Files
PocketMine-MP/src/pocketmine/entity/object/Painting.php
Dylan K. Taylor cac3c356a5 Painting: fix dropping multiple items when multiple blockupdates occur in the same tick
test case: place sand on top of a line of signs, put a painting on the sand and break the supporting sign
fixes #2774 for stable
2019-11-06 14:29:43 -05:00

305 lines
8.1 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\block\Block;
use pocketmine\block\BlockFactory;
use pocketmine\entity\Entity;
use pocketmine\event\entity\EntityDamageByEntityEvent;
use pocketmine\item\Item;
use pocketmine\item\ItemFactory;
use pocketmine\level\Level;
use pocketmine\level\particle\DestroyBlockParticle;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Vector3;
use pocketmine\nbt\tag\ByteTag;
use pocketmine\nbt\tag\CompoundTag;
use pocketmine\network\mcpe\protocol\AddPaintingPacket;
use pocketmine\Player;
use function ceil;
class Painting extends Entity{
public const NETWORK_ID = self::PAINTING;
/** @var float */
protected $gravity = 0.0;
/** @var float */
protected $drag = 1.0;
//these aren't accurate, but it doesn't matter since they aren't used (vanilla PC does something similar)
/** @var float */
public $height = 0.5;
/** @var float */
public $width = 0.5;
/** @var Vector3 */
protected $blockIn;
/** @var int */
protected $direction = 0;
/** @var string */
protected $motive;
public function __construct(Level $level, CompoundTag $nbt){
$this->motive = $nbt->getString("Motive");
$this->blockIn = new Vector3($nbt->getInt("TileX"), $nbt->getInt("TileY"), $nbt->getInt("TileZ"));
if($nbt->hasTag("Direction", ByteTag::class)){
$this->direction = $nbt->getByte("Direction");
}elseif($nbt->hasTag("Facing", ByteTag::class)){
$this->direction = $nbt->getByte("Facing");
}
parent::__construct($level, $nbt);
}
protected function initEntity() : void{
$this->setMaxHealth(1);
$this->setHealth(1);
parent::initEntity();
}
public function saveNBT() : void{
parent::saveNBT();
$this->namedtag->setInt("TileX", (int) $this->blockIn->x);
$this->namedtag->setInt("TileY", (int) $this->blockIn->y);
$this->namedtag->setInt("TileZ", (int) $this->blockIn->z);
$this->namedtag->setByte("Facing", (int) $this->direction);
$this->namedtag->setByte("Direction", (int) $this->direction); //Save both for full compatibility
$this->namedtag->setString("Motive", $this->motive);
}
public function kill() : void{
if(!$this->isAlive()){
return;
}
parent::kill();
$drops = true;
if($this->lastDamageCause instanceof EntityDamageByEntityEvent){
$killer = $this->lastDamageCause->getDamager();
if($killer instanceof Player and $killer->isCreative()){
$drops = false;
}
}
if($drops){
//non-living entities don't have a way to create drops generically yet
$this->level->dropItem($this, ItemFactory::get(Item::PAINTING));
}
$this->level->addParticle(new DestroyBlockParticle($this->add(0.5, 0.5, 0.5), BlockFactory::get(Block::PLANKS)));
}
protected function recalculateBoundingBox() : void{
static $directions = [
0 => Vector3::SIDE_SOUTH,
1 => Vector3::SIDE_WEST,
2 => Vector3::SIDE_NORTH,
3 => Vector3::SIDE_EAST
];
$facing = $directions[$this->direction];
$this->boundingBox->setBB(self::getPaintingBB($this->blockIn->getSide($facing), $facing, $this->getMotive()));
}
public function onNearbyBlockChange() : void{
parent::onNearbyBlockChange();
static $directions = [
0 => Vector3::SIDE_SOUTH,
1 => Vector3::SIDE_WEST,
2 => Vector3::SIDE_NORTH,
3 => Vector3::SIDE_EAST
];
$face = $directions[$this->direction];
if(!self::canFit($this->level, $this->blockIn->getSide($face), $face, false, $this->getMotive())){
$this->kill();
}
}
public function hasMovementUpdate() : bool{
return false;
}
protected function updateMovement(bool $teleport = false) : void{
}
public function canBeCollidedWith() : bool{
return false;
}
protected function sendSpawnPacket(Player $player) : void{
$pk = new AddPaintingPacket();
$pk->entityRuntimeId = $this->getId();
$pk->position = new Vector3(
($this->boundingBox->minX + $this->boundingBox->maxX) / 2,
($this->boundingBox->minY + $this->boundingBox->maxY) / 2,
($this->boundingBox->minZ + $this->boundingBox->maxZ) / 2
);
$pk->direction = $this->direction;
$pk->title = $this->motive;
$player->dataPacket($pk);
}
/**
* Returns the painting motive (which image is displayed on the painting)
* @return PaintingMotive
*/
public function getMotive() : PaintingMotive{
return PaintingMotive::getMotiveByName($this->motive);
}
public function getDirection() : ?int{
return $this->direction;
}
/**
* Returns the bounding-box a painting with the specified motive would have at the given position and direction.
*
* @param Vector3 $blockIn
* @param int $facing
* @param PaintingMotive $motive
*
* @return AxisAlignedBB
*/
private static function getPaintingBB(Vector3 $blockIn, int $facing, PaintingMotive $motive) : AxisAlignedBB{
$width = $motive->getWidth();
$height = $motive->getHeight();
$horizontalStart = (int) (ceil($width / 2) - 1);
$verticalStart = (int) (ceil($height / 2) - 1);
$thickness = 1 / 16;
$minX = $maxX = 0;
$minZ = $maxZ = 0;
$minY = -$verticalStart;
$maxY = $minY + $height;
switch($facing){
case Vector3::SIDE_NORTH:
$minZ = 1 - $thickness;
$maxZ = 1;
$maxX = $horizontalStart + 1;
$minX = $maxX - $width;
break;
case Vector3::SIDE_SOUTH:
$minZ = 0;
$maxZ = $thickness;
$minX = -$horizontalStart;
$maxX = $minX + $width;
break;
case Vector3::SIDE_WEST:
$minX = 1 - $thickness;
$maxX = 1;
$minZ = -$horizontalStart;
$maxZ = $minZ + $width;
break;
case Vector3::SIDE_EAST:
$minX = 0;
$maxX = $thickness;
$maxZ = $horizontalStart + 1;
$minZ = $maxZ - $width;
break;
}
return new AxisAlignedBB(
$blockIn->x + $minX,
$blockIn->y + $minY,
$blockIn->z + $minZ,
$blockIn->x + $maxX,
$blockIn->y + $maxY,
$blockIn->z + $maxZ
);
}
/**
* Returns whether a painting with the specified motive can be placed at the given position.
*
* @param Level $level
* @param Vector3 $blockIn
* @param int $facing
* @param bool $checkOverlap
* @param PaintingMotive $motive
*
* @return bool
*/
public static function canFit(Level $level, Vector3 $blockIn, int $facing, bool $checkOverlap, PaintingMotive $motive) : bool{
$width = $motive->getWidth();
$height = $motive->getHeight();
$horizontalStart = (int) (ceil($width / 2) - 1);
$verticalStart = (int) (ceil($height / 2) - 1);
switch($facing){
case Vector3::SIDE_NORTH:
$rotatedFace = Vector3::SIDE_WEST;
break;
case Vector3::SIDE_WEST:
$rotatedFace = Vector3::SIDE_SOUTH;
break;
case Vector3::SIDE_SOUTH:
$rotatedFace = Vector3::SIDE_EAST;
break;
case Vector3::SIDE_EAST:
$rotatedFace = Vector3::SIDE_NORTH;
break;
default:
return false;
}
$oppositeSide = Vector3::getOppositeSide($facing);
$startPos = $blockIn->asVector3()->getSide(Vector3::getOppositeSide($rotatedFace), $horizontalStart)->getSide(Vector3::SIDE_DOWN, $verticalStart);
for($w = 0; $w < $width; ++$w){
for($h = 0; $h < $height; ++$h){
$pos = $startPos->getSide($rotatedFace, $w)->getSide(Vector3::SIDE_UP, $h);
$block = $level->getBlockAt($pos->x, $pos->y, $pos->z);
if($block->isSolid() or !$block->getSide($oppositeSide)->isSolid()){
return false;
}
}
}
if($checkOverlap){
$bb = self::getPaintingBB($blockIn, $facing, $motive);
foreach($level->getNearbyEntities($bb) as $entity){
if($entity instanceof self){
return false;
}
}
}
return true;
}
}