Files
PocketMine-MP/src/block/Chest.php
Dylan K. Taylor 3c6b0993cc Finally deal with APIs on container and menu blocks
Two main interfaces are introduced:
- Container (chest, furnace, etc)
- MenuAccessor (includes Containers but also anvils, crafting tables etc. which are not containers)

Containers have inventories, locks, and everything from MenuAccessor
MenuAccessors have obstruction checks, and openToUnchecked() for plugins to use

I opted not to include precondition checks in openTo() because it's possible
to replicate those using the provided APIs if desired.
2025-08-30 23:38:07 +01:00

157 lines
5.5 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);
namespace pocketmine\block;
use pocketmine\block\inventory\window\BlockInventoryWindow;
use pocketmine\block\inventory\window\DoubleChestInventoryWindow;
use pocketmine\block\tile\Chest as TileChest;
use pocketmine\block\utils\AnimatedContainerLike;
use pocketmine\block\utils\AnimatedContainerLikeTrait;
use pocketmine\block\utils\Container;
use pocketmine\block\utils\ContainerTrait;
use pocketmine\block\utils\FacesOppositePlacingPlayerTrait;
use pocketmine\block\utils\HorizontalFacing;
use pocketmine\block\utils\SupportType;
use pocketmine\event\block\ChestPairEvent;
use pocketmine\inventory\Inventory;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Facing;
use pocketmine\network\mcpe\protocol\BlockEventPacket;
use pocketmine\network\mcpe\protocol\types\BlockPosition;
use pocketmine\player\InventoryWindow;
use pocketmine\player\Player;
use pocketmine\world\Position;
use pocketmine\world\sound\ChestCloseSound;
use pocketmine\world\sound\ChestOpenSound;
use pocketmine\world\sound\Sound;
class Chest extends Transparent implements AnimatedContainerLike, Container, HorizontalFacing{
use AnimatedContainerLikeTrait;
use ContainerTrait;
use FacesOppositePlacingPlayerTrait;
protected function recalculateCollisionBoxes() : array{
//these are slightly bigger than in PC
return [AxisAlignedBB::one()->contractedCopy(0.025, 0, 0.025)->trimmedCopy(Facing::UP, 0.05)];
}
public function getSupportType(Facing $facing) : SupportType{
return SupportType::NONE;
}
/**
* @phpstan-return array{bool, TileChest}|null
*/
private function locatePair(Position $position) : ?array{
$world = $position->getWorld();
$tile = $world->getTile($position);
if($tile instanceof TileChest){
foreach([false, true] as $clockwise){
$side = Facing::rotateY($this->facing->toFacing(), $clockwise);
$c = $position->getSide($side);
$pair = $world->getTile($c);
if($pair instanceof TileChest && $pair->isPaired() && $pair->getPair() === $tile){
return [$clockwise, $pair];
}
}
}
return null;
}
public function onPostPlace() : void{
$world = $this->position->getWorld();
$tile = $world->getTile($this->position);
if($tile instanceof TileChest){
foreach([false, true] as $clockwise){
$side = Facing::rotateY($this->facing->toFacing(), $clockwise);
$c = $this->getSide($side);
if($c instanceof Chest && $c->hasSameTypeId($this) && $c->facing === $this->facing){
$pair = $world->getTile($c->position);
if($pair instanceof TileChest && !$pair->isPaired()){
[$left, $right] = $clockwise ? [$c, $this] : [$this, $c];
$ev = new ChestPairEvent($left, $right);
$ev->call();
if(!$ev->isCancelled() && $world->getBlock($this->position)->hasSameTypeId($this) && $world->getBlock($c->position)->hasSameTypeId($c)){
$pair->pairWith($tile);
$tile->pairWith($pair);
break;
}
}
}
}
}
}
public function isOpeningObstructed() : bool{
if(!$this->getSide(Facing::UP)->isTransparent()){
return true;
}
[, $pair] = $this->locatePair($this->position) ?? [false, null];
return $pair !== null && !$pair->getBlock()->getSide(Facing::UP)->isTransparent();
}
protected function newMenu(Player $player, Inventory $inventory, Position $position) : InventoryWindow{
[$pairOnLeft, $pair] = $this->locatePair($position) ?? [false, null];
if($pair === null){
return new BlockInventoryWindow($player, $inventory, $position);
}
[$left, $right] = $pairOnLeft ? [$pair->getPosition(), $position] : [$position, $pair->getPosition()];
//TODO: we should probably construct DoubleChestInventory here directly too using the same logic
//right now it uses some weird logic in TileChest which produces incorrect results
//however I'm not sure if this is currently possible
return new DoubleChestInventoryWindow($player, $inventory, $left, $right);
}
public function getFuelTime() : int{
return 300;
}
protected function getOpenSound() : Sound{
return new ChestOpenSound();
}
protected function getCloseSound() : Sound{
return new ChestCloseSound();
}
protected function playAnimationVisual(Position $position, bool $isOpen) : void{
//event ID is always 1 for a chest
//TODO: we probably shouldn't be sending a packet directly here, but it doesn't fit anywhere into existing systems
$position->getWorld()->broadcastPacketToViewers($position, BlockEventPacket::create(BlockPosition::fromVector3($position), 1, $isOpen ? 1 : 0));
}
protected function doAnimationEffects(bool $isOpen) : void{
$this->playAnimationVisual($this->position, $isOpen);
$this->playAnimationSound($this->position, $isOpen);
$pairInfo = $this->locatePair($this->position);
if($pairInfo !== null){
[, $pair] = $pairInfo;
$this->playAnimationVisual($pair->getPosition(), $isOpen);
$this->playAnimationSound($pair->getPosition(), $isOpen);
}
}
}