public function onWaterFlow(BlockUpdateEvent $event) { if ($event->getBlock() instanceof Water) { $event->setCancelled(); $this->dryArea(); } }
public function onBlockUpdate(BlockUpdateEvent $event) { /* * Disables water and lava flow as a temporary solution. */ $levelName = $event->getBlock()->getLevel()->getName(); if ($this->plugin->isLevelLoaded($levelName)) { $event->setCancelled(true); } }
/** * @priority HIGHEST */ public function onBlockUpdate(BlockUpdateEvent $event) { if (!$event->isCancelled()) { $block = $event->getBlock(); if (isset($this->levelTickBlocks[$levelName = $block->getLevel()->getFolderName()]) && isset($this->randomTickBlocks[$levelName])) { if (in_array($block->getID(), $this->randomTickBlocks[$levelName]) && $block->getID() !== Block::GLASS && !isset($this->levelTickBlocks[$levelName][$posKey = $block->x . ":" . $block->y . ":" . $block->z])) { $this->levelTickBlocks[$levelName][$posKey] = new Position($block->x, $block->y, $block->z, $block->level); } } } }
public function onSapling(BlockUpdateEvent $event) { if ($event->isCancelled()) { return; } if ($event->getBlock() instanceof Sapling) { Tree::growTree($event->getBlock()->getLevel(), $event->getBlock()->x, $event->getBlock()->y, $event->getBlock()->z, new Random(\mt_rand()), $event->getBlock()->getDamage() & 0x7); } }
public function onSapling(BlockUpdateEvent $event) { if ($event->isCancelled()) { return; } if ($event->getBlock()->getId() == Block::SAPLING) { $this->growTree($event->getBlock()->getLevel(), $event->getBlock()->x, $event->getBlock()->y, $event->getBlock()->z, new Random(\mt_rand()), $event->getBlock()->getDamage() & 0x7); } }
public function onAir(BlockUpdateEvent $event) { $block = $event->getBlock(); if (isset($this->breakQueue["{$block->x}:{$block->y}:{$block->z}"])) { if ($block->getId() == Block::AIR) { foreach ($this->breakQueue["{$block->x}:{$block->y}:{$block->z}"]["drop"] as $drop) { if ($drop[2] > 0) { if (isset($this->breakQueue["{$block->x}:{$block->y}:{$block->z}"]["player"])) { $this->breakQueue["{$block->x}:{$block->y}:{$block->z}"]["player"]->getInventory()->addItem(Item::get(...$drop)); } unset($this->breakQueue["{$block->x}:{$block->y}:{$block->z}"]); return; } } } } $x = $block->x + 0.5; $y = $block->y + 0.5; $z = $block->z + 0.5; unset($this->itemQueue["{$x}:{$y}:{$z}"]); }
/** * 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 * @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 $pos->y >= 128) { return false; } unset($this->blockCache[$index = PHP_INT_SIZE === 8 ? ($pos->x & 0xfffffff) << 35 | ($pos->y & 0x7f) << 28 | $pos->z & 0xfffffff : $pos->x . ":" . $pos->y . ":" . $pos->z]); if ($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); $index = PHP_INT_SIZE === 8 ? ($pos->x >> 4 & 4294967295.0) << 32 | $pos->z >> 4 & 4294967295.0 : ($pos->x >> 4) . ":" . ($pos->z >> 4); if (ADVANCED_CACHE == true) { Cache::remove("world:" . $this->getId() . ":" . $index); } if ($direct === true) { $pk = new UpdateBlockPacket(); $pk->x = $pos->x; $pk->y = $pos->y; $pk->z = $pos->z; $pk->block = $block->getId(); $pk->meta = $block->getDamage(); Server::broadcastPacket($this->getUsingChunk($pos->x >> 4, $pos->z >> 4), $pk); } else { if (!$pos instanceof Position) { $pos = $this->temporalPosition->setComponents($pos->x, $pos->y, $pos->z); } $block->position($pos); if (!isset($this->changedBlocks[$index])) { $this->changedBlocks[$index] = []; $this->changedCount[$index] = 0; } $Y = $pos->y >> 4; if (!isset($this->changedBlocks[$index][$Y])) { $this->changedBlocks[$index][$Y] = []; $this->changedCount[$index] |= 1 << $Y; } $this->changedBlocks[$index][$Y][] = clone $block; } if ($update === true) { $this->updateAllLight($block); $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($block)); if (!$ev->isCancelled()) { $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL); foreach ($this->getNearbyEntities(new AxisAlignedBB($block->x - 1, $block->y - 1, $block->z - 1, $block->x + 2, $block->y + 2, $block->z + 2)) as $entity) { $entity->scheduleUpdate(); } } $this->updateAround($pos); } return true; } return false; }
/** * 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 * @param bool $extended * * @return bool Whether the block has been updated or not */ public function setBlock(Vector3 $pos, Block $block, $direct = false, $update = true, $extended = false) { if ($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); $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_REDSTONE); } $this->updateAround($pos, $extended); } return true; } 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; }
/** * @param BlockUpdateEvent $event */ public function onBlockUpdate(BlockUpdateEvent $event) { if ($this->getPlugin()->isBlockSpecified($event->getBlock())) { $event->setCancelled(true); } }
public function onBlockUpdate(BlockUpdateEvent $event) { if ($this->isBlockLiquid($event->getBlock())) { $event->setCancelled(true); } }
public function onAir(BlockUpdateEvent $event) { $block = $event->getBlock(); if (isset($this->breakQueue["{$block->x}:{$block->y}:{$block->z}"])) { if ($block->getId() == Block::AIR) { $event->getBlock()->getLevel()->setBlock($block, $this->breakQueue["{$block->x}:{$block->y}:{$block->z}"], false, true); unset($this->breakQueue["{$block->x}:{$block->y}:{$block->z}"]); } } }
/** * @param BlockUpdateEvent $event * @priority HIGHEST * @ignoreCancelled true */ public function onBlockUpdate(BlockUpdateEvent $event) { if ($this->plugin->isFreezable($event->getBlock())) { $event->setCancelled(true); } }
public function onBlockUpdate(BlockUpdateEvent $event) { $b = $event->getBlock(); if (in_array($b->getID(), [8, 9, 10, 11])) { $event->setCancelled(); } }