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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