Pumpkin/crates/pumpkin/src/item/items/ignite/flint_and_steel.rs
2026-08-14 15:58:16 +02:00

88 lines
2.9 KiB
Rust

use crate::entity::player::Player;
use crate::item::ItemBehaviour;
use crate::item::ItemMetadata;
use crate::server::Server;
use crate::world::World;
use pumpkin_data::BlockDirection;
use pumpkin_data::item::Item;
use pumpkin_data::item_stack::ItemStack;
use pumpkin_data::{Block, BlockStateId};
use pumpkin_util::math::position::BlockPos;
use pumpkin_util::math::vector3::Vector3;
use pumpkin_world::world::BlockFlags;
use std::pin::Pin;
use std::sync::Arc;
use crate::item::items::ignite::ignition::Ignition;
use crate::plugin::api::events::world::portal_create::{PortalCreateEvent, PortalType};
pub struct FlintAndSteelItem;
impl ItemMetadata for FlintAndSteelItem {
fn ids() -> Box<[u16]> {
[Item::FLINT_AND_STEEL.id].into()
}
}
impl ItemBehaviour for FlintAndSteelItem {
fn use_on_block<'a>(
&'a self,
item: &'a mut ItemStack,
player: &'a Player,
location: BlockPos,
face: BlockDirection,
_cursor_pos: Vector3<f32>,
block: &'a Block,
_server: &'a Server,
) -> Pin<Box<dyn Future<Output = ()> + Send + 'a>> {
Box::pin(async move {
let world = player.world();
let server_ref = world.server.upgrade();
if let Some(server_ref) = server_ref {
let player_arc = world.get_player_by_uuid(player.gameprofile.id);
let mut event =
crate::plugin::api::events::block::block_ignite::BlockIgniteEvent::new(
location,
&pumpkin_data::Block::FIRE,
player_arc,
);
server_ref
.plugin_manager
.fire(&server_ref, &mut event)
.await;
let mut portal_event = PortalCreateEvent::new(location, PortalType::Nether);
server_ref
.plugin_manager
.fire(&server_ref, &mut portal_event)
.await;
if event.cancelled || portal_event.cancelled {
return;
}
}
let ignited = Ignition::ignite_block(
|world: Arc<World>, pos: BlockPos, new_state_id: BlockStateId| async move {
world
.set_block_state(&pos, new_state_id, BlockFlags::NOTIFY_ALL)
.await;
},
&world,
location,
location.offset(face.to_offset()),
block,
)
.await;
if ignited && player.gamemode.load() != pumpkin_util::GameMode::Creative {
// TODO: Handle DamageResult::Broken to broadcast item break and update player slot.
let _ = item.damage_item(1);
}
})
}
fn as_any(&self) -> &dyn std::any::Any {
self
}
}