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this was needed previously to prevent dropping blockitems when these blocks were destroyed. Now the item form is always yielded instead.
119 lines
3.4 KiB
PHP
119 lines
3.4 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\block;
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use pocketmine\block\utils\BlockDataValidator;
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use pocketmine\block\utils\SkullType;
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use pocketmine\item\Item;
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use pocketmine\item\ItemFactory;
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use pocketmine\item\Skull as ItemSkull;
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use pocketmine\math\AxisAlignedBB;
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use pocketmine\math\Facing;
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use pocketmine\math\Vector3;
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use pocketmine\Player;
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use pocketmine\tile\Skull as TileSkull;
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use function assert;
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use function floor;
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class Skull extends Flowable{
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/** @var SkullType */
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protected $skullType;
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/** @var int */
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protected $facing = Facing::NORTH;
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/** @var int */
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protected $rotation = 0; //TODO: split this into floor skull and wall skull handling
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public function __construct(BlockIdentifier $idInfo, string $name){
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$this->skullType = SkullType::SKELETON(); //TODO: this should be a parameter
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parent::__construct($idInfo, $name);
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}
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protected function writeStateToMeta() : int{
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return $this->facing;
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}
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public function readStateFromData(int $id, int $stateMeta) : void{
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$this->facing = $stateMeta === 1 ? Facing::UP : BlockDataValidator::readHorizontalFacing($stateMeta);
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}
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public function getStateBitmask() : int{
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return 0b111;
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}
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public function readStateFromWorld() : void{
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parent::readStateFromWorld();
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$tile = $this->level->getTile($this);
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if($tile instanceof TileSkull){
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$this->skullType = $tile->getSkullType();
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$this->rotation = $tile->getRotation();
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}
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}
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public function writeStateToWorld() : void{
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parent::writeStateToWorld();
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//extra block properties storage hack
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$tile = $this->level->getTile($this);
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assert($tile instanceof TileSkull);
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$tile->setRotation($this->rotation);
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$tile->setSkullType($this->skullType);
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}
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public function getHardness() : float{
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return 1;
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}
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/**
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* @return SkullType
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*/
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public function getSkullType() : SkullType{
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return $this->skullType;
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}
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protected function recalculateBoundingBox() : ?AxisAlignedBB{
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//TODO: different bounds depending on attached face
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return AxisAlignedBB::one()->contract(0.25, 0, 0.25)->trim(Facing::UP, 0.5);
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}
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public function place(Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
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if($face === Facing::DOWN){
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return false;
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}
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$this->facing = $face;
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if($item instanceof ItemSkull){
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$this->skullType = $item->getSkullType(); //TODO: the item should handle this, but this hack is currently needed because of tile mess
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}
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if($player !== null and $face === Facing::UP){
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$this->rotation = ((int) floor(($player->yaw * 16 / 360) + 0.5)) & 0xf;
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}
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return parent::place($item, $blockReplace, $blockClicked, $face, $clickVector, $player);
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}
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public function asItem() : Item{
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return ItemFactory::get(Item::SKULL, $this->skullType->getMagicNumber());
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}
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}
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