mirror of
https://github.com/pmmp/PocketMine-MP.git
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188 lines
5.5 KiB
PHP
188 lines
5.5 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\ChiseledBookshelf as TileChiseledBookshelf;
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use pocketmine\block\utils\ChiseledBookshelfSlot;
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use pocketmine\block\utils\FacesOppositePlacingPlayerTrait;
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use pocketmine\block\utils\HorizontalFacing;
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use pocketmine\block\utils\HorizontalFacingTrait;
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use pocketmine\data\runtime\RuntimeDataDescriber;
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use pocketmine\item\Book;
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use pocketmine\item\EnchantedBook;
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use pocketmine\item\Item;
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use pocketmine\item\WritableBookBase;
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use pocketmine\math\Axis;
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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 function spl_object_id;
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class ChiseledBookshelf extends Opaque implements HorizontalFacing{
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use HorizontalFacingTrait;
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use FacesOppositePlacingPlayerTrait;
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/**
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* @var ChiseledBookshelfSlot[]
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* @phpstan-var array<int, ChiseledBookshelfSlot>
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*/
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private array $slots = [];
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private ?ChiseledBookshelfSlot $lastInteractedSlot = null;
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protected function describeBlockOnlyState(RuntimeDataDescriber $w) : void{
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$w->horizontalFacing($this->facing);
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$w->enumSet($this->slots, ChiseledBookshelfSlot::cases());
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}
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public function readStateFromWorld() : Block{
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$tile = $this->position->getWorld()->getTile($this->position);
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if($tile instanceof TileChiseledBookshelf){
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$this->lastInteractedSlot = $tile->getLastInteractedSlot();
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}else{
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$this->lastInteractedSlot = null;
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}
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return $this;
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}
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public function writeStateToWorld() : void{
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parent::writeStateToWorld();
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$tile = $this->position->getWorld()->getTile($this->position);
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if($tile instanceof TileChiseledBookshelf){
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$tile->setLastInteractedSlot($this->lastInteractedSlot);
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}
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}
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/**
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* Returns whether the given slot is displayed as occupied.
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* This doesn't guarantee that there is or isn't a book in the bookshelf's inventory.
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*/
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public function hasSlot(ChiseledBookshelfSlot $slot) : bool{
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return isset($this->slots[spl_object_id($slot)]);
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}
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/**
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* Sets whether the given slot is displayed as occupied.
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*
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* This doesn't modify the bookshelf's inventory, so you can use this to make invisible
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* books or display books that aren't actually in the bookshelf.
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*
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* To modify the contents of the bookshelf inventory, access the tile inventory.
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*
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* @return $this
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*/
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public function setSlot(ChiseledBookshelfSlot $slot, bool $occupied) : self{
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if($occupied){
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$this->slots[spl_object_id($slot)] = $slot;
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}else{
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unset($this->slots[spl_object_id($slot)]);
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}
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return $this;
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}
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/**
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* Returns which slots of the bookshelf are displayed as occupied.
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* As above, these values do not necessarily reflect the contents of the bookshelf inventory,
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* although they usually will unless modified by plugins.
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*
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* @return ChiseledBookshelfSlot[]
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* @phpstan-return array<int, ChiseledBookshelfSlot>
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*/
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public function getSlots() : array{
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return $this->slots;
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}
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/**
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* @param ChiseledBookshelfSlot[] $slots
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* @return $this
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*/
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public function setSlots(array $slots) : self{
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$this->slots = [];
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foreach($slots as $slot){
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$this->setSlot($slot, true);
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}
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return $this;
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}
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/**
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* Returns the last slot interacted by a player or null if no slot has been interacted with yet.
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*/
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public function getLastInteractedSlot() : ?ChiseledBookshelfSlot{
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return $this->lastInteractedSlot;
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}
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/**
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* Sets the last slot interacted by a player.
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*
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* @return $this
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*/
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public function setLastInteractedSlot(?ChiseledBookshelfSlot $lastInteractedSlot) : self{
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$this->lastInteractedSlot = $lastInteractedSlot;
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return $this;
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}
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public function onInteract(Item $item, int $face, Vector3 $clickVector, ?Player $player = null, array &$returnedItems = []) : bool{
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if($face !== $this->facing){
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return false;
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}
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$x = Facing::axis($face) === Axis::X ? $clickVector->z : $clickVector->x;
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$slot = ChiseledBookshelfSlot::fromBlockFaceCoordinates(
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Facing::isPositive(Facing::rotateY($face, true)) ? 1 - $x : $x,
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$clickVector->y
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);
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$tile = $this->position->getWorld()->getTile($this->position);
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if(!$tile instanceof TileChiseledBookshelf){
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return false;
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}
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$inventory = $tile->getInventory();
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if(!$inventory->isSlotEmpty($slot->value)){
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$returnedItems[] = $inventory->getItem($slot->value);
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$inventory->clear($slot->value);
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$this->setSlot($slot, false);
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$this->lastInteractedSlot = $slot;
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}elseif($item instanceof WritableBookBase || $item instanceof Book || $item instanceof EnchantedBook){
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//TODO: type tags like blocks would be better for this
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$inventory->setItem($slot->value, $item->pop());
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$this->setSlot($slot, true);
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$this->lastInteractedSlot = $slot;
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}else{
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return true;
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}
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$this->position->getWorld()->setBlock($this->position, $this);
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return true;
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}
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public function getDropsForCompatibleTool(Item $item) : array{
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return [];
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}
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public function isAffectedBySilkTouch() : bool{
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return true;
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}
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}
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