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

116
src/block/Skull.php Normal file
View File

@ -0,0 +1,116 @@
<?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);
namespace pocketmine\block;
use pocketmine\block\tile\Skull as TileSkull;
use pocketmine\block\utils\BlockDataSerializer;
use pocketmine\block\utils\SkullType;
use pocketmine\item\Item;
use pocketmine\item\ItemFactory;
use pocketmine\item\ItemIds;
use pocketmine\item\Skull as ItemSkull;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Facing;
use pocketmine\math\Vector3;
use pocketmine\player\Player;
use pocketmine\world\BlockTransaction;
use function assert;
use function floor;
class Skull extends Flowable{
/** @var SkullType */
protected $skullType;
/** @var int */
protected $facing = Facing::NORTH;
/** @var int */
protected $rotation = 0; //TODO: split this into floor skull and wall skull handling
public function __construct(BlockIdentifier $idInfo, string $name, ?BlockBreakInfo $breakInfo = null){
$this->skullType = SkullType::SKELETON(); //TODO: this should be a parameter
parent::__construct($idInfo, $name, $breakInfo ?? new BlockBreakInfo(1.0));
}
protected function writeStateToMeta() : int{
return $this->facing === Facing::UP ? 1 : BlockDataSerializer::writeHorizontalFacing($this->facing);
}
public function readStateFromData(int $id, int $stateMeta) : void{
$this->facing = $stateMeta === 1 ? Facing::UP : BlockDataSerializer::readHorizontalFacing($stateMeta);
}
public function getStateBitmask() : int{
return 0b111;
}
public function readStateFromWorld() : void{
parent::readStateFromWorld();
$tile = $this->world->getTile($this);
if($tile instanceof TileSkull){
$this->skullType = $tile->getSkullType();
$this->rotation = $tile->getRotation();
}
}
public function writeStateToWorld() : void{
parent::writeStateToWorld();
//extra block properties storage hack
$tile = $this->world->getTile($this);
assert($tile instanceof TileSkull);
$tile->setRotation($this->rotation);
$tile->setSkullType($this->skullType);
}
/**
* @return SkullType
*/
public function getSkullType() : SkullType{
return $this->skullType;
}
protected function recalculateBoundingBox() : ?AxisAlignedBB{
//TODO: different bounds depending on attached face
return AxisAlignedBB::one()->contract(0.25, 0, 0.25)->trim(Facing::UP, 0.5);
}
public function place(BlockTransaction $tx, Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
if($face === Facing::DOWN){
return false;
}
$this->facing = $face;
if($item instanceof ItemSkull){
$this->skullType = $item->getSkullType(); //TODO: the item should handle this, but this hack is currently needed because of tile mess
}
if($player !== null and $face === Facing::UP){
$this->rotation = ((int) floor(($player->yaw * 16 / 360) + 0.5)) & 0xf;
}
return parent::place($tx, $item, $blockReplace, $blockClicked, $face, $clickVector, $player);
}
public function asItem() : Item{
return ItemFactory::get(ItemIds::SKULL, $this->skullType->getMagicNumber());
}
}