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This now removes the need for recursing around for structures comprised of multiple blocks. Instead, override getAffectedBlocks() to return all blocks that need to be deleted when the current block is deleted, and make sure that only one half of the block drops something. When a player breaks one of the blocks, all the blocks affected by that block will also be destroyed, creating particles and sounds where appropriate. This fixes creative drops for double plants and beds.
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@ -1735,13 +1735,16 @@ class Level implements ChunkManager, Metadatable{
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*/
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public function useBreakOn(Vector3 $vector, Item &$item = null, Player $player = null, bool $createParticles = false) : bool{
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$target = $this->getBlock($vector);
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$affectedBlocks = $target->getAffectedBlocks();
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if($item === null){
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$item = ItemFactory::get(Item::AIR, 0, 0);
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}
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$drops = ($player !== null and $player->isCreative()) ? [] : array_merge(...array_map(function(Block $block) use ($item) : array{ return $block->getDrops($item); }, $affectedBlocks));
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if($player !== null){
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$ev = new BlockBreakEvent($player, $target, $item, $player->isCreative() or $player->allowInstaBreak());
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$ev = new BlockBreakEvent($player, $target, $item, $player->isCreative() or $player->allowInstaBreak(), $drops);
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if(($player->isSurvival() and !$target->isBreakable($item)) or $player->isSpectator()){
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$ev->setCancelled();
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@ -1798,10 +1801,27 @@ class Level implements ChunkManager, Metadatable{
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}elseif(!$target->isBreakable($item)){
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return false;
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}else{
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$drops = $target->getDrops($item); //Fixes tile entities being deleted before getting drops
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}
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foreach($affectedBlocks as $t){
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$this->destroyBlockInternal($t, $item, $player, $createParticles);
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}
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$item->useOn($target);
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if(!empty($drops)){
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$dropPos = $target->add(0.5, 0.5, 0.5);
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foreach($drops as $drop){
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if(!$drop->isNull()){
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$this->dropItem($dropPos, $drop);
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}
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}
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}
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return true;
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}
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private function destroyBlockInternal(Block $target, Item $item, ?Player $player = null, bool $createParticles = false) : void{
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$above = $this->getBlockAt($target->x, $target->y + 1, $target->z);
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if($above->getId() === Block::FIRE){ //TODO: this should be done in Fire's onUpdate(), not with this hack
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$this->setBlock($above, BlockFactory::get(Block::AIR), true);
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@ -1825,18 +1845,6 @@ class Level implements ChunkManager, Metadatable{
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$tile->close();
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}
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$item->useOn($target);
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if($player === null or $player->isSurvival()){
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foreach($drops as $drop){
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if(!$drop->isNull()){
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$this->dropItem($vector->add(0.5, 0.5, 0.5), $drop);
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}
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}
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}
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return true;
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}
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/**
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