当前位置: 首页>>代码示例>>PHP>>正文


PHP Level::blockHash方法代码示例

本文整理汇总了PHP中pocketmine\level\Level::blockHash方法的典型用法代码示例。如果您正苦于以下问题:PHP Level::blockHash方法的具体用法?PHP Level::blockHash怎么用?PHP Level::blockHash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pocketmine\level\Level的用法示例。


在下文中一共展示了Level::blockHash方法的15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: checkBlockCollision

 protected function checkBlockCollision()
 {
     foreach ($blocksaround = $this->getBlocksAround() as $block) {
         $block->onEntityCollide($this);
         if ($this->getServer()->redstoneEnabled) {
             if ($block instanceof PressurePlate) {
                 $this->activatedPressurePlates[Level::blockHash($block->x, $block->y, $block->z)] = $block;
             }
         }
     }
     if ($this->getServer()->redstoneEnabled) {
         /** @var \pocketmine\block\PressurePlate $block * */
         foreach ($this->activatedPressurePlates as $key => $block) {
             if (!isset($blocksaround[$key])) {
                 $block->checkActivation();
             }
         }
     }
 }
开发者ID:PepbookPvP,项目名称:Genisys,代码行数:19,代码来源:Player.php

示例2: setBlockDataAt

 /**
  * Sets the raw block metadata.
  *
  * @param int $x
  * @param int $y
  * @param int $z
  * @param int $data 0-15
  */
 public function setBlockDataAt($x, $y, $z, $data)
 {
     unset($this->blockCache[Level::blockHash($x, $y, $z)]);
     $this->getChunk($x >> 4, $z >> 4, true)->setBlockData($x & 0xf, $y & 0x7f, $z & 0xf, $data & 0xf);
     if (!isset($this->changedBlocks[$index = Level::chunkHash($x >> 4, $z >> 4)])) {
         $this->changedBlocks[$index] = [];
     }
     $this->changedBlocks[$index][Level::blockHash($x, $y, $z)] = $v = new Vector3($x, $y, $z);
     foreach ($this->getChunkLoaders($x >> 4, $z >> 4) as $loader) {
         $loader->onBlockChanged($v);
     }
 }
开发者ID:robozeri,项目名称:Yuriko-MP,代码行数:20,代码来源:Level.php

示例3: deactivateTorch

 public function deactivateTorch(array $ignore = [], array $notCheck = [])
 {
     if ($this->canCalc()) {
         $this->activated = false;
         /** @var Door $block */
         $sides = [Vector3::SIDE_EAST, Vector3::SIDE_WEST, Vector3::SIDE_SOUTH, Vector3::SIDE_NORTH];
         foreach ($sides as $side) {
             if (!in_array($side, $ignore)) {
                 $block = $this->getSide($side);
                 if (!in_array($hash = Level::blockHash($block->x, $block->y, $block->z), $notCheck)) {
                     if (!$this->checkPower($block)) {
                         if ($block instanceof Door or $block instanceof Trapdoor) {
                             if ($block->isOpened()) {
                                 $block->onActivate(new Item(0));
                             }
                         }
                         /** @var ActiveRedstoneLamp $block */
                         if ($block->getId() == Block::ACTIVE_REDSTONE_LAMP) {
                             $block->turnOff();
                         }
                     }
                     if ($block->getId() == Block::REDSTONE_WIRE) {
                         /** @var RedstoneWire $wire */
                         $wire = $block;
                         $wire->calcSignal(0, RedstoneWire::OFF);
                     }
                 }
             }
         }
         if (!in_array(Vector3::SIDE_DOWN, $ignore)) {
             $block = $this->getSide(Vector3::SIDE_DOWN);
             if (!in_array($hash = Level::blockHash($block->x, $block->y, $block->z), $notCheck)) {
                 if (!$this->checkPower($block)) {
                     if ($block->getId() == Block::ACTIVE_REDSTONE_LAMP) {
                         $block->turnOff();
                     }
                 }
                 $block = $this->getSide(Vector3::SIDE_DOWN, 2);
                 if (!$this->checkPower($block)) {
                     if ($block instanceof Door or $block instanceof Trapdoor) {
                         if ($block->isOpened()) {
                             $block->onActivate(new Item(0));
                         }
                     }
                     if ($block->getId() == Block::ACTIVE_REDSTONE_LAMP) {
                         $block->turnOff();
                     }
                 }
                 if ($block->getId() == Block::REDSTONE_WIRE) {
                     /** @var RedstoneWire $wire */
                     $wire = $block;
                     $wire->calcSignal(0, RedstoneWire::OFF);
                 }
             }
         }
         //$this->lastUpdateTime = $this->getLevel()->getServer()->getTick();
     }
 }
开发者ID:vellrya,项目名称:Genisys,代码行数:58,代码来源:RedstoneTorch.php

示例4: calcSignal

 public function calcSignal($strength = 15, $type = self::ON, array $hasUpdated = [])
 {
     //This algorithm is provided by Stary and written by PeratX
     $hash = Level::blockHash($this->x, $this->y, $this->z);
     if (!in_array($hash, $hasUpdated)) {
         $hasUpdated[] = $hash;
         if ($type == self::DESTROY or $type == self::OFF) {
             $this->meta = $strength;
             $this->getLevel()->setBlock($this, $this, true, false);
             if ($type == self::DESTROY) {
                 $this->getLevel()->setBlock($this, new Air(), true, false);
             }
             if ($strength <= 0) {
                 $this->deactivate();
             }
             $powers = $this->getPowerSources($this, [], [], true);
             /** @var RedstoneSource $power */
             foreach ($powers[0] as $power) {
                 $power->activate();
             }
         } else {
             if ($strength <= 0) {
                 return $hasUpdated;
             }
             if ($type == self::PLACE) {
                 $strength = $this->getHighestStrengthAround() - 1;
             }
             if ($type == self::ON) {
                 $type = self::PLACE;
             }
             if ($this->getStrength() < $strength) {
                 $this->meta = $strength;
                 $this->getLevel()->setBlock($this, $this, true, false);
                 $this->activate();
                 $hasChecked = [Vector3::SIDE_WEST => false, Vector3::SIDE_EAST => false, Vector3::SIDE_NORTH => false, Vector3::SIDE_SOUTH => false];
                 foreach ($hasChecked as $side => $bool) {
                     $needUpdate = $this->getSide($side);
                     if (!in_array(Level::blockHash($needUpdate->x, $needUpdate->y, $needUpdate->z), $hasUpdated)) {
                         $result = $this->updateNormalWire($needUpdate, $strength - 1, $type, $hasUpdated);
                         if (count($result) != count($hasUpdated)) {
                             $hasUpdated = $result;
                             $hasChecked[$side] = true;
                         }
                     }
                 }
                 $baseBlock = $this->add(0, 1, 0);
                 foreach ($hasChecked as $side => $bool) {
                     if (!$bool) {
                         $needUpdate = $this->getLevel()->getBlock($baseBlock->getSide($side));
                         if (!in_array(Level::blockHash($needUpdate->x, $needUpdate->y, $needUpdate->z), $hasUpdated)) {
                             $result = $this->updateNormalWire($needUpdate, $strength - 1, $type, $hasUpdated);
                             if (count($result) != count($hasUpdated)) {
                                 $hasUpdated = $result;
                                 $hasChecked[$side] = true;
                             }
                         }
                     }
                 }
                 $baseBlock = $this->add(0, -1, 0);
                 foreach ($hasChecked as $side => $bool) {
                     if (!$bool) {
                         $needUpdate = $this->getLevel()->getBlock($baseBlock->getSide($side));
                         if (!in_array(Level::blockHash($needUpdate->x, $needUpdate->y, $needUpdate->z), $hasUpdated)) {
                             $result = $this->updateNormalWire($needUpdate, $strength - 1, $type, $hasUpdated);
                             if (count($result) != count($hasUpdated)) {
                                 $hasUpdated = $result;
                                 $hasChecked[$side] = true;
                             }
                         }
                     }
                 }
             }
         }
     }
     return $hasUpdated;
 }
开发者ID:PepbookPvP,项目名称:Genisys,代码行数:76,代码来源:RedstoneWire.php

示例5: computeSpreadBlockLight

 private function computeSpreadBlockLight($x, $y, $z, $currentLight, \SplQueue $queue, array &$visited)
 {
     $current = $this->getBlockLightAt($x, $y, $z);
     if ($current < $currentLight) {
         $this->setBlockLightAt($x, $y, $z, $currentLight);
         if (!isset($visited[$index = Level::blockHash($x, $y, $z)])) {
             $visited[$index] = true;
             if ($currentLight > 1) {
                 $queue->enqueue(new Vector3($x, $y, $z));
             }
         }
     }
 }
开发者ID:iTXTech,项目名称:Genisys,代码行数:13,代码来源:SimpleChunkManager.php

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 = Level::blockHash($sideBlock->x, $sideBlock->y, $sideBlock->z)]) and !isset($updateBlocks[$index])) {
                 $this->level->getServer()->getPluginManager()->callEvent($ev = new BlockUpdateEvent($this->level->getBlock($sideBlock)));
                 if (!$ev->isCancelled()) {
                     $targetBlock = $ev->getBlock();
                     $targetBlock->onUpdate(Level::BLOCK_UPDATE_NORMAL);
                     if ($targetBlock instanceof Redstone) {
                         $targetBlock->onRedstoneUpdate(Level::REDSTONE_UPDATE_BREAK, 0);
                     }
                 }
                 $updateBlocks[$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;
 }
开发者ID:ecoron,项目名称:MinionsLandPE,代码行数:79,代码来源:Explosion.php

示例7: checkTorchOff

 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));
                 }
             }
         }
     }
 }
开发者ID:CreeperGo,项目名称:Genisys,代码行数:17,代码来源:RedstoneSource.php

示例8: getHash

 public function getHash()
 {
     return Level::blockHash($this->x, $this->y, $this->z);
 }
开发者ID:ClearSkyTeam,项目名称:ClearSky,代码行数:4,代码来源:Block.php

示例9: explodeA

 /**
  * @return bool
  */
 public function explodeA()
 {
     if ($this->size < 0.1) {
         return false;
     }
     $vector = new Vector3(0, 0, 0);
     $vBlock = new Vector3(0, 0, 0);
     $mRays = intval($this->rays - 1);
     for ($i = 0; $i < $this->rays; ++$i) {
         for ($j = 0; $j < $this->rays; ++$j) {
             for ($k = 0; $k < $this->rays; ++$k) {
                 if ($i === 0 or $i === $mRays or $j === 0 or $j === $mRays or $k === 0 or $k === $mRays) {
                     $vector->setComponents($i / $mRays * 2 - 1, $j / $mRays * 2 - 1, $k / $mRays * 2 - 1);
                     $vector->setComponents($vector->x / ($len = $vector->length()) * $this->stepLen, $vector->y / $len * $this->stepLen, $vector->z / $len * $this->stepLen);
                     $pointerX = $this->source->x;
                     $pointerY = $this->source->y;
                     $pointerZ = $this->source->z;
                     for ($blastForce = $this->size * (mt_rand(700, 1300) / 1000); $blastForce > 0; $blastForce -= $this->stepLen * 0.75) {
                         $x = (int) $pointerX;
                         $y = (int) $pointerY;
                         $z = (int) $pointerZ;
                         $vBlock->x = $pointerX >= $x ? $x : $x - 1;
                         $vBlock->y = $pointerY >= $y ? $y : $y - 1;
                         $vBlock->z = $pointerZ >= $z ? $z : $z - 1;
                         if ($vBlock->y < 0 or $vBlock->y > 127) {
                             break;
                         }
                         $block = $this->level->getBlock($vBlock);
                         if ($block->getId() !== 0) {
                             $blastForce -= ($block->getHardness() / 5 + 0.3) * $this->stepLen;
                             if ($blastForce > 0) {
                                 if (!isset($this->affectedBlocks[$index = Level::blockHash($block->x, $block->y, $block->z)])) {
                                     $this->affectedBlocks[$index] = $block;
                                 }
                             }
                         }
                         $pointerX += $vector->x;
                         $pointerY += $vector->y;
                         $pointerZ += $vector->z;
                     }
                 }
             }
         }
     }
     return true;
 }
开发者ID:hlogeon,项目名称:PocketMineJs-MP,代码行数:49,代码来源:Explosion.php

示例10: isPowered

 public function isPowered()
 {
     $hash = Level::blockHash($this->x, $this->y, $this->z);
     if ($this instanceof Transparent) {
         if ($this->isPointCharged()) {
             return true;
         }
     } elseif ($this->isCharged($hash)) {
         return true;
     }
     for ($side = 0; $side <= 5; $side++) {
         $near = $this->getSide($side);
         if ($near->isCharged($hash)) {
             return true;
         }
     }
     return false;
 }
开发者ID:orlando092,项目名称:ImagicalMine,代码行数:18,代码来源:Block.php

示例11: checkBlockCollision

 protected function checkBlockCollision()
 {
     $minX = Math::ceilFloat($this->boundingBox->minX);
     $minY = Math::ceilFloat($this->boundingBox->minY);
     $minZ = Math::ceilFloat($this->boundingBox->minZ);
     $maxX = Math::floorFloat($this->boundingBox->maxX);
     $maxY = Math::floorFloat($this->boundingBox->maxY);
     $maxZ = Math::floorFloat($this->boundingBox->maxZ);
     $blocksInside = [];
     for ($z = $minZ; $z <= $maxZ; ++$z) {
         for ($x = $minX; $x <= $maxX; ++$x) {
             for ($y = $minY; $y <= $maxY; ++$y) {
                 $block = $this->level->getBlock($this->temporalVector->setComponents($x, $y, $z));
                 if ($block->hasEntityCollision()) {
                     $blocksInside[Level::blockHash($block->x, $block->y, $block->z)] = $block;
                 }
             }
         }
     }
     foreach ($blocksInside as $block) {
         $block->onEntityCollide($this);
     }
 }
开发者ID:robske110,项目名称:ClearSky,代码行数:23,代码来源:Player.php

示例12: deactivateTorch

 public function deactivateTorch(array $ignore = [], array $notCheck = [])
 {
     if ($this->canCalc()) {
         $this->activated = false;
         /** @var Door $block */
         $sides = [Vector3::SIDE_EAST, Vector3::SIDE_WEST, Vector3::SIDE_SOUTH, Vector3::SIDE_NORTH];
         foreach ($sides as $side) {
             if (!in_array($side, $ignore)) {
                 $block = $this->getSide($side);
                 if (!in_array($hash = Level::blockHash($block->x, $block->y, $block->z), $notCheck)) {
                     $this->deactivateBlock($block);
                 }
             }
         }
         if (!in_array(Vector3::SIDE_DOWN, $ignore)) {
             $block = $this->getSide(Vector3::SIDE_DOWN);
             if (!in_array($hash = Level::blockHash($block->x, $block->y, $block->z), $notCheck)) {
                 if (!$this->checkPower($block)) {
                     /** @var $block ActiveRedstoneLamp */
                     if ($block->getId() == Block::ACTIVE_REDSTONE_LAMP) {
                         $block->turnOff();
                     }
                 }
                 $block = $this->getSide(Vector3::SIDE_DOWN, 2);
                 $this->deactivateBlock($block);
             }
         }
         //$this->lastUpdateTime = $this->getLevel()->getServer()->getTick();
     }
 }
开发者ID:iTXTech,项目名称:Genisys,代码行数:30,代码来源:RedstoneTorch.php

示例13: setRedstoneUpdateList

 public function setRedstoneUpdateList($type, $power)
 {
     if ($type === Level::REDSTONE_UPDATE_NORMAL) {
         if ($power > $this->getPower() + 1) {
             $this_hash = Level::blockHash($this->x, $this->y, $this->z);
             $this->getLevel()->RedstoneUpdaters[$this_hash] = false;
             $thispower = $power - 1;
             $this->getLevel()->RedstoneUpdateList[$this_hash] = ['x' => $this->x, 'y' => $this->y, 'z' => $this->z, 'power' => $thispower];
             for ($side = 2; $side <= 5; $side++) {
                 $near = $this->getSide($side);
                 if ($near instanceof RedstoneTransmitter) {
                     $near->setRedstoneUpdateList($type, $thispower);
                 } else {
                     $around_down = $near->getSide(0);
                     $around_up = $near->getSide(1);
                     if ($near->getId() == Block::AIR and $around_down instanceof RedstoneTransmitter) {
                         $around_down->setRedstoneUpdateList($type, $thispower);
                     } elseif (!$near instanceof Transparent and $around_up instanceof RedstoneTransmitter and $this->getSide(1) instanceof Transparent) {
                         $around_up->setRedstoneUpdateList($type, $thispower);
                     }
                 }
             }
             $this->getLevel()->RedstoneUpdaters[$this_hash] = true;
             $this->doRedstoneListUpdate();
         } else {
             return;
         }
     }
     if ($type === Level::REDSTONE_UPDATE_REPOWER) {
         $type = Level::REDSTONE_UPDATE_NORMAL;
         $this_hash = Level::blockHash($this->x, $this->y, $this->z);
         unset($this->getLevel()->RedstoneRepowers[$this_hash]);
         $thispower = $this->getPower();
         $this->getLevel()->RedstoneUpdateList[$this_hash] = ['x' => $this->x, 'y' => $this->y, 'z' => $this->z, 'power' => $thispower];
         for ($side = 2; $side <= 5; $side++) {
             $near = $this->getSide($side);
             if ($near instanceof RedstoneTransmitter) {
                 $near->setRedstoneUpdateList($type, $thispower);
             } else {
                 $around_down = $near->getSide(0);
                 $around_up = $near->getSide(1);
                 if ($near->getId() == Block::AIR and $around_down instanceof RedstoneTransmitter) {
                     $around_down->setRedstoneUpdateList($type, $thispower);
                 } elseif (!$near instanceof Transparent and $around_up instanceof RedstoneTransmitter and $this->getSide(1) instanceof Transparent) {
                     $around_up->setRedstoneUpdateList($type, $thispower);
                 }
             }
         }
         $this->doRedstoneListUpdate();
     }
     if ($type === Level::REDSTONE_UPDATE_LOSTPOWER) {
         if ($this->getPower() !== 0 and $power >= $this->getPower + 1) {
             $thispower = $this->getPower();
             $this_hash = Level::blockHash($this->x, $this->y, $this->z);
             $this->getLevel()->RedstoneUpdateList[$this_hash] = ['x' => $this->x, 'y' => $this->y, 'z' => $this->z, 'power' => 0];
             $FetchedMaxPower = $this->fetchMaxPower();
             if ($FetchedMaxPower == Block::REDSTONESOURCEPOWER) {
                 unset($this->getLevel()->RedstoneUpdateList[$this_hash]);
                 $this->getLevel()->RedstoneRepowers[$this_hash] = ['x' => $this->x, 'y' => $this->y, 'z' => $this->z];
                 return;
             }
             $this->getLevel()->RedstoneUpdaters[$this_hash] = false;
             for ($side = 2; $side <= 5; $side++) {
                 $near = $this->getSide($side);
                 if ($near instanceof RedstoneTransmitter) {
                     $near_hash = Level::blockHash($near->x, $near->y, $near->z);
                     if (isset($this->getLevel()->RedstoneUpdateList[$near_hash])) {
                         continue;
                     }
                     $near->setRedstoneUpdateList($type, $thispower);
                 } else {
                     $around_down = $near->getSide(0);
                     $around_up = $near->getSide(1);
                     if ($near->getId() == Block::AIR and $around_down instanceof RedstoneTransmitter) {
                         $around_down_hash = Level::blockHash($around_down->x, $around_down->y, $around_down->z);
                         if (isset($this->getLevel()->RedstoneUpdateList[$around_down_hash])) {
                             continue;
                         }
                         $around_down->setRedstoneUpdateList($type, $thispower);
                     } elseif (!$near instanceof Transparent and $around_up instanceof RedstoneTransmitter and $this->getSide(1) instanceof Transparent) {
                         $around_up_hash = Level::blockHash($around_up->x, $around_up->y, $around_up->z);
                         if (isset($this->getLevel()->RedstoneUpdateList[$around_up_hash])) {
                             continue;
                         }
                         $around_up->setRedstoneUpdateList($type, $thispower);
                     }
                 }
             }
             $this->getLevel()->RedstoneUpdaters[$this_hash] = true;
             $this->doRedstoneListUpdate();
         }
     }
 }
开发者ID:ClearSkyTeam,项目名称:ClearSky,代码行数:93,代码来源:RedstoneWire.php

示例14: setBlockDataAt

 /**
  * Sets the raw block metadata.
  *
  * @param int $x
  * @param int $y
  * @param int $z
  * @param int $data 0-15
  */
 public function setBlockDataAt($x, $y, $z, $data)
 {
     unset($this->blockCache[Level::blockHash($x, $y, $z)]);
     $this->getChunk($x >> 4, $z >> 4, true)->setBlockData($x & 0xf, $y & 0x7f, $z & 0xf, $data & 0xf);
 }
开发者ID:hlogeon,项目名称:PocketMineJs-MP,代码行数:13,代码来源:Level.php

示例15: checkBlockCollision

 protected function checkBlockCollision()
 {
     $vector = new Vector3(0, 0, 0);
     foreach ($blocksaround = $this->getBlocksAround() as $block) {
         $block->onEntityCollide($this);
         if ($this->getLevel()->getServer()->redstoneEnabled and !$this->isPlayer) {
             if ($block instanceof PressurePlate) {
                 $this->activatedPressurePlates[Level::blockHash($block->x, $block->y, $block->z)] = $block;
             }
         }
         $block->addVelocityToEntity($this, $vector);
     }
     if ($this->getLevel()->getServer()->redstoneEnabled and !$this->isPlayer) {
         /** @var \pocketmine\block\PressurePlate $block **/
         foreach ($this->activatedPressurePlates as $key => $block) {
             if (!isset($blocksaround[$key])) {
                 $block->checkActivation();
             }
         }
     }
     if ($vector->lengthSquared() > 0) {
         $vector = $vector->normalize();
         $d = 0.014;
         $this->motionX += $vector->x * $d;
         $this->motionY += $vector->y * $d;
         $this->motionZ += $vector->z * $d;
     }
 }
开发者ID:MrDoni98,项目名称:Genisys,代码行数:28,代码来源:Entity.php


注:本文中的pocketmine\level\Level::blockHash方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。