Inheritance: extends Hanging
Ejemplo n.º 1
0
 public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
 {
     if ($target->isTransparent() === false and $face > 1 and $block->isSolid() === false) {
         $faces = [2 => 0, 3 => 2, 4 => 1, 5 => 3];
         $motives = [["Kebab", 1, 1], ["Aztec", 1, 1], ["Alban", 1, 1], ["Aztec2", 1, 1], ["Bomb", 1, 1], ["Plant", 1, 1], ["Wasteland", 1, 1], ["Wanderer", 1, 2], ["Graham", 1, 2], ["Pool", 2, 1], ["Courbet", 2, 1], ["Sunset", 2, 1], ["Sea", 2, 1], ["Creebet", 2, 1], ["Match", 2, 2], ["Bust", 2, 2], ["Stage", 2, 2], ["Void", 2, 2], ["SkullAndRoses", 2, 2], ["Fighters", 4, 2], ["Skeleton", 4, 3], ["DonkeyKong", 4, 3], ["Pointer", 4, 4], ["Pigscene", 4, 4], ["Flaming Skull", 4, 4]];
         $motive = $motives[mt_rand(0, count($motives) - 1)];
         $data = ["x" => $target->x, "y" => $target->y + 0.4, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
         $nbt = new CompoundTag("", ["Motive" => new StringTag("Motive", $data["Motive"]), "Pos" => new EnumTag("Pos", [new DoubleTag("", $data["x"]), new DoubleTag("", $data["y"]), new DoubleTag("", $data["z"])]), "Motion" => new EnumTag("Motion", [new DoubleTag("", 0), new DoubleTag("", 0), new DoubleTag("", 0)]), "Rotation" => new EnumTag("Rotation", [new FloatTag("", $data["yaw"]), new FloatTag("", 0)])]);
         $painting = new PaintingEntity($player->getLevel()->getChunk($block->getX() >> 4, $block->getZ() >> 4), $nbt);
         $painting->spawnToAll();
         if ($player->isSurvival()) {
             $item = $player->getInventory()->getItemInHand();
             $count = $item->getCount();
             if (--$count <= 0) {
                 $player->getInventory()->setItemInHand(Item::get(Item::AIR));
                 return;
             }
             $item->setCount($count);
             $player->getInventory()->setItemInHand($item);
         }
         //TODO
         //$e = $server->api->entity->add($level, ENTITY_OBJECT, OBJECT_PAINTING, $data);
         //$e->spawnToAll();
         /*if(($player->gamemode & 0x01) === 0x00){
         			$player->removeItem(Item::get($this->getId(), $this->getDamage(), 1));
         		}*/
         return true;
     }
     return false;
 }
Ejemplo n.º 2
0
 public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
 {
     if ($target->isTransparent() === false and $face !== 0 and $face !== 1 and $block->isSolid() === false) {
         $faces = [2 => 1, 3 => 3, 4 => 0, 5 => 2];
         $motives = PaintingEntity::MOTIVES;
         $face2side = [4, 5, 3, 2];
         $foundApplicableMotive = false;
         $searchedMotives = [];
         while (!$foundApplicableMotive) {
             if (count($searchedMotives) == count($motives)) {
                 break;
             }
             $rand = -1;
             while (!isset($motives[$rand])) {
                 $rand = mt_rand(0, count($motives) - 1);
             }
             $motive = $motives[$rand];
             $foundApplicableMotive = true;
             $searchedMotives[$rand] = true;
             for ($x = 0; $x < $motive[1] && $foundApplicableMotive; $x++) {
                 for ($z = 0; $z < $motive[2] && $foundApplicableMotive; $z++) {
                     if ($target->getSide($face2side[$face - 2], $x)->isTransparent() || $target->getSide(Vector3::SIDE_UP, $z)->isTransparent() || $block->getSide($face2side[$face - 2], $x)->isSolid() || $block->getSide(Vector3::SIDE_UP, $z)->isSolid()) {
                         $foundApplicableMotive = false;
                     }
                 }
             }
         }
         if (!$foundApplicableMotive) {
             return false;
         }
         //WIP overlapping calculation AND BTW: EVEN MCPE DOESN'T DO THIS!
         /*
         for($x = 0; $x < $motive[1] && $valid; $x++){
         	for($z = 0; $z < $motive[2] && $valid; $z++){
         		$entPos = $target->getSide($right[$face - 2], $x);
         		//getEntitiesAtThatPos (high intensive calculation)
         		if($entity instanceof PaintingEntity){
         			return false;
         		}
         	}
         }
         */
         $data = ["x" => $target->x, "y" => $target->y - 0.1, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
         if ($motive[2] <= 1) {
             $data["y"] = $data["y"] + 1;
         }
         if ($motive[2] >= 2) {
             $data["y"] = $data["y"] + 0.4;
         }
         if ($motive[2] >= 3) {
             $data["y"] = $data["y"] + 0.1;
         }
         switch ($face2side[$face - 2]) {
             case Vector3::SIDE_NORTH:
                 $data["z"] = $data["z"] + 0.1;
                 break;
             case Vector3::SIDE_SOUTH:
                 $data["z"] = $data["z"] - 0.1;
                 break;
             case Vector3::SIDE_WEST:
                 $data["x"] = $data["x"] + 0.1;
                 break;
             case Vector3::SIDE_EAST:
                 $data["x"] = $data["x"] - 0.1;
                 break;
         }
         $nbt = new CompoundTag("", ["Motive" => new StringTag("Motive", $data["Motive"]), "Pos" => new ListTag("Pos", [new DoubleTag("", $data["x"]), new DoubleTag("", $data["y"]), new DoubleTag("", $data["z"])]), "Motion" => new ListTag("Motion", [new DoubleTag("", 0), new DoubleTag("", 0), new DoubleTag("", 0)]), "Rotation" => new ListTag("Rotation", [new FloatTag("", $data["yaw"]), new FloatTag("", 0)])]);
         $painting = new PaintingEntity($player->getLevel()->getChunk($block->getX() >> 4, $block->getZ() >> 4), $nbt);
         $painting->spawnToAll();
         unset($player->getLevel()->updateEntities[$painting->getId()]);
         if ($player->isSurvival()) {
             $item = $player->getInventory()->getItemInHand();
             $count = $item->getCount();
             if (--$count <= 0) {
                 $player->getInventory()->setItemInHand(Item::get(Item::AIR));
             }
             $item->setCount($count);
             $player->getInventory()->setItemInHand($item);
         }
         return true;
     }
     return false;
 }