Files
PocketMine-MP/src/block/MobHead.php
2023-08-03 16:46:16 +01:00

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