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it already needs to locate the correct pair anyway to know the left/right for DoubleChestInventoryWindow, so we might as well use this logic for initializing the DoubleChestInventory itself too. The old logic in tile/Chest didn't work correctly.
124 lines
4.0 KiB
PHP
124 lines
4.0 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\block\inventory\ChestInventoryWindow;
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use pocketmine\block\inventory\DoubleChestInventory;
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use pocketmine\block\inventory\DoubleChestInventoryWindow;
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use pocketmine\block\tile\Chest as TileChest;
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use pocketmine\block\utils\FacesOppositePlacingPlayerTrait;
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use pocketmine\block\utils\SupportType;
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use pocketmine\event\block\ChestPairEvent;
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use pocketmine\item\Item;
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use pocketmine\math\AxisAlignedBB;
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use pocketmine\math\Facing;
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use pocketmine\math\Vector3;
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use pocketmine\player\Player;
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class Chest extends Transparent{
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use FacesOppositePlacingPlayerTrait;
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/**
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* @return AxisAlignedBB[]
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*/
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protected function recalculateCollisionBoxes() : array{
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//these are slightly bigger than in PC
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return [AxisAlignedBB::one()->contract(0.025, 0, 0.025)->trim(Facing::UP, 0.05)];
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}
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public function getSupportType(int $facing) : SupportType{
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return SupportType::NONE;
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}
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public function onPostPlace() : void{
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$world = $this->position->getWorld();
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$tile = $world->getTile($this->position);
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if($tile instanceof TileChest){
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foreach([false, true] as $clockwise){
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$side = Facing::rotateY($this->facing, $clockwise);
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$c = $this->getSide($side);
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if($c instanceof Chest && $c->hasSameTypeId($this) && $c->facing === $this->facing){
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$pair = $world->getTile($c->position);
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if($pair instanceof TileChest && !$pair->isPaired()){
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[$left, $right] = $clockwise ? [$c, $this] : [$this, $c];
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$ev = new ChestPairEvent($left, $right);
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$ev->call();
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if(!$ev->isCancelled() && $world->getBlock($this->position)->hasSameTypeId($this) && $world->getBlock($c->position)->hasSameTypeId($c)){
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$pair->pairWith($tile);
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$tile->pairWith($pair);
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break;
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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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public function onInteract(Item $item, int $face, Vector3 $clickVector, ?Player $player = null, array &$returnedItems = []) : bool{
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if($player instanceof Player){
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$world = $this->position->getWorld();
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$chest = $world->getTile($this->position);
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if($chest instanceof TileChest){
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if(
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!$this->getSide(Facing::UP)->isTransparent() ||
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(($pair = $chest->getPair()) !== null && !$pair->getBlock()->getSide(Facing::UP)->isTransparent()) ||
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!$chest->canOpenWith($item->getCustomName())
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){
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return true;
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}
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$window = null;
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if($chest->isPaired()){
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foreach([false, true] as $clockwise){
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$sideFacing = Facing::rotateY($this->facing, $clockwise);
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$side = $this->position->getSide($sideFacing);
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$pair = $world->getTile($side);
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if($pair instanceof TileChest && $pair->getPair() === $chest){
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[$left, $right] = $clockwise ? [$pair, $chest] : [$chest, $pair];
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$doubleInventory = $left->getDoubleInventory() ?? $right->getDoubleInventory();
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if($doubleInventory === null){
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$doubleInventory = new DoubleChestInventory($left->getInventory(), $right->getInventory());
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$left->setDoubleInventory($doubleInventory);
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$right->setDoubleInventory($doubleInventory);
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}
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$window = new DoubleChestInventoryWindow($player, $doubleInventory, $left->getPosition(), $right->getPosition());
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break;
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}
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}
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}
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$player->setCurrentWindow($window ?? new ChestInventoryWindow($player, $chest->getInventory(), $this->position));
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}
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}
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return true;
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}
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public function getFuelTime() : int{
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return 300;
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}
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}
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