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Painting: clean up guard checks, remove unnecessary checks
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@ -37,67 +37,68 @@ class PaintingItem extends Item{
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}
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public function onActivate(Player $player, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector) : bool{
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if(!$blockClicked->isTransparent() and $face > 1 and !$blockReplace->isSolid()){
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/** @var PaintingMotive[] $motives */
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$motives = [];
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if($face === Vector3::SIDE_DOWN or $face === Vector3::SIDE_UP){
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return false;
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}
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$totalDimension = 0;
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foreach(PaintingMotive::getAll() as $motive){
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$currentTotalDimension = $motive->getHeight() + $motive->getWidth();
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if($currentTotalDimension < $totalDimension){
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continue;
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$motives = [];
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$totalDimension = 0;
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foreach(PaintingMotive::getAll() as $motive){
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$currentTotalDimension = $motive->getHeight() + $motive->getWidth();
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if($currentTotalDimension < $totalDimension){
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continue;
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}
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if(Painting::canFit($player->level, $blockReplace, $face, true, $motive)){
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if($currentTotalDimension > $totalDimension){
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$totalDimension = $currentTotalDimension;
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/*
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* This drops all motive possibilities smaller than this
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* We use the total of height + width to allow equal chance of horizontal/vertical paintings
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* when there is an L-shape of space available.
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*/
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$motives = [];
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}
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if(Painting::canFit($player->level, $blockReplace, $face, true, $motive)){
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if($currentTotalDimension > $totalDimension){
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$totalDimension = $currentTotalDimension;
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/*
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* This drops all motive possibilities smaller than this
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* We use the total of height + width to allow equal chance of horizontal/vertical paintings
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* when there is an L-shape of space available.
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*/
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$motives = [];
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}
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$motives[] = $motive;
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}
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$motives[] = $motive;
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}
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}
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if(empty($motives)){ //No space available
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return false;
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}
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if(empty($motives)){ //No space available
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return false;
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}
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/** @var PaintingMotive $motive */
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$motive = $motives[array_rand($motives)];
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/** @var PaintingMotive $motive */
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$motive = $motives[array_rand($motives)];
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static $directions = [
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Vector3::SIDE_SOUTH => 0,
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Vector3::SIDE_WEST => 1,
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Vector3::SIDE_NORTH => 2,
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Vector3::SIDE_EAST => 3
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];
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static $directions = [
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Vector3::SIDE_SOUTH => 0,
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Vector3::SIDE_WEST => 1,
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Vector3::SIDE_NORTH => 2,
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Vector3::SIDE_EAST => 3
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];
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$direction = $directions[$face] ?? -1;
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if($direction === -1){
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return false;
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}
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$direction = $directions[$face] ?? -1;
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if($direction === -1){
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return false;
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}
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$nbt = Entity::createBaseNBT($blockReplace, null, $direction * 90, 0);
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$nbt->setByte("Direction", $direction);
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$nbt->setString("Motive", $motive->getName());
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$nbt->setInt("TileX", $blockClicked->getFloorX());
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$nbt->setInt("TileY", $blockClicked->getFloorY());
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$nbt->setInt("TileZ", $blockClicked->getFloorZ());
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$nbt = Entity::createBaseNBT($blockReplace, null, $direction * 90, 0);
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$nbt->setByte("Direction", $direction);
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$nbt->setString("Motive", $motive->getName());
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$nbt->setInt("TileX", $blockClicked->getFloorX());
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$nbt->setInt("TileY", $blockClicked->getFloorY());
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$nbt->setInt("TileZ", $blockClicked->getFloorZ());
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$entity = Entity::createEntity("Painting", $blockReplace->getLevel(), $nbt);
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$entity = Entity::createEntity("Painting", $blockReplace->getLevel(), $nbt);
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if($entity instanceof Entity){
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--$this->count;
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$entity->spawnToAll();
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if($entity instanceof Entity){
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--$this->count;
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$entity->spawnToAll();
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$player->getLevel()->broadcastLevelEvent($blockReplace->add(0.5, 0.5, 0.5), LevelEventPacket::EVENT_SOUND_ITEMFRAME_PLACE); //item frame and painting have the same sound
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return true;
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}
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$player->getLevel()->broadcastLevelEvent($blockReplace->add(0.5, 0.5, 0.5), LevelEventPacket::EVENT_SOUND_ITEMFRAME_PLACE); //item frame and painting have the same sound
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return true;
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}
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return false;
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