mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-09-07 18:32:55 +00:00
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
151 lines
4.7 KiB
PHP
151 lines
4.7 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\player;
|
|
|
|
use pocketmine\block\Block;
|
|
use pocketmine\entity\animation\ArmSwingAnimation;
|
|
use pocketmine\entity\effect\VanillaEffects;
|
|
use pocketmine\item\enchantment\VanillaEnchantments;
|
|
use pocketmine\math\Facing;
|
|
use pocketmine\math\Vector3;
|
|
use pocketmine\network\mcpe\protocol\LevelEventPacket;
|
|
use pocketmine\network\mcpe\protocol\types\LevelEvent;
|
|
use pocketmine\world\particle\BlockPunchParticle;
|
|
use pocketmine\world\sound\BlockPunchSound;
|
|
use function abs;
|
|
|
|
final class SurvivalBlockBreakHandler{
|
|
|
|
public const DEFAULT_FX_INTERVAL_TICKS = 5;
|
|
|
|
private int $fxTicker = 0;
|
|
private float $breakSpeed;
|
|
private float $breakProgress = 0;
|
|
|
|
public function __construct(
|
|
private Player $player,
|
|
private Vector3 $blockPos,
|
|
private Block $block,
|
|
private Facing $targetedFace,
|
|
private int $maxPlayerDistance,
|
|
private int $fxTickInterval = self::DEFAULT_FX_INTERVAL_TICKS
|
|
){
|
|
$this->breakSpeed = $this->calculateBreakProgressPerTick();
|
|
if($this->breakSpeed > 0){
|
|
$this->player->getWorld()->broadcastPacketToViewers(
|
|
$this->blockPos,
|
|
LevelEventPacket::create(LevelEvent::BLOCK_START_BREAK, (int) (65535 * $this->breakSpeed), $this->blockPos)
|
|
);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns the calculated break speed as percentage progress per game tick.
|
|
*/
|
|
private function calculateBreakProgressPerTick() : float{
|
|
if(!$this->block->getBreakInfo()->isBreakable()){
|
|
return 0.0;
|
|
}
|
|
$breakTimePerTick = $this->block->getBreakInfo()->getBreakTime($this->player->getMainHandItem()) * 20;
|
|
if(!$this->player->isOnGround() && !$this->player->isFlying()){
|
|
$breakTimePerTick *= 5;
|
|
}
|
|
if($this->player->isUnderwater() && !$this->player->getArmorInventory()->getHelmet()->hasEnchantment(VanillaEnchantments::AQUA_AFFINITY())){
|
|
$breakTimePerTick *= 5;
|
|
}
|
|
if($breakTimePerTick > 0){
|
|
$progressPerTick = 1 / $breakTimePerTick;
|
|
|
|
$haste = $this->player->getEffects()->get(VanillaEffects::HASTE());
|
|
if($haste !== null){
|
|
$hasteLevel = $haste->getEffectLevel();
|
|
$progressPerTick *= (1 + 0.2 * $hasteLevel) * (1.2 ** $hasteLevel);
|
|
}
|
|
|
|
$miningFatigue = $this->player->getEffects()->get(VanillaEffects::MINING_FATIGUE());
|
|
if($miningFatigue !== null){
|
|
$miningFatigueLevel = $miningFatigue->getEffectLevel();
|
|
$progressPerTick *= 0.21 ** $miningFatigueLevel;
|
|
}
|
|
|
|
return $progressPerTick;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
public function update() : bool{
|
|
if($this->player->getPosition()->distanceSquared($this->blockPos->add(0.5, 0.5, 0.5)) > $this->maxPlayerDistance ** 2){
|
|
return false;
|
|
}
|
|
|
|
$newBreakSpeed = $this->calculateBreakProgressPerTick();
|
|
if(abs($newBreakSpeed - $this->breakSpeed) > 0.0001){
|
|
$this->breakSpeed = $newBreakSpeed;
|
|
$this->player->getWorld()->broadcastPacketToViewers(
|
|
$this->blockPos,
|
|
LevelEventPacket::create(LevelEvent::BLOCK_BREAK_SPEED, (int) (65535 * $this->breakSpeed), $this->blockPos)
|
|
);
|
|
}
|
|
|
|
$this->breakProgress += $this->breakSpeed;
|
|
|
|
if(($this->fxTicker++ % $this->fxTickInterval) === 0 && $this->breakProgress < 1){
|
|
$this->player->getWorld()->addParticle($this->blockPos, new BlockPunchParticle($this->block, $this->targetedFace));
|
|
$this->player->getWorld()->addSound($this->blockPos, new BlockPunchSound($this->block));
|
|
$this->player->broadcastAnimation(new ArmSwingAnimation($this->player), $this->player->getViewers());
|
|
}
|
|
|
|
return $this->breakProgress < 1;
|
|
}
|
|
|
|
public function getBlockPos() : Vector3{
|
|
return $this->blockPos;
|
|
}
|
|
|
|
public function getTargetedFace() : Facing{
|
|
return $this->targetedFace;
|
|
}
|
|
|
|
public function setTargetedFace(Facing $face) : void{
|
|
$this->targetedFace = $face;
|
|
}
|
|
|
|
public function getBreakSpeed() : float{
|
|
return $this->breakSpeed;
|
|
}
|
|
|
|
public function getBreakProgress() : float{
|
|
return $this->breakProgress;
|
|
}
|
|
|
|
public function __destruct(){
|
|
if($this->player->getWorld()->isInLoadedTerrain($this->blockPos)){
|
|
$this->player->getWorld()->broadcastPacketToViewers(
|
|
$this->blockPos,
|
|
LevelEventPacket::create(LevelEvent::BLOCK_STOP_BREAK, 0, $this->blockPos)
|
|
);
|
|
}
|
|
}
|
|
}
|