Clean up EnderChestInventory implementation

now, EnderChestInventory is just a temporary window, much like anvil/enchanting windows. It provides a gateway to the player's PlayerEnderInventory.

This removes one of the remaining obstacles to disallowing null World in Position constructor.
This commit is contained in:
Dylan K. Taylor
2021-05-02 14:26:27 +01:00
parent 129ca7fee0
commit b8645f5c15
6 changed files with 117 additions and 25 deletions

View File

@ -23,6 +23,7 @@ declare(strict_types=1);
namespace pocketmine\block;
use pocketmine\block\inventory\EnderChestInventory;
use pocketmine\block\tile\EnderChest as TileEnderChest;
use pocketmine\block\utils\FacesOppositePlacingPlayerTrait;
use pocketmine\block\utils\NormalHorizontalFacingInMetadataTrait;
@ -57,8 +58,7 @@ class EnderChest extends Transparent{
if($player instanceof Player){
$enderChest = $this->pos->getWorld()->getTile($this->pos);
if($enderChest instanceof TileEnderChest and $this->getSide(Facing::UP)->isTransparent()){
$player->getEnderChestInventory()->setHolderPosition($this->pos);
$player->setCurrentWindow($player->getEnderChestInventory());
$player->setCurrentWindow(new EnderChestInventory($this->pos, $player->getEnderInventory()));
}
}

View File

@ -23,20 +23,57 @@ declare(strict_types=1);
namespace pocketmine\block\inventory;
use pocketmine\inventory\CallbackInventoryListener;
use pocketmine\inventory\Inventory;
use pocketmine\inventory\InventoryListener;
use pocketmine\inventory\PlayerEnderInventory;
use pocketmine\item\Item;
use pocketmine\network\mcpe\protocol\BlockEventPacket;
use pocketmine\player\Player;
use pocketmine\world\Position;
use pocketmine\world\sound\EnderChestCloseSound;
use pocketmine\world\sound\EnderChestOpenSound;
use pocketmine\world\sound\Sound;
/**
* EnderChestInventory is not a real inventory; it's just a gateway to the player's ender inventory.
*/
class EnderChestInventory extends AnimatedBlockInventory{
public function __construct(){
parent::__construct(new Position(0, 0, 0, null), 27);
private PlayerEnderInventory $inventory;
private InventoryListener $inventoryListener;
public function __construct(Position $holder, PlayerEnderInventory $inventory){
parent::__construct($holder, $inventory->getSize());
$this->inventory = $inventory;
$this->inventory->getListeners()->add($this->inventoryListener = new CallbackInventoryListener(
function(Inventory $unused, int $slot, Item $oldItem) : void{
$this->onSlotChange($slot, $oldItem);
},
function(Inventory $unused, array $oldContents) : void{
$this->onContentChange($oldContents);
}
));
}
public function setHolderPosition(Position $pos) : void{
$this->holder = $pos->asPosition();
public function getEnderInventory() : PlayerEnderInventory{
return $this->inventory;
}
public function getItem(int $index) : Item{
return $this->inventory->getItem($index);
}
public function setItem(int $index, Item $item) : void{
$this->inventory->setItem($index, $item);
}
public function getContents(bool $includeEmpty = false) : array{
return $this->inventory->getContents($includeEmpty);
}
public function setContents(array $items) : void{
$this->inventory->setContents($items);
}
protected function getOpenSound() : Sound{
@ -53,4 +90,12 @@ class EnderChestInventory extends AnimatedBlockInventory{
//event ID is always 1 for a chest
$holder->getWorld()->broadcastPacketToViewers($holder, BlockEventPacket::create(1, $isOpen ? 1 : 0, $holder->asVector3()));
}
public function onClose(Player $who) : void{
parent::onClose($who);
if($who === $this->inventory->getHolder()){
$this->inventory->getListeners()->remove($this->inventoryListener);
$this->inventoryListener = CallbackInventoryListener::onAnyChange(static function() : void{}); //break cyclic reference
}
}
}