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Block: Split onUpdate() into several functions, removed Level::BLOCK_UPDATE_* constants
This allows the removal of lots of ugly code, and also exposes lots of similarities with how this update type was handled. This can be further improved in the future to more generically handle cases. I realized in the process of changing this, that it might actually be simpler to treat to treat scheduled updates and neighbour updates as one and the same. They use the same mechanism for being saved on chunks (TileTicks), and doing that would make updating only require one queue instead of two. RedstoneOre: use onActivate() to trigger glowing this is not technically correct behaviour, but this preserves the current behaviour.
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@ -27,7 +27,6 @@ use pocketmine\event\block\BlockSpreadEvent;
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use pocketmine\item\Item;
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use pocketmine\item\ItemFactory;
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use pocketmine\level\generator\object\TallGrass as TallGrassObject;
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use pocketmine\level\Level;
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use pocketmine\math\Vector3;
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use pocketmine\Player;
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use pocketmine\utils\Random;
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@ -62,43 +61,35 @@ class Grass extends Solid{
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return true;
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}
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public function onUpdate(int $type){
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if($type === Level::BLOCK_UPDATE_RANDOM){
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$lightAbove = $this->level->getFullLightAt($this->x, $this->y + 1, $this->z);
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if($lightAbove < 4 and BlockFactory::$lightFilter[$this->level->getBlockIdAt($this->x, $this->y + 1, $this->z)] >= 3){ //2 plus 1 standard filter amount
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//grass dies
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$this->level->getServer()->getPluginManager()->callEvent($ev = new BlockSpreadEvent($this, $this, BlockFactory::get(Block::DIRT)));
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public function onRandomTick() : void{
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$lightAbove = $this->level->getFullLightAt($this->x, $this->y + 1, $this->z);
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if($lightAbove < 4 and BlockFactory::$lightFilter[$this->level->getBlockIdAt($this->x, $this->y + 1, $this->z)] >= 3){ //2 plus 1 standard filter amount
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//grass dies
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$this->level->getServer()->getPluginManager()->callEvent($ev = new BlockSpreadEvent($this, $this, BlockFactory::get(Block::DIRT)));
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if(!$ev->isCancelled()){
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$this->level->setBlock($this, $ev->getNewState(), false, false);
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}
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}elseif($lightAbove >= 9){
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//try grass spread
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for($i = 0; $i < 4; ++$i){
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$x = mt_rand($this->x - 1, $this->x + 1);
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$y = mt_rand($this->y - 3, $this->y + 1);
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$z = mt_rand($this->z - 1, $this->z + 1);
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if(
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$this->level->getBlockIdAt($x, $y, $z) !== Block::DIRT or
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$this->level->getBlockDataAt($x, $y, $z) === 1 or
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$this->level->getFullLightAt($x, $y + 1, $z) < 4 or
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BlockFactory::$lightFilter[$this->level->getBlockIdAt($x, $y + 1, $z)] >= 3
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){
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continue;
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}
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$this->level->getServer()->getPluginManager()->callEvent($ev = new BlockSpreadEvent($b = $this->level->getBlockAt($x, $y, $z), $this, BlockFactory::get(Block::GRASS)));
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if(!$ev->isCancelled()){
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$this->level->setBlock($this, $ev->getNewState(), false, false);
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$this->level->setBlock($b, $ev->getNewState(), false, false);
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}
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return Level::BLOCK_UPDATE_RANDOM;
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}elseif($lightAbove >= 9){
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//try grass spread
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for($i = 0; $i < 4; ++$i){
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$x = mt_rand($this->x - 1, $this->x + 1);
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$y = mt_rand($this->y - 3, $this->y + 1);
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$z = mt_rand($this->z - 1, $this->z + 1);
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if(
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$this->level->getBlockIdAt($x, $y, $z) !== Block::DIRT or
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$this->level->getBlockDataAt($x, $y, $z) === 1 or
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$this->level->getFullLightAt($x, $y + 1, $z) < 4 or
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BlockFactory::$lightFilter[$this->level->getBlockIdAt($x, $y + 1, $z)] >= 3
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){
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continue;
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}
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$this->level->getServer()->getPluginManager()->callEvent($ev = new BlockSpreadEvent($b = $this->level->getBlockAt($x, $y, $z), $this, BlockFactory::get(Block::GRASS)));
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if(!$ev->isCancelled()){
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$this->level->setBlock($b, $ev->getNewState(), false, false);
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}
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}
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return Level::BLOCK_UPDATE_RANDOM;
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}
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}
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return false;
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}
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public function onActivate(Item $item, Player $player = null) : bool{
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