本文整理汇总了PHP中pocketmine\math\Vector3::distanceSquared方法的典型用法代码示例。如果您正苦于以下问题:PHP Vector3::distanceSquared方法的具体用法?PHP Vector3::distanceSquared怎么用?PHP Vector3::distanceSquared使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类pocketmine\math\Vector3
的用法示例。
在下文中一共展示了Vector3::distanceSquared方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的PHP代码示例。
示例1: isInside
public function isInside(Vector3 $v)
{
if (!$this->isValid()) {
return false;
}
if ($v instanceof Position and $v->getLevel()->getName() !== $this->levelName) {
return false;
}
return $v->distanceSquared($this->center) <= $this->radiusSquared;
}
示例2: onUpdate
public function onUpdate($currentTick)
{
if ($this->closed !== false) {
return false;
}
if (++$this->switchDirectionTicker === 100) {
$this->switchDirectionTicker = 0;
if (mt_rand(0, 100) < 50) {
$this->swimDirection = null;
}
}
$this->lastUpdate = $currentTick;
$this->timings->startTiming();
$hasUpdate = parent::onUpdate($currentTick);
if ($this->isAlive()) {
if ($this->y > 62 and $this->swimDirection !== null) {
$this->swimDirection->y = -0.5;
}
/*$inWater = $this->isInsideOfAir();
if(!$inWater){
//$this->motionY -= $this->gravity;
$this->swimDirection = null;
}else*/
if ($this->swimDirection !== null) {
if ($this->motionX ** 2 + $this->motionY ** 2 + $this->motionZ ** 2 <= $this->swimDirection->lengthSquared()) {
$this->motionX = $this->swimDirection->x * $this->swimSpeed;
$this->motionY = $this->swimDirection->y * $this->swimSpeed;
$this->motionZ = $this->swimDirection->z * $this->swimSpeed;
}
} else {
$this->swimDirection = $this->generateRandomDirection();
$this->swimSpeed = mt_rand(50, 100);
}
$expectedPos = new Vector3($this->x + $this->motionX, $this->y + $this->motionY, $this->z + $this->motionZ);
$this->move($this->motionX, $this->motionY, $this->motionZ);
if ($expectedPos->distanceSquared($this) > 0) {
$this->swimDirection = $this->generateRandomDirection();
$this->swimSpeed = mt_rand(50, 100);
}
$friction = 1 - $this->drag;
$this->motionX *= $friction;
$this->motionY *= 1 - $this->drag;
$this->motionZ *= $friction;
$f = sqrt($this->motionX ** 2 + $this->motionZ ** 2);
$this->yaw = -atan2($this->motionX, $this->motionZ) * 180 / M_PI;
$this->pitch = -atan2($f, $this->motionY) * 180 / M_PI;
if ($this->onGround) {
$this->motionY *= -0.5;
}
$this->updateMovement();
}
$this->timings->stopTiming();
return $hasUpdate or !$this->onGround or abs($this->motionX) > 1.0E-5 or abs($this->motionY) > 1.0E-5 or abs($this->motionZ) > 1.0E-5;
}
示例3: onUpdate
public function onUpdate($currentTick)
{
if ($this->closed !== false) {
return false;
}
if ($this->getLevel()->getServer()->aiConfig["zombie"] != 2) {
return parent::onUpdate($currentTick);
}
$this->lastUpdate = $currentTick;
$this->timings->startTiming();
$hasUpdate = parent::onUpdate($currentTick);
if ($this->isAlive()) {
/* Don't use time directly
* Instead, get remainder of current time divided by 24,000
* This tells us the time of day, which is what we really need
*/
$timeOfDay = abs($this->getLevel()->getTime() % 24000);
if (0 < $timeOfDay and $timeOfDay < 13000) {
$this->setOnFire(2);
}
//僵尸起火
$p = $this->getNearestPlayer();
//找到最近的可以被仇恨的玩家
if (!$p) {
$this->hated = false;
if (++$this->moveTicker >= 100) {
$this->moveDirection = $this->generateRandomDirection();
$this->moveTicker = 0;
}
} else {
$this->hated = $p;
if ($p->distance($this) <= $this->fire_r) {
$p->setOnFire(2);
}
//点燃玩家
if (!$this->tempTicking) {
if (++$this->hateTicker >= 10 or $this->moveDirection == null) {
//每0.5秒获取僵尸前进的新方向
$this->moveDirection = $this->generateDirection($p);
$this->hateTicker = 0;
}
}
}
if ($this->tempTicking) {
//帮助僵尸寻找新的方向走出困境
if (++$this->tempTicker >= 20) {
$this->tempTicking = false;
$this->tempTicker = 0;
}
}
if ($this->hated instanceof Player) {
//攻击玩家
if ($this->hated->distance($this) < $this->attack_r) {
$this->hated->attack(2, new EntityDamageByEntityEvent($this, $this->hated, EntityDamageEvent::CAUSE_ENTITY_ATTACK, 2));
}
}
if ($this->moveDirection != null) {
if ($this->motionX ** 2 + $this->motionZ ** 2 <= $this->moveDirection->lengthSquared()) {
$motionY = $this->getVelY();
//僵尸运动计算
if ($motionY >= 0) {
$this->motionX = $this->moveDirection->x * $this->moveSpeed;
$this->motionZ = $this->moveDirection->z * $this->moveSpeed;
$this->motionY = $motionY;
} else {
$this->moveDirection = $this->generateRandomDirection();
//生成随机运动方向
$this->moveTicker = 0;
$this->tempTicking = true;
}
}
} else {
$this->moveDirection = $this->generateRandomDirection();
$this->moveTicker = 0;
}
//var_dump($this->moveDirection,$this->motionX,$this->motionZ);
$expectedPos = new Vector3($this->x + $this->motionX, $this->y + $this->motionY, $this->z + $this->motionZ);
if ($this->motionY == 0) {
$this->motionY -= $this->gravity;
}
//重力计算
$this->move($this->motionX, $this->motionY, $this->motionZ);
if ($expectedPos->distanceSquared($this) > 0) {
$this->moveDirection = $this->generateRandomDirection();
}
$friction = 1 - $this->drag;
$this->motionX *= $friction;
//$this->motionY *= 1 - $this->drag;
$this->motionZ *= $friction;
$f = sqrt($this->motionX ** 2 + $this->motionZ ** 2);
$this->yaw = -atan2($this->motionX, $this->motionZ) * 180 / M_PI;
//视角计算
//$this->pitch = (-atan2($f, $this->motionY) * 180 / M_PI);
$this->updateMovement();
}
$this->timings->stopTiming();
return $hasUpdate or !$this->onGround or abs($this->motionX) > 1.0E-5 or abs($this->motionY) > 1.0E-5 or abs($this->motionZ) > 1.0E-5;
}
示例4: calculateIntercept
/**
* @param Vector3 $pos1
* @param Vector3 $pos2
*
* @return MovingObjectPosition
*/
public function calculateIntercept(Vector3 $pos1, Vector3 $pos2)
{
$bb = $this->getBoundingBox();
if ($bb === null) {
return null;
}
$v1 = $pos1->getIntermediateWithXValue($pos2, $bb->minX);
$v2 = $pos1->getIntermediateWithXValue($pos2, $bb->maxX);
$v3 = $pos1->getIntermediateWithYValue($pos2, $bb->minY);
$v4 = $pos1->getIntermediateWithYValue($pos2, $bb->maxY);
$v5 = $pos1->getIntermediateWithZValue($pos2, $bb->minZ);
$v6 = $pos1->getIntermediateWithZValue($pos2, $bb->maxZ);
if ($v1 !== null and !$bb->isVectorInYZ($v1)) {
$v1 = null;
}
if ($v2 !== null and !$bb->isVectorInYZ($v2)) {
$v2 = null;
}
if ($v3 !== null and !$bb->isVectorInXZ($v3)) {
$v3 = null;
}
if ($v4 !== null and !$bb->isVectorInXZ($v4)) {
$v4 = null;
}
if ($v5 !== null and !$bb->isVectorInXY($v5)) {
$v5 = null;
}
if ($v6 !== null and !$bb->isVectorInXY($v6)) {
$v6 = null;
}
$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) {
$f = 3;
}
return MovingObjectPosition::fromBlock($this->x, $this->y, $this->z, $f, $vector->add($this->x, $this->y, $this->z));
}
示例5: handleDataPacket
//.........这里部分代码省略.........
$pk->z = (int) $spawnPosition->z;
$this->dataPacket($pk);
if ($this->getHealth() <= 0) {
$this->dead = true;
}
$pk = new SetDifficultyPacket();
$pk->difficulty = $this->server->getDifficulty();
$this->dataPacket($pk);
$this->server->getLogger()->info(TextFormat::AQUA . $this->username . TextFormat::WHITE . "/" . TextFormat::AQUA . $this->ip . " connected");
if ($this->gamemode === Player::SPECTATOR) {
$pk = new ContainerSetContentPacket();
$pk->windowid = ContainerSetContentPacket::SPECIAL_CREATIVE;
$this->dataPacket($pk);
} else {
$pk = new ContainerSetContentPacket();
$pk->windowid = ContainerSetContentPacket::SPECIAL_CREATIVE;
foreach (Item::getCreativeItems() as $item) {
$pk->slots[] = clone $item;
}
$this->dataPacket($pk);
}
$this->server->sendFullPlayerListData($this);
$this->server->sendRecipeList($this);
// $this->orderChunks();
// $this->sendNextChunk();
break;
case ProtocolInfo::MOVE_PLAYER_PACKET:
$newPos = new Vector3($packet->x, $packet->y - $this->getEyeHeight(), $packet->z);
$revert = false;
if ($this->dead === true or $this->spawned !== true) {
$revert = true;
$this->forceMovement = new Vector3($this->x, $this->y, $this->z);
}
if ($this->forceMovement instanceof Vector3 and (($dist = $newPos->distanceSquared($this->forceMovement)) > 0.04 or $revert)) {
$this->sendPosition($this->forceMovement, $packet->yaw, $packet->pitch);
} else {
$packet->yaw %= 360;
$packet->pitch %= 360;
if ($packet->yaw < 0) {
$packet->yaw += 360;
}
$this->setRotation($packet->yaw, $packet->pitch);
$this->newPosition = $newPos;
$this->forceMovement = null;
}
break;
case ProtocolInfo::MOB_EQUIPMENT_PACKET:
if ($this->spawned === false or $this->dead === true) {
break;
}
if ($packet->slot === 0x28 or $packet->slot === 0 or $packet->slot === 255) {
//0 for 0.8.0 compatibility
$packet->slot = -1;
//Air
} else {
$packet->slot -= 9;
//Get real block slot
}
/** @var Item $item */
$item = null;
if ($this->isCreative()) {
//Creative mode match
$item = $packet->item;
$slot = Item::getCreativeItemIndex($item);
} else {
$item = $this->inventory->getItem($packet->slot);
示例6: handleDataPacket
//.........这里部分代码省略.........
$pk->started = $this->level->stopTime == false;
$this->dataPacket($pk);
$pk = new SetSpawnPositionPacket();
$pk->x = (int) $spawnPosition->x;
$pk->y = (int) $spawnPosition->y;
$pk->z = (int) $spawnPosition->z;
$this->dataPacket($pk);
$pk = new SetHealthPacket();
$pk->health = $this->getHealth();
$this->dataPacket($pk);
if ($this->getHealth() <= 0) {
$this->dead = true;
}
$pk = new SetDifficultyPacket();
$pk->difficulty = $this->server->getDifficulty();
$this->dataPacket($pk);
$this->server->getLogger()->info(TextFormat::AQUA . $this->username . TextFormat::WHITE . "[/" . $this->ip . ":" . $this->port . "] logged in with entity id " . $this->id . " at (" . $this->level->getName() . ", " . round($this->x, 4) . ", " . round($this->y, 4) . ", " . round($this->z, 4) . ")");
$this->orderChunks();
$this->sendNextChunk();
break;
case ProtocolInfo::ROTATE_HEAD_PACKET:
if ($this->spawned === false or $this->dead === true) {
break;
}
$this->setRotation($packet->yaw, $this->pitch);
break;
case ProtocolInfo::MOVE_PLAYER_PACKET:
$newPos = new Vector3($packet->x, $packet->y, $packet->z);
$revert = false;
if ($this->dead === true or $this->spawned !== true) {
$revert = true;
$this->forceMovement = new Vector3($this->x, $this->y, $this->z);
}
if ($this->forceMovement instanceof Vector3 and ($revert or $newPos->distanceSquared($this->forceMovement) > 0.04)) {
$pk = new MovePlayerPacket();
$pk->eid = 0;
$pk->x = $this->forceMovement->x;
$pk->y = $this->forceMovement->y + $this->getEyeHeight();
$pk->z = $this->forceMovement->z;
$pk->bodyYaw = $packet->bodyYaw;
$pk->pitch = $packet->pitch;
$pk->yaw = $packet->yaw;
$pk->teleport = true;
$this->directDataPacket($pk);
} else {
$packet->yaw %= 360;
$packet->pitch %= 360;
if ($packet->yaw < 0) {
$packet->yaw += 360;
}
$this->setRotation($packet->yaw, $packet->pitch);
$this->newPosition = $newPos;
$this->forceMovement = null;
}
break;
case ProtocolInfo::PLAYER_EQUIPMENT_PACKET:
if ($this->spawned === false or $this->dead === true) {
break;
}
if ($packet->slot === 0x28 or $packet->slot === 0 or $packet->slot === 255) {
//0 for 0.8.0 compatibility
$packet->slot = -1;
//Air
} else {
$packet->slot -= 9;
//Get real block slot
示例7: calculateInterceptVector
/**
*
* Calculates interception vector
* @param Vector3 $pos1
* @param Vector3[] $intermediateVectors
*
* @return null|Vector3
*/
public function calculateInterceptVector(Vector3 $pos1, array &$intermediateVectors)
{
if ($intermediateVectors['v1'] !== null and !$this->isVectorInYZ($intermediateVectors['v1'])) {
$intermediateVectors['v1'] = null;
}
if ($intermediateVectors['v2'] !== null and !$this->isVectorInYZ($intermediateVectors['v2'])) {
$intermediateVectors['v2'] = null;
}
if ($intermediateVectors['v3'] !== null and !$this->isVectorInXZ($intermediateVectors['v3'])) {
$intermediateVectors['v3'] = null;
}
if ($intermediateVectors['v4'] !== null and !$this->isVectorInXZ($intermediateVectors['v4'])) {
$intermediateVectors['v4'] = null;
}
if ($intermediateVectors['v5'] !== null and !$this->isVectorInXY($intermediateVectors['v5'])) {
$intermediateVectors['v5'] = null;
}
if ($intermediateVectors['v6'] !== null and !$this->isVectorInXY($intermediateVectors['v6'])) {
$intermediateVectors['v6'] = null;
}
$vector = null;
if ($intermediateVectors['v1'] !== null and ($vector === null or $pos1->distanceSquared($intermediateVectors['v1']) < $pos1->distanceSquared($vector))) {
$vector = $intermediateVectors['v1'];
}
if ($intermediateVectors['v2'] !== null and ($vector === null or $pos1->distanceSquared($intermediateVectors['v2']) < $pos1->distanceSquared($vector))) {
$vector = $intermediateVectors['v2'];
}
if ($intermediateVectors['v3'] !== null and ($vector === null or $pos1->distanceSquared($intermediateVectors['v3']) < $pos1->distanceSquared($vector))) {
$vector = $intermediateVectors['v3'];
}
if ($intermediateVectors['v4'] !== null and ($vector === null or $pos1->distanceSquared($intermediateVectors['v4']) < $pos1->distanceSquared($vector))) {
$vector = $intermediateVectors['v4'];
}
if ($intermediateVectors['v5'] !== null and ($vector === null or $pos1->distanceSquared($intermediateVectors['v5']) < $pos1->distanceSquared($vector))) {
$vector = $intermediateVectors['v5'];
}
if ($intermediateVectors['v6'] !== null and ($vector === null or $pos1->distanceSquared($intermediateVectors['v6']) < $pos1->distanceSquared($vector))) {
$vector = $intermediateVectors['v6'];
}
return $vector;
}
示例8: handleDataPacket
//.........这里部分代码省略.........
}
if (strlen($packet->skin) != 64 * 64 * 4 and strlen($packet->skin) != 64 * 32 * 4) {
$this->close("", "disconnectionScreen.invalidSkin");
break;
}
$this->setSkin($packet->skin, $packet->skinId);
$this->server->getPluginManager()->callEvent($ev = new PlayerPreLoginEvent($this, "Plugin reason"));
if ($ev->isCancelled()) {
$this->close("", $ev->getKickMessage());
break;
}
if ($this->isConnected()) {
$this->onPlayerPreLogin();
}
break;
case ProtocolInfo::MOVE_PLAYER_PACKET:
if ($this->linkedEntity instanceof Entity) {
$entity = $this->linkedEntity;
if ($entity instanceof Boat) {
$entity->setPosition($this->temporalVector->setComponents($packet->x, $packet->y - 0.3, $packet->z));
}
/*if($entity instanceof Minecart){
$entity->isFreeMoving = true;
$entity->motionX = -sin($packet->yaw / 180 * M_PI);
$entity->motionZ = cos($packet->yaw / 180 * M_PI);
}*/
}
$newPos = new Vector3($packet->x, $packet->y - $this->getEyeHeight(), $packet->z);
$revert = false;
if (!$this->isAlive() or $this->spawned !== true) {
$revert = true;
$this->forceMovement = new Vector3($this->x, $this->y, $this->z);
}
if ($this->teleportPosition !== null or $this->forceMovement instanceof Vector3 and (($dist = $newPos->distanceSquared($this->forceMovement)) > 0.1 or $revert)) {
if ($this->forceMovement instanceof Vector3) {
$this->sendPosition($this->forceMovement, $packet->yaw, $packet->pitch);
}
} else {
$packet->yaw %= 360;
$packet->pitch %= 360;
if ($packet->yaw < 0) {
$packet->yaw += 360;
}
$this->setRotation($packet->yaw, $packet->pitch);
$this->newPosition = $newPos;
}
$this->forceMovement = null;
break;
case ProtocolInfo::MOB_EQUIPMENT_PACKET:
if ($this->spawned === false or !$this->isAlive()) {
break;
}
/**
* Handle hotbar slot remapping
* This is the only time and place when hotbar mapping should ever be changed.
* Changing hotbar slot mapping at will has been deprecated because it causes far too many
* issues with Windows 10 Edition Beta.
*/
$this->inventory->setHeldItemIndex($packet->selectedSlot, false, $packet->slot);
$this->setDataFlag(self::DATA_FLAGS, self::DATA_FLAG_ACTION, false);
break;
case ProtocolInfo::USE_ITEM_PACKET:
if ($this->spawned === false or !$this->isAlive() or $this->blocked) {
break;
}
$blockVector = new Vector3($packet->x, $packet->y, $packet->z);
示例9: isLocalChat
/**
* @param Vector3 $from
* @param Vector3 $to
* @return mixed
*/
public static function isLocalChat($from, $to)
{
return $from->distanceSquared($to) <= 1600;
}
示例10: handleDataPacket
//.........这里部分代码省略.........
if ($c >= ord("a") and $c <= ord("z") or $c >= ord("A") and $c <= ord("Z") or $c >= ord("0") and $c <= ord("9") or $c === ord("_")) {
continue;
}
$valid = false;
break;
}
if (!$valid or $this->iusername === "rcon" or $this->iusername === "console") {
$this->close("", "disconnectionScreen.invalidName");
break;
}
if (strlen($packet->skin) !== 64 * 32 * 4 and strlen($packet->skin) !== 64 * 64 * 4) {
$this->close("", "disconnectionScreen.invalidSkin");
break;
}
$this->setSkin($packet->skin, $packet->skinId);
$this->server->getPluginManager()->callEvent($ev = new PlayerPreLoginEvent($this, "Plugin reason"));
if ($ev->isCancelled()) {
$this->close("", $ev->getKickMessage());
break;
}
$this->onPlayerPreLogin();
break;
case ProtocolInfo::MOVE_PLAYER_PACKET:
/*
/** EntityLink ** /
if($this->getlinkType() === Entity::LINK_MASTER){
$this->getlinkedTarget()->followEntity($this);
}
*/
if ($this->teleportPosition !== null) {
break;
}
$newPos = new Vector3($packet->x, $packet->y - $this->getEyeHeight(), $packet->z);
if ($newPos->distanceSquared($this) < 0.01 and $packet->yaw % 360 === $this->yaw and $packet->pitch % 360 === $this->pitch) {
//player hasn't moved, just client spamming packets
break;
}
$revert = false;
if (!$this->isAlive() or $this->spawned !== true) {
$revert = true;
$this->forceMovement = new Vector3($this->x, $this->y, $this->z);
}
if ($this->forceMovement instanceof Vector3 and (($dist = $newPos->distanceSquared($this->forceMovement)) > 0.1 or $revert)) {
$this->sendPosition($this->forceMovement, $packet->yaw, $packet->pitch);
} else {
$packet->yaw %= 360;
$packet->pitch %= 360;
if ($packet->yaw < 0) {
$packet->yaw += 360;
}
$this->setRotation($packet->yaw, $packet->pitch);
$this->newPosition = $newPos;
}
$this->forceMovement = null;
break;
case ProtocolInfo::ADVENTURE_SETTINGS_PACKET:
//TODO: player abilities, check for other changes
if ($packet->isFlying and !$this->allowFlight) {
$this->kick("Flying is not enabled on this server");
break;
} else {
$this->server->getPluginManager()->callEvent($ev = new PlayerToggleFlightEvent($this, $packet->isFlying));
if ($ev->isCancelled()) {
$this->sendSettings();
} else {
$this->flying = $ev->isFlying();
示例11: handleDataPacket
//.........这里部分代码省略.........
if ($this->getHealth() <= 0) {
$this->dead = true;
}
$pk = new SetDifficultyPacket();
$pk->difficulty = $this->server->getDifficulty();
$this->dataPacket($pk->setChannel(Network::CHANNEL_PRIORITY));
$this->server->getLogger()->info($this->getServer()->getLanguage()->translateString("pocketmine.player.logIn", [TextFormat::AQUA . $this->username . TextFormat::WHITE, $this->ip, $this->port, $this->id, $this->level->getName(), round($this->x, 4), round($this->y, 4), round($this->z, 4)]));
if ($this->isOp()) {
$this->setRemoveFormat(false);
}
if ($this->gamemode === Player::SPECTATOR) {
$pk = new ContainerSetContentPacket();
$pk->windowid = ContainerSetContentPacket::SPECIAL_CREATIVE;
$this->dataPacket($pk->setChannel(Network::CHANNEL_PRIORITY));
} else {
$pk = new ContainerSetContentPacket();
$pk->windowid = ContainerSetContentPacket::SPECIAL_CREATIVE;
foreach (Item::getCreativeItems() as $item) {
$pk->slots[] = clone $item;
}
$this->dataPacket($pk->setChannel(Network::CHANNEL_PRIORITY));
}
$this->teleportPosition = $this->getPosition();
$this->orderChunks();
$this->sendNextChunk();
break;
case ProtocolInfo::MOVE_PLAYER_PACKET:
$newPos = new Vector3($packet->x, $packet->y - $this->getEyeHeight(), $packet->z);
$revert = false;
if ($this->dead === true or $this->spawned !== true) {
$revert = true;
$this->forceMovement = new Vector3($this->x, $this->y, $this->z);
}
if ($this->teleportPosition !== null or $this->forceMovement instanceof Vector3 and (($dist = $newPos->distanceSquared($this->forceMovement)) > 0.1 or $revert)) {
$this->sendPosition($this->forceMovement, $packet->yaw, $packet->pitch);
} else {
$packet->yaw %= 360;
$packet->pitch %= 360;
if ($packet->yaw < 0) {
$packet->yaw += 360;
}
$this->setRotation($packet->yaw, $packet->pitch);
$this->newPosition = $newPos;
$this->forceMovement = null;
}
break;
case ProtocolInfo::PLAYER_EQUIPMENT_PACKET:
if ($this->spawned === false or $this->dead === true) {
break;
}
if ($packet->slot === 0x28 or $packet->slot === 0 or $packet->slot === 255) {
//0 for 0.8.0 compatibility
$packet->slot = -1;
//Air
} else {
$packet->slot -= 9;
//Get real block slot
}
if ($this->isCreative()) {
//Creative mode match
$item = Item::get($packet->item, $packet->meta, 1);
$slot = Item::getCreativeItemIndex($item);
} else {
$item = $this->inventory->getItem($packet->slot);
$slot = $packet->slot;
}
示例12: onUpdate
public function onUpdate($currentTick)
{
if ($this->closed !== \false) {
return \false;
}
if (++$this->switchDirectionTicker === 100) {
$this->switchDirectionTicker = 0;
if (\mt_rand(0, 100) < 50) {
$this->swimDirection = \null;
}
}
$this->lastUpdate = $currentTick;
$this->timings->startTiming();
$hasUpdate = parent::onUpdate($currentTick);
if (!$this->dead) {
if ($this->y > 62 and $this->swimDirection !== \null) {
$this->swimDirection->y = -0.5;
}
$inWater = $this->isInsideOfWater();
if (!$inWater) {
$this->motionY -= $this->gravity;
$this->swimDirection = \null;
} elseif ($this->swimDirection !== \null) {
if ($this->motionX ** 2 + $this->motionY ** 2 + $this->motionZ ** 2 <= $this->swimDirection->lengthSquared()) {
$this->motionX = $this->swimDirection->x * $this->swimSpeed;
$this->motionY = $this->swimDirection->y * $this->swimSpeed;
$this->motionZ = $this->swimDirection->z * $this->swimSpeed;
}
} else {
$this->swimDirection = $this->generateRandomDirection();
$this->swimSpeed = \mt_rand(50, 100) / 2000;
}
$expectedPos = new Vector3($this->x + $this->motionX, $this->y + $this->motionY, $this->z + $this->motionZ);
$this->move($this->motionX, $this->motionY, $this->motionZ);
if ($expectedPos->distanceSquared($this) > 0) {
$this->swimDirection = $this->generateRandomDirection();
$this->swimSpeed = \mt_rand(50, 100) / 2000;
}
$friction = 1 - $this->drag;
$this->motionX *= $friction;
$this->motionY *= 1 - $this->drag;
$this->motionZ *= $friction;
$f = \sqrt($this->motionX ** 2 + $this->motionZ ** 2);
$this->yaw = -\atan2($this->motionX, $this->motionZ) * 180 / M_PI;
$this->pitch = -\atan2($f, $this->motionY) * 180 / M_PI;
if ($this->onGround) {
$this->motionY *= -0.5;
}
}
$this->timings->stopTiming();
return $hasUpdate or !$this->onGround or $this->motionX != 0 or $this->motionY != 0 or $this->motionZ != 0;
}
示例13: handleDataPacket
//.........这里部分代码省略.........
$this->close("", "disconnectionScreen.invalidName");
break;
}
if (strlen($packet->skin) != 64 * 64 * 4 and strlen($packet->skin) != 64 * 32 * 4) {
$this->close("", "disconnectionScreen.invalidSkin");
break;
}
$this->setSkin($packet->skin, $packet->skinId);
$this->server->getPluginManager()->callEvent($ev = new PlayerPreLoginEvent($this, "Plugin reason"));
if ($ev->isCancelled()) {
$this->close("", $ev->getKickMessage());
break;
}
$this->onPlayerPreLogin();
break;
case ProtocolInfo::MOVE_PLAYER_PACKET:
if ($this->linkedEntity instanceof Entity) {
$entity = $this->linkedEntity;
if ($entity instanceof Boat) {
$entity->setPosition($this->temporalVector->setComponents($packet->x, $packet->y - 0.3, $packet->z));
}
/*if($entity instanceof Minecart){
$entity->isFreeMoving = true;
$entity->motionX = -sin($packet->yaw / 180 * M_PI);
$entity->motionZ = cos($packet->yaw / 180 * M_PI);
}*/
}
$newPos = new Vector3($packet->x, $packet->y - $this->getEyeHeight(), $packet->z);
$revert = false;
if (!$this->isAlive() or $this->spawned !== true) {
$revert = true;
$this->forceMovement = new Vector3($this->x, $this->y, $this->z);
}
if ($this->teleportPosition !== null or $this->forceMovement instanceof Vector3 and (($dist = $newPos->distanceSquared($this->forceMovement)) > 0.1 or $revert)) {
if ($this->forceMovement instanceof Vector3) {
$this->sendPosition($this->forceMovement, $packet->yaw, $packet->pitch);
}
} else {
$packet->yaw %= 360;
$packet->pitch %= 360;
if ($packet->yaw < 0) {
$packet->yaw += 360;
}
$this->setRotation($packet->yaw, $packet->pitch);
$this->newPosition = $newPos;
$this->forceMovement = null;
}
break;
case ProtocolInfo::MOB_EQUIPMENT_PACKET:
if ($this->spawned === false or !$this->isAlive()) {
break;
}
if ($packet->slot === 0x28 or $packet->slot === 0 or $packet->slot === 255) {
//0 for 0.8.0 compatibility
$packet->slot = -1;
//Air
} else {
$packet->slot -= 9;
//Get real block slot
}
/** @var Item $item */
$item = null;
if ($this->isCreative()) {
//Creative mode match
$item = $packet->item;
$slot = Item::getCreativeItemIndex($item);
示例14: handleDataPacket
/**
* Handles a Minecraft packet
* TODO: Separate all of this in handlers
*
* WARNING: Do not use this, it's only for internal use.
* Changes to this function won't be recorded on the version.
*
* @param DataPacket $packet
*/
public function handleDataPacket(DataPacket $packet)
{
if ($this->connected === false) {
return;
}
if ($packet::NETWORK_ID === ProtocolInfo::BATCH_PACKET) {
/** @var BatchPacket $packet */
$this->server->getNetwork()->processBatch($packet, $this);
return;
}
$timings = Timings::getReceiveDataPacketTimings($packet);
$timings->startTiming();
$this->server->getPluginManager()->callEvent($ev = new DataPacketReceiveEvent($this, $packet));
if ($ev->isCancelled()) {
$timings->stopTiming();
return;
}
switch ($packet::NETWORK_ID) {
case ProtocolInfo::LOGIN_PACKET:
if ($this->loggedIn) {
break;
}
$this->username = TextFormat::clean($packet->username);
$this->displayName = $this->username;
$this->setNameTag($this->username);
$this->iusername = strtolower($this->username);
if (count($this->server->getOnlinePlayers()) >= $this->server->getMaxPlayers() and $this->kick("disconnectionScreen.serverFull", false)) {
break;
}
if ($packet->protocol1 !== ProtocolInfo::CURRENT_PROTOCOL) {
if ($packet->protocol1 < ProtocolInfo::CURRENT_PROTOCOL) {
$message = "disconnectionScreen.outdatedClient";
$pk = new PlayStatusPacket();
$pk->status = PlayStatusPacket::LOGIN_FAILED_CLIENT;
$this->directDataPacket($pk);
} else {
$message = "disconnectionScreen.outdatedServer";
$pk = new PlayStatusPacket();
$pk->status = PlayStatusPacket::LOGIN_FAILED_SERVER;
$this->directDataPacket($pk);
}
$this->close("", $message, false);
break;
}
$this->randomClientId = $packet->clientId;
$this->loginData = ["clientId" => $packet->clientId, "loginData" => null];
$this->uuid = $packet->clientUUID;
$this->rawUUID = $this->uuid->toBinary();
$this->clientSecret = $packet->clientSecret;
$valid = true;
$len = strlen($packet->username);
if ($len > 16 or $len < 3) {
$valid = false;
}
for ($i = 0; $i < $len and $valid; ++$i) {
$c = ord($packet->username[$i]);
if ($c >= ord("a") and $c <= ord("z") or $c >= ord("A") and $c <= ord("Z") or $c >= ord("0") and $c <= ord("9") or $c === ord("_")) {
continue;
}
$valid = false;
break;
}
if (!$valid or $this->iusername === "rcon" or $this->iusername === "console") {
$this->close("", "disconnectionScreen.invalidName");
break;
}
if (strlen($packet->skin) !== 64 * 32 * 4 and strlen($packet->skin) !== 64 * 64 * 4) {
$this->close("", "disconnectionScreen.invalidSkin");
break;
}
$this->setSkin($packet->skin, $packet->skinname, $packet->oldclient, $packet->slim, $packet->transparent);
$this->server->getPluginManager()->callEvent($ev = new PlayerPreLoginEvent($this, "Plugin reason"));
if ($ev->isCancelled()) {
$this->close("", $ev->getKickMessage());
break;
}
$this->onPlayerPreLogin();
break;
case ProtocolInfo::MOVE_PLAYER_PACKET:
$newPos = new Vector3($packet->x, $packet->y - $this->getEyeHeight(), $packet->z);
$revert = false;
if (!$this->isAlive() or $this->spawned !== true) {
$revert = true;
$this->forceMovement = new Vector3($this->x, $this->y, $this->z);
}
if ($this->teleportPosition !== null or $this->forceMovement instanceof Vector3 and (($dist = $newPos->distanceSquared($this->forceMovement)) > 0.1 or $revert)) {
$this->sendPosition($this->forceMovement, $packet->yaw, $packet->pitch);
} else {
$packet->yaw %= 360;
$packet->pitch %= 360;
if ($packet->yaw < 0) {
//.........这里部分代码省略.........