本文整理汇总了PHP中pocketmine\event\block\BlockUpdateEvent::isCancelled方法的典型用法代码示例。如果您正苦于以下问题:PHP BlockUpdateEvent::isCancelled方法的具体用法?PHP BlockUpdateEvent::isCancelled怎么用?PHP BlockUpdateEvent::isCancelled使用的例子?那么恭喜您, 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\event\block\BlockUpdateEvent
的用法示例。
在下文中一共展示了BlockUpdateEvent::isCancelled方法的6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: onSapling
public function onSapling(BlockUpdateEvent $event)
{
if ($event->isCancelled()) {
return;
}
if ($event->getBlock() instanceof Sapling) {
Tree::growTree($event->getBlock()->getLevel(), $event->getBlock()->x, $event->getBlock()->y, $event->getBlock()->z, new Random(\mt_rand()), $event->getBlock()->getDamage() & 0x7);
}
}
示例2: onSapling
public function onSapling(BlockUpdateEvent $event)
{
if ($event->isCancelled()) {
return;
}
if ($event->getBlock()->getId() == Block::SAPLING) {
$this->growTree($event->getBlock()->getLevel(), $event->getBlock()->x, $event->getBlock()->y, $event->getBlock()->z, new Random(\mt_rand()), $event->getBlock()->getDamage() & 0x7);
}
}
示例3: onBlockUpdate
/**
* @priority HIGHEST
*/
public function onBlockUpdate(BlockUpdateEvent $event)
{
if (!$event->isCancelled()) {
$block = $event->getBlock();
if (isset($this->levelTickBlocks[$levelName = $block->getLevel()->getFolderName()]) && isset($this->randomTickBlocks[$levelName])) {
if (in_array($block->getID(), $this->randomTickBlocks[$levelName]) && $block->getID() !== Block::GLASS && !isset($this->levelTickBlocks[$levelName][$posKey = $block->x . ":" . $block->y . ":" . $block->z])) {
$this->levelTickBlocks[$levelName][$posKey] = new Position($block->x, $block->y, $block->z, $block->level);
}
}
}
}
示例4: 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 Whether the block has been updated or not
*/
public function setBlock(Vector3 $pos, Block $block, $direct = false, $update = true)
{
if ($pos->y < 0 or $pos->y >= 128) {
return false;
}
unset($this->blockCache[$index = PHP_INT_SIZE === 8 ? ($pos->x & 0xfffffff) << 35 | ($pos->y & 0x7f) << 28 | $pos->z & 0xfffffff : $pos->x . ":" . $pos->y . ":" . $pos->z]);
if ($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);
$index = PHP_INT_SIZE === 8 ? ($pos->x >> 4 & 4294967295.0) << 32 | $pos->z >> 4 & 4294967295.0 : ($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 = $block->getDamage();
Server::broadcastPacket($this->getUsingChunk($pos->x >> 4, $pos->z >> 4), $pk);
} else {
if (!$pos instanceof Position) {
$pos = $this->temporalPosition->setComponents($pos->x, $pos->y, $pos->z);
}
$block->position($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) {
$this->updateAllLight($block);
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($block));
if (!$ev->isCancelled()) {
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
foreach ($this->getNearbyEntities(new AxisAlignedBB($block->x - 1, $block->y - 1, $block->z - 1, $block->x + 2, $block->y + 2, $block->z + 2)) as $entity) {
$entity->scheduleUpdate();
}
}
$this->updateAround($pos);
}
return true;
}
return false;
}
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 @deprecated
* @param bool $update
* @param bool $extended
*
* @return bool Whether the block has been updated or not
*/
public function setBlock(Vector3 $pos, Block $block, $direct = false, $update = true, $extended = false)
{
if ($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);
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_REDSTONE);
}
$this->updateAround($pos, $extended);
}
return true;
}
return false;
}
示例6: explodeB
public function explodeB()
{
$send = [];
$updateBlocks = [];
$source = (new Vector3($this->source->x, $this->source->y, $this->source->z))->floor();
$yield = 1 / $this->size * 100;
if ($this->what instanceof Entity) {
$this->level->getServer()->getPluginManager()->callEvent($ev = new EntityExplodeEvent($this->what, $this->source, $this->affectedBlocks, $yield));
if ($ev->isCancelled()) {
return \false;
} else {
$yield = $ev->getYield();
$this->affectedBlocks = $ev->getBlockList();
}
}
$explosionSize = $this->size * 2;
$minX = Math::floorFloat($this->source->x - $explosionSize - 1);
$maxX = Math::ceilFloat($this->source->x + $explosionSize + 1);
$minY = Math::floorFloat($this->source->y - $explosionSize - 1);
$maxY = Math::ceilFloat($this->source->y + $explosionSize + 1);
$minZ = Math::floorFloat($this->source->z - $explosionSize - 1);
$maxZ = Math::ceilFloat($this->source->z + $explosionSize + 1);
$explosionBB = new AxisAlignedBB($minX, $minY, $minZ, $maxX, $maxY, $maxZ);
$list = $this->level->getNearbyEntities($explosionBB, $this->what instanceof Entity ? $this->what : \null);
foreach ($list as $entity) {
$distance = $entity->distance($this->source) / $explosionSize;
if ($distance <= 1) {
$motion = $entity->subtract($this->source)->normalize();
$impact = (1 - $distance) * ($exposure = 1);
$damage = (int) (($impact * $impact + $impact) / 2 * 8 * $explosionSize + 1);
if ($this->what instanceof Entity) {
$ev = new EntityDamageByEntityEvent($this->what, $entity, EntityDamageEvent::CAUSE_ENTITY_EXPLOSION, $damage);
} elseif ($this->what instanceof Block) {
$ev = new EntityDamageByBlockEvent($this->what, $entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage);
} else {
$ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_BLOCK_EXPLOSION, $damage);
}
$entity->attack($ev->getFinalDamage(), $ev);
$entity->setMotion($motion->multiply($impact));
}
}
$air = Item::get(Item::AIR);
foreach ($this->affectedBlocks as $block) {
if ($block->getId() === Block::TNT) {
$mot = (new Random())->nextSignedFloat() * M_PI * 2;
$tnt = Entity::createEntity("PrimedTNT", $this->level->getChunk($block->x >> 4, $block->z >> 4), new Compound("", ["Pos" => new Enum("Pos", [new Double("", $block->x + 0.5), new Double("", $block->y), new Double("", $block->z + 0.5)]), "Motion" => new Enum("Motion", [new Double("", -\sin($mot) * 0.02), new Double("", 0.2), new Double("", -\cos($mot) * 0.02)]), "Rotation" => new Enum("Rotation", [new Float("", 0), new Float("", 0)]), "Fuse" => new Byte("Fuse", \mt_rand(10, 30))]));
$tnt->spawnToAll();
} elseif (\mt_rand(0, 100) < $yield) {
foreach ($block->getDrops($air) as $drop) {
$this->level->dropItem($block->add(0.5, 0.5, 0.5), Item::get(...$drop));
}
}
$this->level->setBlockIdAt($block->x, $block->y, $block->z, 0);
$pos = new Vector3($block->x, $block->y, $block->z);
for ($side = 0; $side < 5; $side++) {
$sideBlock = $pos->getSide($side);
if (!isset($this->affectedBlocks[$index = ($sideBlock->x & 0xfffffff) << 35 | ($sideBlock->y & 0x7f) << 28 | $sideBlock->z & 0xfffffff]) and !isset($updateBlocks[$index])) {
$this->level->getServer()->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->level->getBlock($sideBlock)));
if (!$ev->isCancelled()) {
$ev->getBlock()->onUpdate(Level::BLOCK_UPDATE_NORMAL);
}
$updateBlocks[$index] = \true;
}
}
$send[] = new Vector3($block->x - $source->x, $block->y - $source->y, $block->z - $source->z);
}
$pk = new ExplodePacket();
$pk->x = $this->source->x;
$pk->y = $this->source->y;
$pk->z = $this->source->z;
$pk->radius = $this->size;
$pk->records = $send;
$this->level->addChunkPacket($source->x >> 4, $source->z >> 4, $pk);
return \true;
}