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类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();
}
}
}
}
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);
}
}
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 = $this->getLevel()->getServer()->getTick();
}
}
示例4: calcSignal
public function calcSignal($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 $hasUpdated;
}
示例5: computeSpreadBlockLight
private function computeSpreadBlockLight($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));
}
}
}
}
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;
}
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, $ignoreBlock->z));
}
}
}
}
}
示例8: getHash
public function getHash()
{
return Level::blockHash($this->x, $this->y, $this->z);
}
示例9: explodeA
/**
* @return bool
*/
public function explodeA()
{
if ($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;
}
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;
}
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);
}
}
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 = $this->getLevel()->getServer()->getTick();
}
}
示例13: setRedstoneUpdateList
public function setRedstoneUpdateList($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();
}
}
}
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);
}
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;
}
}