mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-08-28 05:55:12 +00:00
841 lines
20 KiB
PHP
841 lines
20 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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/**
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* All Block classes are in here
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*/
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namespace pocketmine\block;
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use pocketmine\block\utils\InvalidBlockStateException;
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use pocketmine\entity\Entity;
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use pocketmine\item\enchantment\Enchantment;
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use pocketmine\item\Item;
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use pocketmine\item\ItemFactory;
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use pocketmine\level\Level;
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use pocketmine\level\Position;
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use pocketmine\math\AxisAlignedBB;
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use pocketmine\math\Facing;
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use pocketmine\math\RayTraceResult;
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use pocketmine\math\Vector3;
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use pocketmine\metadata\Metadatable;
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use pocketmine\metadata\MetadataValue;
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use pocketmine\network\mcpe\protocol\types\RuntimeBlockMapping;
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use pocketmine\Player;
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use pocketmine\plugin\Plugin;
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use pocketmine\tile\TileFactory;
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use function array_merge;
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use function assert;
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use function dechex;
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use function get_class;
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use const PHP_INT_MAX;
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class Block extends Position implements BlockLegacyIds, Metadatable{
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/**
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* Returns a new Block instance with the specified ID, meta and position.
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*
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* This function redirects to {@link BlockFactory#get}.
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*
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* @param int $id
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* @param int $meta
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* @param Position|null $pos
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*
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* @return Block
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*/
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public static function get(int $id, int $meta = 0, ?Position $pos = null) : Block{
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return BlockFactory::get($id, $meta, $pos);
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}
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/** @var BlockIdentifier */
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protected $idInfo;
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/** @var string */
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protected $fallbackName;
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/** @var AxisAlignedBB */
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protected $boundingBox = null;
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/** @var AxisAlignedBB[]|null */
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protected $collisionBoxes = null;
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/**
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* @param BlockIdentifier $idInfo
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* @param string $name English name of the block type (TODO: implement translations)
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*/
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public function __construct(BlockIdentifier $idInfo, string $name){
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if(($idInfo->getVariant() & $this->getStateBitmask()) !== 0){
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throw new \InvalidArgumentException("Variant 0x" . dechex($idInfo->getVariant()) . " collides with state bitmask 0x" . dechex($this->getStateBitmask()));
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}
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$this->idInfo = $idInfo;
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$this->fallbackName = $name;
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}
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public function getIdInfo() : BlockIdentifier{
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return $this->idInfo;
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}
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/**
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* @return string
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*/
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public function getName() : string{
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return $this->fallbackName;
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}
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/**
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* @return int
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*/
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public function getId() : int{
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return $this->idInfo->getBlockId();
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}
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/**
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* @internal
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* @return int
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*/
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public function getFullId() : int{
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return ($this->getId() << 4) | $this->getMeta();
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}
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public function asItem() : Item{
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return ItemFactory::get($this->idInfo->getItemId(), $this->idInfo->getVariant());
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}
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/**
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* @internal
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* @return int
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*/
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public function getRuntimeId() : int{
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return RuntimeBlockMapping::toStaticRuntimeId($this->getId(), $this->getMeta());
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}
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/**
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* @return int
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*/
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public function getMeta() : int{
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$stateMeta = $this->writeStateToMeta();
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assert(($stateMeta & ~$this->getStateBitmask()) === 0);
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return $this->idInfo->getVariant() | $stateMeta;
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}
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/**
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* Returns a bitmask used to extract state bits from block metadata.
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*
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* @return int
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*/
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public function getStateBitmask() : int{
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return 0;
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}
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protected function writeStateToMeta() : int{
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return 0;
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}
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/**
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* @param int $id
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* @param int $stateMeta
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*
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* @throws InvalidBlockStateException
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*/
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public function readStateFromData(int $id, int $stateMeta) : void{
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//NOOP
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}
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/**
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* Called when this block is created, set, or has a neighbouring block update, to re-detect dynamic properties which
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* are not saved on the world.
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*
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* Clears any cached precomputed objects, such as bounding boxes. Remove any outdated precomputed things such as
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* AABBs and force recalculation.
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*/
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public function readStateFromWorld() : void{
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$this->boundingBox = null;
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$this->collisionBoxes = null;
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}
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public function writeStateToWorld() : void{
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$this->level->getChunkAtPosition($this)->setFullBlock($this->x & 0xf, $this->y, $this->z & 0xf, $this->getFullId());
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$tileType = $this->idInfo->getTileClass();
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$oldTile = $this->level->getTile($this);
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if($oldTile !== null and ($tileType === null or !($oldTile instanceof $tileType))){
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$oldTile->close();
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$oldTile = null;
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}
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if($oldTile === null and $tileType !== null){
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$this->level->addTile(TileFactory::create($tileType, $this->level, $this->asVector3()));
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}
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}
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/**
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* Returns whether the given block has an equivalent type to this one. This compares base legacy ID and variant.
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*
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* Note: This ignores additional IDs used to represent additional states. This means that, for example, a lit
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* furnace and unlit furnace are considered the same type.
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*
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* @param Block $other
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*
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* @return bool
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*/
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public function isSameType(Block $other) : bool{
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return $this->idInfo->getBlockId() === $other->idInfo->getBlockId() and $this->idInfo->getVariant() === $other->idInfo->getVariant();
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}
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/**
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* Returns whether the given block has the same type and properties as this block.
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*
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* @param Block $other
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*
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* @return bool
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*/
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public function isSameState(Block $other) : bool{
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return $this->isSameType($other) and $this->writeStateToMeta() === $other->writeStateToMeta();
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}
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/**
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* AKA: Block->isPlaceable
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* @return bool
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*/
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public function canBePlaced() : bool{
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return true;
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}
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/**
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* @return bool
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*/
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public function canBeReplaced() : bool{
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return false;
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}
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public function canBePlacedAt(Block $blockReplace, Vector3 $clickVector, int $face, bool $isClickedBlock) : bool{
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return $blockReplace->canBeReplaced();
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}
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/**
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* Places the Block, using block space and block target, and side. Returns if the block has been placed.
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*
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* @param Item $item
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* @param Block $blockReplace
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* @param Block $blockClicked
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* @param int $face
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* @param Vector3 $clickVector
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* @param Player|null $player
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*
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* @return bool
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*/
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public function place(Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
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return $this->getLevel()->setBlock($blockReplace, $this);
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}
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/**
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* Returns if the block can be broken with an specific 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 isBreakable(Item $item) : bool{
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return true;
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}
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/**
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* @return int
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*/
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public function getToolType() : int{
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return BlockToolType::TYPE_NONE;
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}
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/**
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* Returns the level of tool required to harvest this block (for normal blocks). When the tool type matches the
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* block's required tool type, the tool must have a harvest level greater than or equal to this value to be able to
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* successfully harvest the block.
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*
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* If the block requires a specific minimum tier of tiered tool, the minimum tier required should be returned.
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* Otherwise, 1 should be returned if a tool is required, 0 if not.
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*
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* @see Item::getBlockToolHarvestLevel()
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*
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* @return int
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*/
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public function getToolHarvestLevel() : int{
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return 0;
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}
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/**
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* Returns whether the specified item is the proper tool to use for breaking this block. This checks tool type and
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* harvest level requirement.
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*
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* In most cases this is also used to determine whether block drops should be created or not, except in some
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* special cases such as vines.
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*
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* @param Item $tool
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*
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* @return bool
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*/
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public function isCompatibleWithTool(Item $tool) : bool{
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if($this->getHardness() < 0){
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return false;
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}
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$toolType = $this->getToolType();
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$harvestLevel = $this->getToolHarvestLevel();
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return $toolType === BlockToolType::TYPE_NONE or $harvestLevel === 0 or (
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($toolType & $tool->getBlockToolType()) !== 0 and $tool->getBlockToolHarvestLevel() >= $harvestLevel);
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}
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/**
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* Do the actions needed so the block is broken with the Item
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*
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* @param Item $item
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* @param Player|null $player
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*
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* @return bool
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*/
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public function onBreak(Item $item, ?Player $player = null) : bool{
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if(($t = $this->level->getTile($this)) !== null){
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$t->onBlockDestroyed();
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}
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return $this->getLevel()->setBlock($this, BlockFactory::get(BlockLegacyIds::AIR));
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}
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/**
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* Returns the seconds that this block takes to be broken using an specific Item
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*
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* @param Item $item
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*
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* @return float
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* @throws \InvalidArgumentException if the item efficiency is not a positive number
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*/
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public function getBreakTime(Item $item) : float{
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$base = $this->getHardness();
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if($this->isCompatibleWithTool($item)){
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$base *= 1.5;
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}else{
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$base *= 5;
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}
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$efficiency = $item->getMiningEfficiency(($this->getToolType() & $item->getBlockToolType()) !== 0);
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if($efficiency <= 0){
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throw new \InvalidArgumentException(get_class($item) . " has invalid mining efficiency: expected >= 0, got $efficiency");
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}
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$base /= $efficiency;
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return $base;
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}
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/**
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* Called when this block or a block immediately adjacent to it changes state.
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*/
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public function onNearbyBlockChange() : void{
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}
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/**
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* Returns whether random block updates will be done on this block.
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*
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* @return bool
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*/
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public function ticksRandomly() : bool{
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return false;
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}
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/**
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* Called when this block is randomly updated due to chunk ticking.
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* WARNING: This will not be called if ticksRandomly() does not return true!
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*/
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public function onRandomTick() : void{
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}
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/**
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* Called when this block is updated by the delayed blockupdate scheduler in the level.
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*/
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public function onScheduledUpdate() : void{
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}
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/**
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* Do actions when interacted by Item. Returns if it has done anything
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*
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* @param Item $item
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* @param int $face
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* @param Vector3 $clickVector
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* @param Player|null $player
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*
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* @return bool
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*/
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public function onInteract(Item $item, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
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return false;
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}
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/**
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* Called when this block is attacked (left-clicked). This is called when a player left-clicks the block to try and
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* start to break it in survival mode.
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*
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* @param Item $item
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* @param int $face
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* @param Player|null $player
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*
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* @return bool if an action took place, prevents starting to break the block if true.
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*/
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public function onAttack(Item $item, int $face, ?Player $player = null) : bool{
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return false;
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}
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/**
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* Returns a base value used to compute block break times.
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* @return float
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*/
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public function getHardness() : float{
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return 10;
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}
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/**
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* Returns the block's resistance to explosions. Usually 5x hardness.
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* @return float
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*/
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public function getBlastResistance() : float{
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return $this->getHardness() * 5;
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}
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/**
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* @return float
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*/
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public function getFrictionFactor() : float{
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return 0.6;
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}
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/**
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* @return int 0-15
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*/
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public function getLightLevel() : int{
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return 0;
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}
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/**
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* Returns the amount of light this block will filter out when light passes through this block.
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* This value is used in light spread calculation.
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*
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* @return int 0-15
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*/
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public function getLightFilter() : int{
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return $this->isTransparent() ? 0 : 15;
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}
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/**
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* Returns whether this block will diffuse sky light passing through it vertically.
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* Diffusion means that full-strength sky light passing through this block will not be reduced, but will start being filtered below the block.
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* Examples of this behaviour include leaves and cobwebs.
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*
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* Light-diffusing blocks are included by the heightmap.
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*
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* @return bool
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*/
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public function diffusesSkyLight() : bool{
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return false;
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}
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/**
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* @return bool
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*/
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public function isTransparent() : bool{
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return false;
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}
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public function isSolid() : bool{
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return true;
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}
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/**
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* AKA: Block->isFlowable
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* @return bool
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*/
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public function canBeFlowedInto() : bool{
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return false;
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}
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public function hasEntityCollision() : bool{
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return false;
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}
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/**
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* Returns whether entities can climb up this block.
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* @return bool
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*/
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public function canClimb() : bool{
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return false;
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}
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public function addVelocityToEntity(Entity $entity, Vector3 $vector) : void{
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}
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/**
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* @internal
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*
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* @param Level $level
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* @param int $x
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* @param int $y
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* @param int $z
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*/
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final public function position(Level $level, int $x, int $y, int $z) : void{
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$this->x = $x;
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$this->y = $y;
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$this->z = $z;
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$this->level = $level;
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}
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/**
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* Returns an array of Item objects to be dropped
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*
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* @param Item $item
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*
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* @return Item[]
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*/
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public function getDrops(Item $item) : array{
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if($this->isCompatibleWithTool($item)){
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if($this->isAffectedBySilkTouch() and $item->hasEnchantment(Enchantment::SILK_TOUCH())){
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return $this->getSilkTouchDrops($item);
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}
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return $this->getDropsForCompatibleTool($item);
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}
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return [];
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}
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/**
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* Returns an array of Items to be dropped when the block is broken using the correct tool type.
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*
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* @param Item $item
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*
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* @return Item[]
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*/
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public function getDropsForCompatibleTool(Item $item) : array{
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return [$this->asItem()];
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}
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/**
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* Returns an array of Items to be dropped when the block is broken using a compatible Silk Touch-enchanted tool.
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*
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* @param Item $item
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*
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* @return Item[]
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*/
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public function getSilkTouchDrops(Item $item) : array{
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return [$this->asItem()];
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}
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/**
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* Returns how much XP will be dropped by breaking this block with the given item.
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*
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* @param Item $item
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*
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* @return int
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*/
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public function getXpDropForTool(Item $item) : int{
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if($item->hasEnchantment(Enchantment::SILK_TOUCH()) or !$this->isCompatibleWithTool($item)){
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return 0;
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}
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return $this->getXpDropAmount();
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}
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/**
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* Returns how much XP this block will drop when broken with an appropriate tool.
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*
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* @return int
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*/
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protected function getXpDropAmount() : int{
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return 0;
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}
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/**
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* Returns whether Silk Touch enchanted tools will cause this block to drop as itself. Since most blocks drop
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* themselves anyway, this is implicitly true.
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*
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* @return bool
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|
*/
|
|
public function isAffectedBySilkTouch() : bool{
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Returns the item that players will equip when middle-clicking on this block.
|
|
* @return Item
|
|
*/
|
|
public function getPickedItem() : Item{
|
|
return $this->asItem();
|
|
}
|
|
|
|
/**
|
|
* Returns the time in ticks which the block will fuel a furnace for.
|
|
* @return int
|
|
*/
|
|
public function getFuelTime() : int{
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Returns the chance that the block will catch fire from nearby fire sources. Higher values lead to faster catching
|
|
* fire.
|
|
*
|
|
* @return int
|
|
*/
|
|
public function getFlameEncouragement() : int{
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Returns the base flammability of this block. Higher values lead to the block burning away more quickly.
|
|
*
|
|
* @return int
|
|
*/
|
|
public function getFlammability() : int{
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Returns whether fire lit on this block will burn indefinitely.
|
|
*
|
|
* @return bool
|
|
*/
|
|
public function burnsForever() : bool{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Returns whether this block can catch fire.
|
|
*
|
|
* @return bool
|
|
*/
|
|
public function isFlammable() : bool{
|
|
return $this->getFlammability() > 0;
|
|
}
|
|
|
|
/**
|
|
* Called when this block is burned away by being on fire.
|
|
*/
|
|
public function onIncinerate() : void{
|
|
|
|
}
|
|
|
|
/**
|
|
* Returns the Block on the side $side, works like Vector3::getSide()
|
|
*
|
|
* @param int $side
|
|
* @param int $step
|
|
*
|
|
* @return Block
|
|
*/
|
|
public function getSide(int $side, int $step = 1){
|
|
if($this->isValid()){
|
|
return $this->getLevel()->getBlock(Vector3::getSide($side, $step));
|
|
}
|
|
|
|
return BlockFactory::get(BlockLegacyIds::AIR, 0, Position::fromObject(Vector3::getSide($side, $step)));
|
|
}
|
|
|
|
/**
|
|
* Returns the 4 blocks on the horizontal axes around the block (north, south, east, west)
|
|
*
|
|
* @return Block[]
|
|
*/
|
|
public function getHorizontalSides() : array{
|
|
return [
|
|
$this->getSide(Facing::NORTH),
|
|
$this->getSide(Facing::SOUTH),
|
|
$this->getSide(Facing::WEST),
|
|
$this->getSide(Facing::EAST)
|
|
];
|
|
}
|
|
|
|
/**
|
|
* Returns the six blocks around this block.
|
|
*
|
|
* @return Block[]
|
|
*/
|
|
public function getAllSides() : array{
|
|
return array_merge(
|
|
[
|
|
$this->getSide(Facing::DOWN),
|
|
$this->getSide(Facing::UP)
|
|
],
|
|
$this->getHorizontalSides()
|
|
);
|
|
}
|
|
|
|
/**
|
|
* Returns a list of blocks that this block is part of. In most cases, only contains the block itself, but in cases
|
|
* such as double plants, beds and doors, will contain both halves.
|
|
*
|
|
* @return Block[]
|
|
*/
|
|
public function getAffectedBlocks() : array{
|
|
return [$this];
|
|
}
|
|
|
|
/**
|
|
* @return string
|
|
*/
|
|
public function __toString(){
|
|
return "Block[" . $this->getName() . "] (" . $this->getId() . ":" . $this->getMeta() . ")";
|
|
}
|
|
|
|
/**
|
|
* Checks for collision against an AxisAlignedBB
|
|
*
|
|
* @param AxisAlignedBB $bb
|
|
*
|
|
* @return bool
|
|
*/
|
|
public function collidesWithBB(AxisAlignedBB $bb) : bool{
|
|
foreach($this->getCollisionBoxes() as $bb2){
|
|
if($bb->intersectsWith($bb2)){
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Called when an entity's bounding box clips inside this block's cell. Note that the entity may not be intersecting
|
|
* with the collision box or bounding box.
|
|
*
|
|
* @param Entity $entity
|
|
*/
|
|
public function onEntityInside(Entity $entity) : void{
|
|
|
|
}
|
|
|
|
/**
|
|
* @return AxisAlignedBB[]
|
|
*/
|
|
public function getCollisionBoxes() : array{
|
|
if($this->collisionBoxes === null){
|
|
$this->collisionBoxes = $this->recalculateCollisionBoxes();
|
|
foreach($this->collisionBoxes as $bb){
|
|
$bb->offset($this->x, $this->y, $this->z);
|
|
}
|
|
}
|
|
|
|
return $this->collisionBoxes;
|
|
}
|
|
|
|
/**
|
|
* @return AxisAlignedBB[]
|
|
*/
|
|
protected function recalculateCollisionBoxes() : array{
|
|
if($bb = $this->recalculateBoundingBox()){
|
|
return [$bb];
|
|
}
|
|
|
|
return [];
|
|
}
|
|
|
|
/**
|
|
* @return AxisAlignedBB|null
|
|
*/
|
|
public function getBoundingBox() : ?AxisAlignedBB{
|
|
if($this->boundingBox === null){
|
|
$this->boundingBox = $this->recalculateBoundingBox();
|
|
if($this->boundingBox !== null){
|
|
$this->boundingBox->offset($this->x, $this->y, $this->z);
|
|
}
|
|
}
|
|
return $this->boundingBox;
|
|
}
|
|
|
|
/**
|
|
* @return AxisAlignedBB|null
|
|
*/
|
|
protected function recalculateBoundingBox() : ?AxisAlignedBB{
|
|
return AxisAlignedBB::one();
|
|
}
|
|
|
|
/**
|
|
* @param Vector3 $pos1
|
|
* @param Vector3 $pos2
|
|
*
|
|
* @return RayTraceResult|null
|
|
*/
|
|
public function calculateIntercept(Vector3 $pos1, Vector3 $pos2) : ?RayTraceResult{
|
|
$bbs = $this->getCollisionBoxes();
|
|
if(empty($bbs)){
|
|
return null;
|
|
}
|
|
|
|
/** @var RayTraceResult|null $currentHit */
|
|
$currentHit = null;
|
|
/** @var int|float $currentDistance */
|
|
$currentDistance = PHP_INT_MAX;
|
|
|
|
foreach($bbs as $bb){
|
|
$nextHit = $bb->calculateIntercept($pos1, $pos2);
|
|
if($nextHit === null){
|
|
continue;
|
|
}
|
|
|
|
$nextDistance = $nextHit->hitVector->distanceSquared($pos1);
|
|
if($nextDistance < $currentDistance){
|
|
$currentHit = $nextHit;
|
|
$currentDistance = $nextDistance;
|
|
}
|
|
}
|
|
|
|
return $currentHit;
|
|
}
|
|
|
|
public function setMetadata(string $metadataKey, MetadataValue $newMetadataValue) : void{
|
|
if($this->isValid()){
|
|
$this->level->getBlockMetadata()->setMetadata($this, $metadataKey, $newMetadataValue);
|
|
}
|
|
}
|
|
|
|
public function getMetadata(string $metadataKey){
|
|
if($this->isValid()){
|
|
return $this->level->getBlockMetadata()->getMetadata($this, $metadataKey);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public function hasMetadata(string $metadataKey) : bool{
|
|
if($this->isValid()){
|
|
return $this->level->getBlockMetadata()->hasMetadata($this, $metadataKey);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public function removeMetadata(string $metadataKey, Plugin $owningPlugin) : void{
|
|
if($this->isValid()){
|
|
$this->level->getBlockMetadata()->removeMetadata($this, $metadataKey, $owningPlugin);
|
|
}
|
|
}
|
|
}
|