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awkward that the interface is also called HorizontalFacing, so I had to improvise for the naming
143 lines
5.0 KiB
PHP
143 lines
5.0 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\HorizontalFacing;
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use pocketmine\block\utils\HorizontalFacingOption;
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use pocketmine\block\utils\HorizontalFacingTrait;
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use pocketmine\block\utils\StairShape;
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use pocketmine\block\utils\SupportType;
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use pocketmine\data\runtime\RuntimeDataDescriber;
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use pocketmine\item\Item;
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use pocketmine\math\Axis;
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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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use pocketmine\world\BlockTransaction;
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class Stair extends Transparent implements HorizontalFacing{
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use HorizontalFacingTrait;
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protected bool $upsideDown = false;
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protected StairShape $shape = StairShape::STRAIGHT;
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protected function describeBlockOnlyState(RuntimeDataDescriber $w) : void{
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$w->enum($this->facing);
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$w->bool($this->upsideDown);
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}
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public function readStateFromWorld() : Block{
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parent::readStateFromWorld();
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$this->collisionBoxes = null;
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$clockwise = HorizontalFacingOption::fromFacing(Facing::rotateY($this->facing->toFacing(), true));
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if(($backFacing = $this->getPossibleCornerFacing(false)) !== null){
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$this->shape = $backFacing === $clockwise ? StairShape::OUTER_RIGHT : StairShape::OUTER_LEFT;
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}elseif(($frontFacing = $this->getPossibleCornerFacing(true)) !== null){
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$this->shape = $frontFacing === $clockwise ? StairShape::INNER_RIGHT : StairShape::INNER_LEFT;
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}else{
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$this->shape = StairShape::STRAIGHT;
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}
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return $this;
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}
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public function isUpsideDown() : bool{ return $this->upsideDown; }
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/** @return $this */
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public function setUpsideDown(bool $upsideDown) : self{
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$this->upsideDown = $upsideDown;
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return $this;
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}
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public function getShape() : StairShape{ return $this->shape; }
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/** @return $this */
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public function setShape(StairShape $shape) : self{
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$this->shape = $shape;
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return $this;
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}
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protected function recalculateCollisionBoxes() : array{
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$topStepFace = $this->upsideDown ? Facing::DOWN : Facing::UP;
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$bbs = [
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AxisAlignedBB::one()->trimmedCopy($topStepFace, 0.5)
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];
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$realFacing = $this->facing->toFacing();
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$topStep = AxisAlignedBB::one()
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->trimmedCopy(Facing::opposite($topStepFace), 0.5)
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->trimmedCopy(Facing::opposite($realFacing), 0.5);
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if($this->shape === StairShape::OUTER_LEFT || $this->shape === StairShape::OUTER_RIGHT){
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$topStep = $topStep->trimmedCopy(Facing::rotateY($realFacing, $this->shape === StairShape::OUTER_LEFT), 0.5);
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}elseif($this->shape === StairShape::INNER_LEFT || $this->shape === StairShape::INNER_RIGHT){
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//add an extra cube
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$bbs[] = AxisAlignedBB::one()
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->trimmedCopy(Facing::opposite($topStepFace), 0.5)
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->trimmedCopy($realFacing, 0.5) //avoid overlapping with main step
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->trimmedCopy(Facing::rotateY($realFacing, $this->shape === StairShape::INNER_LEFT), 0.5);
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}
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$bbs[] = $topStep;
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return $bbs;
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}
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public function getSupportType(Facing $facing) : SupportType{
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$realFacing = $this->facing->toFacing();
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if(
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$facing === Facing::UP && $this->upsideDown ||
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$facing === Facing::DOWN && !$this->upsideDown ||
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($facing === $realFacing && $this->shape !== StairShape::OUTER_LEFT && $this->shape !== StairShape::OUTER_RIGHT) ||
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($facing === Facing::rotate($realFacing, Axis::Y, false) && $this->shape === StairShape::INNER_LEFT) ||
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($facing === Facing::rotate($realFacing, Axis::Y, true) && $this->shape === StairShape::INNER_RIGHT)
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){
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return SupportType::FULL;
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}
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return SupportType::NONE;
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}
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private function getPossibleCornerFacing(bool $oppositeFacing) : ?HorizontalFacingOption{
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$realFacing = $this->facing->toFacing();
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$side = $this->getSide($oppositeFacing ? Facing::opposite($realFacing) : $realFacing);
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return (
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$side instanceof Stair &&
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$side->upsideDown === $this->upsideDown &&
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Facing::axis($side->facing->toFacing()) !== Facing::axis($realFacing) //perpendicular
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) ? $side->facing : null;
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}
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public function place(BlockTransaction $tx, Item $item, Block $blockReplace, Block $blockClicked, Facing $face, Vector3 $clickVector, ?Player $player = null) : bool{
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if($player !== null){
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$this->facing = HorizontalFacingOption::fromFacing($player->getHorizontalFacing());
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}
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$this->upsideDown = (($clickVector->y > 0.5 && $face !== Facing::UP) || $face === Facing::DOWN);
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return parent::place($tx, $item, $blockReplace, $blockClicked, $face, $clickVector, $player);
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}
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}
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