public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz) { $targetBlock = Block::get($this->meta); if ($targetBlock instanceof Air) { if ($target instanceof Liquid and $target->getDamage() === 0) { $result = clone $this; $result->setDamage($target->getId()); $player->getServer()->getPluginManager()->callEvent($ev = new PlayerBucketFillEvent($player, $block, $face, $this, $result)); if (!$ev->isCancelled()) { $player->getLevel()->setBlock($target, new Air(), true, true); if ($player->isSurvival()) { $player->getInventory()->setItemInHand($ev->getItem(), $player); } return true; } else { $player->getInventory()->sendContents($player); } } } elseif ($targetBlock instanceof Liquid) { $result = clone $this; $result->setDamage(0); $player->getServer()->getPluginManager()->callEvent($ev = new PlayerBucketFillEvent($player, $block, $face, $this, $result)); if (!$ev->isCancelled()) { $player->getLevel()->setBlock($block, $targetBlock, true, true); if ($player->isSurvival()) { $player->getInventory()->setItemInHand($ev->getItem(), $player); } return true; } else { $player->getInventory()->sendContents($player); } } return false; }
public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null) { $this->meta &= 0x7; if ($face === 0) { if ($target->getId() === self::SLAB and ($target->getDamage() & 0x8) === 0x8 and ($target->getDamage() & 0x7) === ($this->meta & 0x7)) { $this->getLevel()->setBlock($target, Block::get(Item::DOUBLE_SLAB, $this->meta), true); return true; } elseif ($block->getId() === self::SLAB and ($block->getDamage() & 0x7) === ($this->meta & 0x7)) { $this->getLevel()->setBlock($block, Block::get(Item::DOUBLE_SLAB, $this->meta), true); return true; } else { $this->meta |= 0x8; } } elseif ($face === 1) { if ($target->getId() === self::SLAB and ($target->getDamage() & 0x8) === 0 and ($target->getDamage() & 0x7) === ($this->meta & 0x7)) { $this->getLevel()->setBlock($target, Block::get(Item::DOUBLE_SLAB, $this->meta), true); return true; } elseif ($block->getId() === self::SLAB and ($block->getDamage() & 0x7) === ($this->meta & 0x7)) { $this->getLevel()->setBlock($block, Block::get(Item::DOUBLE_SLAB, $this->meta), true); return true; } //TODO: check for collision } else { if ($block->getId() === self::SLAB) { if (($block->getDamage() & 0x7) === ($this->meta & 0x7)) { $this->getLevel()->setBlock($block, Block::get(Item::DOUBLE_SLAB, $this->meta), true); return true; } return false; } else { if ($fy > 0.5) { $this->meta |= 0x8; } } } if ($block->getId() === self::SLAB and ($target->getDamage() & 0x7) !== ($this->meta & 0x7)) { return false; } $this->getLevel()->setBlock($block, $this, true, true); return true; }
/** * Sets on Vector3 the data from a Block object, * does block updates and puts the changes to the send queue. * * If $direct is true, it'll send changes directly to players. if false, it'll be queued * and the best way to send queued changes will be done in the next tick. * This way big changes can be sent on a single chunk update packet instead of thousands of packets. * * If $update is true, it'll get the neighbour blocks (6 sides) and update them. * If you are doing big changes, you might want to set this to false, then update manually. * * @param Vector3 $pos * @param Block $block * @param bool $direct @deprecated * @param bool $update * * @return bool Whether the block has been updated or not */ public function setBlock(Vector3 $pos, Block $block, $direct = false, $update = true) { if ($pos->y < 0 or $pos->y >= 128) { return false; } if ($this->getChunk($pos->x >> 4, $pos->z >> 4, true)->setBlock($pos->x & 0xf, $pos->y & 0x7f, $pos->z & 0xf, $block->getId(), $block->getDamage())) { if (!$pos instanceof Position) { $pos = $this->temporalPosition->setComponents($pos->x, $pos->y, $pos->z); } $block->position($pos); unset($this->blockCache[Level::blockHash($pos->x, $pos->y, $pos->z)]); $index = Level::chunkHash($pos->x >> 4, $pos->z >> 4); if ($direct === true) { $this->sendBlocks($this->getChunkPlayers($pos->x >> 4, $pos->z >> 4), [$block], UpdateBlockPacket::FLAG_ALL_PRIORITY); unset($this->chunkCache[$index]); } else { if (!isset($this->changedBlocks[$index])) { $this->changedBlocks[$index] = []; } $this->changedBlocks[$index][Level::blockHash($block->x, $block->y, $block->z)] = clone $block; } foreach ($this->getChunkLoaders($pos->x >> 4, $pos->z >> 4) as $loader) { $loader->onBlockChanged($block); } if ($update === true) { $this->updateAllLight($block); $this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($block)); if (!$ev->isCancelled()) { foreach ($this->getNearbyEntities(new AxisAlignedBB($block->x - 1, $block->y - 1, $block->z - 1, $block->x + 1, $block->y + 1, $block->z + 1)) as $entity) { $entity->scheduleUpdate(); } $ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL); } $this->updateAround($pos); } return true; } return false; }
public function __construct(Block $block, $meta = 0, $count = 1) { $this->block = $block; parent::__construct($block->getId(), $block->getDamage(), $count, $block->getName()); }
public function __construct(Vector3 $pos, Block $b) { parent::__construct($pos, Particle::TYPE_TERRAIN, $b->getDamage() << 8 | $b->getId()); }
public function __construct(Vector3 $pos, Block $b) { parent::__construct($pos->x, $pos->y, $pos->z); $this->data = $b->getId() + ($b->getDamage() << 12); }