/** * @priority high */ public function onDeath(PlayerRespawnEvent $event) { $level = $event->getPlayer()->getLevel(); $pillarPos = new Position($event->getPlayer()->x, $event->getPlayer()->y, $event->getPlayer()->z, $level); for ($h = 1; $h <= 30; $h++) { $pillarPos->setComponents($pillarPos->x, ++$pillarPos->y, $pillarPos->z); $level->addParticle(new RedstoneParticle($pillarPos, 10)); } $pillarPos->setComponents($pillarPos->x, $pillarPos->y - 10, $pillarPos->z); $headPos = new Position($pillarPos->x, $pillarPos->y, $pillarPos->z, $level); for ($r = -5; $r <= 5; $r++) { $headPos->setComponents($pillarPos->x + $r, $pillarPos->y, $pillarPos->z); $level->addParticle(new ExplodeParticle($headPos)); $p = new RedstoneParticle($headPos, 10); $level->addParticle($p); } }
/** * 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 heatwave(Player $player) { $pos = new Position($player->x, $player->y, $player->z, $player->getLevel()); for ($x = -15; $x <= 15; $x++) { for ($z = -15; $z <= 15; $z++) { $dx = $player->x + $x; $dz = $player->z + $z; $dy = $player->getLevel()->getHighestBlockAt($dx, $dz); $this->destructSnowLayer($pos->setComponents($dx, $dy, $dz)); } } }
public function fire() { foreach ($this->getServer()->getLevels() as $level) { if (!$level instanceof Level) { continue; } if (!isset($this->db["Sparklers"][$level->getFolderName()])) { continue; } foreach ($this->db["Sparklers"][$level->getFolderName()] as $keyPos => $keyValue) { $explode = explode(".", $keyPos); if (!isset($explode[2])) { break; } // WRONG DATA $pillarPos = new Position($explode[0], $explode[1], $explode[2], $level); $players = []; foreach ($this->getServer()->getOnlinePlayers() as $player) { if ($pillarPos->distance($player) < 25) { $players[] = $player; } } if (count($players) == 0) { continue; } $level->addSound(new PopSound($pillarPos), $players); for ($h = 1; $h <= 11; $h++) { $pillarPos->setComponents($pillarPos->x, ++$pillarPos->y, $pillarPos->z); $level->addParticle(new DustParticle($pillarPos, 255, 255, 255, 255), $players); } $headPos = new Position($pillarPos->x, $pillarPos->y - 10, $pillarPos->z, $level); $r = mt_rand(0, 255); $g = mt_rand(0, 255); $b = mt_rand(0, 255); for ($r = 1; $r <= 5; $r++) { $headPos->setComponents($pillarPos->x + mt_rand(-3, 3), $pillarPos->y + mt_rand(-3, 3), $pillarPos->z + mt_rand(-3, 3)); $level->addParticle(new DustParticle($headPos, $r, $g, $b, 255), $players); // WHITE } $r = mt_rand(0, 255); $g = mt_rand(0, 255); $b = mt_rand(0, 255); for ($r = 1; $r <= 5; $r++) { $headPos->setComponents($pillarPos->x + mt_rand(-3, 3), $pillarPos->y + mt_rand(-3, 3), $pillarPos->z + mt_rand(-3, 3)); $level->addParticle(new DustParticle($headPos, $r, $g, $b, 255), $players); // GREEN } $r = mt_rand(0, 255); $g = mt_rand(0, 255); $b = mt_rand(0, 255); for ($r = 1; $r <= 5; $r++) { $headPos->setComponents($pillarPos->x + mt_rand(-3, 3), $pillarPos->y + mt_rand(-3, 3), $pillarPos->z + mt_rand(-3, 3)); $level->addParticle(new DustParticle($headPos, $r, $g, $b, 255), $players); // PINK } $r = mt_rand(0, 255); $g = mt_rand(0, 255); $b = mt_rand(0, 255); for ($r = 1; $r <= 5; $r++) { $headPos->setComponents($pillarPos->x + mt_rand(-3, 3), $pillarPos->y + mt_rand(-3, 3), $pillarPos->z + mt_rand(-3, 3)); $level->addParticle(new DustParticle($headPos, $r, $g, $b, 255), $players); // ORANGE } $r = mt_rand(0, 255); $g = mt_rand(0, 255); $b = mt_rand(0, 255); for ($r = 1; $r <= 5; $r++) { $headPos->setComponents($pillarPos->x + mt_rand(-3, 3), $pillarPos->y + mt_rand(-3, 3), $pillarPos->z + mt_rand(-3, 3)); $level->addParticle(new DustParticle($headPos, $r, $g, $b, 255), $players); // BLUE } } } }