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Block: Improve documentation for a whole bunch of methods
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@ -78,25 +78,47 @@ class Block{
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$this->position = clone $this->position;
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}
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/**
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* Returns an object containing information about how to identify and store this block type, such as its legacy
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* numeric ID(s), tile type (if any), and legacy variant metadata.
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*/
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public function getIdInfo() : BlockIdentifier{
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return $this->idInfo;
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}
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/**
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* Returns the printable English name of the block.
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*/
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public function getName() : string{
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return $this->fallbackName;
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}
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/**
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* @deprecated
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*
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* Returns the legacy numeric Minecraft block ID.
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*/
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public function getId() : int{
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return $this->idInfo->getBlockId();
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}
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/**
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* @internal
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*
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* Returns the full blockstate ID of this block. This is a compact way of representing a blockstate used to store
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* blocks in chunks at runtime.
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*
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* This ID can be used to later obtain a copy of this block using {@link BlockFactory::get()}.
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*/
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public function getFullId() : int{
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return ($this->getId() << self::INTERNAL_METADATA_BITS) | $this->getMeta();
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}
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/**
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* Returns the block as an item.
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* State information such as facing, powered/unpowered, open/closed, etc., is discarded.
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* Type information such as colour, wood type, etc. is preserved.
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*/
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public function asItem() : Item{
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return ItemFactory::getInstance()->get(
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$this->idInfo->getItemId(),
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@ -104,6 +126,12 @@ class Block{
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);
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}
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/**
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* @deprecated
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*
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* Returns the legacy Minecraft block meta value. This is a mixed-purpose value, which is used to store different
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* things for different blocks.
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*/
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public function getMeta() : int{
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$stateMeta = $this->writeStateToMeta();
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assert(($stateMeta & ~$this->getStateBitmask()) === 0);
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@ -116,6 +144,7 @@ class Block{
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/**
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* Returns a bitmask used to extract state bits from block metadata.
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* This is used to remove unwanted information from the legacy meta value when getting the block as an item.
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*/
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public function getStateBitmask() : int{
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return 0;
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@ -143,6 +172,12 @@ class Block{
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$this->collisionBoxes = null;
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}
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/**
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* Writes information about the block into the world. This writes the blockstate ID into the chunk, and creates
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* and/or removes tiles as necessary.
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*
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* Note: Do not call this directly. Pass the block to {@link World::setBlock()} instead.
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*/
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public function writeStateToWorld() : void{
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$this->position->getWorld()->getOrLoadChunkAtPosition($this->position)->setFullBlock($this->position->x & Chunk::COORD_MASK, $this->position->y, $this->position->z & Chunk::COORD_MASK, $this->getFullId());
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@ -167,7 +202,7 @@ class Block{
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}
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/**
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* Returns a type ID that identifies this type of block. This does not include information like facing, colour,
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* Returns a type ID that identifies this type of block. This does not include information like facing, open/closed,
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* powered/unpowered, etc.
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*/
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public function getTypeId() : int{
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@ -198,22 +233,36 @@ class Block{
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return true;
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}
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/**
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* Returns whether this block can be replaced by another block placed in the same position.
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*/
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public function canBeReplaced() : bool{
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return false;
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}
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/**
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* Returns whether this block can replace the given block in the given placement conditions.
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* This is used to allow slabs of the same type to combine into double slabs.
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*/
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public function canBePlacedAt(Block $blockReplace, Vector3 $clickVector, int $face, bool $isClickedBlock) : bool{
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return $blockReplace->canBeReplaced();
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}
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/**
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* Places the Block, using block space and block target, and side. Returns if the block has been placed.
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* Generates a block transaction to set all blocks affected by placing this block. Usually this is just the block
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* itself, but may be multiple blocks in some cases (such as doors).
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*
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* @return bool whether the placement should go ahead
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*/
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public function place(BlockTransaction $tx, Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
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$tx->addBlock($blockReplace->position, $this);
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return true;
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}
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/**
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* Called immediately after the block has been placed in the world. Since placement uses a block transaction, some
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* things may not be possible until after the transaction has been executed.
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*/
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public function onPostPlace() : void{
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}
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@ -252,7 +301,7 @@ class Block{
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/**
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* Called when this block is randomly updated due to chunk ticking.
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* WARNING: This will not be called if ticksRandomly() does not return true!
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* WARNING: This will not be called if {@link Block::ticksRandomly()} does not return true!
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*/
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public function onRandomTick() : void{
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@ -273,8 +322,7 @@ class Block{
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}
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/**
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* Called when this block is attacked (left-clicked). This is called when a player left-clicks the block to try and
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* start to break it in survival mode.
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* Called when this block is attacked (left-clicked) by a player attempting to start breaking it in survival.
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*
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* @return bool if an action took place, prevents starting to break the block if true.
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*/
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@ -293,6 +341,8 @@ class Block{
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}
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/**
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* Returns the amount of light emitted by this block.
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*
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* @return int 0-15
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*/
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public function getLightLevel() : int{
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@ -424,6 +474,7 @@ class Block{
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/**
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* Returns the item that players will equip when middle-clicking on this block.
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* If addUserData is true, additional data may be added, such as banner patterns, chest contents, etc.
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*/
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public function getPickedItem(bool $addUserData = false) : Item{
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$item = $this->asItem();
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@ -547,7 +598,7 @@ class Block{
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}
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/**
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* Checks for collision against an AxisAlignedBB
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* Returns whether any of the block's collision boxes intersect with the given AxisAlignedBB.
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*/
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public function collidesWithBB(AxisAlignedBB $bb) : bool{
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foreach($this->getCollisionBoxes() as $bb2){
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@ -603,6 +654,13 @@ class Block{
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}
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/**
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* Returns an array of collision bounding boxes for this block.
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* These are used for:
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* - entity movement collision checks (to ensure entities can't clip through blocks)
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* - projectile flight paths
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* - block placement (to ensure the player can't place blocks inside itself or another entity)
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* - anti-cheat checks in plugins
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*
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* @return AxisAlignedBB[]
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*/
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final public function getCollisionBoxes() : array{
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@ -633,6 +691,10 @@ class Block{
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return [AxisAlignedBB::one()];
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}
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/**
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* Returns the type of support that the block can provide on the given face. This is used to determine whether
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* blocks placed on the given face can be supported by this block.
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*/
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public function getSupportType(int $facing) : SupportType{
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return SupportType::FULL();
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}
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@ -643,6 +705,10 @@ class Block{
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return count($bb) === 1 && $bb[0]->getAverageEdgeLength() >= 1 && $bb[0]->isCube();
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}
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/**
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* Performs a ray trace along the line between the two positions using the block's collision boxes.
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* Returns the intersection point closest to pos1, or null if no intersection occurred.
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*/
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public function calculateIntercept(Vector3 $pos1, Vector3 $pos2) : ?RayTraceResult{
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$bbs = $this->getCollisionBoxes();
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if(count($bbs) === 0){
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