getSide() public method

Returns the Block on the side $side, works like Vector3::side()
public getSide ( integer $side, integer $step = 1 ) : Block
$side integer
$step integer
return Block
示例#1
0
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     $down = $block->getSide(Vector3::SIDE_DOWN);
     if ($down->isTransparent() === false || $down instanceof Slab && ($down->meta & 0x8) === 0x8 || $down instanceof WoodSlab && ($down->meta & 0x8) === 0x8 || $down instanceof Stair && ($down->meta & 0x4) === 0x4) {
         $this->getLevel()->setBlock($this, Block::get($this->id, 0));
         $up = $block->getSide(Vector3::SIDE_UP);
         if ($block->getSide(Vector3::SIDE_EAST) && $block->getSide(Vector3::SIDE_WEST)) {
             if ($up->getSide(Vector3::SIDE_EAST)) {
                 $this->setDirection(Vector3::SIDE_EAST, true);
             } elseif ($up->getSide(Vector3::SIDE_WEST)) {
                 $this->setDirection(Vector3::SIDE_WEST, true);
             } else {
                 $this->setDirection(Vector3::SIDE_EAST);
             }
         } elseif ($block->getSide(Vector3::SIDE_SOUTH) && $block->getSide(Vector3::SIDE_NORTH)) {
             if ($up->getSide(Vector3::SIDE_SOUTH)) {
                 $this->setDirection(Vector3::SIDE_SOUTH, true);
             } elseif ($up->getSide(Vector3::SIDE_NORTH)) {
                 $this->setDirection(Vector3::SIDE_NORTH, true);
             } else {
                 $this->setDirection(Vector3::SIDE_SOUTH);
             }
         } else {
             $this->setDirection(Vector3::SIDE_NORTH);
         }
         return true;
     }
     return false;
 }
示例#2
0
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     if ($block->getSide(0)->getID() === self::FARMLAND) {
         $this->getLevel()->setBlock($block, $this, true, true);
         return true;
     }
     return false;
 }
示例#3
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]];
         $right = [4, 5, 3, 2];
         $validMotives = [];
         foreach ($motives as $motive) {
             $valid = true;
             for ($x = 0; $x < $motive[1] && $valid; $x++) {
                 for ($z = 0; $z < $motive[2] && $valid; $z++) {
                     if ($target->getSide($right[$face - 2], $x)->isTransparent() || $target->getSide(Vector3::SIDE_UP, $z)->isTransparent() || $block->getSide($right[$face - 2], $x)->isSolid() || $block->getSide(Vector3::SIDE_UP, $z)->isSolid()) {
                         $valid = false;
                     }
                 }
             }
             if ($valid) {
                 $validMotives[] = $motive;
             }
         }
         $motive = $motives[mt_rand(0, count($validMotives) - 1)];
         $data = ["x" => $target->x, "y" => $target->y, "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;
 }
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     $down = $target->getSide(Vector3::SIDE_DOWN);
     if ($down->isTransparent() === false || $down instanceof Fence || $down instanceof FenceGate) {
         $this->getLevel()->setBlock($block, $this, true, true);
         return true;
     }
     return false;
 }
示例#5
0
 public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
 {
     $realPos = $target->getSide($face)->add(0.5, 0.4, 0.5);
     $camera = new TripoidCamera($player->getLevel()->getChunk($realPos->getX() >> 4, $realPos->getZ() >> 4), new CompoundTag("", ["Pos" => new ListTag("Pos", [new DoubleTag("", $realPos->getX()), new DoubleTag("", $realPos->getY()), new DoubleTag("", $realPos->getZ())]), "Motion" => new ListTag("Motion", [new DoubleTag("", 0), new DoubleTag("", 0), new DoubleTag("", 0)]), "Rotation" => new ListTag("Rotation", [new FloatTag("", 0), new FloatTag("", 0)])]));
     $camera->spawnToAll();
     if ($player->isSurvival()) {
         --$this->count;
     }
     return true;
 }
示例#6
0
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     $down = $block->getSide(0);
     if ($down->getId() === self::AIR) {
         return false;
     }
     $faces = [0 => 3, 1 => 0, 2 => 1, 3 => 2];
     $this->meta = $faces[$player instanceof Player ? $player->getDirection() : 0] & 0x3;
     $this->getLevel()->setBlock($block, $this, true, true);
     return true;
 }
示例#7
0
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     $down = $block->getSide(0);
     if ($down->isTransparent() === false || $down instanceof Slab && ($down->meta & 0x8) === 0x8 || $down instanceof WoodSlab && ($down->meta & 0x8) === 0x8 || $down instanceof Stair && ($down->meta & 0x4) === 0x4) {
         $this->getLevel()->setBlock($block, $this, true, true);
         $nbt = new Compound("", [new String("id", Tile::FLOWER_POT), new Int("x", $block->x), new Int("y", $block->y), new Int("z", $block->z), new Short("item", 0), new Int("mData", 0)]);
         $pot = Tile::createTile("FlowerPot", $this->getLevel()->getChunk($this->x >> 4, $this->z >> 4), $nbt);
         return true;
     }
     return false;
 }
示例#8
0
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = \null)
 {
     if ($target instanceof Water) {
         $up = $target->getSide(Vector3::SIDE_UP);
         if ($up->getId() === Block::AIR) {
             $this->getLevel()->setBlock($up, $this, \true, \true);
             return \true;
         }
     }
     return \false;
 }
示例#9
0
 public static function addToDeactiveQueue(\SplPriorityQueue $queue, Block $location, $updateLevel)
 {
     if ($updateLevel <= 0) {
         return;
     }
     for ($s = 0; $s <= 5; $s++) {
         $sideBlock = $location->getSide($s);
         if ($sideBlock->getPowerLevel() === $updateLevel - 1) {
             $queue->insert($sideBlock, $sideBlock->getPowerLevel());
         }
     }
 }
示例#10
0
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     $down = $block->getSide(0);
     if ($down->isTransparent() && !($down instanceof Slab && ($down->meta & 0x8) === 0x8) || $down instanceof WoodSlab && ($down->meta & 0x8) === 0x8 || $down instanceof Stair && ($down->meta & 0x4) === 0x4) {
         return false;
     }
     if ($player instanceof Player) {
         $this->meta = ((int) $player->getDirection() + 5) % 4;
     }
     $this->getLevel()->setBlock($block, $this, true, true);
     return true;
 }
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     $down = $block->getSide(Vector3::SIDE_DOWN);
     if ($down->isTransparent() === false) {
         $up = $block->getSide(Vector3::SIDE_UP);
         if ($block->getSide(Vector3::SIDE_EAST) && $block->getSide(Vector3::SIDE_WEST)) {
             if ($up->getSide(Vector3::SIDE_EAST)) {
                 $this->setDirection(Vector3::SIDE_EAST, true);
             } elseif ($up->getSide(Vector3::SIDE_WEST)) {
                 $this->setDirection(Vector3::SIDE_WEST, true);
             } else {
                 $this->setDirection(Vector3::SIDE_EAST);
             }
         } elseif ($block->getSide(Vector3::SIDE_SOUTH) && $block->getSide(Vector3::SIDE_NORTH)) {
             if ($up->getSide(Vector3::SIDE_SOUTH)) {
                 $this->setDirection(Vector3::SIDE_SOUTH, true);
             } elseif ($up->getSide(Vector3::SIDE_NORTH)) {
                 $this->setDirection(Vector3::SIDE_NORTH, true);
             } else {
                 $this->setDirection(Vector3::SIDE_SOUTH);
             }
         } else {
             $this->setDirection(Vector3::SIDE_NORTH);
         }
         return true;
     }
     return false;
 }
示例#12
0
 public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
 {
     $realPos = $block->getSide($face);
     $boat = Entity::createEntity("Boat", $player->getLevel()->getChunk($realPos->x >> 4, $realPos->z >> 4), new Compound("", ["Pos" => new Enum("Pos", [new Double("", $realPos->x), new Double("", $realPos->y), new Double("", $realPos->z)]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", 0), new Float("", 0)])]));
     $boat->spawnToAll();
     --$this->count;
     if ($this->count <= 0) {
         $player->getInventory()->setItemInHand(Item::get(Item::AIR));
         return true;
     }
     $player->getInventory()->setItemInHand($this);
     return true;
 }
示例#13
0
 public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
 {
     $realPos = $block->getSide($face);
     $boat = new BoatEntity($player->getLevel()->getChunk($realPos->getX() >> 4, $realPos->getZ() >> 4), new Compound("", ["Pos" => new Enum("Pos", [new Double("", $realPos->getX()), new Double("", $realPos->getY()), new Double("", $realPos->getZ())]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", 0), new Float("", 0)])]));
     $boat->spawnToAll();
     $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);
     return true;
 }
示例#14
0
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     if ($block->getSide(Vector3::SIDE_DOWN)->isTransparent() === false) {
         $this->getLevel()->setBlock($block, $this, true, true);
         $nbt = new Compound("", [new String("id", Tile::BREWING_STAND), new Int("x", $this->x), new Int("y", $this->y), new Int("z", $this->z)]);
         if ($item->hasCustomName()) {
             $nbt->CustomName = new String("CustomName", $item->getCustomName());
         }
         if ($item->hasCustomBlockData()) {
             foreach ($item->getCustomBlockData() as $key => $v) {
                 $nbt->{$key} = $v;
             }
         }
         Tile::createTile(Tile::BREWING_STAND, $this->getLevel()->getChunk($this->x >> 4, $this->z >> 4), $nbt);
         return true;
     }
     return false;
 }
示例#15
0
 public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
 {
     $realPos = $block->getSide(Vector3::SIDE_UP);
     if (!$block instanceof RailBlock) {
         return false;
     }
     $cart = new MinecartEntity($player->getLevel()->getChunk($realPos->getX() >> 4, $realPos->getZ() >> 4), new Compound("", ["Pos" => new Enum("Pos", [new Double("", $realPos->getX()), new Double("", $realPos->getY()), new Double("", $realPos->getZ())]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", 0), new Float("", 0)])]));
     $cart->spawnToAll();
     if ($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);
     }
     return true;
 }
示例#16
0
 public function calculateDirection(Block $block)
 {
     $up = $block->getSide(Vector3::SIDE_UP);
     $down = $block->getSide(Vector3::SIDE_DOWN);
     if ($block->getSide(Vector3::SIDE_EAST) instanceof RailBlock && ($block->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock || $up->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock || $down->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock)) {
         return $this->setDirection(self::SIDE_SOUTH_EAST);
     } elseif ($block->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock && ($block->getSide(Vector3::SIDE_EAST) instanceof RailBlock || $up->getSide(Vector3::SIDE_EAST) instanceof RailBlock || $down->getSide(Vector3::SIDE_EAST) instanceof RailBlock)) {
         return $this->setDirection(self::SIDE_SOUTH_EAST);
     } elseif ($block->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock && ($block->getSide(Vector3::SIDE_WEST) instanceof RailBlock || $up->getSide(Vector3::SIDE_WEST) instanceof RailBlock || $down->getSide(Vector3::SIDE_WEST) instanceof RailBlock)) {
         return $this->setDirection(self::SIDE_SOUTH_WEST);
     } elseif ($block->getSide(Vector3::SIDE_EAST) instanceof RailBlock && ($block->getSide(Vector3::SIDE_NORTH) instanceof RailBlock || $up->getSide(Vector3::SIDE_NORTH) instanceof RailBlock || $down->getSide(Vector3::SIDE_NORTH) instanceof RailBlock)) {
         return $this->setDirection(self::SIDE_NORTH_EAST);
     } elseif ($block->getSide(Vector3::SIDE_NORTH) instanceof RailBlock && ($block->getSide(Vector3::SIDE_WEST) instanceof RailBlock || $up->getSide(Vector3::SIDE_WEST) instanceof RailBlock || $down->getSide(Vector3::SIDE_WEST) instanceof RailBlock)) {
         return $this->setDirection(self::SIDE_NORTH_WEST);
     } elseif ($block->getSide(Vector3::SIDE_NORTH) instanceof RailBlock && ($block->getSide(Vector3::SIDE_EAST) instanceof RailBlock || $up->getSide(Vector3::SIDE_EAST) instanceof RailBlock || $down->getSide(Vector3::SIDE_EAST) instanceof RailBlock)) {
         return $this->setDirection(self::SIDE_NORTH_EAST);
     } elseif ($block->getSide(Vector3::SIDE_WEST) instanceof RailBlock && ($block->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock || $up->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock || $down->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock)) {
         return $this->setDirection(self::SIDE_SOUTH_WEST);
     } elseif ($block->getSide(Vector3::SIDE_WEST) instanceof RailBlock && ($block->getSide(Vector3::SIDE_NORTH) instanceof RailBlock || $up->getSide(Vector3::SIDE_NORTH) instanceof RailBlock || $down->getSide(Vector3::SIDE_NORTH) instanceof RailBlock)) {
         return $this->setDirection(Vector3::SIDE_NORTH_WEST);
     } elseif ($block->getSide(Vector3::SIDE_NORTH) instanceof RailBlock && $up->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock) {
         $this->setDirection(Vector3::SIDE_SOUTH, true);
     } elseif ($block->getSide(Vector3::SIDE_WEST) instanceof RailBlock && $up->getSide(Vector3::SIDE_EAST) instanceof RailBlock) {
         $this->setDirection(Vector3::SIDE_EAST, true);
     } elseif ($block->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock && $up->getSide(Vector3::SIDE_NORTH) instanceof RailBlock) {
         $this->setDirection(Vector3::SIDE_NORTH, true);
     } elseif ($block->getSide(Vector3::SIDE_EAST) instanceof RailBlock && $up->getSide(Vector3::SIDE_WEST) instanceof RailBlock) {
         $this->setDirection(Vector3::SIDE_WEST, true);
     } elseif ($block->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock && $block->getSide(Vector3::SIDE_NORTH) instanceof RailBlock) {
         $this->setDirection(Vector3::SIDE_NORTH);
     } elseif ($block->getSide(Vector3::SIDE_EAST) instanceof RailBlock && $block->getSide(Vector3::SIDE_WEST) instanceof RailBlock) {
         $this->setDirection(Vector3::SIDE_WEST);
     } elseif ($block->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock) {
         $this->setDirection(Vector3::SIDE_SOUTH);
     } elseif ($block->getSide(Vector3::SIDE_EAST) instanceof RailBlock) {
         $this->setDirection(Vector3::SIDE_EAST);
     } elseif ($block->getSide(Vector3::SIDE_NORTH) instanceof RailBlock) {
         $this->setDirection(Vector3::SIDE_NORTH);
     } elseif ($block->getSide(Vector3::SIDE_WEST) instanceof RailBlock) {
         $this->setDirection(Vector3::SIDE_WEST);
     } else {
         $this->setDirection(Vector3::SIDE_SOUTH);
     }
     for ($i = Vector3::SIDE_NORTH; $i < Vector3::SIDE_EAST; $i++) {
         $pos = $block->getSide($i);
         if ($pos instanceof RailBlock) {
             $this->getLevel()->scheduleUpdate($pos, 0);
         }
         $pos = $block->getSide(Vector3::SIDE_DOWN)->getSide($i);
         if ($pos instanceof RailBlock) {
             $this->getLevel()->scheduleUpdate($pos, 0);
         }
         $pos = $block->getSide(Vector3::SIDE_UP)->getSide($i);
         if ($pos instanceof RailBlock) {
             $this->getLevel()->scheduleUpdate($pos, 0);
         }
     }
 }
示例#17
0
 /**
  * @param Block $block
  *
  * @param
  * @param $hash Hash
  */
 public function doRedstoneBlockUpdate($block, $type, $power, $hash = NULL)
 {
     if ($hash == NULL) {
         $hash = Level::blockHash(0, 0, 0);
     }
     $block->onRedstoneUpdate($type, $power);
     for ($side = 0; $side <= 5; $side++) {
         $aroundBlock = $block->getSide($side);
         if ($aroundBlock->getId() == Block::OBSERVER) {
             #ToDo:AddAInterfaceForThis
             $aroundBlock->onRedstoneUpdate($type, $power, $hash);
         }
     }
 }
示例#18
0
 private function findLog(Block $pos, array $visited, $distance, &$check, $fromSide = null)
 {
     ++$check;
     $index = $pos->x . "." . $pos->y . "." . $pos->z;
     if (isset($visited[$index])) {
         return false;
     }
     if ($pos->getId() === static::WOOD_TYPE) {
         return true;
     } elseif ($pos->getId() === $this->id and $distance < 3) {
         $visited[$index] = true;
         $down = $pos->getSide(0)->getId();
         if ($down === static::WOOD_TYPE) {
             return true;
         }
         if ($fromSide === null) {
             for ($side = 2; $side <= 5; ++$side) {
                 if ($this->findLog($pos->getSide($side), $visited, $distance + 1, $check, $side) === true) {
                     return true;
                 }
             }
         } else {
             //No more loops
             switch ($fromSide) {
                 case 2:
                     if ($this->findLog($pos->getSide(2), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     } elseif ($this->findLog($pos->getSide(4), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     } elseif ($this->findLog($pos->getSide(5), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     }
                     break;
                 case 3:
                     if ($this->findLog($pos->getSide(3), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     } elseif ($this->findLog($pos->getSide(4), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     } elseif ($this->findLog($pos->getSide(5), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     }
                     break;
                 case 4:
                     if ($this->findLog($pos->getSide(2), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     } elseif ($this->findLog($pos->getSide(3), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     } elseif ($this->findLog($pos->getSide(4), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     }
                     break;
                 case 5:
                     if ($this->findLog($pos->getSide(2), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     } elseif ($this->findLog($pos->getSide(3), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     } elseif ($this->findLog($pos->getSide(5), $visited, $distance + 1, $check, $fromSide) === true) {
                         return true;
                     }
                     break;
             }
         }
     }
     return false;
 }
示例#19
0
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     $down = $block->getSide(Vector3::SIDE_DOWN);
     $class = "";
     if ($down->isTransparent() === false) {
         $up = $block->getSide(Vector3::SIDE_UP);
         if ($block->getSide(Vector3::SIDE_EAST) instanceof RailBlock && $block->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock) {
             return $this->setDirection(self::SIDE_SOUTH_EAST);
         } elseif ($block->getSide(Vector3::SIDE_EAST) instanceof RailBlock && $block->getSide(Vector3::SIDE_NORTH) instanceof RailBlock) {
             return $this->setDirection(self::SIDE_NORTH_EAST);
         } elseif ($block->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock && $block->getSide(Vector3::SIDE_WEST) instanceof RailBlock) {
             return $this->setDirection(self::SIDE_SOUTH_WEST);
         } elseif ($block->getSide(Vector3::SIDE_NORTH) instanceof RailBlock && $block->getSide(Vector3::SIDE_WEST) instanceof RailBlock) {
             return $this->setDirection(self::SIDE_NORTH_WEST);
         } elseif ($block->getSide(Vector3::SIDE_EAST) instanceof RailBlock && $block->getSide(Vector3::SIDE_WEST) instanceof RailBlock) {
             if ($up->getSide(Vector3::SIDE_EAST) instanceof RailBlock) {
                 return $this->setDirection(Vector3::SIDE_EAST, true);
             } elseif ($up->getSide(Vector3::SIDE_WEST) instanceof RailBlock) {
                 return $this->setDirection(Vector3::SIDE_WEST, true);
             } else {
                 return $this->setDirection(Vector3::SIDE_EAST);
             }
         } elseif ($block->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock && $block->getSide(Vector3::SIDE_NORTH) instanceof RailBlock) {
             if ($up->getSide(Vector3::SIDE_SOUTH) instanceof RailBlock) {
                 return $this->setDirection(Vector3::SIDE_SOUTH, true);
             } elseif ($up->getSide(Vector3::SIDE_NORTH) instanceof RailBlock) {
                 return $this->setDirection(Vector3::SIDE_NORTH, true);
             } else {
                 return $this->setDirection(Vector3::SIDE_SOUTH);
             }
         } else {
             return $this->setDirection(Vector3::SIDE_NORTH);
         }
     }
     return false;
 }
示例#20
0
 private function destroyTrunk(Block $bl)
 {
     $damage = 0;
     if ($bl->getId() != Block::WOOD) {
         return $damage;
     }
     $down = $bl->getSide(Vector3::SIDE_DOWN);
     if ($down->getId() == Block::WOOD) {
         return $damage;
     }
     $l = $bl->getLevel();
     for ($y = $bl->getY() + 1; $y < 128; ++$y) {
         $x = $bl->getX();
         $z = $bl->getZ();
         $bl = $l->getBlock(new Vector3($x, $y, $z));
         if ($bl->getId() != Block::WOOD) {
             break;
         }
         ++$damage;
         $l->dropItem($bl, new ItemBlock($bl));
         $l->setBlockIdAt($x, $y, $z, 0);
         $l->setBlockDataAt($x, $y, $z, 0);
     }
     return $damage;
 }
示例#21
0
 /**
  * @todo REMOVE THIS HACK
  */
 private function fakeLightLvl(Block $block)
 {
     $block->getSide(Vector3::SIDE_UP) instanceof Transparent || $block->getSide(Vector3::SIDE_UP) instanceof LightSource ? $block->getSide(Vector3::SIDE_UP) instanceof LightSource ? $lightLvl = $block->getLightLevel() : ($lightLvl = 9) : ($lightLvl = 0);
     return $lightLvl;
 }
示例#22
0
 public function checkTorchOff(Block $pos, array $ignore = [])
 {
     $sides = [Vector3::SIDE_EAST, Vector3::SIDE_WEST, Vector3::SIDE_SOUTH, Vector3::SIDE_NORTH, Vector3::SIDE_UP];
     foreach ($sides as $side) {
         if (!in_array($side, $ignore)) {
             /** @var RedstoneTorch $block */
             $block = $pos->getSide($side);
             if ($block->getId() == self::UNLIT_REDSTONE_TORCH) {
                 $faces = [1 => 4, 2 => 5, 3 => 2, 4 => 3, 5 => 0, 6 => 0, 0 => 0];
                 if ($this->isRightPlace($block->getSide($faces[$block->meta]), $pos)) {
                     $ignoreBlock = $this->getSide($this->getOppositeSide($faces[$block->meta]));
                     $block->turnOn(Level::blockHash($ignoreBlock->x, $ignoreBlock->y, $ignoreBlock->z));
                 }
             }
         }
     }
 }
 public function getHellDoorBlocks(Block $block, $data)
 {
     $data["nestingDepth"]++;
     if ($data["nestingDepth"] >= 20) {
         return $data;
     }
     $sides = [Vector3::SIDE_EAST, Vector3::SIDE_WEST, Vector3::SIDE_NORTH, Vector3::SIDE_SOUTH, Vector3::SIDE_UP, Vector3::SIDE_DOWN];
     $blockPos = "{$block->x}:{$block->y}:{$block->z}";
     if (!isset($data[$blockPos])) {
         $data[$blockPos] = true;
     }
     foreach ($sides as $side) {
         if ($data["nestingDepth"] >= 20) {
             break;
         }
         $sideBlock = $block->getSide($side);
         $sideBlockPos = "{$sideBlock->x}:{$sideBlock->y}:{$sideBlock->z}";
         if (isset($data[$sideBlockPos])) {
             continue;
         }
         $id = $sideBlock->getId();
         if ($id == 90) {
             $data[$sideBlockPos] = true;
             $returns = $this->getHellDoorBlocks($sideBlock, $data);
             if ($returns["nestingDepth"] >= 20) {
                 break;
             }
             foreach ($returns as $returnPos => $bool) {
                 if (!isset($data[$returnPos])) {
                     $data[$returnPos] = true;
                 }
             }
         }
     }
     return $data;
 }
 private function getChanceOfNeighborsEncouragingFire(Block $block)
 {
     if ($block->getId() !== self::AIR) {
         return 0;
     } else {
         $chance = 0;
         for ($i = 0; $i < 5; $i++) {
             $chance = max($chance, $block->getSide($i)->getBurnChance());
         }
         return $chance;
     }
 }
 public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
 {
     $down = $block->getSide(Vector3::SIDE_DOWN);
     if (!$down->isTransparent() || $down instanceof Fence || $down instanceof Slab && ($down->meta & 0x8) === 0x8 || $down instanceof WoodSlab && ($down->meta & 0x8) === 0x8 || $down instanceof Stair && ($down->meta & 0x4) === 0x4) {
         $this->getLevel()->setBlock($block, $this, true, true);
         return true;
     }
     return false;
 }
示例#26
0
 /**
  * @param Block $stump
  * @return int
  */
 public function getTreetop(Block $stump)
 {
     $level = $stump->getLevel();
     $floor = $level->getBlock($stump->getSide(0));
     if (!in_array($floor->getId(), self::FLOORS)) {
         return -1;
     }
     $found = null;
     $maxHeight = $this->getConfig()->get("maxWorldHeight") - $stump->getY();
     for ($height = 0; $height < $maxHeight; $height++) {
         $block = $level->getBlock($stump->add(0, $height, 0));
         if (in_array($block->getId(), self::WOODS)) {
             if ($found === null) {
                 $found = [$block->getId(), $block->getDamage()];
             } elseif ($found[0] !== $block->getId() or $found[1] !== $block->getDamage()) {
                 return -1;
             }
         } elseif ($found !== null and in_array($block->getId(), self::LEAVES)) {
             return $height;
         } else {
             return -1;
         }
     }
     return -1;
 }
示例#27
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;
 }