mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-09-06 09:56:06 +00:00
this allows cleaning up a whole lot of abusable mess from the API, and we never properly supported overriding built-in block types anyway.
850 lines
25 KiB
PHP
850 lines
25 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\tile\Spawnable;
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use pocketmine\block\tile\Tile;
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use pocketmine\block\utils\SupportType;
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use pocketmine\data\runtime\RuntimeDataDescriber;
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use pocketmine\data\runtime\RuntimeDataReader;
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use pocketmine\data\runtime\RuntimeDataSizeCalculator;
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use pocketmine\data\runtime\RuntimeDataWriter;
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use pocketmine\entity\Entity;
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use pocketmine\entity\projectile\Projectile;
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use pocketmine\item\enchantment\VanillaEnchantments;
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use pocketmine\item\Item;
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use pocketmine\item\ItemBlock;
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use pocketmine\math\Axis;
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use pocketmine\math\AxisAlignedBB;
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use pocketmine\math\RayTraceResult;
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use pocketmine\math\Vector3;
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use pocketmine\nbt\tag\CompoundTag;
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use pocketmine\player\Player;
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use pocketmine\utils\AssumptionFailedError;
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use pocketmine\world\BlockTransaction;
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use pocketmine\world\format\Chunk;
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use pocketmine\world\Position;
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use pocketmine\world\World;
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use function count;
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use function get_class;
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use const PHP_INT_MAX;
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class Block{
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public const INTERNAL_STATE_DATA_BITS = 9;
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public const INTERNAL_STATE_DATA_MASK = ~(~0 << self::INTERNAL_STATE_DATA_BITS);
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protected BlockIdentifier $idInfo;
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protected string $fallbackName;
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protected BlockTypeInfo $typeInfo;
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protected Position $position;
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/** @var AxisAlignedBB[]|null */
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protected ?array $collisionBoxes = null;
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/**
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* @var int[]
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* @phpstan-var array<string, int>
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*/
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private static array $typeDataBits = [];
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/**
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* @var int[]
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* @phpstan-var array<string, int>
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*/
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private static array $stateDataBits = [];
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/**
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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, BlockTypeInfo $typeInfo){
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$this->idInfo = $idInfo;
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$this->fallbackName = $name;
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$this->typeInfo = $typeInfo;
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$this->position = new Position(0, 0, 0, null);
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}
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public function __clone(){
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$this->position = clone $this->position;
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}
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/**
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* Returns an object containing information about how to identify and store this block type, such as type ID and
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* tile type (if any).
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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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* Returns the printable English name of the block.
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*/
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public function getName() : string{
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return $this->fallbackName;
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}
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/**
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* @internal
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*
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* Returns the full blockstate ID of this block. This is a compact way of representing a blockstate used to store
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* blocks in chunks at runtime.
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*
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* This ID can be used to later obtain a copy of this block using {@link RuntimeBlockStateRegistry::fromStateId()}.
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*/
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public function getStateId() : int{
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return ($this->getTypeId() << self::INTERNAL_STATE_DATA_BITS) | $this->computeStateData();
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}
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/**
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* Returns the block as an item.
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* State information such as facing, powered/unpowered, open/closed, etc., is discarded.
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* Type information such as colour, wood type, etc. is preserved.
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*/
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public function asItem() : Item{
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return new ItemBlock($this);
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}
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final public function getRequiredTypeDataBits() : int{
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$class = get_class($this);
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if(isset(self::$typeDataBits[$class])){
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return self::$typeDataBits[$class];
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}
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$calculator = new RuntimeDataSizeCalculator();
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$this->describeType($calculator);
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return self::$typeDataBits[$class] = $calculator->getBitsUsed();
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}
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final public function getRequiredStateDataBits() : int{
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$class = get_class($this);
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if(isset(self::$stateDataBits[$class])){
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return self::$stateDataBits[$class];
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}
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$calculator = new RuntimeDataSizeCalculator();
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$this->describeState($calculator);
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return self::$stateDataBits[$class] = $calculator->getBitsUsed();
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}
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/**
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* @internal
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*/
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final public function decodeTypeData(int $data) : void{
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$typeBits = $this->getRequiredTypeDataBits();
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$givenBits = $typeBits;
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$reader = new RuntimeDataReader($givenBits, $data);
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$this->describeType($reader);
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$readBits = $reader->getOffset();
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if($typeBits !== $readBits){
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throw new \LogicException(get_class($this) . ": Exactly $typeBits bits of type data were provided, but $readBits were read");
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}
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}
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/**
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* @internal
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*/
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final public function decodeStateData(int $data) : void{
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$typeBits = $this->getRequiredTypeDataBits();
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$stateBits = $this->getRequiredStateDataBits();
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$givenBits = $typeBits + $stateBits;
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$reader = new RuntimeDataReader($givenBits, $data);
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$this->decodeTypeData($reader->readInt($typeBits));
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$this->describeState($reader);
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$readBits = $reader->getOffset() - $typeBits;
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if($stateBits !== $readBits){
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throw new \LogicException(get_class($this) . ": Exactly $stateBits bits of state data were provided, but $readBits were read");
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}
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}
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/**
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* @internal
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*/
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final public function computeTypeData() : int{
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$typeBits = $this->getRequiredTypeDataBits();
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$requiredBits = $typeBits;
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$writer = new RuntimeDataWriter($requiredBits);
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$this->describeType($writer);
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$writtenBits = $writer->getOffset();
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if($typeBits !== $writtenBits){
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throw new \LogicException(get_class($this) . ": Exactly $typeBits bits of type data were expected, but $writtenBits were written");
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}
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return $writer->getValue();
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}
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/**
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* @internal
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*/
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final public function computeStateData() : int{
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$typeBits = $this->getRequiredTypeDataBits();
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$stateBits = $this->getRequiredStateDataBits();
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$requiredBits = $typeBits + $stateBits;
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$writer = new RuntimeDataWriter($requiredBits);
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$writer->writeInt($typeBits, $this->computeTypeData());
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$this->describeState($writer);
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$writtenBits = $writer->getOffset() - $typeBits;
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if($stateBits !== $writtenBits){
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throw new \LogicException(get_class($this) . ": Exactly $stateBits bits of state data were expected, but $writtenBits were written");
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}
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return $writer->getValue();
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}
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public function describeType(RuntimeDataDescriber $w) : void{
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//NOOP
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}
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public function describeState(RuntimeDataDescriber $w) : void{
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//NOOP
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}
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/**
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* Called when this block is created, set, or has a neighbouring block update, to re-detect dynamic properties which
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* are not saved on the world.
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*
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* Clears any cached precomputed objects, such as bounding boxes. Remove any outdated precomputed things such as
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* AABBs and force recalculation.
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*
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* A replacement block may be returned. This is useful if the block type changed due to reading of world data (e.g.
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* data from a block entity).
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*/
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public function readStateFromWorld() : Block{
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$this->collisionBoxes = null;
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return $this;
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}
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/**
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* Writes information about the block into the world. This writes the blockstate ID into the chunk, and creates
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* and/or removes tiles as necessary.
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*
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* Note: Do not call this directly. Pass the block to {@link World::setBlock()} instead.
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*/
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public function writeStateToWorld() : void{
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$world = $this->position->getWorld();
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$chunk = $world->getOrLoadChunkAtPosition($this->position);
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if($chunk === null){
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throw new AssumptionFailedError("World::setBlock() should have loaded the chunk before calling this method");
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}
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$chunk->setBlockStateId($this->position->x & Chunk::COORD_MASK, $this->position->y, $this->position->z & Chunk::COORD_MASK, $this->getStateId());
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$tileType = $this->idInfo->getTileClass();
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$oldTile = $world->getTile($this->position);
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if($oldTile !== null){
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if($tileType === null || !($oldTile instanceof $tileType)){
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$oldTile->close();
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$oldTile = null;
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}elseif($oldTile instanceof Spawnable){
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$oldTile->clearSpawnCompoundCache(); //destroy old network cache
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}
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}
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if($oldTile === null && $tileType !== null){
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/**
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* @var Tile $tile
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* @see Tile::__construct()
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*/
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$tile = new $tileType($world, $this->position->asVector3());
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$world->addTile($tile);
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}
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}
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/**
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* Returns a type ID that identifies this type of block. This does not include information like facing, open/closed,
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* powered/unpowered, etc.
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*/
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public function getTypeId() : int{
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return $this->idInfo->getBlockTypeId();
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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 the type IDs.
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*/
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public function isSameType(Block $other) : bool{
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return $this->getTypeId() === $other->getTypeId();
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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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public function isSameState(Block $other) : bool{
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return $this->getStateId() === $other->getStateId();
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}
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/**
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* @return string[]
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*/
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public function getTypeTags() : array{
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return $this->typeInfo->getTypeTags();
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}
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/**
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* Returns whether this block type has the given type tag. Type tags are used as a dynamic way to tag blocks as
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* having certain properties, allowing type checks which are more dynamic than hardcoding a bunch of IDs or a bunch
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* of instanceof checks.
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*
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* For example, grass blocks, dirt, farmland, podzol and mycelium are all dirt-like blocks, and support the
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* placement of blocks like flowers, so they have a common tag which allows them to be identified as such.
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*/
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public function hasTypeTag(string $tag) : bool{
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return $this->typeInfo->hasTypeTag($tag);
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}
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/**
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* AKA: Block->isPlaceable
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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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* Returns whether this block can be replaced by another block placed in the same position.
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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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/**
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* Returns whether this block can replace the given block in the given placement conditions.
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* This is used to allow slabs of the same type to combine into double slabs.
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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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* Generates a block transaction to set all blocks affected by placing this block. Usually this is just the block
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* itself, but may be multiple blocks in some cases (such as doors).
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*
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* @param BlockTransaction $tx Blocks to be set should be added to this transaction (do not modify thr world directly)
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* @param Item $item Item used to place the block
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* @param Block $blockReplace Block expected to be replaced
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* @param Block $blockClicked Block that was clicked using the item
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* @param int $face Face of the clicked block which was clicked
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* @param Vector3 $clickVector Exact position inside the clicked block where the click occurred, relative to the block's position
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* @param Player|null $player Player who placed the block, or null if it was not a player
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*
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* @return bool whether the placement should go ahead
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*/
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public function place(BlockTransaction $tx, Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
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$tx->addBlock($blockReplace->position, $this);
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return true;
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}
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/**
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* Called immediately after the block has been placed in the world. Since placement uses a block transaction, some
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* things may not be possible until after the transaction has been executed.
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*/
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public function onPostPlace() : void{
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}
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/**
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* Returns an object containing information about the destruction requirements of this block.
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*/
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public function getBreakInfo() : BlockBreakInfo{
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return $this->typeInfo->getBreakInfo();
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}
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/**
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* Do the actions needed so the block is broken with the Item
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*
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* @param Item[] &$returnedItems Items to be added to the target's inventory (or dropped, if full)
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*/
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public function onBreak(Item $item, ?Player $player = null, array &$returnedItems = []) : bool{
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$world = $this->position->getWorld();
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if(($t = $world->getTile($this->position)) !== null){
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$t->onBlockDestroyed();
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}
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$world->setBlock($this->position, VanillaBlocks::AIR());
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return true;
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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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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 {@link Block::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 world.
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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[] &$returnedItems Items to be added to the target's inventory (or dropped, if the inventory is full)
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*/
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public function onInteract(Item $item, int $face, Vector3 $clickVector, ?Player $player = null, array &$returnedItems = []) : 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) by a player attempting to start breaking it in survival.
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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 multiplier applied to the velocity of entities moving on top of this block. A higher value will make
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* the block more slippery (like ice).
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*
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* @return float 0.0-1.0
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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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* Returns the amount of light emitted by this block.
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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 blocks direct sky light from passing through it. This is independent from the light
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* filter value, which is used during propagation.
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*
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* In most cases, this is the same as isTransparent(); however, some special cases exist such as leaves and cobwebs,
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* which don't have any additional effect on light propagation, but don't allow direct sky light to pass through.
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*/
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public function blocksDirectSkyLight() : bool{
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return $this->getLightFilter() > 0;
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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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*/
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public function canBeFlowedInto() : 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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*/
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public function canClimb() : bool{
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return false;
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}
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final public function getPosition() : Position{
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return $this->position;
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}
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/**
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* @internal
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*/
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final public function position(World $world, int $x, int $y, int $z) : void{
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$this->position = new Position($x, $y, $z, $world);
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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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* @return Item[]
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*/
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public function getDrops(Item $item) : array{
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if($this->getBreakInfo()->isToolCompatible($item)){
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if($this->isAffectedBySilkTouch() && $item->hasEnchantment(VanillaEnchantments::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 $this->getDropsForIncompatibleTool($item);
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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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* @return Item[]
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*/
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public function getDropsForCompatibleTool(Item $item) : array{
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return [$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 $step = 1){
|
|
if($this->position->isValid()){
|
|
return $this->position->getWorld()->getBlock($this->position->getSide($side, $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 = $this->position->getWorld();
|
|
foreach($this->position->sidesAroundAxis(Axis::Y) as $vector3){
|
|
yield $world->getBlock($vector3);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns the six blocks around this block.
|
|
*
|
|
* @return Block[]|\Generator
|
|
* @phpstan-return \Generator<int, Block, void, void>
|
|
*/
|
|
public function getAllSides() : \Generator{
|
|
$world = $this->position->getWorld();
|
|
foreach($this->position->sides() as $vector3){
|
|
yield $world->getBlock($vector3);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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->computeStateData() . ")";
|
|
}
|
|
|
|
/**
|
|
* 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 $hitResult) : void{
|
|
//NOOP
|
|
}
|
|
|
|
/**
|
|
* Returns an array of collision bounding boxes for this block.
|
|
* These are used for:
|
|
* - entity movement collision checks (to ensure entities can't clip through blocks)
|
|
* - projectile flight paths
|
|
* - block placement (to ensure the player can't place blocks inside itself or another entity)
|
|
* - anti-cheat checks in plugins
|
|
*
|
|
* @return AxisAlignedBB[]
|
|
*/
|
|
final public function getCollisionBoxes() : array{
|
|
if($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[]
|
|
*/
|
|
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();
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|