PocketMine-MP/src/item/ProjectileItem.php
2020-05-19 21:32:44 +01:00

82 lines
2.5 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\item;
use pocketmine\entity\EntityFactory;
use pocketmine\entity\projectile\Throwable;
use pocketmine\event\entity\ProjectileLaunchEvent;
use pocketmine\math\Vector3;
use pocketmine\nbt\tag\CompoundTag;
use pocketmine\player\Player;
use pocketmine\utils\Utils;
use pocketmine\world\sound\ThrowSound;
abstract class ProjectileItem extends Item{
/**
* Returns the entity type that this projectile creates. This should return a ::class extending Throwable.
*
* @return string class extends Throwable
* @phpstan-return class-string<Throwable>
*/
abstract public function getProjectileEntityClass() : string;
abstract public function getThrowForce() : float;
/**
* Helper function to apply extra NBT tags to pass to the created projectile.
*/
protected function addExtraTags(CompoundTag $tag) : void{
}
public function onClickAir(Player $player, Vector3 $directionVector) : ItemUseResult{
$location = $player->getLocation();
$nbt = EntityFactory::createBaseNBT($player->getEyePos(), $directionVector, $location->yaw, $location->pitch);
$this->addExtraTags($nbt);
$class = $this->getProjectileEntityClass();
Utils::testValidInstance($class, Throwable::class);
/** @var Throwable $projectile */
$projectile = EntityFactory::getInstance()->create($class, $location->getWorldNonNull(), $nbt, $player);
$projectile->setMotion($projectile->getMotion()->multiply($this->getThrowForce()));
$projectileEv = new ProjectileLaunchEvent($projectile);
$projectileEv->call();
if($projectileEv->isCancelled()){
$projectile->flagForDespawn();
return ItemUseResult::FAIL();
}
$projectile->spawnToAll();
$location->getWorldNonNull()->addSound($location, new ThrowSound());
$this->pop();
return ItemUseResult::SUCCESS();
}
}