Files
PocketMine-MP/src/pocketmine/block/SnowLayer.php
Dylan K. Taylor 56d9943b0d Nuke Block->meta, split into variant and state properties, lots of cleanup
This is a major change to the way block metadata is handled within the PM core. This separates variant metadata (which really ought to be part of the ID) from state metadata, and in a couple of cases flattens separate states of blocks together.

The result of this is that invalid variants can be much more easily detected, and additionally state handling is much cleaner since meta is only needed at the serialize layer instead of throughout the code.
2018-09-21 19:28:10 +01:00

111 lines
2.6 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;
use pocketmine\item\Item;
use pocketmine\item\ItemFactory;
use pocketmine\item\TieredTool;
use pocketmine\math\Facing;
use pocketmine\math\Vector3;
use pocketmine\Player;
class SnowLayer extends Flowable{
protected $id = self::SNOW_LAYER;
/** @var int */
protected $layers = 1;
public function __construct(){
}
protected function writeStateToMeta() : int{
return $this->layers - 1;
}
public function readStateFromMeta(int $meta) : void{
$this->layers = $meta + 1;
}
public function getStateBitmask() : int{
return 0b111;
}
public function getName() : string{
return "Snow Layer";
}
public function canBeReplaced() : bool{
return true;
}
public function getHardness() : float{
return 0.1;
}
public function getToolType() : int{
return BlockToolType::TYPE_SHOVEL;
}
public function getToolHarvestLevel() : int{
return TieredTool::TIER_WOODEN;
}
public function place(Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, Player $player = null) : bool{
if($blockReplace->getSide(Facing::DOWN)->isSolid()){
//TODO: fix placement
return parent::place($item, $blockReplace, $blockClicked, $face, $clickVector, $player);
}
return false;
}
public function onNearbyBlockChange() : void{
if(!$this->getSide(Facing::DOWN)->isSolid()){
$this->getLevel()->setBlock($this, BlockFactory::get(Block::AIR), false, false);
}
}
public function ticksRandomly() : bool{
return true;
}
public function onRandomTick() : void{
if($this->level->getBlockLightAt($this->x, $this->y, $this->z) >= 12){
$this->getLevel()->setBlock($this, BlockFactory::get(Block::AIR), false, false);
}
}
public function getDropsForCompatibleTool(Item $item) : array{
return [
ItemFactory::get(Item::SNOWBALL) //TODO: check layer count
];
}
public function isAffectedBySilkTouch() : bool{
return false;
}
}