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Separate inventory holder info from container & player inventories (#6533)
This PR breaks the cyclic dependency between `Inventory` and its holder, which unblocks a lot of new developments. ### Related issues & PRs - Fixes #5033 - Removes a blocker for #6147 (which in turn means that async tasks will eventually be able to work with tiles) - Removes a blocker for #2684 ## Changes ### API changes - `Player->getCurrentWindow()` now returns `?InventoryWindow` instead of `?Inventory` - `Player->setCurrentWindow()` now accepts `?InventoryWindow` instead of `?Inventory` - `InventoryWindow` introduced, which is created for each player viewing the inventory, provides decorative information like holder info for `InventoryTransactionEvent`, and is destroyed when the window is closed, eliminating cyclic references - Added: - `player\InventoryWindow` - `player\PlayerInventoryWindow` - wraps all permanent inventories of Player with type info for transactions - `inventory\Hotbar` - replaces all hotbar usages in `PlayerInventory` - `Human->getHotbar()` - `Human->getMainHandItem()`, `Human->setMainHandItem()`, `Human->getOffHandItem()`, `Human->setOffHandItem()` - `block\utils\AnimatedContainerLike` & `block\utils\AnimatedContainerLikeTrait` (for chests, shulkerboxes, etc) - `block\utils\Container` & `block\utils\ContainerTrait` for blocks containing items (chests, etc) - `block\utils\MenuAccessor` implemented by all blocks that can open inventory menus - `block\utils\MenuAccessorTrait` used by blocks with menus but without inventories (anvils, crafting tables etc) - Removed: - `inventory\DelegateInventory` (only used for ender chests) - `inventory\PlayerInventory`, - `inventory\PlayerOffHandInventory`, - `inventory\PlayerCraftingInventory`, - `inventory\PlayerCursorInventory` - these have all been internally replaced by `SimpleInventory` & they will appear as `PlayerInventoryWindow` in transactions (check `getType()` against the `PlayerInventoryWindow::TYPE_*` constants to identify them) - `block\inventory\AnimatedBlockInventoryTrait`, (blocks now handle this logic directly using `AnimatedContainer` and `AnimatedContainerTrait`) - `block\inventory\BlockInventoryTrait`, - `block\inventory\BlockInventory` - Most `BlockInventory` classes have been transitioned to `InventoryWindow` wrappers - Tiles now all use `SimpleInventory` internally (no cyclic references) except for `Chest` (which uses `CombinedInventory`, without holder info) - `InventoryOpenEvent` and `InventoryCloseEvent` now provide `InventoryWindow` instead of `Inventory` (to provide type information) - `InventoryTransaction` and `SlotChangeAction` now provide `InventoryWindow` instead of `Inventory` - Renamed `TransactionBuilderInventory` to `SlotChangeActionBuilder` - `TransactionBuilderInventory->getBuilder()` now accepts `InventoryWindow` instead of `Inventory` - `DoubleChestInventory` superseded by `CombinedInventory` - this new class allows combining any number of inventories behind a single object; mainly used for double chests but plugins could use it to do lots of fun things ### Impacts to plugins Plugins can now do the following: ```php $block = $world->getBlockAt($x, $y, $z); if($block instanceof MenuAccessor){ $block->openToUnchecked($player); } ``` As compared to the old way: ```php $tile = $world->getTileAt($x, $y, $z); if($tile instanceof Container){ $player->setCurrentWindow($tile->getInventory()); } ``` #### Advantages - No tile access needed - Works for menu blocks without inventories as well as container blocks - Less code ### Behavioural changes Inventories no longer keep permanent cyclic references to their holders. ## Backwards compatibility This makes significant BC breaks. However, all changes are able to be adapted to and the same amount of information is present on all APIs and events. ## Follow-up - Implement #6147 - Support inventory inheritance when copying blocks from one position to another
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@ -23,12 +23,14 @@ declare(strict_types=1);
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namespace pocketmine\block;
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use pocketmine\block\inventory\AnvilInventory;
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use pocketmine\block\inventory\window\AnvilInventoryWindow;
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use pocketmine\block\utils\Fallable;
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use pocketmine\block\utils\FallableTrait;
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use pocketmine\block\utils\HorizontalFacing;
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use pocketmine\block\utils\HorizontalFacingOption;
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use pocketmine\block\utils\HorizontalFacingTrait;
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use pocketmine\block\utils\MenuAccessor;
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use pocketmine\block\utils\MenuAccessorTrait;
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use pocketmine\block\utils\SupportType;
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use pocketmine\data\runtime\RuntimeDataDescriber;
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use pocketmine\entity\object\FallingBlock;
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@ -39,13 +41,15 @@ use pocketmine\math\Vector3;
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use pocketmine\player\Player;
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use pocketmine\utils\Utils;
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use pocketmine\world\BlockTransaction;
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use pocketmine\world\Position;
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use pocketmine\world\sound\AnvilFallSound;
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use pocketmine\world\sound\Sound;
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use function round;
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class Anvil extends Transparent implements Fallable, HorizontalFacing{
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class Anvil extends Transparent implements Fallable, HorizontalFacing, MenuAccessor{
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use FallableTrait;
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use HorizontalFacingTrait;
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use MenuAccessorTrait;
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public const UNDAMAGED = 0;
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public const SLIGHTLY_DAMAGED = 1;
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@ -80,12 +84,8 @@ class Anvil extends Transparent implements Fallable, HorizontalFacing{
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return SupportType::NONE;
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}
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public function onInteract(Item $item, Facing $face, Vector3 $clickVector, ?Player $player = null, array &$returnedItems = []) : bool{
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if($player instanceof Player){
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$player->setCurrentWindow(new AnvilInventory($this->position));
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}
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return true;
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protected function newMenu(Player $player, Position $position) : AnvilInventoryWindow{
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return new AnvilInventoryWindow($player, $position);
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}
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public function place(BlockTransaction $tx, Item $item, Block $blockReplace, Block $blockClicked, Facing $face, Vector3 $clickVector, ?Player $player = null) : bool{
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