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* Implemented InventoryEventProcessor, fixes #1986 Event processors can now be registered and unregistered at will. Entity inventory/armor change events are now handled by event processors instead of the inventories themselves, which allows enabling/disabling the calling of these events at will. This now avoids stupid things happening when initializing inventory contents, since the callers for those events are now registered _after_ the contents are initialized.
215 lines
5.6 KiB
PHP
215 lines
5.6 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\inventory;
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use pocketmine\entity\Human;
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use pocketmine\event\player\PlayerItemHeldEvent;
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use pocketmine\item\Item;
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use pocketmine\network\mcpe\protocol\InventoryContentPacket;
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use pocketmine\network\mcpe\protocol\MobEquipmentPacket;
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use pocketmine\network\mcpe\protocol\types\ContainerIds;
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use pocketmine\Player;
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class PlayerInventory extends BaseInventory{
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/** @var Human */
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protected $holder;
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/** @var int */
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protected $itemInHandIndex = 0;
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/**
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* @param Human $player
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*/
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public function __construct(Human $player){
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$this->holder = $player;
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parent::__construct();
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}
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public function getName() : string{
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return "Player";
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}
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public function getDefaultSize() : int{
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return 36;
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}
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/**
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* Called when a client equips a hotbar slot. This method should not be used by plugins.
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* This method will call PlayerItemHeldEvent.
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*
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* @param int $hotbarSlot Number of the hotbar slot to equip.
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*
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* @return bool if the equipment change was successful, false if not.
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*/
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public function equipItem(int $hotbarSlot) : bool{
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if(!$this->isHotbarSlot($hotbarSlot)){
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$this->sendContents($this->getHolder());
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return false;
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}
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$this->getHolder()->getLevel()->getServer()->getPluginManager()->callEvent($ev = new PlayerItemHeldEvent($this->getHolder(), $this->getItem($hotbarSlot), $hotbarSlot));
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if($ev->isCancelled()){
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$this->sendHeldItem($this->getHolder());
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return false;
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}
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$this->setHeldItemIndex($hotbarSlot, false);
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return true;
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}
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private function isHotbarSlot(int $slot) : bool{
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return $slot >= 0 and $slot <= $this->getHotbarSize();
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}
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/**
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* @param int $slot
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* @throws \InvalidArgumentException
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*/
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private function throwIfNotHotbarSlot(int $slot){
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if(!$this->isHotbarSlot($slot)){
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throw new \InvalidArgumentException("$slot is not a valid hotbar slot index (expected 0 - " . ($this->getHotbarSize() - 1) . ")");
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}
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}
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/**
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* Returns the item in the specified hotbar slot.
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*
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* @param int $hotbarSlot
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* @return Item
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*
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* @throws \InvalidArgumentException if the hotbar slot index is out of range
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*/
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public function getHotbarSlotItem(int $hotbarSlot) : Item{
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$this->throwIfNotHotbarSlot($hotbarSlot);
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return $this->getItem($hotbarSlot);
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}
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/**
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* Returns the hotbar slot number the holder is currently holding.
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* @return int
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*/
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public function getHeldItemIndex() : int{
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return $this->itemInHandIndex;
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}
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/**
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* Sets which hotbar slot the player is currently loading.
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*
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* @param int $hotbarSlot 0-8 index of the hotbar slot to hold
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* @param bool $send Whether to send updates back to the inventory holder. This should usually be true for plugin calls.
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* It should only be false to prevent feedback loops of equipment packets between client and server.
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*
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* @throws \InvalidArgumentException if the hotbar slot is out of range
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*/
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public function setHeldItemIndex(int $hotbarSlot, bool $send = true){
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$this->throwIfNotHotbarSlot($hotbarSlot);
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$this->itemInHandIndex = $hotbarSlot;
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if($this->getHolder() instanceof Player and $send){
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$this->sendHeldItem($this->getHolder());
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}
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$this->sendHeldItem($this->getHolder()->getViewers());
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}
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/**
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* Returns the currently-held item.
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*
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* @return Item
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*/
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public function getItemInHand() : Item{
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return $this->getHotbarSlotItem($this->itemInHandIndex);
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}
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/**
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* Sets the item in the currently-held slot to the specified item.
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*
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* @param Item $item
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*
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* @return bool
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*/
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public function setItemInHand(Item $item) : bool{
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return $this->setItem($this->getHeldItemIndex(), $item);
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}
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/**
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* Sends the currently-held item to specified targets.
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* @param Player|Player[] $target
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*/
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public function sendHeldItem($target){
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$item = $this->getItemInHand();
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$pk = new MobEquipmentPacket();
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$pk->entityRuntimeId = $this->getHolder()->getId();
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$pk->item = $item;
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$pk->inventorySlot = $pk->hotbarSlot = $this->getHeldItemIndex();
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$pk->windowId = ContainerIds::INVENTORY;
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if(!is_array($target)){
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$target->dataPacket($pk);
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if($target === $this->getHolder()){
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$this->sendSlot($this->getHeldItemIndex(), $target);
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}
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}else{
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$this->getHolder()->getLevel()->getServer()->broadcastPacket($target, $pk);
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if(in_array($this->getHolder(), $target, true)){
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$this->sendSlot($this->getHeldItemIndex(), $this->getHolder());
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}
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}
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}
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/**
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* Returns the number of slots in the hotbar.
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* @return int
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*/
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public function getHotbarSize() : int{
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return 9;
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}
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public function sendCreativeContents(){
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$pk = new InventoryContentPacket();
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$pk->windowId = ContainerIds::CREATIVE;
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if(!$this->getHolder()->isSpectator()){ //fill it for all gamemodes except spectator
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foreach(Item::getCreativeItems() as $i => $item){
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$pk->items[$i] = clone $item;
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}
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}
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$this->getHolder()->dataPacket($pk);
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}
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/**
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* This override is here for documentation and code completion purposes only.
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* @return Human|Player
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*/
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public function getHolder(){
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return $this->holder;
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}
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}
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