Implement cauldrons (#5163)

the following things are currently not implemented:

- particle/sound effects when an entity extinguishes itself
- particle/sound effects when mixing different stuff in a cauldron
- powder snow cauldron

both of these things are contingent on #5169, but for the time being, the PR is functionally complete and I want to move on to something else without being stalled by the particle+sound problem (which I haven't yet decided how to solve).
This commit is contained in:
Dylan T
2022-07-20 16:12:58 +01:00
committed by GitHub
parent 466307a43f
commit c1acf44337
29 changed files with 1231 additions and 4 deletions

View File

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<?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\utils\SupportType;
use pocketmine\data\runtime\RuntimeDataReader;
use pocketmine\data\runtime\RuntimeDataWriter;
use pocketmine\item\Item;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Facing;
use pocketmine\world\sound\Sound;
use function min;
abstract class FillableCauldron extends Transparent{
public const MIN_FILL_LEVEL = 1;
public const MAX_FILL_LEVEL = 6;
private int $fillLevel = self::MIN_FILL_LEVEL;
public function getRequiredStateDataBits() : int{
return 3;
}
protected function describeState(RuntimeDataReader|RuntimeDataWriter $w) : void{
$w->boundedInt(3, self::MIN_FILL_LEVEL, self::MAX_FILL_LEVEL, $this->fillLevel);
}
public function getFillLevel() : int{ return $this->fillLevel; }
/** @return $this */
public function setFillLevel(int $fillLevel) : self{
if($fillLevel < self::MIN_FILL_LEVEL || $fillLevel > self::MAX_FILL_LEVEL){
throw new \InvalidArgumentException("Fill level must be in range " . self::MIN_FILL_LEVEL . " ... " . self::MAX_FILL_LEVEL);
}
$this->fillLevel = $fillLevel;
return $this;
}
protected function recalculateCollisionBoxes() : array{
$result = [
AxisAlignedBB::one()->trim(Facing::UP, 11 / 16) //bottom of the cauldron
];
foreach(Facing::HORIZONTAL as $f){ //add the frame parts around the bowl
$result[] = AxisAlignedBB::one()->trim($f, 14 / 16);
}
return $result;
}
public function getSupportType(int $facing) : SupportType{
return $facing === Facing::UP ? SupportType::EDGE() : SupportType::NONE();
}
protected function withFillLevel(int $fillLevel) : Block{
return $fillLevel === 0 ? VanillaBlocks::CAULDRON() : $this->setFillLevel(min(self::MAX_FILL_LEVEL, $fillLevel));
}
/**
* @param Item[] &$returnedItems
*/
protected function addFillLevels(int $amount, Item $usedItem, Item $returnedItem, array &$returnedItems) : void{
if($this->fillLevel >= self::MAX_FILL_LEVEL){
return;
}
$this->position->getWorld()->setBlock($this->position, $this->withFillLevel($this->fillLevel + $amount));
$this->position->getWorld()->addSound($this->position->add(0.5, 0.5, 0.5), $this->getFillSound());
$usedItem->pop();
$returnedItems[] = $returnedItem;
}
/**
* @param Item[] &$returnedItems
*/
protected function removeFillLevels(int $amount, Item $usedItem, Item $returnedItem, array &$returnedItems) : void{
if($this->fillLevel < $amount){
return;
}
$this->position->getWorld()->setBlock($this->position, $this->withFillLevel($this->fillLevel - $amount));
$this->position->getWorld()->addSound($this->position->add(0.5, 0.5, 0.5), $this->getEmptySound());
$usedItem->pop();
$returnedItems[] = $returnedItem;
}
/**
* Returns the sound played when adding levels to the cauldron liquid.
*/
abstract public function getFillSound() : Sound;
/**
* Returns the sound played when removing levels from the cauldron liquid.
*/
abstract public function getEmptySound() : Sound;
/**
* @param Item[] &$returnedItems
*/
protected function mix(Item $usedItem, Item $returnedItem, array &$returnedItems) : void{
$this->position->getWorld()->setBlock($this->position, VanillaBlocks::CAULDRON());
//TODO: sounds and particles
$usedItem->pop();
$returnedItems[] = $returnedItem;
}
public function asItem() : Item{
return VanillaBlocks::CAULDRON()->asItem();
}
}