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https://github.com/pmmp/PocketMine-MP.git
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This has been a pain point for a long time due to the misleading nature of the name "level". It's also confusing when trying to do things like getting the XP level of the player or such, and also does not translate well to other languages. This transition was already executed on the UI some time ago (language strings) and now it's time for the same change to occur on the API. This will burn a lot of plugins, but they'll acclimatize. Despite the scary size of this PR, there isn't actually so many changes to make. Most of this came from renaming `Position->getLevel()` to `Position->getWorld()`, or cosmetic changes like changing variable names or doc comments.
117 lines
3.0 KiB
PHP
117 lines
3.0 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\utils\BlockDataValidator;
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use pocketmine\block\utils\Fallable;
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use pocketmine\block\utils\FallableTrait;
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use pocketmine\item\Item;
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use pocketmine\item\ItemFactory;
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use pocketmine\item\TieredTool;
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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;
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use function floor;
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use function max;
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class SnowLayer extends Flowable implements Fallable{
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use FallableTrait;
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/** @var int */
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protected $layers = 1;
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protected function writeStateToMeta() : int{
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return $this->layers - 1;
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}
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public function readStateFromData(int $id, int $stateMeta) : void{
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$this->layers = BlockDataValidator::readBoundedInt("layers", $stateMeta + 1, 1, 8);
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}
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public function getStateBitmask() : int{
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return 0b111;
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}
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public function canBeReplaced() : bool{
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return $this->layers < 8;
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}
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public function getHardness() : float{
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return 0.1;
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}
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public function getToolType() : int{
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return BlockToolType::TYPE_SHOVEL;
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}
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public function getToolHarvestLevel() : int{
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return TieredTool::TIER_WOODEN;
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}
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protected function recalculateBoundingBox() : ?AxisAlignedBB{
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//TODO: this zero-height BB is intended to stay in lockstep with a MCPE bug
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return AxisAlignedBB::one()->trim(Facing::UP, $this->layers >= 4 ? 0.5 : 1);
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}
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public function place(Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
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if($blockReplace instanceof SnowLayer){
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if($blockReplace->layers >= 8){
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return false;
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}
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$this->layers = $blockReplace->layers + 1;
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}
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if($blockReplace->getSide(Facing::DOWN)->isSolid()){
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//TODO: fix placement
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return parent::place($item, $blockReplace, $blockClicked, $face, $clickVector, $player);
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}
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return false;
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}
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public function ticksRandomly() : bool{
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return true;
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}
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public function onRandomTick() : void{
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if($this->world->getBlockLightAt($this->x, $this->y, $this->z) >= 12){
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$this->getWorld()->setBlock($this, BlockFactory::get(BlockLegacyIds::AIR), false);
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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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public function getDropsForCompatibleTool(Item $item) : array{
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return [
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ItemFactory::get(Item::SNOWBALL, 0, max(1, (int) floor($this->layers / 2)))
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];
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}
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public function isAffectedBySilkTouch() : bool{
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return false;
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}
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}
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