motive = $nbt->getString("Motive"); $this->blockIn = new Vector3($nbt->getInt("TileX"), $nbt->getInt("TileY"), $nbt->getInt("TileZ")); if($nbt->hasTag("Direction", ByteTag::class)){ $this->direction = $nbt->getByte("Direction"); }elseif($nbt->hasTag("Facing", ByteTag::class)){ $this->direction = $nbt->getByte("Facing"); } parent::__construct($world, $nbt); } protected function initEntity(CompoundTag $nbt) : void{ $this->setMaxHealth(1); $this->setHealth(1); parent::initEntity($nbt); } public function saveNBT() : CompoundTag{ $nbt = parent::saveNBT(); $nbt->setInt("TileX", (int) $this->blockIn->x); $nbt->setInt("TileY", (int) $this->blockIn->y); $nbt->setInt("TileZ", (int) $this->blockIn->z); $nbt->setByte("Facing", (int) $this->direction); $nbt->setByte("Direction", (int) $this->direction); //Save both for full compatibility $nbt->setString("Motive", $this->motive); return $nbt; } protected function onDeath() : void{ parent::onDeath(); $drops = true; if($this->lastDamageCause instanceof EntityDamageByEntityEvent){ $killer = $this->lastDamageCause->getDamager(); if($killer instanceof Player and !$killer->hasFiniteResources()){ $drops = false; } } if($drops){ //non-living entities don't have a way to create drops generically yet $this->world->dropItem($this, VanillaItems::PAINTING()); } $this->world->addParticle($this->add(0.5, 0.5, 0.5), new DestroyBlockParticle(VanillaBlocks::OAK_PLANKS())); } protected function recalculateBoundingBox() : void{ $facing = Bearing::toFacing($this->direction); $side = $this->blockIn->getSide($facing); $this->boundingBox->setBB(self::getPaintingBB($facing, $this->getMotive())->offset($side->x, $side->y, $side->z)); } public function onNearbyBlockChange() : void{ parent::onNearbyBlockChange(); $face = Bearing::toFacing($this->direction); if(!self::canFit($this->world, $this->blockIn->getSide($face), $face, false, $this->getMotive())){ $this->kill(); } } public function hasMovementUpdate() : bool{ return false; } protected function updateMovement(bool $teleport = false) : void{ } public function canBeCollidedWith() : bool{ return false; } protected function sendSpawnPacket(Player $player) : void{ $pk = new AddPaintingPacket(); $pk->entityRuntimeId = $this->getId(); $pk->position = new Vector3( ($this->boundingBox->minX + $this->boundingBox->maxX) / 2, ($this->boundingBox->minY + $this->boundingBox->maxY) / 2, ($this->boundingBox->minZ + $this->boundingBox->maxZ) / 2 ); $pk->direction = $this->direction; $pk->title = $this->motive; $player->sendDataPacket($pk); } /** * Returns the painting motive (which image is displayed on the painting) * @return PaintingMotive */ public function getMotive() : PaintingMotive{ return PaintingMotive::getMotiveByName($this->motive); } public function getDirection() : int{ return $this->direction; } /** * Returns the bounding-box a painting with the specified motive would have at the given position and direction. * * @param int $facing * @param PaintingMotive $motive * * @return AxisAlignedBB */ private static function getPaintingBB(int $facing, PaintingMotive $motive) : AxisAlignedBB{ $width = $motive->getWidth(); $height = $motive->getHeight(); $horizontalStart = (int) (ceil($width / 2) - 1); $verticalStart = (int) (ceil($height / 2) - 1); return AxisAlignedBB::one() ->trim($facing, 15 / 16) ->extend(Facing::rotateY($facing, true), $horizontalStart) ->extend(Facing::rotateY($facing, false), -$horizontalStart + $width - 1) ->extend(Facing::DOWN, $verticalStart) ->extend(Facing::UP, -$verticalStart + $height - 1); } /** * Returns whether a painting with the specified motive can be placed at the given position. * * @param World $world * @param Vector3 $blockIn * @param int $facing * @param bool $checkOverlap * @param PaintingMotive $motive * * @return bool */ public static function canFit(World $world, Vector3 $blockIn, int $facing, bool $checkOverlap, PaintingMotive $motive) : bool{ $width = $motive->getWidth(); $height = $motive->getHeight(); $horizontalStart = (int) (ceil($width / 2) - 1); $verticalStart = (int) (ceil($height / 2) - 1); $rotatedFace = Facing::rotateY($facing, false); $oppositeSide = Facing::opposite($facing); $startPos = $blockIn->asVector3()->getSide(Facing::opposite($rotatedFace), $horizontalStart)->getSide(Facing::DOWN, $verticalStart); for($w = 0; $w < $width; ++$w){ for($h = 0; $h < $height; ++$h){ $pos = $startPos->getSide($rotatedFace, $w)->getSide(Facing::UP, $h); $block = $world->getBlockAt($pos->x, $pos->y, $pos->z); if($block->isSolid() or !$block->getSide($oppositeSide)->isSolid()){ return false; } } } if($checkOverlap){ $bb = self::getPaintingBB($facing, $motive)->offset($blockIn->x, $blockIn->y, $blockIn->z); foreach($world->getNearbyEntities($bb) as $entity){ if($entity instanceof self){ return false; } } } return true; } }