Files
PocketMine-MP/src/block/Skull.php
2021-05-22 23:52:31 +01:00

153 lines
4.7 KiB
PHP

<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\block;
use pocketmine\block\tile\Skull as TileSkull;
use pocketmine\block\utils\BlockDataSerializer;
use pocketmine\block\utils\SkullType;
use pocketmine\item\Item;
use pocketmine\item\ItemFactory;
use pocketmine\item\ItemIds;
use pocketmine\item\Skull as ItemSkull;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Facing;
use pocketmine\math\Vector3;
use pocketmine\player\Player;
use pocketmine\world\BlockTransaction;
use function assert;
use function floor;
class Skull extends Flowable{
protected SkullType $skullType;
protected int $facing = Facing::NORTH;
protected bool $noDrops = false;
protected int $rotation = 0; //TODO: split this into floor skull and wall skull handling
public function __construct(BlockIdentifier $idInfo, string $name, BlockBreakInfo $breakInfo){
$this->skullType = SkullType::SKELETON(); //TODO: this should be a parameter
parent::__construct($idInfo, $name, $breakInfo);
}
protected function writeStateToMeta() : int{
return ($this->facing === Facing::UP ? 1 : BlockDataSerializer::writeHorizontalFacing($this->facing)) |
($this->noDrops ? BlockLegacyMetadata::SKULL_FLAG_NO_DROPS : 0);
}
public function readStateFromData(int $id, int $stateMeta) : void{
$this->facing = $stateMeta === 1 ? Facing::UP : BlockDataSerializer::readHorizontalFacing($stateMeta);
$this->noDrops = ($stateMeta & BlockLegacyMetadata::SKULL_FLAG_NO_DROPS) !== 0;
}
public function getStateBitmask() : int{
return 0b1111;
}
public function readStateFromWorld() : void{
parent::readStateFromWorld();
$tile = $this->pos->getWorld()->getTile($this->pos);
if($tile instanceof TileSkull){
$this->skullType = $tile->getSkullType();
$this->rotation = $tile->getRotation();
}
}
public function writeStateToWorld() : void{
parent::writeStateToWorld();
//extra block properties storage hack
$tile = $this->pos->getWorld()->getTile($this->pos);
assert($tile instanceof TileSkull);
$tile->setRotation($this->rotation);
$tile->setSkullType($this->skullType);
}
public function getSkullType() : SkullType{
return $this->skullType;
}
/** @return $this */
public function setSkullType(SkullType $skullType) : self{
$this->skullType = $skullType;
return $this;
}
public function getFacing() : int{ return $this->facing; }
/** @return $this */
public function setFacing(int $facing) : self{
if($facing === Facing::DOWN){
throw new \InvalidArgumentException("Skull may not face DOWN");
}
$this->facing = $facing;
return $this;
}
public function getRotation() : int{ return $this->rotation; }
/** @return $this */
public function setRotation(int $rotation) : self{
if($rotation < 0 || $rotation > 15){
throw new \InvalidArgumentException("Rotation must be a value between 0 and 15");
}
$this->rotation = $rotation;
return $this;
}
public function isNoDrops() : bool{ return $this->noDrops; }
/** @return $this */
public function setNoDrops(bool $noDrops) : self{
$this->noDrops = $noDrops;
return $this;
}
/**
* @return AxisAlignedBB[]
*/
protected function recalculateCollisionBoxes() : array{
//TODO: different bounds depending on attached face
return [AxisAlignedBB::one()->contract(0.25, 0, 0.25)->trim(Facing::UP, 0.5)];
}
public function place(BlockTransaction $tx, Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, ?Player $player = null) : bool{
if($face === Facing::DOWN){
return false;
}
$this->facing = $face;
if($item instanceof ItemSkull){
$this->skullType = $item->getSkullType(); //TODO: the item should handle this, but this hack is currently needed because of tile mess
}
if($player !== null and $face === Facing::UP){
$this->rotation = ((int) floor(($player->getLocation()->getYaw() * 16 / 360) + 0.5)) & 0xf;
}
return parent::place($tx, $item, $blockReplace, $blockClicked, $face, $clickVector, $player);
}
public function asItem() : Item{
return ItemFactory::getInstance()->get(ItemIds::SKULL, $this->skullType->getMagicNumber());
}
}