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This allows the removal of lots of ugly code, and also exposes lots of similarities with how this update type was handled. This can be further improved in the future to more generically handle cases. I realized in the process of changing this, that it might actually be simpler to treat to treat scheduled updates and neighbour updates as one and the same. They use the same mechanism for being saved on chunks (TileTicks), and doing that would make updating only require one queue instead of two. RedstoneOre: use onActivate() to trigger glowing this is not technically correct behaviour, but this preserves the current behaviour.
79 lines
1.8 KiB
PHP
79 lines
1.8 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\item\enchantment\Enchantment;
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use pocketmine\item\Item;
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use pocketmine\Player;
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class Ice extends Transparent{
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protected $id = self::ICE;
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public function __construct(int $meta = 0){
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$this->meta = $meta;
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}
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public function getName() : string{
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return "Ice";
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}
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public function getHardness() : float{
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return 0.5;
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}
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public function getLightFilter() : int{
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return 2;
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}
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public function getFrictionFactor() : float{
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return 0.98;
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}
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public function getToolType() : int{
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return BlockToolType::TYPE_PICKAXE;
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}
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public function onBreak(Item $item, Player $player = null) : bool{
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if(!$item->hasEnchantment(Enchantment::SILK_TOUCH)){
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return $this->getLevel()->setBlock($this, BlockFactory::get(Block::WATER), true);
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}
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return parent::onBreak($item, $player);
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}
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public function ticksRandomly() : bool{
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return true;
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}
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public function onRandomTick() : void{
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if($this->level->getHighestAdjacentBlockLight($this->x, $this->y, $this->z) >= 12){
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$this->level->useBreakOn($this);
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}
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}
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public function getDropsForCompatibleTool(Item $item) : array{
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return [];
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}
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}
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