PocketMine-MP/src/block/Block.php
2023-01-16 19:49:24 +00:00

749 lines
21 KiB
PHP

<?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);
/**
* All Block classes are in here
*/
namespace pocketmine\block;
use pocketmine\block\tile\Spawnable;
use pocketmine\block\tile\Tile;
use pocketmine\block\utils\InvalidBlockStateException;
use pocketmine\block\utils\SupportType;
use pocketmine\entity\Entity;
use pocketmine\item\enchantment\VanillaEnchantments;
use pocketmine\item\Item;
use pocketmine\item\ItemFactory;
use pocketmine\math\Axis;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\RayTraceResult;
use pocketmine\math\Vector3;
use pocketmine\nbt\tag\CompoundTag;
use pocketmine\player\Player;
use pocketmine\world\BlockTransaction;
use pocketmine\world\format\Chunk;
use pocketmine\world\Position;
use pocketmine\world\World;
use function assert;
use function count;
use function dechex;
use const PHP_INT_MAX;
class Block{
public const INTERNAL_METADATA_BITS = 4;
public const INTERNAL_METADATA_MASK = ~(~0 << self::INTERNAL_METADATA_BITS);
protected BlockIdentifier $idInfo;
protected string $fallbackName;
protected BlockBreakInfo $breakInfo;
protected Position $position;
/** @var AxisAlignedBB[]|null */
protected ?array $collisionBoxes = null;
/**
* @param string $name English name of the block type (TODO: implement translations)
*/
public function __construct(BlockIdentifier $idInfo, string $name, BlockBreakInfo $breakInfo){
if(($idInfo->getVariant() & $this->getStateBitmask()) !== 0){
throw new \InvalidArgumentException("Variant 0x" . dechex($idInfo->getVariant()) . " collides with state bitmask 0x" . dechex($this->getStateBitmask()));
}
$this->idInfo = $idInfo;
$this->fallbackName = $name;
$this->breakInfo = $breakInfo;
$this->position = new Position(0, 0, 0, null);
}
public function __clone(){
$this->position = clone $this->position;
}
/**
* Returns an object containing information about how to identify and store this block type, such as its legacy
* numeric ID(s), tile type (if any), and legacy variant metadata.
*/
public function getIdInfo() : BlockIdentifier{
return $this->idInfo;
}
/**
* Returns the printable English name of the block.
*/
public function getName() : string{
return $this->fallbackName;
}
/**
* @deprecated
*
* Returns the legacy numeric Minecraft block ID.
*/
public function getId() : int{
return $this->idInfo->getBlockId();
}
/**
* @internal
*
* Returns the full blockstate ID of this block. This is a compact way of representing a blockstate used to store
* blocks in chunks at runtime.
*
* This ID can be used to later obtain a copy of this block using {@link BlockFactory::get()}.
*/
public function getFullId() : int{
return ($this->getId() << self::INTERNAL_METADATA_BITS) | $this->getMeta();
}
/**
* Returns the block as an item.
* State information such as facing, powered/unpowered, open/closed, etc., is discarded.
* Type information such as colour, wood type, etc. is preserved.
*/
public function asItem() : Item{
return ItemFactory::getInstance()->get(
$this->idInfo->getItemId(),
$this->idInfo->getVariant() | $this->writeStateToItemMeta()
);
}
/**
* @deprecated
*
* Returns the legacy Minecraft block meta value. This is a mixed-purpose value, which is used to store different
* things for different blocks.
*/
public function getMeta() : int{
$stateMeta = $this->writeStateToMeta();
assert(($stateMeta & ~$this->getStateBitmask()) === 0);
return $this->idInfo->getVariant() | $stateMeta;
}
protected function writeStateToItemMeta() : int{
return 0;
}
/**
* Returns a bitmask used to extract state bits from block metadata.
* This is used to remove unwanted information from the legacy meta value when getting the block as an item.
*/
public function getStateBitmask() : int{
return 0;
}
protected function writeStateToMeta() : int{
return 0;
}
/**
* @throws InvalidBlockStateException
*/
public function readStateFromData(int $id, int $stateMeta) : void{
//NOOP
}
/**
* Called when this block is created, set, or has a neighbouring block update, to re-detect dynamic properties which
* are not saved on the world.
*
* Clears any cached precomputed objects, such as bounding boxes. Remove any outdated precomputed things such as
* AABBs and force recalculation.
*/
public function readStateFromWorld() : void{
$this->collisionBoxes = null;
}
/**
* Writes information about the block into the world. This writes the blockstate ID into the chunk, and creates
* and/or removes tiles as necessary.
*
* Note: Do not call this directly. Pass the block to {@link World::setBlock()} instead.
*/
public function writeStateToWorld() : void{
$world = $this->position->getWorld();
$world->getOrLoadChunkAtPosition($this->position)->setFullBlock($this->position->x & Chunk::COORD_MASK, $this->position->y, $this->position->z & Chunk::COORD_MASK, $this->getFullId());
$tileType = $this->idInfo->getTileClass();
$oldTile = $world->getTile($this->position);
if($oldTile !== null){
if($tileType === null || !($oldTile instanceof $tileType)){
$oldTile->close();
$oldTile = null;
}elseif($oldTile instanceof Spawnable){
$oldTile->clearSpawnCompoundCache(); //destroy old network cache
}
}
if($oldTile === null && $tileType !== null){
/**
* @var Tile $tile
* @see Tile::__construct()
*/
$tile = new $tileType($world, $this->position->asVector3());
$world->addTile($tile);
}
}
/**
* Returns a type ID that identifies this type of block. This does not include information like facing, open/closed,
* powered/unpowered, etc.
*/
public function getTypeId() : int{
return ($this->idInfo->getBlockId() << Block::INTERNAL_METADATA_BITS) | $this->idInfo->getVariant();
}
/**
* Returns whether the given block has an equivalent type to this one. This compares the type IDs.
*
* Note: This ignores additional IDs used to represent additional states. This means that, for example, a lit
* furnace and unlit furnace are considered the same type.
*/
public function isSameType(Block $other) : bool{
return $this->getTypeId() === $other->getTypeId();
}
/**
* Returns whether the given block has the same type and properties as this block.
*/
public function isSameState(Block $other) : bool{
return $this->getFullId() === $other->getFullId();
}
/**
* AKA: Block->isPlaceable
*/
public function canBePlaced() : bool{
return true;
}
/**
* Returns whether this block can be replaced by another block placed in the same position.
*/
public function canBeReplaced() : bool{
return false;
}
/**
* Returns whether this block can replace the given block in the given placement conditions.
* This is used to allow slabs of the same type to combine into double slabs.
*/
public function canBePlacedAt(Block $blockReplace, Vector3 $clickVector, int $face, bool $isClickedBlock) : bool{
return $blockReplace->canBeReplaced();
}
/**
* Generates a block transaction to set all blocks affected by placing this block. Usually this is just the block
* itself, but may be multiple blocks in some cases (such as doors).
*
* @param BlockTransaction $tx Blocks to be set should be added to this transaction (do not modify thr world directly)
* @param Item $item Item used to place the block
* @param Block $blockReplace Block expected to be replaced
* @param Block $blockClicked Block that was clicked using the item
* @param int $face Face of the clicked block which was clicked
* @param Vector3 $clickVector Exact position inside the clicked block where the click occurred, relative to the block's position
* @param Player|null $player Player who placed the block, or null if it was not a player
*
* @return bool whether the placement should go ahead
*/
public function place(BlockTransaction $tx, Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
$tx->addBlock($blockReplace->position, $this);
return true;
}
/**
* Called immediately after the block has been placed in the world. Since placement uses a block transaction, some
* things may not be possible until after the transaction has been executed.
*/
public function onPostPlace() : void{
}
/**
* Returns an object containing information about the destruction requirements of this block.
*/
public function getBreakInfo() : BlockBreakInfo{
return $this->breakInfo;
}
/**
* Do the actions needed so the block is broken with the Item
*/
public function onBreak(Item $item, ?Player $player = null) : bool{
$world = $this->position->getWorld();
if(($t = $world->getTile($this->position)) !== null){
$t->onBlockDestroyed();
}
$world->setBlock($this->position, VanillaBlocks::AIR());
return true;
}
/**
* Called when this block or a block immediately adjacent to it changes state.
*/
public function onNearbyBlockChange() : void{
}
/**
* Returns whether random block updates will be done on this block.
*/
public function ticksRandomly() : bool{
return false;
}
/**
* Called when this block is randomly updated due to chunk ticking.
* WARNING: This will not be called if {@link Block::ticksRandomly()} does not return true!
*/
public function onRandomTick() : void{
}
/**
* Called when this block is updated by the delayed blockupdate scheduler in the world.
*/
public function onScheduledUpdate() : void{
}
/**
* Do actions when interacted by Item. Returns if it has done anything
*/
public function onInteract(Item $item, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
return false;
}
/**
* Called when this block is attacked (left-clicked) by a player attempting to start breaking it in survival.
*
* @return bool if an action took place, prevents starting to break the block if true.
*/
public function onAttack(Item $item, int $face, ?Player $player = null) : bool{
return false;
}
/**
* Returns a multiplier applied to the velocity of entities moving on top of this block. A higher value will make
* the block more slippery (like ice).
*
* @return float 0.0-1.0
*/
public function getFrictionFactor() : float{
return 0.6;
}
/**
* Returns the amount of light emitted by this block.
*
* @return int 0-15
*/
public function getLightLevel() : int{
return 0;
}
/**
* Returns the amount of light this block will filter out when light passes through this block.
* This value is used in light spread calculation.
*
* @return int 0-15
*/
public function getLightFilter() : int{
return $this->isTransparent() ? 0 : 15;
}
/**
* Returns whether this block blocks direct sky light from passing through it. This is independent from the light
* filter value, which is used during propagation.
*
* In most cases, this is the same as isTransparent(); however, some special cases exist such as leaves and cobwebs,
* which don't have any additional effect on light propagation, but don't allow direct sky light to pass through.
*/
public function blocksDirectSkyLight() : bool{
return $this->getLightFilter() > 0;
}
public function isTransparent() : bool{
return false;
}
public function isSolid() : bool{
return true;
}
/**
* AKA: Block->isFlowable
*/
public function canBeFlowedInto() : bool{
return false;
}
/**
* Returns whether entities can climb up this block.
*/
public function canClimb() : bool{
return false;
}
final public function getPosition() : Position{
return $this->position;
}
/**
* @internal
*/
final public function position(World $world, int $x, int $y, int $z) : void{
$this->position = new Position($x, $y, $z, $world);
}
/**
* Returns an array of Item objects to be dropped
*
* @return Item[]
*/
public function getDrops(Item $item) : array{
if($this->breakInfo->isToolCompatible($item)){
if($this->isAffectedBySilkTouch() && $item->hasEnchantment(VanillaEnchantments::SILK_TOUCH())){
return $this->getSilkTouchDrops($item);
}
return $this->getDropsForCompatibleTool($item);
}
return $this->getDropsForIncompatibleTool($item);
}
/**
* Returns an array of Items to be dropped when the block is broken using the correct tool type.
*
* @return Item[]
*/
public function getDropsForCompatibleTool(Item $item) : array{
return [$this->asItem()];
}
/**
* Returns the items dropped by this block when broken with an incorrect tool type (or tool with a too-low tier).
*
* @return Item[]
*/
public function getDropsForIncompatibleTool(Item $item) : array{
return [];
}
/**
* Returns an array of Items to be dropped when the block is broken using a compatible Silk Touch-enchanted tool.
*
* @return Item[]
*/
public function getSilkTouchDrops(Item $item) : array{
return [$this->asItem()];
}
/**
* Returns how much XP will be dropped by breaking this block with the given item.
*/
public function getXpDropForTool(Item $item) : int{
if($item->hasEnchantment(VanillaEnchantments::SILK_TOUCH()) || !$this->breakInfo->isToolCompatible($item)){
return 0;
}
return $this->getXpDropAmount();
}
/**
* Returns how much XP this block will drop when broken with an appropriate tool.
*/
protected function getXpDropAmount() : int{
return 0;
}
/**
* Returns whether Silk Touch enchanted tools will cause this block to drop as itself.
*/
public function isAffectedBySilkTouch() : bool{
return false;
}
/**
* Returns the item that players will equip when middle-clicking on this block.
* If addUserData is true, additional data may be added, such as banner patterns, chest contents, etc.
*/
public function getPickedItem(bool $addUserData = false) : Item{
$item = $this->asItem();
if($addUserData){
$tile = $this->position->getWorld()->getTile($this->position);
if($tile instanceof Tile){
$nbt = $tile->getCleanedNBT();
if($nbt instanceof CompoundTag){
$item->setCustomBlockData($nbt);
$item->setLore(["+(DATA)"]);
}
}
}
return $item;
}
/**
* Returns the time in ticks which the block will fuel a furnace for.
*/
public function getFuelTime() : int{
return 0;
}
/**
* Returns the maximum number of this block that can fit into a single item stack.
*/
public function getMaxStackSize() : int{
return 64;
}
/**
* Returns the chance that the block will catch fire from nearby fire sources. Higher values lead to faster catching
* fire.
*/
public function getFlameEncouragement() : int{
return 0;
}
/**
* Returns the base flammability of this block. Higher values lead to the block burning away more quickly.
*/
public function getFlammability() : int{
return 0;
}
/**
* Returns whether fire lit on this block will burn indefinitely.
*/
public function burnsForever() : bool{
return false;
}
/**
* Returns whether this block can catch fire.
*/
public function isFlammable() : bool{
return $this->getFlammability() > 0;
}
/**
* Called when this block is burned away by being on fire.
*/
public function onIncinerate() : void{
}
/**
* Returns the Block on the side $side, works like Vector3::getSide()
*
* @return Block
*/
public function getSide(int $side, int $step = 1){
if($this->position->isValid()){
return $this->position->getWorld()->getBlock($this->position->getSide($side, $step));
}
throw new \LogicException("Block does not have a valid world");
}
/**
* Returns the 4 blocks on the horizontal axes around the block (north, south, east, west)
*
* @return Block[]|\Generator
* @phpstan-return \Generator<int, Block, void, void>
*/
public function getHorizontalSides() : \Generator{
$world = $this->position->getWorld();
foreach($this->position->sidesAroundAxis(Axis::Y) as $vector3){
yield $world->getBlock($vector3);
}
}
/**
* Returns the six blocks around this block.
*
* @return Block[]|\Generator
* @phpstan-return \Generator<int, Block, void, void>
*/
public function getAllSides() : \Generator{
$world = $this->position->getWorld();
foreach($this->position->sides() as $vector3){
yield $world->getBlock($vector3);
}
}
/**
* Returns a list of blocks that this block is part of. In most cases, only contains the block itself, but in cases
* such as double plants, beds and doors, will contain both halves.
*
* @return Block[]
*/
public function getAffectedBlocks() : array{
return [$this];
}
/**
* @return string
*/
public function __toString(){
return "Block[" . $this->getName() . "] (" . $this->getId() . ":" . $this->getMeta() . ")";
}
/**
* Returns whether any of the block's collision boxes intersect with the given AxisAlignedBB.
*/
public function collidesWithBB(AxisAlignedBB $bb) : bool{
foreach($this->getCollisionBoxes() as $bb2){
if($bb->intersectsWith($bb2)){
return true;
}
}
return false;
}
/**
* Returns whether the block has actions to be executed when an entity enters its cell (full cube space).
*
* @see Block::onEntityInside()
*/
public function hasEntityCollision() : bool{
return false;
}
/**
* Called when an entity's bounding box clips inside this block's cell. Note that the entity may not be intersecting
* with the collision box or bounding box.
*
* WARNING: This will not be called if {@link Block::hasEntityCollision()} returns false.
*
* @return bool Whether the block is still the same after the intersection. If it changed (e.g. due to an explosive
* being ignited), this should return false.
*/
public function onEntityInside(Entity $entity) : bool{
return true;
}
/**
* Returns a direction vector describing which way an entity intersecting this block should be pushed.
* This is used by liquids to push entities in liquid currents.
*
* The returned vector is summed with vectors from every other block the entity is intersecting, and normalized to
* produce a final direction vector.
*
* WARNING: This will not be called if {@link Block::hasEntityCollision()} does not return true!
*/
public function addVelocityToEntity(Entity $entity) : ?Vector3{
return null;
}
/**
* Called when an entity lands on this block (usually due to falling).
* @return float|null The new vertical velocity of the entity, or null if unchanged.
*/
public function onEntityLand(Entity $entity) : ?float{
return null;
}
/**
* Returns an array of collision bounding boxes for this block.
* These are used for:
* - entity movement collision checks (to ensure entities can't clip through blocks)
* - projectile flight paths
* - block placement (to ensure the player can't place blocks inside itself or another entity)
* - anti-cheat checks in plugins
*
* @return AxisAlignedBB[]
*/
final public function getCollisionBoxes() : array{
if($this->collisionBoxes === null){
$this->collisionBoxes = $this->recalculateCollisionBoxes();
$extraOffset = $this->getModelPositionOffset();
$offset = $extraOffset !== null ? $this->position->addVector($extraOffset) : $this->position;
foreach($this->collisionBoxes as $bb){
$bb->offset($offset->x, $offset->y, $offset->z);
}
}
return $this->collisionBoxes;
}
/**
* Returns an additional fractional vector to shift the block model's position by based on the current position.
* Used to randomize position of things like bamboo canes and tall grass.
*/
public function getModelPositionOffset() : ?Vector3{
return null;
}
/**
* @return AxisAlignedBB[]
*/
protected function recalculateCollisionBoxes() : array{
return [AxisAlignedBB::one()];
}
/**
* Returns the type of support that the block can provide on the given face. This is used to determine whether
* blocks placed on the given face can be supported by this block.
*/
public function getSupportType(int $facing) : SupportType{
return SupportType::FULL();
}
public function isFullCube() : bool{
$bb = $this->getCollisionBoxes();
return count($bb) === 1 && $bb[0]->getAverageEdgeLength() >= 1 && $bb[0]->isCube();
}
/**
* Performs a ray trace along the line between the two positions using the block's collision boxes.
* Returns the intersection point closest to pos1, or null if no intersection occurred.
*/
public function calculateIntercept(Vector3 $pos1, Vector3 $pos2) : ?RayTraceResult{
$bbs = $this->getCollisionBoxes();
if(count($bbs) === 0){
return null;
}
/** @var RayTraceResult|null $currentHit */
$currentHit = null;
/** @var int|float $currentDistance */
$currentDistance = PHP_INT_MAX;
foreach($bbs as $bb){
$nextHit = $bb->calculateIntercept($pos1, $pos2);
if($nextHit === null){
continue;
}
$nextDistance = $nextHit->hitVector->distanceSquared($pos1);
if($nextDistance < $currentDistance){
$currentHit = $nextHit;
$currentDistance = $nextDistance;
}
}
return $currentHit;
}
}