mirror of
https://github.com/pmmp/PocketMine-MP.git
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139 lines
4.2 KiB
PHP
139 lines
4.2 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\tile\MobHead as TileMobHead;
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use pocketmine\block\utils\MobHeadType;
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use pocketmine\data\runtime\RuntimeDataDescriber;
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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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use pocketmine\world\BlockTransaction;
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use function assert;
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use function floor;
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class MobHead extends Flowable{
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public const MIN_ROTATION = 0;
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public const MAX_ROTATION = 15;
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protected MobHeadType $mobHeadType;
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protected int $facing = Facing::NORTH;
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protected int $rotation = self::MIN_ROTATION; //TODO: split this into floor skull and wall skull handling
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public function __construct(BlockIdentifier $idInfo, string $name, BlockTypeInfo $typeInfo){
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$this->mobHeadType = MobHeadType::SKELETON(); //TODO: this should be a parameter
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parent::__construct($idInfo, $name, $typeInfo);
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}
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public function describeBlockItemState(RuntimeDataDescriber $w) : void{
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$w->mobHeadType($this->mobHeadType);
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}
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protected function describeBlockOnlyState(RuntimeDataDescriber $w) : void{
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$w->facingExcept($this->facing, Facing::DOWN);
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}
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public function readStateFromWorld() : Block{
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parent::readStateFromWorld();
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$tile = $this->position->getWorld()->getTile($this->position);
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if($tile instanceof TileMobHead){
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$this->mobHeadType = $tile->getMobHeadType();
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$this->rotation = $tile->getRotation();
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}
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return $this;
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}
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public function writeStateToWorld() : void{
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parent::writeStateToWorld();
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//extra block properties storage hack
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$tile = $this->position->getWorld()->getTile($this->position);
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assert($tile instanceof TileMobHead);
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$tile->setRotation($this->rotation);
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$tile->setMobHeadType($this->mobHeadType);
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}
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public function getMobHeadType() : MobHeadType{
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return $this->mobHeadType;
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}
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/** @return $this */
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public function setMobHeadType(MobHeadType $mobHeadType) : self{
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$this->mobHeadType = $mobHeadType;
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return $this;
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}
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public function getFacing() : int{ return $this->facing; }
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/** @return $this */
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public function setFacing(int $facing) : self{
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if($facing === Facing::DOWN){
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throw new \InvalidArgumentException("Skull may not face DOWN");
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}
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$this->facing = $facing;
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return $this;
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}
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public function getRotation() : int{ return $this->rotation; }
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/** @return $this */
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public function setRotation(int $rotation) : self{
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if($rotation < self::MIN_ROTATION || $rotation > self::MAX_ROTATION){
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throw new \InvalidArgumentException("Rotation must be in range " . self::MIN_ROTATION . " ... " . self::MAX_ROTATION);
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}
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$this->rotation = $rotation;
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return $this;
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}
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/**
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* @return AxisAlignedBB[]
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*/
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protected function recalculateCollisionBoxes() : array{
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$collisionBox = AxisAlignedBB::one()
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->contract(0.25, 0, 0.25)
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->trim(Facing::UP, 0.5);
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if($this->facing !== Facing::UP){
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$collisionBox = $collisionBox
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->offsetTowards(Facing::opposite($this->facing), 0.25)
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->offsetTowards(Facing::UP, 0.25);
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}
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return [$collisionBox];
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}
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public function place(BlockTransaction $tx, Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
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if($face === Facing::DOWN){
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return false;
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}
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$this->facing = $face;
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if($player !== null && $face === Facing::UP){
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$this->rotation = ((int) floor(($player->getLocation()->getYaw() * 16 / 360) + 0.5)) & 0xf;
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}
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return parent::place($tx, $item, $blockReplace, $blockClicked, $face, $clickVector, $player);
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}
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}
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