Crafting tables now work the same way as anvils and enchanting tables

Removing almost all special-case logic for crafting tables.
This commit is contained in:
Dylan K. Taylor
2021-11-07 16:20:07 +00:00
parent 6b316dc29a
commit 45edb94607
8 changed files with 96 additions and 54 deletions

View File

@@ -26,6 +26,7 @@ namespace pocketmine\network\mcpe;
use pocketmine\block\inventory\AnvilInventory;
use pocketmine\block\inventory\BlockInventory;
use pocketmine\block\inventory\BrewingStandInventory;
use pocketmine\block\inventory\CraftingTableInventory;
use pocketmine\block\inventory\EnchantInventory;
use pocketmine\block\inventory\FurnaceInventory;
use pocketmine\block\inventory\HopperInventory;
@@ -67,7 +68,6 @@ class InventoryManager{
//effect on the behaviour of inventory transactions I don't currently plan to integrate these into the main system.
private const RESERVED_WINDOW_ID_RANGE_START = ContainerIds::LAST - 10;
private const RESERVED_WINDOW_ID_RANGE_END = ContainerIds::LAST;
public const HARDCODED_CRAFTING_GRID_WINDOW_ID = self::RESERVED_WINDOW_ID_RANGE_START + 1;
public const HARDCODED_INVENTORY_WINDOW_ID = self::RESERVED_WINDOW_ID_RANGE_START + 2;
/** @var Player */
@@ -178,6 +178,7 @@ class InventoryManager{
$inv instanceof BrewingStandInventory => WindowTypes::BREWING_STAND,
$inv instanceof AnvilInventory => WindowTypes::ANVIL,
$inv instanceof HopperInventory => WindowTypes::HOPPER,
$inv instanceof CraftingTableInventory => WindowTypes::WORKBENCH,
default => WindowTypes::CONTAINER
};
return [ContainerOpenPacket::blockInv($id, $windowType, $blockPosition)];

View File

@@ -24,9 +24,9 @@ namespace pocketmine\network\mcpe\convert;
use pocketmine\block\BlockLegacyIds;
use pocketmine\block\inventory\AnvilInventory;
use pocketmine\block\inventory\CraftingTableInventory;
use pocketmine\block\inventory\EnchantInventory;
use pocketmine\block\inventory\LoomInventory;
use pocketmine\crafting\CraftingGrid;
use pocketmine\inventory\Inventory;
use pocketmine\inventory\transaction\action\CreateItemAction;
use pocketmine\inventory\transaction\action\DestroyItemAction;
@@ -290,11 +290,7 @@ class TypeConverter{
$pSlot = $action->inventorySlot;
$craftingGrid = $player->getCraftingGrid();
$mapped =
$this->mapUIInventory($pSlot, UIInventorySlotOffset::CRAFTING2X2_INPUT, $craftingGrid,
function(Inventory $i) : bool{ return $i instanceof CraftingGrid && $i->getGridWidth() === CraftingGrid::SIZE_SMALL; }) ??
$this->mapUIInventory($pSlot, UIInventorySlotOffset::CRAFTING3X3_INPUT, $craftingGrid,
function(Inventory $i) : bool{ return $i instanceof CraftingGrid && $i->getGridWidth() === CraftingGrid::SIZE_BIG; });
$mapped = $this->mapUIInventory($pSlot, UIInventorySlotOffset::CRAFTING2X2_INPUT, $craftingGrid, fn() => true);
if($mapped === null){
$current = $player->getCurrentWindow();
$mapped =
@@ -303,7 +299,9 @@ class TypeConverter{
$this->mapUIInventory($pSlot, UIInventorySlotOffset::ENCHANTING_TABLE, $current,
function(Inventory $i) : bool{ return $i instanceof EnchantInventory; }) ??
$this->mapUIInventory($pSlot, UIInventorySlotOffset::LOOM, $current,
fn(Inventory $i) => $i instanceof LoomInventory);
fn(Inventory $i) => $i instanceof LoomInventory) ??
$this->mapUIInventory($pSlot, UIInventorySlotOffset::CRAFTING3X3_INPUT, $current,
fn(Inventory $i) => $i instanceof CraftingTableInventory);
}
if($mapped === null){
throw new TypeConversionException("Unmatched UI inventory slot offset $pSlot");

View File

@@ -26,7 +26,6 @@ namespace pocketmine\network\mcpe\handler;
use pocketmine\block\BaseSign;
use pocketmine\block\ItemFrame;
use pocketmine\block\utils\SignText;
use pocketmine\crafting\CraftingGrid;
use pocketmine\entity\animation\ConsumingItemAnimation;
use pocketmine\entity\InvalidSkinException;
use pocketmine\event\player\PlayerEditBookEvent;
@@ -309,14 +308,6 @@ class InGamePacketHandler extends PacketHandler{
foreach($this->craftingTransaction->getInventories() as $inventory){
$this->inventoryManager->syncContents($inventory);
}
/*
* TODO: HACK!
* we can't resend the contents of the crafting window, so we force the client to close it instead.
* So people don't whine about messy desync issues when someone cancels CraftItemEvent, or when a crafting
* transaction goes wrong.
*/
$this->session->sendDataPacket(ContainerClosePacket::create(InventoryManager::HARDCODED_CRAFTING_GRID_WINDOW_ID, true));
return false;
}finally{
$this->craftingTransaction = null;
@@ -380,18 +371,6 @@ class InGamePacketHandler extends PacketHandler{
$vBlockPos = new Vector3($blockPos->getX(), $blockPos->getY(), $blockPos->getZ());
if(!$this->player->interactBlock($vBlockPos, $data->getFace(), $clickPos)){
$this->onFailedBlockAction($vBlockPos, $data->getFace());
}elseif(
!array_key_exists($windowId = InventoryManager::HARDCODED_CRAFTING_GRID_WINDOW_ID, $this->openHardcodedWindows) &&
$this->player->getCraftingGrid()->getGridWidth() === CraftingGrid::SIZE_BIG
){
//TODO: HACK! crafting grid doesn't fit very well into the current PM container system, so this hack
//allows it to carry on working approximately the same way as it did in 1.14
$this->openHardcodedWindows[$windowId] = true;
$this->session->sendDataPacket(ContainerOpenPacket::blockInv(
InventoryManager::HARDCODED_CRAFTING_GRID_WINDOW_ID,
WindowTypes::WORKBENCH,
$blockPos
));
}
return true;
case UseItemTransactionData::ACTION_BREAK_BLOCK: