PocketMine-MP/src/entity/object/ItemEntity.php
Dylan K. Taylor c77829f4ad
Migrate packet creation to use ::create() methods in all but one case
MovePlayerPacket doesn't yet have a ::create() due to a complication with fields that aren't always present.
2021-10-23 01:46:01 +01:00

259 lines
7.3 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\entity\object;
use pocketmine\entity\Entity;
use pocketmine\entity\EntitySizeInfo;
use pocketmine\entity\Location;
use pocketmine\event\entity\EntityItemPickupEvent;
use pocketmine\event\entity\ItemDespawnEvent;
use pocketmine\event\entity\ItemSpawnEvent;
use pocketmine\item\Item;
use pocketmine\math\Vector3;
use pocketmine\nbt\tag\CompoundTag;
use pocketmine\network\mcpe\convert\TypeConverter;
use pocketmine\network\mcpe\protocol\AddItemActorPacket;
use pocketmine\network\mcpe\protocol\types\entity\EntityIds;
use pocketmine\network\mcpe\protocol\types\inventory\ItemStackWrapper;
use pocketmine\player\Player;
use function max;
class ItemEntity extends Entity{
public static function getNetworkTypeId() : string{ return EntityIds::ITEM; }
public const DEFAULT_DESPAWN_DELAY = 6000; //5 minutes
public const NEVER_DESPAWN = -1;
public const MAX_DESPAWN_DELAY = 32767 + self::DEFAULT_DESPAWN_DELAY; //max value storable by mojang NBT :(
/** @var string */
protected $owner = "";
/** @var string */
protected $thrower = "";
/** @var int */
protected $pickupDelay = 0;
/** @var Item */
protected $item;
protected $gravity = 0.04;
protected $drag = 0.02;
public $canCollide = false;
/** @var int */
protected $despawnDelay = self::DEFAULT_DESPAWN_DELAY;
public function __construct(Location $location, Item $item, ?CompoundTag $nbt = null){
if($item->isNull()){
throw new \InvalidArgumentException("Item entity must have a non-air item with a count of at least 1");
}
$this->item = $item;
parent::__construct($location, $nbt);
}
protected function getInitialSizeInfo() : EntitySizeInfo{ return new EntitySizeInfo(0.25, 0.25); }
protected function initEntity(CompoundTag $nbt) : void{
parent::initEntity($nbt);
$this->setMaxHealth(5);
$this->setHealth($nbt->getShort("Health", (int) $this->getHealth()));
$age = $nbt->getShort("Age", 0);
if($age === -32768){
$this->despawnDelay = self::NEVER_DESPAWN;
}else{
$this->despawnDelay = max(0, self::DEFAULT_DESPAWN_DELAY - $age);
}
$this->pickupDelay = $nbt->getShort("PickupDelay", $this->pickupDelay);
$this->owner = $nbt->getString("Owner", $this->owner);
$this->thrower = $nbt->getString("Thrower", $this->thrower);
(new ItemSpawnEvent($this))->call();
}
protected function entityBaseTick(int $tickDiff = 1) : bool{
if($this->closed){
return false;
}
$hasUpdate = parent::entityBaseTick($tickDiff);
if(!$this->isFlaggedForDespawn() and $this->pickupDelay !== self::NEVER_DESPAWN){ //Infinite delay
$this->pickupDelay -= $tickDiff;
if($this->pickupDelay < 0){
$this->pickupDelay = 0;
}
$this->despawnDelay -= $tickDiff;
if($this->despawnDelay <= 0){
$ev = new ItemDespawnEvent($this);
$ev->call();
if($ev->isCancelled()){
$this->despawnDelay = self::DEFAULT_DESPAWN_DELAY;
}else{
$this->flagForDespawn();
$hasUpdate = true;
}
}
}
return $hasUpdate;
}
protected function tryChangeMovement() : void{
$this->checkObstruction($this->location->x, $this->location->y, $this->location->z);
parent::tryChangeMovement();
}
protected function applyDragBeforeGravity() : bool{
return true;
}
public function saveNBT() : CompoundTag{
$nbt = parent::saveNBT();
$nbt->setTag("Item", $this->item->nbtSerialize());
$nbt->setShort("Health", (int) $this->getHealth());
if($this->despawnDelay === self::NEVER_DESPAWN){
$age = -32768;
}else{
$age = self::DEFAULT_DESPAWN_DELAY - $this->despawnDelay;
}
$nbt->setShort("Age", $age);
$nbt->setShort("PickupDelay", $this->pickupDelay);
if($this->owner !== null){
$nbt->setString("Owner", $this->owner);
}
if($this->thrower !== null){
$nbt->setString("Thrower", $this->thrower);
}
return $nbt;
}
public function getItem() : Item{
return $this->item;
}
public function canCollideWith(Entity $entity) : bool{
return false;
}
public function canBeCollidedWith() : bool{
return false;
}
public function getPickupDelay() : int{
return $this->pickupDelay;
}
public function setPickupDelay(int $delay) : void{
$this->pickupDelay = $delay;
}
/**
* Returns the number of ticks left before this item will despawn. If -1, the item will never despawn.
*/
public function getDespawnDelay() : int{
return $this->despawnDelay;
}
/**
* @throws \InvalidArgumentException
*/
public function setDespawnDelay(int $despawnDelay) : void{
if(($despawnDelay < 0 or $despawnDelay > self::MAX_DESPAWN_DELAY) and $despawnDelay !== self::NEVER_DESPAWN){
throw new \InvalidArgumentException("Despawn ticker must be in range 0 ... " . self::MAX_DESPAWN_DELAY . " or " . self::NEVER_DESPAWN . ", got $despawnDelay");
}
$this->despawnDelay = $despawnDelay;
}
public function getOwner() : string{
return $this->owner;
}
public function setOwner(string $owner) : void{
$this->owner = $owner;
}
public function getThrower() : string{
return $this->thrower;
}
public function setThrower(string $thrower) : void{
$this->thrower = $thrower;
}
protected function sendSpawnPacket(Player $player) : void{
$player->getNetworkSession()->sendDataPacket(AddItemActorPacket::create(
$this->getId(), //TODO: entity unique ID
$this->getId(),
ItemStackWrapper::legacy(TypeConverter::getInstance()->coreItemStackToNet($this->getItem())),
$this->location->asVector3(),
$this->getMotion(),
$this->getAllNetworkData(),
false //TODO: I have no idea what this is needed for, but right now we don't support fishing anyway
));
}
public function getOffsetPosition(Vector3 $vector3) : Vector3{
return $vector3->add(0, 0.125, 0);
}
public function onCollideWithPlayer(Player $player) : void{
if($this->getPickupDelay() !== 0){
return;
}
$item = $this->getItem();
$playerInventory = match(true){
$player->getOffHandInventory()->getItem(0)->canStackWith($item) and $player->getOffHandInventory()->getAddableItemQuantity($item) > 0 => $player->getOffHandInventory(),
$player->getInventory()->getAddableItemQuantity($item) > 0 => $player->getInventory(),
default => null
};
$ev = new EntityItemPickupEvent($player, $this, $item, $playerInventory);
if($player->hasFiniteResources() and $playerInventory === null){
$ev->cancel();
}
$ev->call();
if($ev->isCancelled()){
return;
}
foreach($this->getViewers() as $viewer){
$viewer->getNetworkSession()->onPlayerPickUpItem($player, $this);
}
$inventory = $ev->getInventory();
if($inventory !== null){
foreach($inventory->addItem($ev->getItem()) as $remains){
$this->getWorld()->dropItem($this->location, $remains, new Vector3(0, 0, 0));
}
}
$this->flagForDespawn();
}
}