97        if($this->radius < 0.1){
 
  101        $blockFactory = RuntimeBlockStateRegistry::getInstance();
 
  103        $mRays = $this->rays - 1;
 
  104        $incendiary = $this->fireChance > 0;
 
  105        for($i = 0; $i < $this->rays; ++$i){
 
  106            for($j = 0; $j < $this->rays; ++$j){
 
  107                for($k = 0; $k < $this->rays; ++$k){
 
  108                    if($i === 0 || $i === $mRays || $j === 0 || $j === $mRays || $k === 0 || $k === $mRays){
 
  110                        [$shiftX, $shiftY, $shiftZ] = [$i / $mRays * 2 - 1, $j / $mRays * 2 - 1, $k / $mRays * 2 - 1];
 
  111                        $len = sqrt($shiftX ** 2 + $shiftY ** 2 + $shiftZ ** 2);
 
  112                        [$shiftX, $shiftY, $shiftZ] = [($shiftX / $len) * $this->stepLen, ($shiftY / $len) * $this->stepLen, ($shiftZ / $len) * $this->stepLen];
 
  113                        $pointerX = $this->source->x;
 
  114                        $pointerY = $this->source->y;
 
  115                        $pointerZ = $this->source->z;
 
  117                        for($blastForce = $this->radius * (mt_rand(700, 1300) / 1000); $blastForce > 0; $blastForce -= $this->stepLen * 0.75){
 
  118                            $x = (int) $pointerX;
 
  119                            $y = (int) $pointerY;
 
  120                            $z = (int) $pointerZ;
 
  121                            $vBlockX = $pointerX >= $x ? $x : $x - 1;
 
  122                            $vBlockY = $pointerY >= $y ? $y : $y - 1;
 
  123                            $vBlockZ = $pointerZ >= $z ? $z : $z - 1;
 
  125                            $pointerX += $shiftX;
 
  126                            $pointerY += $shiftY;
 
  127                            $pointerZ += $shiftZ;
 
  132                            $subChunk = $this->subChunkExplorer->currentSubChunk;
 
  133                            if($subChunk === 
null){
 
  137                            $state = $subChunk->getBlockStateId($vBlockX & SubChunk::COORD_MASK, $vBlockY & SubChunk::COORD_MASK, $vBlockZ & SubChunk::COORD_MASK);
 
  139                            $blastResistance = $blockFactory->blastResistance[$state] ?? 0;
 
  140                            if($blastResistance >= 0){
 
  141                                $blastForce -= ($blastResistance / 5 + 0.3) * $this->stepLen;
 
  143                                    if(!isset($this->affectedBlocks[
World::blockHash($vBlockX, $vBlockY, $vBlockZ)])){
 
  144                                        $_block = $this->world->getBlockAt($vBlockX, $vBlockY, $vBlockZ, 
true, 
false);
 
  145                                        foreach($_block->getAffectedBlocks() as $_affectedBlock){
 
  146                                            $_affectedBlockPos = $_affectedBlock->getPosition();
 
  147                                            $posHash = 
World::blockHash($_affectedBlockPos->x, $_affectedBlockPos->y, $_affectedBlockPos->z);
 
  148                                            $this->affectedBlocks[$posHash] = $_affectedBlock;
 
  150                                            if($incendiary && Utils::getRandomFloat() <= $this->fireChance){
 
  151                                                $this->fireIgnitions[$posHash] = $_affectedBlock;
 
 
  171        $source = (new 
Vector3($this->source->x, $this->source->y, $this->source->z))->floor();
 
  172        $yield = min(100, (1 / $this->radius) * 100);
 
  174        if($this->what instanceof 
Entity){
 
  175            $ev = 
new EntityExplodeEvent($this->what, $this->source, $this->affectedBlocks, $yield, $this->fireIgnitions);
 
  178            if($ev->isCancelled()){
 
  182            $yield = $ev->getYield();
 
  183            $this->affectedBlocks = $ev->getBlockList();
 
  184            $this->fireIgnitions = $ev->getIgnitions();
 
  185        }elseif($this->what instanceof Block){
 
  186            $ev = 
new BlockExplodeEvent(
 
  189                $this->affectedBlocks,
 
  191                $this->fireIgnitions,
 
  195            if($ev->isCancelled()){
 
  198                $yield = $ev->getYield();
 
  199                $this->affectedBlocks = $ev->getAffectedBlocks();
 
  200                $this->fireIgnitions = $ev->getIgnitions();
 
  204        $explosionSize = $this->radius * 2;
 
  205        $minX = (int) floor($this->source->x - $explosionSize - 1);
 
  206        $maxX = (int) ceil($this->source->x + $explosionSize + 1);
 
  207        $minY = (int) floor($this->source->y - $explosionSize - 1);
 
  208        $maxY = (int) ceil($this->source->y + $explosionSize + 1);
 
  209        $minZ = (int) floor($this->source->z - $explosionSize - 1);
 
  210        $maxZ = (int) ceil($this->source->z + $explosionSize + 1);
 
  212        $explosionBB = 
new AxisAlignedBB($minX, $minY, $minZ, $maxX, $maxY, $maxZ);
 
  215        $list = $this->world->getNearbyEntities($explosionBB, $this->what instanceof Entity ? $this->what : 
null);
 
  216        foreach($list as $entity){
 
  217            $entityPos = $entity->getPosition();
 
  218            $distance = $entityPos->distance($this->source) / $explosionSize;
 
  221                $motion = $entityPos->subtractVector($this->source)->normalize();
 
  222                $exposure = $this->getExposure($this->source, $entity);
 
  224                $impact = (1 - $distance) * $exposure;
 
  226                $damage = (int) ((($impact * $impact + $impact) / 2) * 8 * $explosionSize + 1);
 
  228                if($this->what instanceof Entity){
 
  229                    $ev = 
new EntityDamageByEntityEvent($this->what, $entity, EntityDamageEvent::CAUSE_ENTITY_EXPLOSION, $damage);
 
  230                }elseif($this->what instanceof Block){
 
  231                    $ev = 
new EntityDamageByBlockEvent($this->what, $entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage);
 
  233                    $ev = 
new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage);
 
  236                $entity->attack($ev);
 
  237                $entity->setMotion($entity->getMotion()->addVector($motion->multiply($impact)));
 
  241        $air = VanillaItems::AIR();
 
  242        $airBlock = VanillaBlocks::AIR();
 
  243        $fireBlock = VanillaBlocks::FIRE();
 
  245        foreach($this->affectedBlocks as $hash => $block){
 
  246            $pos = $block->getPosition();
 
  247            if($block instanceof TNT){
 
  248                $block->ignite(mt_rand(10, 30));
 
  250                if(mt_rand(0, 100) < $yield){
 
  251                    foreach($block->getDrops($air) as $drop){
 
  252                        $this->world->dropItem($pos->add(0.5, 0.5, 0.5), $drop);
 
  255                if(($t = $this->world->getTileAt($pos->x, $pos->y, $pos->z)) !== 
null){
 
  256                    $t->onBlockDestroyed(); 
 
  259                    isset($this->fireIgnitions[$hash]) &&
 
  260                    $block->getSide(Facing::DOWN)->getSupportType(Facing::UP) === SupportType::FULL ?
 
  264                $this->world->setBlockAt($pos->x, $pos->y, $pos->z, $targetBlock);
 
  268        $this->world->addParticle($source, 
new HugeExplodeSeedParticle());
 
  269        $this->world->addSound($source, 
new ExplodeSound());