PocketMine-MP/src/block/Block.php
2025-01-06 22:44:16 +00:00

993 lines
32 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);
/**
* All Block classes are in here
*/
namespace pocketmine\block;
use pocketmine\block\tile\Spawnable;
use pocketmine\block\tile\Tile;
use pocketmine\block\utils\SupportType;
use pocketmine\data\runtime\InvalidSerializedRuntimeDataException;
use pocketmine\data\runtime\RuntimeDataDescriber;
use pocketmine\data\runtime\RuntimeDataReader;
use pocketmine\data\runtime\RuntimeDataSizeCalculator;
use pocketmine\data\runtime\RuntimeDataWriter;
use pocketmine\entity\Entity;
use pocketmine\entity\projectile\Projectile;
use pocketmine\item\enchantment\AvailableEnchantmentRegistry;
use pocketmine\item\enchantment\ItemEnchantmentTagRegistry;
use pocketmine\item\enchantment\ItemEnchantmentTags;
use pocketmine\item\enchantment\VanillaEnchantments;
use pocketmine\item\Item;
use pocketmine\item\ItemBlock;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Facing;
use pocketmine\math\RayTraceResult;
use pocketmine\math\Vector3;
use pocketmine\nbt\tag\CompoundTag;
use pocketmine\player\Player;
use pocketmine\utils\AssumptionFailedError;
use pocketmine\utils\Binary;
use pocketmine\world\BlockTransaction;
use pocketmine\world\format\Chunk;
use pocketmine\world\Position;
use pocketmine\world\World;
use function count;
use function get_class;
use function hash;
use const PHP_INT_MAX;
class Block{
public const INTERNAL_STATE_DATA_BITS = 11;
public const INTERNAL_STATE_DATA_MASK = ~(~0 << self::INTERNAL_STATE_DATA_BITS);
/**
* @internal
* Hardcoded int is `Binary::readLong(hash('xxh3', Binary::writeLLong(BlockTypeIds::AIR), binary: true))`
* TODO: it would be much easier if we could just make this 0 or some other easy value
*/
public const EMPTY_STATE_ID = (BlockTypeIds::AIR << self::INTERNAL_STATE_DATA_BITS) | (-7482769108513497636 & self::INTERNAL_STATE_DATA_MASK);
protected BlockIdentifier $idInfo;
protected string $fallbackName;
protected BlockTypeInfo $typeInfo;
protected Position $position;
/**
* @var AxisAlignedBB[]|null
* @phpstan-var list<AxisAlignedBB>|null
*/
protected ?array $collisionBoxes = null;
private int $requiredBlockItemStateDataBits;
private int $requiredBlockOnlyStateDataBits;
private Block $defaultState;
private int $stateIdXorMask;
/**
* Computes the mask to be XOR'd with the state data.
* This is to improve distribution of the state data bits, which occupy the least significant bits of the state ID.
* Improved distribution improves PHP array performance when using the state ID as a key, as PHP arrays use some of
* the lower bits of integer keys directly without hashing.
*
* The type ID is included in the XOR mask. This is not necessary to improve distribution, but it reduces the number
* of operations required to compute the state ID (micro optimization).
*/
private static function computeStateIdXorMask(int $typeId) : int{
return
$typeId << self::INTERNAL_STATE_DATA_BITS |
(Binary::readLong(hash('xxh3', Binary::writeLLong($typeId), binary: true)) & self::INTERNAL_STATE_DATA_MASK);
}
/**
* @param string $name English name of the block type (TODO: implement translations)
*/
public function __construct(BlockIdentifier $idInfo, string $name, BlockTypeInfo $typeInfo){
$this->idInfo = $idInfo;
$this->fallbackName = $name;
$this->typeInfo = $typeInfo;
$this->position = new Position(0, 0, 0, null);
$calculator = new RuntimeDataSizeCalculator();
$this->describeBlockItemState($calculator);
$this->requiredBlockItemStateDataBits = $calculator->getBitsUsed();
$calculator = new RuntimeDataSizeCalculator();
$this->describeBlockOnlyState($calculator);
$this->requiredBlockOnlyStateDataBits = $calculator->getBitsUsed();
$this->stateIdXorMask = self::computeStateIdXorMask($idInfo->getBlockTypeId());
//this must be done last, otherwise the defaultState could have uninitialized fields
$defaultState = clone $this;
$this->defaultState = $defaultState;
$defaultState->defaultState = $defaultState;
}
public function __clone(){
$this->position = clone $this->position;
}
/**
* Returns an object containing information about how to identify and store this block type, such as type ID and
* tile type (if any).
*/
public function getIdInfo() : BlockIdentifier{
return $this->idInfo;
}
/**
* Returns the printable English name of the block.
*/
public function getName() : string{
return $this->fallbackName;
}
/**
* Returns a type ID that identifies this type of block. This allows comparing basic block types, e.g. wool, stone,
* glass, etc. Type ID will not change for a given block type.
*
* Information such as colour, powered, open/closed, etc. is **not** included in this ID.
* If you want to get a state ID that includes this information, use {@link Block::getStateId()} instead.
*
* @see BlockTypeIds
*/
public function getTypeId() : int{
return $this->idInfo->getBlockTypeId();
}
/**
* @internal
*
* Returns the full blockstate ID of this block. This is a compact way of representing a blockstate used to store
* blocks in chunks at runtime.
*
* This usually encodes all properties of the block, such as facing, open/closed, powered/unpowered, colour, etc.
* State ID may change depending on the properties of the block (e.g. a torch facing east will have a different
* state ID to one facing west).
*
* Some blocks (such as signs and chests) may store additional properties in an associated "tile" if they
* have too many possible values to be encoded into the state ID. These extra properties are **NOT** included in
* this function's result.
*
* This ID can be used to later obtain a copy of the block with the same state properties by using
* {@link RuntimeBlockStateRegistry::fromStateId()}.
*/
public function getStateId() : int{
return $this->encodeFullState() ^ $this->stateIdXorMask;
}
/**
* Returns whether the given block has the same type ID as this one.
*/
public function hasSameTypeId(Block $other) : bool{
return $this->getTypeId() === $other->getTypeId();
}
/**
* Returns whether the given block has the same type and properties as this block.
*
* Note: Tile data (e.g. sign text, chest contents) are not compared here.
*/
public function isSameState(Block $other) : bool{
return $this->getStateId() === $other->getStateId();
}
/**
* @return string[]
*/
public function getTypeTags() : array{
return $this->typeInfo->getTypeTags();
}
/**
* Returns whether this block type has the given type tag. Type tags are used as a dynamic way to tag blocks as
* having certain properties, allowing type checks which are more dynamic than hardcoding a bunch of IDs or a bunch
* of instanceof checks.
*
* For example, grass blocks, dirt, farmland, podzol and mycelium are all dirt-like blocks, and support the
* placement of blocks like flowers, so they have a common tag which allows them to be identified as such.
*/
public function hasTypeTag(string $tag) : bool{
return $this->typeInfo->hasTypeTag($tag);
}
/**
* Returns the block as an item.
* Block-only state such as facing, powered/unpowered, open/closed, etc., is discarded.
* Block-item state such as colour, wood type, etc. is preserved.
* Complex state properties stored in the tile data (e.g. inventory) are discarded.
*/
public function asItem() : Item{
$normalized = clone $this->defaultState;
$normalized->decodeBlockItemState($this->encodeBlockItemState());
return new ItemBlock($normalized);
}
private function decodeBlockItemState(int $data) : void{
$reader = new RuntimeDataReader($this->requiredBlockItemStateDataBits, $data);
$this->describeBlockItemState($reader);
$readBits = $reader->getOffset();
if($this->requiredBlockItemStateDataBits !== $readBits){
throw new \LogicException(get_class($this) . ": Exactly $this->requiredBlockItemStateDataBits bits of block-item state data were provided, but $readBits were read");
}
}
private function decodeBlockOnlyState(int $data) : void{
$reader = new RuntimeDataReader($this->requiredBlockOnlyStateDataBits, $data);
$this->describeBlockOnlyState($reader);
$readBits = $reader->getOffset();
if($this->requiredBlockOnlyStateDataBits !== $readBits){
throw new \LogicException(get_class($this) . ": Exactly $this->requiredBlockOnlyStateDataBits bits of block-only state data were provided, but $readBits were read");
}
}
private function encodeBlockItemState() : int{
$writer = new RuntimeDataWriter($this->requiredBlockItemStateDataBits);
$this->describeBlockItemState($writer);
$writtenBits = $writer->getOffset();
if($this->requiredBlockItemStateDataBits !== $writtenBits){
throw new \LogicException(get_class($this) . ": Exactly $this->requiredBlockItemStateDataBits bits of block-item state data were expected, but $writtenBits were written");
}
return $writer->getValue();
}
private function encodeBlockOnlyState() : int{
$writer = new RuntimeDataWriter($this->requiredBlockOnlyStateDataBits);
$this->describeBlockOnlyState($writer);
$writtenBits = $writer->getOffset();
if($this->requiredBlockOnlyStateDataBits !== $writtenBits){
throw new \LogicException(get_class($this) . ": Exactly $this->requiredBlockOnlyStateDataBits bits of block-only state data were expected, but $writtenBits were written");
}
return $writer->getValue();
}
private function encodeFullState() : int{
$blockItemBits = $this->requiredBlockItemStateDataBits;
$blockOnlyBits = $this->requiredBlockOnlyStateDataBits;
if($blockOnlyBits === 0 && $blockItemBits === 0){
return 0;
}
$result = 0;
if($blockItemBits > 0){
$result |= $this->encodeBlockItemState();
}
if($blockOnlyBits > 0){
$result |= $this->encodeBlockOnlyState() << $blockItemBits;
}
return $result;
}
/**
* Describes properties of this block which apply to both the block and item form of the block.
* Examples of suitable properties include colour, skull type, and any other information which **IS** kept when the
* block is mined or block-picked.
*
* The method implementation must NOT use conditional logic to determine which properties are written. It must
* always write the same properties in the same order, regardless of the current state of the block.
*/
public function describeBlockItemState(RuntimeDataDescriber $w) : void{
//NOOP
}
/**
* Describes properties of this block which apply only to the block form of the block.
* Examples of suitable properties include facing, open/closed, powered/unpowered, on/off, and any other information
* which **IS NOT** kept when the block is mined or block-picked.
*
* The method implementation must NOT use conditional logic to determine which properties are written. It must
* always write the same properties in the same order, regardless of the current state of the block.
*/
protected function describeBlockOnlyState(RuntimeDataDescriber $w) : void{
//NOOP
}
/**
* Generates copies of this Block in all possible state permutations.
* Every possible combination of known properties (e.g. facing, open/closed, powered/unpowered, on/off) will be
* generated.
*
* @phpstan-return \Generator<int, Block, void, void>
*/
public function generateStatePermutations() : \Generator{
//TODO: this bruteforce approach to discovering all valid states is very inefficient for larger state data sizes
//at some point we'll need to find a better way to do this
$bits = $this->requiredBlockItemStateDataBits + $this->requiredBlockOnlyStateDataBits;
if($bits > Block::INTERNAL_STATE_DATA_BITS){
throw new \LogicException("Block state data cannot use more than " . Block::INTERNAL_STATE_DATA_BITS . " bits");
}
for($blockItemStateData = 0; $blockItemStateData < (1 << $this->requiredBlockItemStateDataBits); ++$blockItemStateData){
$withType = clone $this;
try{
$withType->decodeBlockItemState($blockItemStateData);
$encoded = $withType->encodeBlockItemState();
if($encoded !== $blockItemStateData){
throw new \LogicException(static::class . "::decodeBlockItemState() accepts invalid inputs (returned $encoded for input $blockItemStateData)");
}
}catch(InvalidSerializedRuntimeDataException){ //invalid property combination, leave it
continue;
}
for($blockOnlyStateData = 0; $blockOnlyStateData < (1 << $this->requiredBlockOnlyStateDataBits); ++$blockOnlyStateData){
$withState = clone $withType;
try{
$withState->decodeBlockOnlyState($blockOnlyStateData);
$encoded = $withState->encodeBlockOnlyState();
if($encoded !== $blockOnlyStateData){
throw new \LogicException(static::class . "::decodeBlockOnlyState() accepts invalid inputs (returned $encoded for input $blockOnlyStateData)");
}
}catch(InvalidSerializedRuntimeDataException){ //invalid property combination, leave it
continue;
}
yield $withState;
}
}
}
/**
* Called when this block is created, set, or has a neighbouring block update, to re-detect dynamic properties which
* are not saved in the blockstate ID.
* If any such properties are updated, don't forget to clear things like AABB caches if necessary.
*
* A replacement block may be returned. This is useful if the block type changed due to reading of world data (e.g.
* data from a block entity).
*
* @phpstan-impure
*/
public function readStateFromWorld() : Block{
return $this;
}
/**
* Writes information about the block into the world. This writes the blockstate ID into the chunk, and creates
* and/or removes tiles as necessary.
*
* Note: Do not call this directly. Pass the block to {@link World::setBlock()} instead.
*/
public function writeStateToWorld() : void{
$world = $this->position->getWorld();
$chunk = $world->getOrLoadChunkAtPosition($this->position);
if($chunk === null){
throw new AssumptionFailedError("World::setBlock() should have loaded the chunk before calling this method");
}
$chunk->setBlockStateId($this->position->x & Chunk::COORD_MASK, $this->position->y, $this->position->z & Chunk::COORD_MASK, $this->getStateId());
$tileType = $this->idInfo->getTileClass();
$oldTile = $world->getTile($this->position);
if($oldTile !== null){
if($tileType === null || !($oldTile instanceof $tileType)){
$oldTile->close();
$oldTile = null;
}elseif($oldTile instanceof Spawnable){
$oldTile->clearSpawnCompoundCache(); //destroy old network cache
}
}
if($oldTile === null && $tileType !== null){
/**
* @var Tile $tile
* @see Tile::__construct()
*/
$tile = new $tileType($world, $this->position->asVector3());
$world->addTile($tile);
}
}
/**
* Returns whether this block can be placed when obtained as an item.
*/
public function canBePlaced() : bool{
return true;
}
/**
* Returns whether this block can be replaced by another block placed in the same position.
*/
public function canBeReplaced() : bool{
return false;
}
/**
* Returns whether this block can replace the given block in the given placement conditions.
* This is used to allow slabs of the same type to combine into double slabs.
*/
public function canBePlacedAt(Block $blockReplace, Vector3 $clickVector, int $face, bool $isClickedBlock) : bool{
return $blockReplace->canBeReplaced();
}
/**
* Generates a block transaction to set all blocks affected by placing this block. Usually this is just the block
* itself, but may be multiple blocks in some cases (such as doors).
*
* @param BlockTransaction $tx Blocks to be set should be added to this transaction (do not modify thr world directly)
* @param Item $item Item used to place the block
* @param Block $blockReplace Block expected to be replaced
* @param Block $blockClicked Block that was clicked using the item
* @param int $face Face of the clicked block which was clicked
* @param Vector3 $clickVector Exact position inside the clicked block where the click occurred, relative to the block's position
* @param Player|null $player Player who placed the block, or null if it was not a player
*
* @return bool whether the placement should go ahead
*/
public function place(BlockTransaction $tx, Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
$tx->addBlock($blockReplace->position, $this);
return true;
}
/**
* Called immediately after the block has been placed in the world. Since placement uses a block transaction, some
* things may not be possible until after the transaction has been executed.
*/
public function onPostPlace() : void{
}
/**
* Returns an object containing information about the destruction requirements of this block.
*/
public function getBreakInfo() : BlockBreakInfo{
return $this->typeInfo->getBreakInfo();
}
/**
* Returns tags that represent the type of item being enchanted and are used to determine
* what enchantments can be applied to the item of this block during in-game enchanting (enchanting table, anvil, fishing, etc.).
* @see ItemEnchantmentTags
* @see ItemEnchantmentTagRegistry
* @see AvailableEnchantmentRegistry
*
* @return string[]
*/
public function getEnchantmentTags() : array{
return $this->typeInfo->getEnchantmentTags();
}
/**
* Do the actions needed so the block is broken with the Item
*
* @param Item[] &$returnedItems Items to be added to the target's inventory (or dropped, if full)
*/
public function onBreak(Item $item, ?Player $player = null, array &$returnedItems = []) : bool{
$world = $this->position->getWorld();
if(($t = $world->getTile($this->position)) !== null){
$t->onBlockDestroyed();
}
$world->setBlock($this->position, VanillaBlocks::AIR());
return true;
}
/**
* Called when this block or a block immediately adjacent to it changes state.
*/
public function onNearbyBlockChange() : void{
}
/**
* Returns whether random block updates will be done on this block.
*/
public function ticksRandomly() : bool{
return false;
}
/**
* Called when this block is randomly updated due to chunk ticking.
* WARNING: This will not be called if {@link Block::ticksRandomly()} does not return true!
*/
public function onRandomTick() : void{
}
/**
* Called when this block is updated by the delayed blockupdate scheduler in the world.
*/
public function onScheduledUpdate() : void{
}
/**
* Do actions when interacted by Item. Returns if it has done anything
*
* @param Vector3 $clickVector Exact position where the click occurred, relative to the block's integer position
* @param Item[] &$returnedItems Items to be added to the target's inventory (or dropped, if the inventory is full)
*/
public function onInteract(Item $item, int $face, Vector3 $clickVector, ?Player $player = null, array &$returnedItems = []) : bool{
return false;
}
/**
* Called when this block is attacked (left-clicked) by a player attempting to start breaking it in survival.
*
* @return bool if an action took place, prevents starting to break the block if true.
*/
public function onAttack(Item $item, int $face, ?Player $player = null) : bool{
return false;
}
/**
* Returns a multiplier applied to the velocity of entities moving on top of this block. A higher value will make
* the block more slippery (like ice).
*
* @return float 0.0-1.0
*/
public function getFrictionFactor() : float{
return 0.6;
}
/**
* Returns the amount of light emitted by this block.
*
* @return int 0-15
*/
public function getLightLevel() : int{
return 0;
}
/**
* Returns the amount of light this block will filter out when light passes through this block.
* This value is used in light spread calculation.
*
* @return int 0-15
*/
public function getLightFilter() : int{
return $this->isTransparent() ? 0 : 15;
}
/**
* Returns whether this block blocks direct sky light from passing through it. This is independent from the light
* filter value, which is used during propagation.
*
* In most cases, this is the same as isTransparent(); however, some special cases exist such as leaves and cobwebs,
* which don't have any additional effect on light propagation, but don't allow direct sky light to pass through.
*/
public function blocksDirectSkyLight() : bool{
return $this->getLightFilter() > 0;
}
/**
* Returns whether this block allows any light to pass through it.
*/
public function isTransparent() : bool{
return false;
}
/**
* @deprecated TL;DR: Don't use this function. Its results are confusing and inconsistent.
*
* No one is sure what the meaning of this property actually is. It's borrowed from Minecraft Java Edition, and is
* used by various blocks for support checks.
*
* Things like signs and banners are considered "solid" despite having no collision box, and things like skulls and
* flower pots are considered non-solid despite obviously being "solid" in the conventional, real-world sense.
*/
public function isSolid() : bool{
return true;
}
/**
* Returns whether this block can be destroyed by liquid flowing into its cell.
*/
public function canBeFlowedInto() : bool{
return false;
}
/**
* Returns whether entities can climb up this block.
*/
public function canClimb() : bool{
return false;
}
final public function getPosition() : Position{
return $this->position;
}
/**
* @internal
*/
final public function position(World $world, int $x, int $y, int $z) : void{
$this->position = new Position($x, $y, $z, $world);
$this->collisionBoxes = null;
}
/**
* Returns an array of Item objects to be dropped
*
* @return Item[]
*/
public function getDrops(Item $item) : array{
if($this->getBreakInfo()->isToolCompatible($item)){
if($this->isAffectedBySilkTouch() && $item->hasEnchantment(VanillaEnchantments::SILK_TOUCH())){
return $this->getSilkTouchDrops($item);
}
return $this->getDropsForCompatibleTool($item);
}
return $this->getDropsForIncompatibleTool($item);
}
/**
* Returns an array of Items to be dropped when the block is broken using the correct tool type.
*
* @return Item[]
*/
public function getDropsForCompatibleTool(Item $item) : array{
return [$this->asItem()];
}
/**
* Returns the items dropped by this block when broken with an incorrect tool type (or tool with a too-low tier).
*
* @return Item[]
*/
public function getDropsForIncompatibleTool(Item $item) : array{
return [];
}
/**
* Returns an array of Items to be dropped when the block is broken using a compatible Silk Touch-enchanted tool.
*
* @return Item[]
*/
public function getSilkTouchDrops(Item $item) : array{
return [$this->asItem()];
}
/**
* Returns how much XP will be dropped by breaking this block with the given item.
*/
public function getXpDropForTool(Item $item) : int{
if($item->hasEnchantment(VanillaEnchantments::SILK_TOUCH()) || !$this->getBreakInfo()->isToolCompatible($item)){
return 0;
}
return $this->getXpDropAmount();
}
/**
* Returns how much XP this block will drop when broken with an appropriate tool.
*/
protected function getXpDropAmount() : int{
return 0;
}
/**
* Returns whether Silk Touch enchanted tools will cause this block to drop as itself.
*/
public function isAffectedBySilkTouch() : bool{
return false;
}
/**
* Returns the item that players will equip when middle-clicking on this block.
* If addUserData is true, additional data may be added, such as banner patterns, chest contents, etc.
*/
public function getPickedItem(bool $addUserData = false) : Item{
$item = $this->asItem();
if($addUserData){
$tile = $this->position->getWorld()->getTile($this->position);
if($tile instanceof Tile){
$nbt = $tile->getCleanedNBT();
if($nbt instanceof CompoundTag){
$item->setCustomBlockData($nbt);
$item->setLore(["+(DATA)"]);
}
}
}
return $item;
}
/**
* Returns the time in ticks which the block will fuel a furnace for.
*/
public function getFuelTime() : int{
return 0;
}
/**
* Returns the maximum number of this block that can fit into a single item stack.
*/
public function getMaxStackSize() : int{
return 64;
}
public function isFireProofAsItem() : bool{
return false;
}
/**
* Returns the chance that the block will catch fire from nearby fire sources. Higher values lead to faster catching
* fire.
*/
public function getFlameEncouragement() : int{
return 0;
}
/**
* Returns the base flammability of this block. Higher values lead to the block burning away more quickly.
*/
public function getFlammability() : int{
return 0;
}
/**
* Returns whether fire lit on this block will burn indefinitely.
*/
public function burnsForever() : bool{
return false;
}
/**
* Returns whether this block can catch fire.
*/
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()
*
* @return Block
*/
public function getSide(int $side, int $step = 1){
$position = $this->position;
if($position->isValid()){
[$dx, $dy, $dz] = Facing::OFFSET[$side] ?? [0, 0, 0];
return $position->getWorld()->getBlockAt(
$position->x + ($dx * $step),
$position->y + ($dy * $step),
$position->z + ($dz * $step)
);
}
throw new \LogicException("Block does not have a valid world");
}
/**
* Returns the 4 blocks on the horizontal axes around the block (north, south, east, west)
*
* @return Block[]|\Generator
* @phpstan-return \Generator<int, Block, void, void>
*/
public function getHorizontalSides() : \Generator{
$world = $this->position->getWorld();
foreach(Facing::HORIZONTAL as $facing){
[$dx, $dy, $dz] = Facing::OFFSET[$facing];
//TODO: yield Facing as the key?
yield $world->getBlockAt(
$this->position->x + $dx,
$this->position->y + $dy,
$this->position->z + $dz
);
}
}
/**
* Returns the six blocks around this block.
*
* @return Block[]|\Generator
* @phpstan-return \Generator<int, Block, void, void>
*/
public function getAllSides() : \Generator{
$world = $this->position->getWorld();
foreach(Facing::OFFSET as [$dx, $dy, $dz]){
//TODO: yield Facing as the key?
yield $world->getBlockAt(
$this->position->x + $dx,
$this->position->y + $dy,
$this->position->z + $dz
);
}
}
/**
* Returns a list of blocks that this block is part of. In most cases, only contains the block itself, but in cases
* such as double plants, beds and doors, will contain both halves.
*
* @return Block[]
*/
public function getAffectedBlocks() : array{
return [$this];
}
/**
* @return string
*/
public function __toString(){
return "Block[" . $this->getName() . "] (" . $this->getTypeId() . ":" . $this->encodeFullState() . ")";
}
/**
* Returns whether any of the block's collision boxes intersect with the given AxisAlignedBB.
*/
public function collidesWithBB(AxisAlignedBB $bb) : bool{
foreach($this->getCollisionBoxes() as $bb2){
if($bb->intersectsWith($bb2)){
return true;
}
}
return false;
}
/**
* Returns whether the block has actions to be executed when an entity enters its cell (full cube space).
*
* @see Block::onEntityInside()
*/
public function hasEntityCollision() : bool{
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.
*
* WARNING: This will not be called if {@link Block::hasEntityCollision()} returns false.
*
* @return bool Whether the block is still the same after the intersection. If it changed (e.g. due to an explosive
* being ignited), this should return false.
*/
public function onEntityInside(Entity $entity) : bool{
return true;
}
/**
* Returns a direction vector describing which way an entity intersecting this block should be pushed.
* This is used by liquids to push entities in liquid currents.
*
* The returned vector is summed with vectors from every other block the entity is intersecting, and normalized to
* produce a final direction vector.
*
* WARNING: This will not be called if {@link Block::hasEntityCollision()} does not return true!
*/
public function addVelocityToEntity(Entity $entity) : ?Vector3{
return null;
}
/**
* Called when an entity lands on this block (usually due to falling).
* @return float|null The new vertical velocity of the entity, or null if unchanged.
*/
public function onEntityLand(Entity $entity) : ?float{
return null;
}
/**
* Called when a projectile collides with one of this block's collision boxes.
*/
public function onProjectileHit(Projectile $projectile, RayTraceResult $hitResult) : void{
//NOOP
}
/**
* Returns an array of collision bounding boxes for this block.
* These are used for:
* - entity movement collision checks (to ensure entities can't clip through blocks)
* - projectile flight paths
* - block placement (to ensure the player can't place blocks inside itself or another entity)
* - anti-cheat checks in plugins
*
* @return AxisAlignedBB[]
* @phpstan-return list<AxisAlignedBB>
*/
final public function getCollisionBoxes() : array{
if($this->collisionBoxes === null){
$this->collisionBoxes = $this->recalculateCollisionBoxes();
$extraOffset = $this->getModelPositionOffset();
$offset = $extraOffset !== null ? $this->position->addVector($extraOffset) : $this->position;
foreach($this->collisionBoxes as $bb){
$bb->offset($offset->x, $offset->y, $offset->z);
}
}
return $this->collisionBoxes;
}
/**
* Returns an additional fractional vector to shift the block model's position by based on the current position.
* Used to randomize position of things like bamboo canes and tall grass.
*/
public function getModelPositionOffset() : ?Vector3{
return null;
}
/**
* @return AxisAlignedBB[]
* @phpstan-return list<AxisAlignedBB>
*/
protected function recalculateCollisionBoxes() : array{
return [AxisAlignedBB::one()];
}
/**
* Returns the type of support that the block can provide on the given face. This is used to determine whether
* blocks placed on the given face can be supported by this block.
*/
public function getSupportType(int $facing) : SupportType{
return SupportType::FULL;
}
protected function getAdjacentSupportType(int $facing) : SupportType{
return $this->getSide($facing)->getSupportType(Facing::opposite($facing));
}
public function isFullCube() : bool{
$bb = $this->getCollisionBoxes();
return count($bb) === 1 && $bb[0]->getAverageEdgeLength() >= 1 && $bb[0]->isCube();
}
/**
* Performs a ray trace along the line between the two positions using the block's collision boxes.
* Returns the intersection point closest to pos1, or null if no intersection occurred.
*/
public function calculateIntercept(Vector3 $pos1, Vector3 $pos2) : ?RayTraceResult{
$bbs = $this->getCollisionBoxes();
if(count($bbs) === 0){
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;
}
}