/** * 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; }
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 < $f; } return false; }
public function getBlocksAround() { if ($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; }
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; } }
/** * 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, $progress]; }
public function onTick() { foreach ($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); } } }
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; }
/** * @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; }
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); } }
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; }
/** * @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; }
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)); }
/** * @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; }
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; }
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; }