public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz) { if ($target->getId() === Block::OBSIDIAN and $player->getServer()->netherEnabled) { //黑曜石 4*5最小 23*23最大 //$level->setBlock($block, new Fire(), true); $tx = $target->getX(); $ty = $target->getY(); $tz = $target->getZ(); //x方向 $x_max = $tx; //x最大值 $x_min = $tx; //x最小值 for ($x = $tx + 1; $level->getBlock($this->temporalVector->setComponents($x, $ty, $tz))->getId() == Block::OBSIDIAN; $x++) { $x_max++; } for ($x = $tx - 1; $level->getBlock($this->temporalVector->setComponents($x, $ty, $tz))->getId() == Block::OBSIDIAN; $x--) { $x_min--; } $count_x = $x_max - $x_min + 1; //x方向方块 if ($count_x >= 4 and $count_x <= 23) { //4 23 $x_max_y = $ty; //x最大值时的y最大值 $x_min_y = $ty; //x最小值时的y最大值 for ($y = $ty; $level->getBlock($this->temporalVector->setComponents($x_max, $y, $tz))->getId() == Block::OBSIDIAN; $y++) { $x_max_y++; } for ($y = $ty; $level->getBlock($this->temporalVector->setComponents($x_min, $y, $tz))->getId() == Block::OBSIDIAN; $y++) { $x_min_y++; } $y_max = min($x_max_y, $x_min_y) - 1; //y最大值 $count_y = $y_max - $ty + 2; //方向方块 //Server::getInstance()->broadcastMessage("$y_max $x_max_y $x_min_y $x_max $x_min"); if ($count_y >= 5 and $count_y <= 23) { //5 23 $count_up = 0; //上面 for ($ux = $x_min; $level->getBlock($this->temporalVector->setComponents($ux, $y_max, $tz))->getId() == Block::OBSIDIAN and $ux <= $x_max; $ux++) { $count_up++; } //Server::getInstance()->broadcastMessage("$count_up $count_x"); if ($count_up == $count_x) { for ($px = $x_min + 1; $px < $x_max; $px++) { for ($py = $ty + 1; $py < $y_max; $py++) { $level->setBlock($this->temporalVector->setComponents($px, $py, $tz), new Portal()); } } if ($player->isSurvival()) { $this->useOn($block, 2); $player->getInventory()->setItemInHand($this); } return true; } } } //z方向 $z_max = $tz; //z最大值 $z_min = $tz; //z最小值 $count_z = 0; //z方向方块 for ($z = $tz + 1; $level->getBlock($this->temporalVector->setComponents($tx, $ty, $z))->getId() == Block::OBSIDIAN; $z++) { $z_max++; } for ($z = $tz - 1; $level->getBlock($this->temporalVector->setComponents($tx, $ty, $z))->getId() == Block::OBSIDIAN; $z--) { $z_min--; } $count_z = $z_max - $z_min + 1; if ($count_z >= 4 and $count_z <= 23) { //4 23 $z_max_y = $ty; //z最大值时的y最大值 $z_min_y = $ty; //z最小值时的y最大值 for ($y = $ty; $level->getBlock($this->temporalVector->setComponents($tx, $y, $z_max))->getId() == Block::OBSIDIAN; $y++) { $z_max_y++; } for ($y = $ty; $level->getBlock($this->temporalVector->setComponents($tx, $y, $z_min))->getId() == Block::OBSIDIAN; $y++) { $z_min_y++; } $y_max = min($z_max_y, $z_min_y) - 1; //y最大值 $count_y = $y_max - $ty + 2; //方向方块 if ($count_y >= 5 and $count_y <= 23) { //5 23 $count_up = 0; //上面 for ($uz = $z_min; $level->getBlock($this->temporalVector->setComponents($tx, $y_max, $uz))->getId() == Block::OBSIDIAN and $uz <= $z_max; $uz++) { $count_up++; } //Server::getInstance()->broadcastMessage("$count_up $count_z"); if ($count_up == $count_z) { for ($pz = $z_min + 1; $pz < $z_max; $pz++) { for ($py = $ty + 1; $py < $y_max; $py++) { $level->setBlock($this->temporalVector->setComponents($tx, $py, $pz), new Portal()); } } if ($player->isSurvival()) { $this->useOn($block, 2); $player->getInventory()->setItemInHand($this); } return true; } } } //return true; } if ($block->getId() === self::AIR and $target instanceof Solid) { $level->setBlock($block, new Fire(), true); /** @var Fire $block */ $block = $level->getBlock($block); if ($block->getSide(Vector3::SIDE_DOWN)->isTopFacingSurfaceSolid() or $block->canNeighborBurn()) { $level->scheduleUpdate($block, $block->getTickRate() + mt_rand(0, 10)); // return true; } if ($player->isSurvival()) { $this->useOn($block, 2); //耐久跟报废分别写在 tool 跟 level 了 $player->getInventory()->setItemInHand($this); } return true; } return false; }