     } else {
         if (!$this->hasEffect(Effect::WATER_BREATHING) && $this->isInsideOfWater()) {
             $hasUpdate = true;
             $airTicks = $this->getDataProperty(self::DATA_AIR) - $tickDiff;
             if ($airTicks <= -20) {
                 $airTicks = 0;
                 $ev = new EntityDamageEvent($this, EntityDamageEvent::CAUSE_DROWNING, 2);
                 $this->attack($ev->getFinalDamage(), $ev);
             }
             $this->setDataProperty(self::DATA_AIR, self::DATA_TYPE_SHORT, $airTicks);
         } else {
             $this->setDataProperty(self::DATA_AIR, self::DATA_TYPE_SHORT, 300);
         }
     }
     Timings::$timerEntityBaseTick->stopTiming();
     return $hasUpdate;
 }
 public function isInsidePortal(Player $player)
 {
     $block = $player->getLevel()->getBlock($player->temporalVector->setComponents(Math::floorFloat($player->x), Math::floorFloat($y = $player->y + $player->getEyeHeight()), Math::floorFloat($player->z)));
     return $block->getId() == 90;
 }
Esempio n. 13
0
 /**
  * @param AxisAlignedBB $bb
  *
  * @return Block[]|Entity[]
  */
 public function getCollisionCubes(AxisAlignedBB $bb)
 {
     $minX = Math::floorFloat($bb->minX);
     $minY = Math::floorFloat($bb->minY);
     $minZ = Math::floorFloat($bb->minZ);
     $maxX = Math::ceilFloat($bb->maxX);
     $maxY = Math::ceilFloat($bb->maxY);
     $maxZ = Math::ceilFloat($bb->maxZ);
     $collides = [];
     $v = new Vector3();
     for ($v->z = $minZ; $v->z <= $maxZ; ++$v->z) {
         for ($v->x = $minX; $v->x <= $maxX; ++$v->x) {
             for ($v->y = $minY - 1; $v->y <= $maxY; ++$v->y) {
                 $block = $this->level->getBlock($v);
                 if ($block->getBoundingBox() !== null) {
                     $collides[] = $block;
                 }
             }
         }
     }
     return $collides;
 }
Esempio n. 14
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 private function clamp(Vector3 $pos)
 {
     return new Vector3(Math::clamp($pos->getFloorX(), 0, 16), Math::clamp($pos->getFloorY(), 1, 120), Math::clamp($pos->getFloorZ(), 0, 16));
 }
Esempio n. 15
0
 /**
  * @param Vector3 $spawn default null
  *
  * @return bool|Position
  */
 public function getSafeSpawn($spawn = null)
 {
     if (!$spawn instanceof Vector3) {
         $spawn = $this->getSpawnLocation();
     }
     if ($spawn instanceof Vector3) {
         $v = $spawn->floor();
         $chunk = $this->getChunk($v->x >> 4, $v->z >> 4, false);
         $x = $v->x & 0xf;
         $z = $v->z & 0xf;
         if ($chunk !== null) {
             for (; $v->y > 0; --$v->y) {
                 if ($v->y < 127 and Block::$solid[$chunk->getBlockId($x, $v->y & 0x7f, $z)]) {
                     $v->y++;
                     break;
                 }
             }
             for (; $v->y < 128; ++$v->y) {
                 if (!Block::$solid[$chunk->getBlockId($x, $v->y + 1, $z)]) {
                     if (!Block::$solid[$chunk->getBlockId($x, $v->y, $z)]) {
                         return new Position($spawn->x, $v->y === Math::floorFloat($spawn->y) ? $spawn->y : $v->y, $spawn->z, $this);
                     }
                 } else {
                     ++$v->y;
                 }
             }
         }
         return new Position($spawn->x, $v->y, $spawn->z, $this);
     }
     return false;
 }
 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 = ($sideBlock->x & 0xfffffff) << 35 | ($sideBlock->y & 0x7f) << 28 | $sideBlock->z & 0xfffffff]) and !isset($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;
 }
Esempio n. 17
0
 public function isInsideOfSolid()
 {
     $block = $this->level->getBlock(new Vector3(Math::floorFloat($this->x), Math::floorFloat($y = $this->y + $this->getEyeHeight()), Math::floorFloat($this->z)));
     $bb = $block->getBoundingBox();
     if ($bb !== null and $block->isSolid() and !$block->isTransparent() and $bb->intersectsWith($this->getBoundingBox())) {
         return true;
     }
     return false;
 }
Esempio n. 18
0
 public function onTick()
 {
     $ps = $this->player;
     foreach ($this->getServer()->getOnlinePlayers() as $p) {
         $n = $p->getName();
         if (!isset($ps[$n])) {
             $ps[$n] = 0;
         }
         if (!$p->isSurvival() || microtime(true) - $ps[$n] < 0 || $p->hasPermission("mineblock.damageblock.inv")) {
             continue;
         }
         $bb = $p->getBoundingBox();
         $minX = Math::floorFloat($bb->minX - 0.001);
         $minY = Math::floorFloat($bb->minY - 0.001);
         $minZ = Math::floorFloat($bb->minZ - 0.001);
         $maxX = Math::floorFloat($bb->maxX + 0.001);
         $maxY = Math::floorFloat($bb->maxY + 0.001);
         $maxZ = Math::floorFloat($bb->maxZ + 0.001);
         $block = [];
         $damage = 0;
         for ($z = $minZ; $z <= $maxZ; ++$z) {
             for ($x = $minX; $x <= $maxX; ++$x) {
                 for ($y = $minY; $y <= $maxY; ++$y) {
                     $getDamage = $this->getDamage($p->getLevel()->getBlock(new Vector3($x, $y, $z)));
                     if (!in_array($getDamage[1], $block)) {
                         $damage += $getDamage[0];
                         $block[] = $getDamage[1];
                     }
                 }
             }
         }
         if ($damage !== 0) {
             $p->attack($damage);
         }
         $ps[$n] = microtime(true) + 1;
     }
     $this->player = $ps;
 }