本文整理汇总了PHP中pocketmine\block\Block::getID方法的典型用法代码示例。如果您正苦于以下问题:PHP Block::getID方法的具体用法?PHP Block::getID怎么用?PHP Block::getID使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类pocketmine\block\Block
的用法示例。
在下文中一共展示了Block::getID方法的11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PHP代码示例。
示例1: useOn
/**
* TODO: Move this to each item
*
* @param Entity|Block $object
*
* @return bool
*/
public function useOn($object)
{
if ($this->isHoe()) {
if ($object instanceof Block and ($object->getID() === self::GRASS or $object->getID() === self::DIRT)) {
$this->meta++;
}
} elseif ($object instanceof Entity and !$this->isSword()) {
$this->meta += 2;
} else {
$this->meta++;
}
return true;
}
示例2: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
if ($this->meta === Item::AIR) {
if ($target instanceof Liquid) {
$level->setBlock($target, new Air(), true);
if (($player->gamemode & 0x1) === 0) {
$this->meta = $target instanceof Water ? Item::WATER : Item::LAVA;
}
return true;
}
} elseif ($this->meta === Item::WATER) {
//Support Make Non-Support Water to Support Water
if ($block->getID() === self::AIR || $block instanceof Water && ($block->getDamage() & 0x7) != 0x0) {
$water = new Water();
$level->setBlock($block, $water, true);
$water->place(clone $this, $block, $target, $face, $fx, $fy, $fz, $player);
if (($player->gamemode & 0x1) === 0) {
$this->meta = 0;
}
return true;
}
} elseif ($this->meta === Item::LAVA) {
if ($block->getID() === self::AIR) {
$level->setBlock($block, new Lava(), true);
if (($player->gamemode & 0x1) === 0) {
$this->meta = 0;
}
return true;
}
}
return false;
}
示例3: place
public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
{
if (($target->isTransparent === false or $target->getID() === self::SLAB) and $face !== 0 and $face !== 1) {
$faces = [2 => 0, 3 => 1, 4 => 2, 5 => 3];
$this->meta = $faces[$face] & 0x3;
if ($fy > 0.5) {
$this->meta |= 0x8;
}
$this->getLevel()->setBlock($block, $this, true, true);
return true;
}
return false;
}
示例4: place
public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
{
$this->meta &= 0x7;
if ($face === 0) {
if ($target->getID() === self::WOOD_SLAB and ($target->getDamage() & 0x8) === 0x8 and ($target->getDamage() & 0x7) === ($this->meta & 0x7)) {
$this->getLevel()->setBlock($target, Block::get(Item::DOUBLE_WOOD_SLAB, $this->meta), true);
return true;
} elseif ($block->getID() === self::WOOD_SLAB and ($block->getDamage() & 0x7) === ($this->meta & 0x7)) {
$this->getLevel()->setBlock($block, Block::get(Item::DOUBLE_WOOD_SLAB, $this->meta), true);
return true;
} else {
$this->meta |= 0x8;
}
} elseif ($face === 1) {
if ($target->getID() === self::WOOD_SLAB and ($target->getDamage() & 0x8) === 0 and ($target->getDamage() & 0x7) === ($this->meta & 0x7)) {
$this->getLevel()->setBlock($target, Block::get(Item::DOUBLE_WOOD_SLAB, $this->meta), true);
return true;
} elseif ($block->getID() === self::WOOD_SLAB and ($block->getDamage() & 0x7) === ($this->meta & 0x7)) {
$this->getLevel()->setBlock($block, Block::get(Item::DOUBLE_WOOD_SLAB, $this->meta), true);
return true;
}
} elseif (!$player instanceof Player) {
//TODO: collision
if ($block->getID() === self::WOOD_SLAB) {
if (($block->getDamage() & 0x7) === ($this->meta & 0x7)) {
$this->getLevel()->setBlock($block, Block::get(Item::DOUBLE_WOOD_SLAB, $this->meta), true);
return true;
}
return false;
} else {
if ($fy > 0.5) {
$this->meta |= 0x8;
}
}
} else {
return false;
}
if ($block->getID() === self::WOOD_SLAB and ($target->getDamage() & 0x7) !== ($this->meta & 0x7)) {
return false;
}
$this->getLevel()->setBlock($block, $this, true, true);
return true;
}
示例5: setBlock
/**
* 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
* @param bool $update
*
* @return bool
*/
public function setBlock(Vector3 $pos, Block $block, $direct = false, $update = true)
{
if ($pos->y < 0 or $pos->y >= 128 or !$block instanceof Block) {
return false;
}
if ($this->getChunkAt($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) {
$pos = new Position($pos->x, $pos->y, $pos->z, $this);
}
$block->position($pos);
$index = Level::chunkHash($pos->x >> 4, $pos->z >> 4);
if (ADVANCED_CACHE == true) {
Cache::remove("world:" . $this->getID() . ":" . $index);
}
if ($direct === true) {
$pk = new UpdateBlockPacket();
$pk->x = $pos->x;
$pk->y = $pos->y;
$pk->z = $pos->z;
$pk->block = $block->getID();
$pk->meta = $block->getDamage();
foreach ($this->getUsingChunk($pos->x >> 4, $pos->z >> 4) as $player) {
/** @var Player $player */
$player->directDataPacket($pk);
}
} else {
if (!$pos instanceof Position) {
$pos = new Position($pos->x, $pos->y, $pos->z, $this);
}
$block->position($pos);
if (!isset($this->changedBlocks[$index])) {
$this->changedBlocks[$index] = [];
$this->changedCount[$index] = 0;
}
$Y = $pos->y >> 4;
if (!isset($this->changedBlocks[$index][$Y])) {
$this->changedBlocks[$index][$Y] = [];
$this->changedCount[$index] |= 1 << $Y;
}
$this->changedBlocks[$index][$Y][] = clone $block;
}
if ($update === true) {
$this->updateAround($pos, self::BLOCK_UPDATE_NORMAL);
$block->onUpdate(self::BLOCK_UPDATE_NORMAL);
}
}
}
示例6: canConnect
public function canConnect(Block $block)
{
return ($block->getID() !== self::COBBLE_WALL and $block->getID() !== self::FENCE_GATE) ? $block->isSolid : true;
}
示例7: findLog
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() === self::WOOD2) {
return true;
} elseif ($pos->getID() === self::LEAVES2 and $distance < 3) {
$visited[$index] = true;
$down = $pos->getSide(0)->getID();
if ($down === Item::WOOD2) {
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8: rotateBlockByOne
private static function rotateBlockByOne(Block $block)
{
return Block::get($block->getID(), $block->getDamage(), new Position($block->getZ(), $block->getY(), -$block->getX(), $block->getLevel()));
}
示例9: __construct
public function __construct(Block $block, $meta = 0, $count = 1)
{
$this->block = clone $block;
parent::__construct($block->getID(), $block->getDamage(), $count, $block->getName());
}
示例10: canConnect
public function canConnect(Block $block)
{
return $block->isSolid or $block->getID() === $this->getID() or $block->getID() === self::GLASS_PANE or $block->getID() === self::GLASS;
}
示例11: keyBlock
public static function keyBlock(Block $block)
{
return "{$block->getID()}:{$block->getDamage()}";
}