Removed pocketmine subdirectory, map PSR-4 style

This commit is contained in:
Dylan K. Taylor
2019-07-30 19:14:57 +01:00
parent 7a77d3dc30
commit 5499ac620c
1044 changed files with 3 additions and 3 deletions

749
src/block/Block.php Normal file
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@ -0,0 +1,749 @@
<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
/**
* All Block classes are in here
*/
namespace pocketmine\block;
use pocketmine\block\tile\Spawnable;
use pocketmine\block\tile\Tile;
use pocketmine\block\tile\TileFactory;
use pocketmine\block\utils\InvalidBlockStateException;
use pocketmine\entity\Entity;
use pocketmine\item\enchantment\Enchantment;
use pocketmine\item\Item;
use pocketmine\item\ItemFactory;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Facing;
use pocketmine\math\RayTraceResult;
use pocketmine\math\Vector3;
use pocketmine\nbt\tag\CompoundTag;
use pocketmine\network\mcpe\protocol\types\RuntimeBlockMapping;
use pocketmine\player\Player;
use pocketmine\world\BlockTransaction;
use pocketmine\world\Position;
use pocketmine\world\World;
use function array_merge;
use function assert;
use function dechex;
use const PHP_INT_MAX;
class Block extends Position{
/** @var BlockIdentifier */
protected $idInfo;
/** @var string */
protected $fallbackName;
/** @var BlockBreakInfo */
protected $breakInfo;
/** @var AxisAlignedBB */
protected $boundingBox = null;
/** @var AxisAlignedBB[]|null */
protected $collisionBoxes = null;
/**
* @param BlockIdentifier $idInfo
* @param string $name English name of the block type (TODO: implement translations)
* @param BlockBreakInfo $breakInfo
*/
public function __construct(BlockIdentifier $idInfo, string $name, BlockBreakInfo $breakInfo){
if(($idInfo->getVariant() & $this->getStateBitmask()) !== 0){
throw new \InvalidArgumentException("Variant 0x" . dechex($idInfo->getVariant()) . " collides with state bitmask 0x" . dechex($this->getStateBitmask()));
}
$this->idInfo = $idInfo;
$this->fallbackName = $name;
$this->breakInfo = $breakInfo;
}
public function getIdInfo() : BlockIdentifier{
return $this->idInfo;
}
/**
* @return string
*/
public function getName() : string{
return $this->fallbackName;
}
/**
* @return int
*/
public function getId() : int{
return $this->idInfo->getBlockId();
}
/**
* @internal
* @return int
*/
public function getFullId() : int{
return ($this->getId() << 4) | $this->getMeta();
}
public function asItem() : Item{
return ItemFactory::get($this->idInfo->getItemId(), $this->idInfo->getVariant());
}
/**
* @internal
* @return int
*/
public function getRuntimeId() : int{
return RuntimeBlockMapping::toStaticRuntimeId($this->getId(), $this->getMeta());
}
/**
* @return int
*/
public function getMeta() : int{
$stateMeta = $this->writeStateToMeta();
assert(($stateMeta & ~$this->getStateBitmask()) === 0);
return $this->idInfo->getVariant() | $stateMeta;
}
/**
* Returns a bitmask used to extract state bits from block metadata.
*
* @return int
*/
public function getStateBitmask() : int{
return 0;
}
protected function writeStateToMeta() : int{
return 0;
}
/**
* @param int $id
* @param int $stateMeta
*
* @throws InvalidBlockStateException
*/
public function readStateFromData(int $id, int $stateMeta) : void{
//NOOP
}
/**
* Called when this block is created, set, or has a neighbouring block update, to re-detect dynamic properties which
* are not saved on the world.
*
* Clears any cached precomputed objects, such as bounding boxes. Remove any outdated precomputed things such as
* AABBs and force recalculation.
*/
public function readStateFromWorld() : void{
$this->boundingBox = null;
$this->collisionBoxes = null;
}
public function writeStateToWorld() : void{
$this->world->getChunkAtPosition($this)->setFullBlock($this->x & 0xf, $this->y, $this->z & 0xf, $this->getFullId());
$tileType = $this->idInfo->getTileClass();
$oldTile = $this->world->getTile($this);
if($oldTile !== null){
if($tileType === null or !($oldTile instanceof $tileType)){
$oldTile->close();
$oldTile = null;
}elseif($oldTile instanceof Spawnable){
$oldTile->setDirty(); //destroy old network cache
}
}
if($oldTile === null and $tileType !== null){
$this->world->addTile(TileFactory::create($tileType, $this->world, $this->asVector3()));
}
}
/**
* Returns whether the given block has an equivalent type to this one. This compares base legacy ID and variant.
*
* Note: This ignores additional IDs used to represent additional states. This means that, for example, a lit
* furnace and unlit furnace are considered the same type.
*
* @param Block $other
*
* @return bool
*/
public function isSameType(Block $other) : bool{
return $this->idInfo->getBlockId() === $other->idInfo->getBlockId() and $this->idInfo->getVariant() === $other->idInfo->getVariant();
}
/**
* Returns whether the given block has the same type and properties as this block.
*
* @param Block $other
*
* @return bool
*/
public function isSameState(Block $other) : bool{
return $this->isSameType($other) and $this->writeStateToMeta() === $other->writeStateToMeta();
}
/**
* AKA: Block->isPlaceable
* @return bool
*/
public function canBePlaced() : bool{
return true;
}
/**
* @return bool
*/
public function canBeReplaced() : bool{
return false;
}
public function canBePlacedAt(Block $blockReplace, Vector3 $clickVector, int $face, bool $isClickedBlock) : bool{
return $blockReplace->canBeReplaced();
}
/**
* Places the Block, using block space and block target, and side. Returns if the block has been placed.
*
* @param BlockTransaction $tx
* @param Item $item
* @param Block $blockReplace
* @param Block $blockClicked
* @param int $face
* @param Vector3 $clickVector
* @param Player|null $player
*
* @return bool
*/
public function place(BlockTransaction $tx, Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
$tx->addBlock($blockReplace, $this);
return true;
}
public function onPostPlace() : void{
}
/**
* Returns an object containing information about the destruction requirements of this block.
*
* @return BlockBreakInfo
*/
public function getBreakInfo() : BlockBreakInfo{
return $this->breakInfo;
}
/**
* Do the actions needed so the block is broken with the Item
*
* @param Item $item
* @param Player|null $player
*
* @return bool
*/
public function onBreak(Item $item, ?Player $player = null) : bool{
if(($t = $this->world->getTile($this)) !== null){
$t->onBlockDestroyed();
}
$this->getWorld()->setBlock($this, VanillaBlocks::AIR());
return true;
}
/**
* Called when this block or a block immediately adjacent to it changes state.
*/
public function onNearbyBlockChange() : void{
}
/**
* Returns whether random block updates will be done on this block.
*
* @return bool
*/
public function ticksRandomly() : bool{
return false;
}
/**
* Called when this block is randomly updated due to chunk ticking.
* WARNING: This will not be called if ticksRandomly() does not return true!
*/
public function onRandomTick() : void{
}
/**
* Called when this block is updated by the delayed blockupdate scheduler in the world.
*/
public function onScheduledUpdate() : void{
}
/**
* Do actions when interacted by Item. Returns if it has done anything
*
* @param Item $item
* @param int $face
* @param Vector3 $clickVector
* @param Player|null $player
*
* @return bool
*/
public function onInteract(Item $item, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
return false;
}
/**
* Called when this block is attacked (left-clicked). This is called when a player left-clicks the block to try and
* start to break it in survival mode.
*
* @param Item $item
* @param int $face
* @param Player|null $player
*
* @return bool if an action took place, prevents starting to break the block if true.
*/
public function onAttack(Item $item, int $face, ?Player $player = null) : bool{
return false;
}
/**
* @return float
*/
public function getFrictionFactor() : float{
return 0.6;
}
/**
* @return int 0-15
*/
public function getLightLevel() : int{
return 0;
}
/**
* Returns the amount of light this block will filter out when light passes through this block.
* This value is used in light spread calculation.
*
* @return int 0-15
*/
public function getLightFilter() : int{
return $this->isTransparent() ? 0 : 15;
}
/**
* Returns whether this block will diffuse sky light passing through it vertically.
* Diffusion means that full-strength sky light passing through this block will not be reduced, but will start being filtered below the block.
* Examples of this behaviour include leaves and cobwebs.
*
* Light-diffusing blocks are included by the heightmap.
*
* @return bool
*/
public function diffusesSkyLight() : bool{
return false;
}
/**
* @return bool
*/
public function isTransparent() : bool{
return false;
}
public function isSolid() : bool{
return true;
}
/**
* AKA: Block->isFlowable
* @return bool
*/
public function canBeFlowedInto() : bool{
return false;
}
public function hasEntityCollision() : bool{
return false;
}
/**
* Returns whether entities can climb up this block.
* @return bool
*/
public function canClimb() : bool{
return false;
}
public function addVelocityToEntity(Entity $entity, Vector3 $vector) : void{
}
/**
* @internal
*
* @param World $world
* @param int $x
* @param int $y
* @param int $z
*/
final public function position(World $world, int $x, int $y, int $z) : void{
$this->x = $x;
$this->y = $y;
$this->z = $z;
$this->world = $world;
}
/**
* Returns an array of Item objects to be dropped
*
* @param Item $item
*
* @return Item[]
*/
public function getDrops(Item $item) : array{
if($this->breakInfo->isToolCompatible($item)){
if($this->isAffectedBySilkTouch() and $item->hasEnchantment(Enchantment::SILK_TOUCH())){
return $this->getSilkTouchDrops($item);
}
return $this->getDropsForCompatibleTool($item);
}
return [];
}
/**
* Returns an array of Items to be dropped when the block is broken using the correct tool type.
*
* @param Item $item
*
* @return Item[]
*/
public function getDropsForCompatibleTool(Item $item) : array{
return [$this->asItem()];
}
/**
* Returns an array of Items to be dropped when the block is broken using a compatible Silk Touch-enchanted tool.
*
* @param Item $item
*
* @return Item[]
*/
public function getSilkTouchDrops(Item $item) : array{
return [$this->asItem()];
}
/**
* Returns how much XP will be dropped by breaking this block with the given item.
*
* @param Item $item
*
* @return int
*/
public function getXpDropForTool(Item $item) : int{
if($item->hasEnchantment(Enchantment::SILK_TOUCH()) or !$this->breakInfo->isToolCompatible($item)){
return 0;
}
return $this->getXpDropAmount();
}
/**
* Returns how much XP this block will drop when broken with an appropriate tool.
*
* @return int
*/
protected function getXpDropAmount() : int{
return 0;
}
/**
* Returns whether Silk Touch enchanted tools will cause this block to drop as itself. Since most blocks drop
* themselves anyway, this is implicitly true.
*
* @return bool
*/
public function isAffectedBySilkTouch() : bool{
return true;
}
/**
* Returns the item that players will equip when middle-clicking on this block.
*
* @param bool $addUserData
*
* @return Item
*/
public function getPickedItem(bool $addUserData = false) : Item{
$item = $this->asItem();
if($addUserData){
$tile = $this->world->getTile($this);
if($tile instanceof Tile){
$nbt = $tile->getCleanedNBT();
if($nbt instanceof CompoundTag){
$item->setCustomBlockData($nbt);
$item->setLore(["+(DATA)"]);
}
}
}
return $item;
}
/**
* Returns the time in ticks which the block will fuel a furnace for.
* @return int
*/
public function getFuelTime() : int{
return 0;
}
/**
* Returns the chance that the block will catch fire from nearby fire sources. Higher values lead to faster catching
* fire.
*
* @return int
*/
public function getFlameEncouragement() : int{
return 0;
}
/**
* Returns the base flammability of this block. Higher values lead to the block burning away more quickly.
*
* @return int
*/
public function getFlammability() : int{
return 0;
}
/**
* Returns whether fire lit on this block will burn indefinitely.
*
* @return bool
*/
public function burnsForever() : bool{
return false;
}
/**
* Returns whether this block can catch fire.
*
* @return bool
*/
public function isFlammable() : bool{
return $this->getFlammability() > 0;
}
/**
* Called when this block is burned away by being on fire.
*/
public function onIncinerate() : void{
}
/**
* Returns the Block on the side $side, works like Vector3::getSide()
*
* @param int $side
* @param int $step
*
* @return Block
*/
public function getSide(int $side, int $step = 1){
if($this->isValid()){
return $this->getWorld()->getBlock(Vector3::getSide($side, $step));
}
throw new \InvalidStateException("Block does not have a valid world");
}
/**
* Returns the 4 blocks on the horizontal axes around the block (north, south, east, west)
*
* @return Block[]
*/
public function getHorizontalSides() : array{
return [
$this->getSide(Facing::NORTH),
$this->getSide(Facing::SOUTH),
$this->getSide(Facing::WEST),
$this->getSide(Facing::EAST)
];
}
/**
* Returns the six blocks around this block.
*
* @return Block[]
*/
public function getAllSides() : array{
return array_merge(
[
$this->getSide(Facing::DOWN),
$this->getSide(Facing::UP)
],
$this->getHorizontalSides()
);
}
/**
* Returns a list of blocks that this block is part of. In most cases, only contains the block itself, but in cases
* such as double plants, beds and doors, will contain both halves.
*
* @return Block[]
*/
public function getAffectedBlocks() : array{
return [$this];
}
/**
* @return string
*/
public function __toString(){
return "Block[" . $this->getName() . "] (" . $this->getId() . ":" . $this->getMeta() . ")";
}
/**
* Checks for collision against an AxisAlignedBB
*
* @param AxisAlignedBB $bb
*
* @return bool
*/
public function collidesWithBB(AxisAlignedBB $bb) : bool{
foreach($this->getCollisionBoxes() as $bb2){
if($bb->intersectsWith($bb2)){
return true;
}
}
return false;
}
/**
* Called when an entity's bounding box clips inside this block's cell. Note that the entity may not be intersecting
* with the collision box or bounding box.
*
* @param Entity $entity
*/
public function onEntityInside(Entity $entity) : void{
}
/**
* @return AxisAlignedBB[]
*/
public function getCollisionBoxes() : array{
if($this->collisionBoxes === null){
$this->collisionBoxes = $this->recalculateCollisionBoxes();
foreach($this->collisionBoxes as $bb){
$bb->offset($this->x, $this->y, $this->z);
}
}
return $this->collisionBoxes;
}
/**
* @return AxisAlignedBB[]
*/
protected function recalculateCollisionBoxes() : array{
if($bb = $this->recalculateBoundingBox()){
return [$bb];
}
return [];
}
/**
* @return AxisAlignedBB|null
*/
public function getBoundingBox() : ?AxisAlignedBB{
if($this->boundingBox === null){
$this->boundingBox = $this->recalculateBoundingBox();
if($this->boundingBox !== null){
$this->boundingBox->offset($this->x, $this->y, $this->z);
}
}
return $this->boundingBox;
}
/**
* @return AxisAlignedBB|null
*/
protected function recalculateBoundingBox() : ?AxisAlignedBB{
return AxisAlignedBB::one();
}
/**
* @param Vector3 $pos1
* @param Vector3 $pos2
*
* @return RayTraceResult|null
*/
public function calculateIntercept(Vector3 $pos1, Vector3 $pos2) : ?RayTraceResult{
$bbs = $this->getCollisionBoxes();
if(empty($bbs)){
return null;
}
/** @var RayTraceResult|null $currentHit */
$currentHit = null;
/** @var int|float $currentDistance */
$currentDistance = PHP_INT_MAX;
foreach($bbs as $bb){
$nextHit = $bb->calculateIntercept($pos1, $pos2);
if($nextHit === null){
continue;
}
$nextDistance = $nextHit->hitVector->distanceSquared($pos1);
if($nextDistance < $currentDistance){
$currentHit = $nextHit;
$currentDistance = $nextDistance;
}
}
return $currentHit;
}
/**
* @param self $self
*
* @return static
*/
public static function cast(self $self){
if(!($self instanceof static)){
throw new \TypeError("Cannot cast from " . self::class . " to " . static::class);
}
return $self;
}
}