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This PR breaks the cyclic dependency between `Inventory` and its holder, which unblocks a lot of new developments. ### Related issues & PRs - Fixes #5033 - Removes a blocker for #6147 (which in turn means that async tasks will eventually be able to work with tiles) - Removes a blocker for #2684 ## Changes ### API changes - `Player->getCurrentWindow()` now returns `?InventoryWindow` instead of `?Inventory` - `Player->setCurrentWindow()` now accepts `?InventoryWindow` instead of `?Inventory` - `InventoryWindow` introduced, which is created for each player viewing the inventory, provides decorative information like holder info for `InventoryTransactionEvent`, and is destroyed when the window is closed, eliminating cyclic references - Added: - `player\InventoryWindow` - `player\PlayerInventoryWindow` - wraps all permanent inventories of Player with type info for transactions - `inventory\Hotbar` - replaces all hotbar usages in `PlayerInventory` - `Human->getHotbar()` - `Human->getMainHandItem()`, `Human->setMainHandItem()`, `Human->getOffHandItem()`, `Human->setOffHandItem()` - `block\utils\AnimatedContainerLike` & `block\utils\AnimatedContainerLikeTrait` (for chests, shulkerboxes, etc) - `block\utils\Container` & `block\utils\ContainerTrait` for blocks containing items (chests, etc) - `block\utils\MenuAccessor` implemented by all blocks that can open inventory menus - `block\utils\MenuAccessorTrait` used by blocks with menus but without inventories (anvils, crafting tables etc) - Removed: - `inventory\DelegateInventory` (only used for ender chests) - `inventory\PlayerInventory`, - `inventory\PlayerOffHandInventory`, - `inventory\PlayerCraftingInventory`, - `inventory\PlayerCursorInventory` - these have all been internally replaced by `SimpleInventory` & they will appear as `PlayerInventoryWindow` in transactions (check `getType()` against the `PlayerInventoryWindow::TYPE_*` constants to identify them) - `block\inventory\AnimatedBlockInventoryTrait`, (blocks now handle this logic directly using `AnimatedContainer` and `AnimatedContainerTrait`) - `block\inventory\BlockInventoryTrait`, - `block\inventory\BlockInventory` - Most `BlockInventory` classes have been transitioned to `InventoryWindow` wrappers - Tiles now all use `SimpleInventory` internally (no cyclic references) except for `Chest` (which uses `CombinedInventory`, without holder info) - `InventoryOpenEvent` and `InventoryCloseEvent` now provide `InventoryWindow` instead of `Inventory` (to provide type information) - `InventoryTransaction` and `SlotChangeAction` now provide `InventoryWindow` instead of `Inventory` - Renamed `TransactionBuilderInventory` to `SlotChangeActionBuilder` - `TransactionBuilderInventory->getBuilder()` now accepts `InventoryWindow` instead of `Inventory` - `DoubleChestInventory` superseded by `CombinedInventory` - this new class allows combining any number of inventories behind a single object; mainly used for double chests but plugins could use it to do lots of fun things ### Impacts to plugins Plugins can now do the following: ```php $block = $world->getBlockAt($x, $y, $z); if($block instanceof MenuAccessor){ $block->openToUnchecked($player); } ``` As compared to the old way: ```php $tile = $world->getTileAt($x, $y, $z); if($tile instanceof Container){ $player->setCurrentWindow($tile->getInventory()); } ``` #### Advantages - No tile access needed - Works for menu blocks without inventories as well as container blocks - Less code ### Behavioural changes Inventories no longer keep permanent cyclic references to their holders. ## Backwards compatibility This makes significant BC breaks. However, all changes are able to be adapted to and the same amount of information is present on all APIs and events. ## Follow-up - Implement #6147 - Support inventory inheritance when copying blocks from one position to another
145 lines
4.6 KiB
PHP
145 lines
4.6 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\tile;
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use pocketmine\block\Campfire as BlockCampfire;
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use pocketmine\inventory\CallbackInventoryListener;
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use pocketmine\inventory\Inventory;
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use pocketmine\inventory\SimpleInventory;
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use pocketmine\item\Item;
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use pocketmine\math\Vector3;
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use pocketmine\nbt\tag\CompoundTag;
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use pocketmine\nbt\tag\IntTag;
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use pocketmine\network\mcpe\convert\TypeConverter;
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use pocketmine\world\World;
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class Campfire extends Spawnable implements ContainerTile{
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use ContainerTileTrait;
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private const TAG_FIRST_INPUT_ITEM = "Item1"; //TAG_Compound
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private const TAG_SECOND_INPUT_ITEM = "Item2"; //TAG_Compound
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private const TAG_THIRD_INPUT_ITEM = "Item3"; //TAG_Compound
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private const TAG_FOURTH_INPUT_ITEM = "Item4"; //TAG_Compound
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private const TAG_FIRST_COOKING_TIME = "ItemTime1"; //TAG_Int
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private const TAG_SECOND_COOKING_TIME = "ItemTime2"; //TAG_Int
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private const TAG_THIRD_COOKING_TIME = "ItemTime3"; //TAG_Int
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private const TAG_FOURTH_COOKING_TIME = "ItemTime4"; //TAG_Int
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protected Inventory $inventory;
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/** @var array<int, int> */
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private array $cookingTimes = [];
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public function __construct(World $world, Vector3 $pos){
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parent::__construct($world, $pos);
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$this->inventory = new SimpleInventory(4);
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$this->inventory->setMaxStackSize(1);
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$this->inventory->getListeners()->add(CallbackInventoryListener::onAnyChange(
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static function(Inventory $unused) use ($world, $pos) : void{
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$block = $world->getBlock($pos);
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if($block instanceof BlockCampfire){
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$world->setBlock($pos, $block);
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}
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})
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);
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}
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public function getInventory() : Inventory{
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return $this->inventory;
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}
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public function getRealInventory() : Inventory{
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return $this->inventory;
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}
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/**
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* @return int[]
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* @phpstan-return array<int, int>
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*/
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public function getCookingTimes() : array{
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return $this->cookingTimes;
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}
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/**
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* @param int[] $cookingTimes
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* @phpstan-param array<int, int> $cookingTimes
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*/
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public function setCookingTimes(array $cookingTimes) : void{
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$this->cookingTimes = $cookingTimes;
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}
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public function readSaveData(CompoundTag $nbt) : void{
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$items = [];
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$listeners = $this->inventory->getListeners()->toArray();
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$this->inventory->getListeners()->remove(...$listeners); //prevent any events being fired by initialization
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foreach([
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[0, self::TAG_FIRST_INPUT_ITEM, self::TAG_FIRST_COOKING_TIME],
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[1, self::TAG_SECOND_INPUT_ITEM, self::TAG_SECOND_COOKING_TIME],
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[2, self::TAG_THIRD_INPUT_ITEM, self::TAG_THIRD_COOKING_TIME],
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[3, self::TAG_FOURTH_INPUT_ITEM, self::TAG_FOURTH_COOKING_TIME],
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] as [$slot, $itemTag, $cookingTimeTag]){
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if(($tag = $nbt->getTag($itemTag)) instanceof CompoundTag){
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$items[$slot] = Item::nbtDeserialize($tag);
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}
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if(($tag = $nbt->getTag($cookingTimeTag)) instanceof IntTag){
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$this->cookingTimes[$slot] = $tag->getValue();
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}
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}
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$this->inventory->setContents($items);
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$this->inventory->getListeners()->add(...$listeners);
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}
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protected function writeSaveData(CompoundTag $nbt) : void{
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foreach([
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[0, self::TAG_FIRST_INPUT_ITEM, self::TAG_FIRST_COOKING_TIME],
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[1, self::TAG_SECOND_INPUT_ITEM, self::TAG_SECOND_COOKING_TIME],
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[2, self::TAG_THIRD_INPUT_ITEM, self::TAG_THIRD_COOKING_TIME],
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[3, self::TAG_FOURTH_INPUT_ITEM, self::TAG_FOURTH_COOKING_TIME],
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] as [$slot, $itemTag, $cookingTimeTag]){
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$item = $this->inventory->getItem($slot);
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if(!$item->isNull()){
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$nbt->setTag($itemTag, $item->nbtSerialize());
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if(isset($this->cookingTimes[$slot])){
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$nbt->setInt($cookingTimeTag, $this->cookingTimes[$slot]);
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}
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}
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}
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}
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protected function addAdditionalSpawnData(CompoundTag $nbt) : void{
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foreach([
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0 => self::TAG_FIRST_INPUT_ITEM,
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1 => self::TAG_SECOND_INPUT_ITEM,
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2 => self::TAG_THIRD_INPUT_ITEM,
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3 => self::TAG_FOURTH_INPUT_ITEM
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] as $slot => $tag){
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$item = $this->inventory->getItem($slot);
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if(!$item->isNull()){
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$nbt->setTag($tag, TypeConverter::getInstance()->getItemTranslator()->toNetworkNbt($item));
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}
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}
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}
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}
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