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this allows assuming that a position has a valid world in places where it's never expected to not be valid. Since this is the vast majority of usages, it eliminates a lot of possible null-pointer warnings given by static analysers. TODO: Consider whether we can make Position->getLevel/World use this behaviour out of the box in the next major version.
52 lines
1.4 KiB
PHP
52 lines
1.4 KiB
PHP
<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\block;
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use pocketmine\entity\Entity;
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use pocketmine\math\Vector3;
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abstract class Fallable extends Solid{
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public function onNearbyBlockChange() : void{
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$down = $this->getSide(Vector3::SIDE_DOWN);
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if($down->getId() === self::AIR or $down instanceof Liquid or $down instanceof Fire){
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$this->level->setBlock($this, BlockFactory::get(Block::AIR), true);
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$nbt = Entity::createBaseNBT($this->add(0.5, 0, 0.5));
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$nbt->setInt("TileID", $this->getId());
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$nbt->setByte("Data", $this->getDamage());
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$fall = Entity::createEntity("FallingSand", $this->getLevelNonNull(), $nbt);
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if($fall !== null){
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$fall->spawnToAll();
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}
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}
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}
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public function tickFalling() : ?Block{
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return null;
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}
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}
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