本文整理汇总了Golang中chunkymonkey/gamerules.Slot类的典型用法代码示例。如果您正苦于以下问题:Golang Slot类的具体用法?Golang Slot怎么用?Golang Slot使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Slot类的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: reqPlaceItem
// placeBlock attempts to place a block. This is called by PlayerBlockInteract
// in the situation where the player interacts with an attachable block
// (potentially in a different chunk to the one where the block gets placed).
func (chunk *Chunk) reqPlaceItem(player gamerules.IPlayerClient, target *BlockXyz, slot *gamerules.Slot) {
// TODO defer a check for remaining items in slot, and do something with them
// (send to player or drop on the ground).
// TODO more flexible item checking for block placement (e.g placing seed
// items on farmland doesn't fit this current simplistic model). The block
// type for the block being placed against should probably contain this logic
// (i.e farmland block should know about the seed item).
heldBlockType, ok := slot.ItemTypeId.ToBlockId()
if !ok || slot.Count < 1 {
// Not a placeable item.
return
}
index, subLoc, ok := chunk.getBlockIndexByBlockXyz(target)
if !ok {
return
}
// Blocks can only replace certain blocks.
blockTypeId := index.BlockId(chunk.blocks)
blockType, ok := gamerules.Blocks.Get(blockTypeId)
if !ok || !blockType.Replaceable {
return
}
// Safe to replace block.
chunk.setBlock(target, subLoc, index, heldBlockType, byte(slot.Data))
slot.Decrement()
}
示例2: PacketPlayerBlockHit
func (player *Player) PacketPlayerBlockHit(status DigStatus, target *BlockXyz, face Face) {
player.lock.Lock()
defer player.lock.Unlock()
// This packet handles 'throwing' an item as well, with status = 4, and
// the zero values for target and face, so check for that.
if status == DigDropItem && target.IsZero() && face == 0 {
blockLoc := player.position.ToBlockXyz()
shardClient, _, ok := player.chunkSubs.ShardClientForBlockXyz(blockLoc)
if !ok {
return
}
var itemToThrow gamerules.Slot
player.inventory.TakeOneHeldItem(&itemToThrow)
if !itemToThrow.IsEmpty() {
velocity := physics.VelocityFromLook(player.look, 0.50)
position := player.position
position.Y += player.height
shardClient.ReqDropItem(itemToThrow, position, velocity, TicksPerSecond/2)
}
return
}
// Validate that the player is actually somewhere near the block.
targetAbsPos := target.MidPointToAbsXyz()
if !targetAbsPos.IsWithinDistanceOf(&player.position, MaxInteractDistance) {
log.Printf("Player/PacketPlayerBlockHit: ignoring player dig at %v (too far away)", target)
return
}
// TODO measure the dig time on the target block and relay to the shard to
// stop speed hacking (based on block type and tool used - non-trivial).
shardClient, _, ok := player.chunkSubs.ShardClientForBlockXyz(target)
if ok {
held, _ := player.inventory.HeldItem()
shardClient.ReqHitBlock(held, *target, status, face)
}
}
示例3: SlotUpdate
// Implementing IInventorySubscriber - relays inventory changes to the viewer
// of the window.
func (iv *inventoryView) SlotUpdate(slot *gamerules.Slot, slotId SlotId) {
buf := new(bytes.Buffer)
slot.SendUpdate(buf, iv.window.windowId, iv.startSlot+slotId)
iv.window.viewer.TransmitPacket(buf.Bytes())
}