PocketMine-MP/src/block/utils/CandleTrait.php
2025-01-06 22:44:16 +00:00

88 lines
2.9 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\utils;
use pocketmine\block\Block;
use pocketmine\entity\projectile\Projectile;
use pocketmine\item\Durable;
use pocketmine\item\enchantment\VanillaEnchantments;
use pocketmine\item\Item;
use pocketmine\item\ItemTypeIds;
use pocketmine\math\RayTraceResult;
use pocketmine\math\Vector3;
use pocketmine\player\Player;
use pocketmine\world\sound\BlazeShootSound;
use pocketmine\world\sound\FireExtinguishSound;
use pocketmine\world\sound\FlintSteelSound;
trait CandleTrait{
use LightableTrait;
public function getLightLevel() : int{
return $this->lit ? 3 : 0;
}
/**
* @param Item[] &$returnedItems
* @see Block::onInteract()
*/
public function onInteract(Item $item, int $face, Vector3 $clickVector, ?Player $player = null, array &$returnedItems = []) : bool{
if($item->getTypeId() === ItemTypeIds::FIRE_CHARGE || $item->getTypeId() === ItemTypeIds::FLINT_AND_STEEL || $item->hasEnchantment(VanillaEnchantments::FIRE_ASPECT())){
if($this->lit){
return true;
}
if($item instanceof Durable){
$item->applyDamage(1);
}elseif($item->getTypeId() === ItemTypeIds::FIRE_CHARGE){
$item->pop();
//TODO: not sure if this is intentional, but it's what Bedrock currently does as of 1.20.10
$this->position->getWorld()->addSound($this->position, new BlazeShootSound());
}
$this->position->getWorld()->addSound($this->position, new FlintSteelSound());
$this->position->getWorld()->setBlock($this->position, $this->setLit(true));
return true;
}
if($item->isNull()){ //candle can only be extinguished with an empty hand
if(!$this->lit){
return true;
}
$this->position->getWorld()->addSound($this->position, new FireExtinguishSound());
$this->position->getWorld()->setBlock($this->position, $this->setLit(false));
return true;
}
//yes, this is intentional! in vanilla, if the candle is not interacted with, a block is placed.
return false;
}
/** @see Block::onProjectileHit() */
public function onProjectileHit(Projectile $projectile, RayTraceResult $hitResult) : void{
if(!$this->lit && $projectile->isOnFire()){
$this->position->getWorld()->setBlock($this->position, $this->setLit(true));
}
}
}