Almost finsihed! Just need to do testing + finishing the reward item.
This commit is contained in:
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5dd7716e88
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f276b9aedf
5 changed files with 226 additions and 22 deletions
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@ -1,6 +1,11 @@
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# Spooky
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Halloween plugin.
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A new bossfight's waiting for you and your players. <b>The GHost is <i>here</i></b>.
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Build a structure like this one: (be sure to place the pumpkin in last!)
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<img src="https://raw.githubusercontent.com/Ad5001/Spooky/master/img/struct.png"></img>
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Afterwards let the boss fight go!
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Music used here: NIVIRO - The Return
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Track's link: https://soundcloud.com/djniviro/thereturn
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@ -5,7 +5,10 @@ use pocketmine\command\Command;
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use pocketmine\plugin\PluginBase;
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use pocketmine\Server;
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use pocketmine\Player;
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use pocketmine\event\Listener;
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use pocketmine\item\enchantment\Enchantment;
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use pocketmine\event\block\BlockPlaceEvent;
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use pocketmine\block\Block;
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use pocketmine\nbt\tag\ListTag;
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use pocketmine\nbt\tag\CompoundTag;
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@ -18,7 +21,7 @@ use Ad5001\Spooky\entity\Ghost;
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use Ad5001\Spooky\tasks\TickTask;
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class Main extends PluginBase{
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class Main extends PluginBase implements Listener{
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public $ghosts = [];
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@ -29,8 +32,9 @@ class Main extends PluginBase{
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*/
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public function onEnable(){
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// Registering some enchants
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Enchantement::registerEnchantment(new Enchantement(Enchantement::SHARPNESS, "%enchantment.attack.sharpness", Enchantement::RARITY_COMMON, Enchantement::SLOT_SWORD));
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// $this->getServer()->getScheduler()->scheduler<Delayed or Repeating>Task(new Task1($this), <TIME>);
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Enchantment::registerEnchantment(new Enchantment(Enchantment::SHARPNESS, "%enchantment.attack.sharpness", Enchantment::ACTIVATION_HELD, Enchantment::RARITY_COMMON, Enchantment::SLOT_SWORD));
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$this->getServer()->getScheduler()->scheduleRepeatingTask(new TickTask($this), 2);
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$this->getServer()->getPluginManager()->registerEvents($this, $this);
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}
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/**
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@ -51,7 +55,57 @@ class Main extends PluginBase{
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}
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public function onBlockPlace(BlockPlaceEvent $event) {
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// Checking the pumpkin at the top
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$found = false;
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if($event->getBlock()->getId() == Block::PUMPKIN){
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$under = $event->getBlock()->asVector3();
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$under->y--;
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// Hay bale for the body
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if($event->getBlock()->getLevel()->getBlock($under)->getId() == Block::HAY_BALE) {
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$under2 = $event->getBlock()->asVector3();
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$under2->y--;
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// Fence for the bottom
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if($event->getBlock()->getLevel()->getBlock($under2)->getId() == Block::FENCE){
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// Fences for the sides.
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$side1 = $under->asVector3();
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$side1->x++;
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$side2 = $under->asVector3();
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$side2->x--;
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if($event->getBlock()->getLevel()->getBlock($side1)->getId() == Block::FENCE && $event->getBlock()->getLevel()->getBlock($side1)->getId() == Block::FENCE) {
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$found = true;
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} else {
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$side1 = $under->asVector3();
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$side1->z++;
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$side2 = $under->asVector3();
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$side2->z--;
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if($event->getBlock()->getLevel()->getBlock($side1)->getId() == Block::FENCE && $event->getBlock()->getLevel()->getBlock($side1)->getId() == Block::FENCE) {
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$found = true;
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}
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}
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}
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}
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}
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// If everything's right, we can destroy the structure & generate the ghost
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if($found){
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$event->setCancelled();
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$event->getBlock()->getLevel()->setBlock($under, Block::get(Block::AIR));
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$event->getBlock()->getLevel()->setBlock($under2, Block::get(Block::AIR));
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$event->getBlock()->getLevel()->setBlock($side1, Block::get(Block::AIR));
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$event->getBlock()->getLevel()->setBlock($side2, Block::get(Block::AIR));
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if($event->getPlayer()){
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$this->spawnGhost($event->getPlayer());
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}
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}
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}
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/**
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* Spawns a ghost
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*
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* @param Player $p
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* @return void
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*/
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public function spawnGhost(Player $p){
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// Getting the skin
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$nbtSkin = new NBT(NBT::BIG_ENDIAN);
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@ -17,6 +17,7 @@ use pocketmine\nbt\tag\FloatTag;
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use pocketmine\nbt\tag\ListTag;
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use pocketmine\nbt\tag\DoubleTag;
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use pocketmine\nbt\tag\ByteTag;
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use pocketmine\nbt\tag\StringTag;
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use pocketmine\entity\Effect;
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use Ad5001\Spooky\Main;
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@ -47,7 +48,7 @@ class Ghost extends Human {
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$this->setDataProperty(self::DATA_SCALE, self::DATA_TYPE_FLOAT, new FloatTag("Scale", 1.2));
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parent::__construct($level, $nbt);
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$it = Item::get(Item::GOLDEN_HOE, 0);
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$it->addEnchantement(Enchantement::getEnchantement(Enchantement::SHARPNESS));
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$it->addEnchantment(Enchantment::getEnchantment(Enchantment::SHARPNESS));
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$this->getInventory()->setItemInHand($it);
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}
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public function intenseFight(){
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if(!$this->checkIfConnected()) return;
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// TODO: Custom intense fight
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$this->fightType = 1;
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}
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/**
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public function blackOutEnterPhase(){
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if(!$this->checkIfConnected()) return;
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$this->fightType = 0;
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$spawnBlock = $this->getPlayer()->getLineOfSight(2, 3, []);
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$spawnBlock = $this->getPlayer()->getLineOfSight(2);
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$spawnBlock = $spawnBlock[count($spawnBlock) -1];
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$this->getPlayer()->addEffect(
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Effect::getEffectById(Effect::BLINDNESS)->setDuration(30*20)->setAmplifier(4)->setVisible(false)
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/**
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* Check the damage to reduce it by 25%
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*
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* @param EntityDamageEvent $source
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* @param EntityDamageEvent $event
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*/
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public function attack(EntityDamageEvent $source) {
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public function attack(EntityDamageEvent $event) {
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if($event instanceof EntityDamageByEntityEvent) {
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if($event->getDamager() instanceof Player && $event->getDamager()){
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$source->setDamage($source->getDamage() * 0.75);
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$event->setDamage($event->getDamage() * 0.75);
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} else {
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$event->setCancelled(true);
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$event->getDamager()->motionY = 12;
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$event->getDamager()->addEffect(
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Effect::getEffectById(Effect::NAUSEA)->setDuration(30*20)->setAmplifier(99)->setVisible(false)
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);
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}
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}
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}
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* @return bool
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*/
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public function onUpdate(int $currentTick): bool {
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if(!$this->checkIfConnected()) return;
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if(!$this->checkIfConnected()) return false;
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if($this->fightType == 0) return false;
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// Teleportation
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if(rand(0, 200) == 0) { // Do we do teleportation?
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if(rand(0,1) == 0){ // Which kind of tp? Random around or forward?
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$los = $this->getLineOfSight(10);
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$b = $los[count($los) - 1];
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$this->teleport($b);
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} else {
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$x = rand($this->x + 8, $this->x - 8);
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$z = rand($this->z + 8, $this->z - 8);
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for($y = $this->y + 16; $y > $this->y - 16; $this->y--){
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if($this->getLevel()->getBlock($x, $y -1, $z)->getId() !== 0) break;
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}
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$this->teleport(new Vector3($x, $y, $z));
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}
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}
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// Setting specific motion
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$diffV3 = $this->associatedPlayer->asVector3()->subtract($this->asVector3());
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$distDiff = $diffV3->asVector3()->abs();
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$distDiff = $distDiff->x + $distDiff->z;
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// Check if we can attack the player
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if($this->distanceSquared($this->associatedPlayer) <= 1){
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$this->attackEntity($this->associatedPlayer);
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}
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// If not, try moving torowards him
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if ($diff > 0) {
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$this->motionX = $this->getSpeed() * 0.15 * ($x / $diff);
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$this->motionZ = $this->getSpeed() * 0.15 * ($z / $diff);
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$this->yaw = rad2deg(-atan2($x / $diff, $z / $diff));
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$this->motionX = $this->getSpeed() * 0.15 * ($diffV3->x / $distDiff);
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$this->motionZ = $this->getSpeed() * 0.15 * ($diffV3->z / $distDiff);
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$this->yaw = rad2deg(-atan2($diffV3->x / $distDiff, $diffV3->z / $distDiff));
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}
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if($y == 0){
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$this->pitch = 0;
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} else {
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$this->pitch = rad2deg(-atan2($diffV3->y, sqrt($diffV3->x ** 2 + $distDiff->z ** 2)));;
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}
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$currentB = $this->getLevel()->getBlock($this->asVector3());
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if($currentB instanceof \pocketmine\block\Liquid){ // in water, we need to get it floating
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$this->motionY = $this->gravity * 2;
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} else {
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// Check if the ghost is in air and not stuck in the ground. Then, we'll get the target block to check if it's possible to jump.
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if($currentB->canPassThought()){
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$targetB = $this->getTargetBlock(2);
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} else {
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$targetB = $currentB;
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}
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$canJump = true;
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// Check 3 blocks up that position (to see if the entity can go up)
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for($i = 1; $i <= 3; $i++){
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$blockUp = $targetB->asVector3();
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$blockUp->y += $i;
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if(!$this->getLevel()->getBlock($blockUp)->canPassThought()) $canJump = false;
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}
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// FInally, jump if possible
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if($canJump && $this->gravity * 3.2 > $this->motionY) $this->motionY = $this->gravity * 3.2;
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}
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$this->pitch = $y == 0 ? 0 : rad2deg(-atan2($y, sqrt($x * $x + $z * $z)));
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}
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/**
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* @return void
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*/
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public function attackEntity(Entity $et){
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$ev = new EntityDamageByEntityEvent($this, $this->associatedPlayer, EntityDamageEvent::CAUSE_ENTITY_ATTACK
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/* Todo Calcule armor */);
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$et->attack($ev);
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if($et instanceof Player){
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$damage = [
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EntityDamageEvent::MODIFIER_BASE => 10 // Two hit a player which has no armor
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];
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$points = 0;
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foreach($et->getInventory()->getArmorContents() as $armorItem){
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$points += $armorItem->getDefensePoints();
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}
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$damage[EntityDamageEvent::MODIFIER_ARMOR] = -($damage[EntityDamageEvent::MODIFIER_BASE] * $points * 0.04);
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$ev = new EntityDamageByEntityEvent($this, $this->associatedPlayer, EntityDamageEvent::CAUSE_ENTITY_ATTACK, $damage);
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$et->attack($ev);
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}
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}
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/**
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* @return array
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*/
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public function getDrops() : array{
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return
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$it = Item::get(Item::GOLDEN_HOE, 0);
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$it->setCustomName("§r§cSoul Stealer");
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$it->setNamedTagEntry(new StringTag("customDamage", 10));
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$e = Enchantment::getEnchantment(Enchantment::SHARPNESS);
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$e->setLevel(10);
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$it->addEnchantment($e);
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return [$it];
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}
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@ -33,6 +33,87 @@ class TickTask extends PluginTask {
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public function onRun(int $tick) {
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foreach(self::$ghosts as $i => $g){
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self::$ghosts[$i]->currentSec += 0.1;
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switch(self::$ghosts[$i]->currentSec){
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case 48: // 0m48s
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self::$ghosts[$i]->getPlayer()->getLevel()->setTime(16000); // Set time to night
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break;
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case 64: // 1m04s
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self::$ghosts[$i]->blackOutEnterPhase();
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break;
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case 66: // 1m06s
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self::$ghosts[$i]->blackOutExitPhase();
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self::$ghosts[$i]->intenseFight();
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break;
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case 82: // 1m22s
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self::$ghosts[$i]->movePlayerRandomly();
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self::$ghosts[$i]->repeatFunc = "move";
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break;
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case 88: // 1m28s
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self::$ghosts[$i]->calmFight();
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self::$ghosts[$i]->repeatFunc = null;
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break;
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case 95: // 1m35s
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self::$ghosts[$i]->destroyBlocksRandomly();
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self::$ghosts[$i]->repeatFunc = "blockdis";
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break;
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case 100: // 1m40s
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self::$ghosts[$i]->repeatFunc = null;
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self::$ghosts[$i]->blackOutEnterPhase();
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break;
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case 103: // 1m43s
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self::$ghosts[$i]->blackOutExitPhase();
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self::$ghosts[$i]->intenseFight();
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break;
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case 136: // 2m16s
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self::$ghosts[$i]->calmFight();
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break;
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case 151: // 2m31s
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self::$ghosts[$i]->fightType = 0;
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break;
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case 152: // 2m32s
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self::$ghosts[$i]->blackOutEnterPhase();
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break;
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case 153: // 2m33s
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self::$ghosts[$i]->blackOutExitPhase();
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self::$ghosts[$i]->intenseFight();
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break;
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case 168: // 2m48s
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self::$ghosts[$i]->movePlayerRandomly();
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self::$ghosts[$i]->repeatFunc = "move";
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break;
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case 176: // 2m56s
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self::$ghosts[$i]->destroyBlocksRandomly();
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self::$ghosts[$i]->repeatFunc = "blockdis";
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break;
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case 183: // 3m03s
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self::$ghosts[$i]->repeatFunc = null;
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self::$ghosts[$i]->intenseFight();
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break;
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case 197: // 3m17s
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self::$ghosts[$i]->blackOutEnterPhase();
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break;
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case 198: // 3m18s
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self::$ghosts[$i]->blackOutExitPhase();
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self::$ghosts[$i]->intenseFight();
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break;
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case 227: // 3m47s
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self::$ghosts[$i]->calmFight();
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break;
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case 262: // 4m22
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self::unregisterGhost(self::$ghosts[$i]);
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self::$ghosts[$i]->close();
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break;
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default:
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switch(self::$ghosts[$i]->repeatFunc){
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case "move":
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self::$ghosts[$i]->movePlayerRandomly();
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break;
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case "blockdis":
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self::$ghosts[$i]->destroyBlocksRandomly();
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break;
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}
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break;
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}
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}
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}
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*/
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public static function registerGhost(Ghost $g){
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$g->currentSec = 0;
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$g->repeatFunc = null;
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self::$ghosts[$g->getId()] = $g;
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}
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7
timing
7
timing
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@ -17,10 +17,9 @@ Phase 7: 3:47 -> 4:22 (35 secs, more calm period)
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If killed before the end, gets reward, otherwise, nothing happends.
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Reward: Hat of despair:
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Pumpkin:
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Reward: Soul Stealer:
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Gold hoe (weapon):
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- Night vision,
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- when sneak, diseapears (!== invisibility, he cannot be seen nor hit),
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- if he sneaks more than 12 seconds, having nausea
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- If he strikes someone while being invisible, he'll loose invisility
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- if he sneaks more than 12 seconds, having nausea (high so that the screen shakes)
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- if he strikes someone otherwise, the person will get a big creepy sound
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