mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-06-24 12:24:03 +00:00
100 lines
3.8 KiB
PHP
100 lines
3.8 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\data\bedrock;
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use pocketmine\entity\effect\Effect;
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use pocketmine\entity\effect\VanillaEffects;
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use pocketmine\utils\SingletonTrait;
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use function array_key_exists;
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use function spl_object_id;
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final class EffectIdMap{
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use SingletonTrait;
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/**
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* @var Effect[]
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* @phpstan-var array<int, Effect>
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*/
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private array $idToEffect = [];
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/**
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* @var int[]
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* @phpstan-var array<int, int>
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*/
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private array $effectToId = [];
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private function __construct(){
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$this->register(EffectIds::SPEED, VanillaEffects::SPEED());
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$this->register(EffectIds::SLOWNESS, VanillaEffects::SLOWNESS());
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$this->register(EffectIds::HASTE, VanillaEffects::HASTE());
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$this->register(EffectIds::MINING_FATIGUE, VanillaEffects::MINING_FATIGUE());
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$this->register(EffectIds::STRENGTH, VanillaEffects::STRENGTH());
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$this->register(EffectIds::INSTANT_HEALTH, VanillaEffects::INSTANT_HEALTH());
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$this->register(EffectIds::INSTANT_DAMAGE, VanillaEffects::INSTANT_DAMAGE());
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$this->register(EffectIds::JUMP_BOOST, VanillaEffects::JUMP_BOOST());
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$this->register(EffectIds::NAUSEA, VanillaEffects::NAUSEA());
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$this->register(EffectIds::REGENERATION, VanillaEffects::REGENERATION());
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$this->register(EffectIds::RESISTANCE, VanillaEffects::RESISTANCE());
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$this->register(EffectIds::FIRE_RESISTANCE, VanillaEffects::FIRE_RESISTANCE());
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$this->register(EffectIds::WATER_BREATHING, VanillaEffects::WATER_BREATHING());
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$this->register(EffectIds::INVISIBILITY, VanillaEffects::INVISIBILITY());
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$this->register(EffectIds::BLINDNESS, VanillaEffects::BLINDNESS());
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$this->register(EffectIds::NIGHT_VISION, VanillaEffects::NIGHT_VISION());
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$this->register(EffectIds::HUNGER, VanillaEffects::HUNGER());
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$this->register(EffectIds::WEAKNESS, VanillaEffects::WEAKNESS());
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$this->register(EffectIds::POISON, VanillaEffects::POISON());
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$this->register(EffectIds::WITHER, VanillaEffects::WITHER());
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$this->register(EffectIds::HEALTH_BOOST, VanillaEffects::HEALTH_BOOST());
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$this->register(EffectIds::ABSORPTION, VanillaEffects::ABSORPTION());
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$this->register(EffectIds::SATURATION, VanillaEffects::SATURATION());
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$this->register(EffectIds::LEVITATION, VanillaEffects::LEVITATION());
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$this->register(EffectIds::FATAL_POISON, VanillaEffects::FATAL_POISON());
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$this->register(EffectIds::CONDUIT_POWER, VanillaEffects::CONDUIT_POWER());
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//TODO: SLOW_FALLING
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//TODO: BAD_OMEN
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//TODO: VILLAGE_HERO
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$this->register(EffectIds::DARKNESS, VanillaEffects::DARKNESS());
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}
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//TODO: not a big fan of the code duplication here :(
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public function register(int $mcpeId, Effect $effect) : void{
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$this->idToEffect[$mcpeId] = $effect;
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$this->effectToId[spl_object_id($effect)] = $mcpeId;
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}
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public function fromId(int $id) : ?Effect{
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//we might not have all the effect IDs registered
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return $this->idToEffect[$id] ?? null;
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}
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public function toId(Effect $effect) : int{
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if(!array_key_exists(spl_object_id($effect), $this->effectToId)){
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//this should never happen, so we treat it as an exceptional condition
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throw new \InvalidArgumentException("Effect does not have a mapped ID");
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}
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return $this->effectToId[spl_object_id($effect)];
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}
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}
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