isSolid() публичный Метод

public isSolid ( )
Пример #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;
 }
 /**
  * @param CommandSender $sender
  * @param Block $block
  */
 public function sendBlockInfo(CommandSender $sender, Block $block)
 {
     $sender->sendMessage("Name: " . $block->getName());
     $sender->sendMessage("XYZ: " . $block->getFloorX() . ":" . $block->getFloorY() . ":" . $block->getFloorZ());
     $sender->sendMessage("Level: " . $block->getLevel()->getName());
     $sender->sendMessage("Block-id: " . $block->getId() . ":" . $block->getDamage());
     $sender->sendMessage("Hardness: " . $block->getHardness());
     $sender->sendMessage("Resistance: " . $block->getResistance());
     $sender->sendMessage("Tool-type: " . $block->getToolType());
     $sender->sendMessage("Friction: " . $block->getFrictionFactor());
     $sender->sendMessage("Light-level: " . $block->getLightLevel());
     //$sender->sendMessage("Is-placeable: ".($block->canBePlaced() ? TextFormat::GREEN."yes" : TextFormat::RED."no"));
     $sender->sendMessage("Is-replaceable: " . ($block->canBeReplaced() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
     $sender->sendMessage("Is-transparent: " . ($block->isTransparent() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
     $sender->sendMessage("Is-solid: " . ($block->isSolid() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
     //$sender->sendMessage("Is-flowable: ".($block->canBeFlowedInto() ? TextFormat::GREEN."yes" : TextFormat::RED."no"));
     //$sender->sendMessage("Is-activateable: ".($block->canBeActivated() ? TextFormat::GREEN."yes" : TextFormat::RED."no"));
     $sender->sendMessage("Is-passable: " . ($block->canPassThrough() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
     $dropCount = 0;
     $dropNames = "";
     foreach ($block->getDrops() as $drop) {
         $dropNames .= $drop->getName() . ", ";
         $dropCount++;
     }
     $sender->sendMessage("Drops (" . $dropCount . "): " . substr($dropNames, 0, -2));
 }
Пример #3
0
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     if ($target->isTransparent() === false and $face > 1 and $block->isSolid() === false) {
         $faces = [2 => 3, 3 => 2, 4 => 1, 5 => 0];
         $this->meta = $faces[$face];
         $this->getLevel()->setBlock($block, $this, true, true);
         $nbt = new CompoundTag("", [new StringTag("id", Tile::ITEM_FRAME), new IntTag("x", $block->x), new IntTag("y", $block->y), new IntTag("z", $block->z), new ByteTag("ItemRotation", 0), new FloatTag("ItemDropChance", 1.0)]);
         Tile::createTile(Tile::ITEM_FRAME, $this->getLevel()->getChunk($this->x >> 4, $this->z >> 4), $nbt);
         return true;
     }
     return false;
 }
Пример #4
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 => 1, 3 => 3, 4 => 0, 5 => 2];
         $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, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
         //TODO
         //$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;
 }
Пример #5
0
 public function canConnect(Block $block)
 {
     return ($block->getId() !== self::COBBLE_WALL and $block->getId() !== self::FENCE_GATE) ? $block->isSolid() and !$block->isTransparent() : true;
 }
Пример #6
0
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     if (!$target->isTransparent() and $target->isSolid()) {
         $faces = [0 => 0, 1 => 0, 2 => 1, 3 => 4, 4 => 8, 5 => 2];
         if (isset($faces[$face])) {
             $this->meta = $faces[$face];
             $this->getLevel()->setBlock($block, $this, true, true);
             return true;
         }
     }
     return false;
 }
Пример #7
0
 public function canConnect(Block $block)
 {
     return ($block instanceof Fence or $block instanceof FenceGate) ? true : $block->isSolid() and !$block->isTransparent();
 }
Пример #8
0
 public function canConnect(Block $block)
 {
     return $block->isSolid() or $block->getId() === $this->getId() or $block->getId() === self::GLASS_PANE or $block->getId() === self::GLASS;
 }
Пример #9
0
 public function canConnect(Block $block)
 {
     //TODO: activate comments when the NetherBrickFenceGate class has been created.
     return $block instanceof NetherBrickFence ? true : $block->isSolid() and !$block->isTransparent();
 }
Пример #10
0
 public function canConnect(Block $block)
 {
     return (!$block instanceof Fence and !$block instanceof FenceGate) ? $block->isSolid() : true;
 }
Пример #11
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;
 }
Пример #12
-1
 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) {
         $chunk = $level->getChunk($block->getX() >> 4, $block->getZ() >> 4);
         $faces = [2 => 1, 3 => 3, 4 => 0, 5 => 2];
         $motives = [["Kebab", 1, 1], ["Aztec", 1, 1], ["Alban", 1, 1], ["Aztec2", 1, 1], ["Bomb", 1, 1], ["Plant", 1, 1], ["Wasteland", 1, 1], ["Wanderer", 1, 2], ["Graham", 1, 2], ["Pool", 2, 1], ["Courbet", 2, 1], ["Sunset", 2, 1], ["Sea", 2, 1], ["Creebet", 2, 1], ["Match", 2, 2], ["Bust", 2, 2], ["Stage", 2, 2], ["Void", 2, 2], ["SkullAndRoses", 2, 2], ["Fighters", 4, 2], ["Skeleton", 4, 3], ["DonkeyKong", 4, 3], ["Pointer", 4, 4], ["Pigscene", 4, 4], ["Flaming Skull", 4, 4]];
         if ($this->hasCustomName()) {
             $nbt->CustomName = new String("CustomName", $this->getCustomName());
         }
         $motive = $motives[mt_rand(0, count($motives) - 1)];
         $data = ["x" => $target->x, "y" => $target->y, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
         $nbt = new Compound("", ["Pos" => new Enum("Pos", [new Double("", $target->x), new Double("", $target->y), new Double("", $target->z)]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", $faces[$face] * 90), new Float("", 0)])]);
         $entity = Entity::createEntity($this->meta, $chunk, $nbt, $data);
         if ($entity instanceof Entity) {
             if ($player->isSurvival()) {
                 --$this->count;
             }
             $entity->spawnToAll();
             return true;
         }
         return true;
     }
     return false;
 }