mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-04-21 08:17:34 +00:00
Reduce chaos in blockstate (de)serializers wrt. wooden blocks
these started to get flattened in 1.19, and rather than dump them in random places in the main function I made a new method, creating placement inconsistencies.
This commit is contained in:
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ab8386ed5a
commit
0f9283fda1
@ -193,7 +193,8 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
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$this->registerFlatColorBlockSerializers();
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$this->registerFlatCoralSerializers();
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$this->registerCauldronSerializers();
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$this->registerWoodBlockSerializers();
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$this->registerFlatWoodBlockSerializers();
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$this->registerLegacyWoodBlockSerializers();
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$this->registerSimpleSerializers();
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$this->registerSerializers();
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}
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@ -391,20 +392,166 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
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$this->map(Blocks::WATER_CAULDRON(), fn(FillableCauldron $b) => Helper::encodeCauldron(StringValues::CAULDRON_LIQUID_WATER, $b->getFillLevel()));
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}
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private function registerWoodBlockSerializers() : void{
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$this->mapSimple(Blocks::ACACIA_FENCE(), Ids::ACACIA_FENCE);
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$this->mapSimple(Blocks::BIRCH_FENCE(), Ids::BIRCH_FENCE);
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$this->mapSimple(Blocks::DARK_OAK_FENCE(), Ids::DARK_OAK_FENCE);
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$this->mapSimple(Blocks::JUNGLE_FENCE(), Ids::JUNGLE_FENCE);
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$this->mapSimple(Blocks::OAK_FENCE(), Ids::OAK_FENCE);
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$this->mapSimple(Blocks::SPRUCE_FENCE(), Ids::SPRUCE_FENCE);
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private function registerFlatWoodBlockSerializers() : void{
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$this->map(Blocks::ACACIA_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::ACACIA_BUTTON)));
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$this->map(Blocks::ACACIA_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::ACACIA_DOOR)));
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$this->map(Blocks::ACACIA_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::ACACIA_FENCE_GATE)));
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$this->map(Blocks::ACACIA_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::ACACIA_PRESSURE_PLATE)));
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$this->map(Blocks::ACACIA_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::ACACIA_STANDING_SIGN)));
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$this->map(Blocks::ACACIA_STAIRS(), fn(WoodenStairs $block) => Helper::encodeStairs($block, new Writer(Ids::ACACIA_STAIRS)));
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$this->map(Blocks::ACACIA_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::ACACIA_TRAPDOOR)));
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$this->map(Blocks::ACACIA_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::ACACIA_WALL_SIGN)));
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$this->mapLog(Blocks::ACACIA_LOG(), Ids::ACACIA_LOG, Ids::STRIPPED_ACACIA_LOG);
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$this->mapSimple(Blocks::ACACIA_FENCE(), Ids::ACACIA_FENCE);
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//wood, planks and slabs still use the old way of storing wood type
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$this->map(Blocks::BIRCH_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::BIRCH_BUTTON)));
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$this->map(Blocks::BIRCH_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::BIRCH_DOOR)));
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$this->map(Blocks::BIRCH_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::BIRCH_FENCE_GATE)));
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$this->map(Blocks::BIRCH_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::BIRCH_PRESSURE_PLATE)));
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$this->map(Blocks::BIRCH_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::BIRCH_STANDING_SIGN)));
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$this->map(Blocks::BIRCH_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::BIRCH_TRAPDOOR)));
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$this->map(Blocks::BIRCH_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::BIRCH_WALL_SIGN)));
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$this->mapLog(Blocks::BIRCH_LOG(), Ids::BIRCH_LOG, Ids::STRIPPED_BIRCH_LOG);
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$this->mapSimple(Blocks::BIRCH_FENCE(), Ids::BIRCH_FENCE);
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$this->mapStairs(Blocks::BIRCH_STAIRS(), Ids::BIRCH_STAIRS);
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//wood, planks and slabs still use the old way of storing wood type
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$this->map(Blocks::CRIMSON_BUTTON(), fn(Button $block) => Helper::encodeButton($block, new Writer(Ids::CRIMSON_BUTTON)));
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$this->map(Blocks::CRIMSON_DOOR(), fn(Door $block) => Helper::encodeDoor($block, new Writer(Ids::CRIMSON_DOOR)));
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$this->map(Blocks::CRIMSON_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::CRIMSON_FENCE_GATE)));
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$this->map(Blocks::CRIMSON_HYPHAE(), fn(Wood $block) => Helper::encodeLog($block, Ids::CRIMSON_HYPHAE, Ids::STRIPPED_CRIMSON_HYPHAE));
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$this->map(Blocks::CRIMSON_PRESSURE_PLATE(), fn(SimplePressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::CRIMSON_PRESSURE_PLATE)));
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$this->map(Blocks::CRIMSON_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::CRIMSON_STANDING_SIGN)));
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$this->map(Blocks::CRIMSON_STEM(), fn(Wood $block) => Helper::encodeLog($block, Ids::CRIMSON_STEM, Ids::STRIPPED_CRIMSON_STEM));
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$this->map(Blocks::CRIMSON_TRAPDOOR(), fn(Trapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::CRIMSON_TRAPDOOR)));
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$this->map(Blocks::CRIMSON_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::CRIMSON_WALL_SIGN)));
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$this->mapSimple(Blocks::CRIMSON_FENCE(), Ids::CRIMSON_FENCE);
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$this->mapSimple(Blocks::CRIMSON_PLANKS(), Ids::CRIMSON_PLANKS);
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$this->mapSlab(Blocks::CRIMSON_SLAB(), Ids::CRIMSON_SLAB, Ids::CRIMSON_DOUBLE_SLAB);
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$this->mapStairs(Blocks::CRIMSON_STAIRS(), Ids::CRIMSON_STAIRS);
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$this->map(Blocks::DARK_OAK_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::DARK_OAK_BUTTON)));
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$this->map(Blocks::DARK_OAK_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::DARK_OAK_DOOR)));
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$this->map(Blocks::DARK_OAK_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::DARK_OAK_FENCE_GATE)));
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$this->map(Blocks::DARK_OAK_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::DARK_OAK_PRESSURE_PLATE)));
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$this->map(Blocks::DARK_OAK_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::DARKOAK_STANDING_SIGN)));
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$this->map(Blocks::DARK_OAK_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::DARK_OAK_TRAPDOOR)));
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$this->map(Blocks::DARK_OAK_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::DARKOAK_WALL_SIGN)));
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$this->mapLog(Blocks::DARK_OAK_LOG(), Ids::DARK_OAK_LOG, Ids::STRIPPED_DARK_OAK_LOG);
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$this->mapSimple(Blocks::DARK_OAK_FENCE(), Ids::DARK_OAK_FENCE);
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$this->mapStairs(Blocks::DARK_OAK_STAIRS(), Ids::DARK_OAK_STAIRS);
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//wood, planks and slabs still use the old way of storing wood type
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$this->map(Blocks::JUNGLE_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::JUNGLE_BUTTON)));
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$this->map(Blocks::JUNGLE_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::JUNGLE_DOOR)));
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$this->map(Blocks::JUNGLE_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::JUNGLE_FENCE_GATE)));
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$this->map(Blocks::JUNGLE_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::JUNGLE_PRESSURE_PLATE)));
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$this->map(Blocks::JUNGLE_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::JUNGLE_STANDING_SIGN)));
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$this->map(Blocks::JUNGLE_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::JUNGLE_TRAPDOOR)));
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$this->map(Blocks::JUNGLE_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::JUNGLE_WALL_SIGN)));
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$this->mapLog(Blocks::JUNGLE_LOG(), Ids::JUNGLE_LOG, Ids::STRIPPED_JUNGLE_LOG);
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$this->mapSimple(Blocks::JUNGLE_FENCE(), Ids::JUNGLE_FENCE);
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$this->mapStairs(Blocks::JUNGLE_STAIRS(), Ids::JUNGLE_STAIRS);
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//wood, planks and slabs still use the old way of storing wood type
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$this->map(Blocks::MANGROVE_BUTTON(), fn(Button $block) => Helper::encodeButton($block, new Writer(Ids::MANGROVE_BUTTON)));
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$this->map(Blocks::MANGROVE_DOOR(), fn(Door $block) => Helper::encodeDoor($block, new Writer(Ids::MANGROVE_DOOR)));
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$this->map(Blocks::MANGROVE_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::MANGROVE_FENCE_GATE)));
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$this->map(Blocks::MANGROVE_LOG(), fn(Wood $block) => Helper::encodeLog($block, Ids::MANGROVE_LOG, Ids::STRIPPED_MANGROVE_LOG));
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$this->map(Blocks::MANGROVE_PRESSURE_PLATE(), fn(SimplePressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::MANGROVE_PRESSURE_PLATE)));
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$this->map(Blocks::MANGROVE_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::MANGROVE_STANDING_SIGN)));
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$this->map(Blocks::MANGROVE_TRAPDOOR(), fn(Trapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::MANGROVE_TRAPDOOR)));
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$this->map(Blocks::MANGROVE_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::MANGROVE_WALL_SIGN)));
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$this->mapSimple(Blocks::MANGROVE_FENCE(), Ids::MANGROVE_FENCE);
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$this->mapSimple(Blocks::MANGROVE_PLANKS(), Ids::MANGROVE_PLANKS);
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$this->mapSlab(Blocks::MANGROVE_SLAB(), Ids::MANGROVE_SLAB, Ids::MANGROVE_DOUBLE_SLAB);
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$this->mapStairs(Blocks::MANGROVE_STAIRS(), Ids::MANGROVE_STAIRS);
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$this->map(Blocks::MANGROVE_WOOD(), function(Wood $block) : Writer{
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//we can't use the standard method for this because mangrove_wood has a useless property attached to it
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if(!$block->isStripped()){
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return Writer::create(Ids::MANGROVE_WOOD)
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->writePillarAxis($block->getAxis())
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->writeBool(StateNames::STRIPPED_BIT, false); //this is useless, but it has to be written
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}else{
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return Writer::create(Ids::STRIPPED_MANGROVE_WOOD)
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->writePillarAxis($block->getAxis());
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}
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});
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$this->map(Blocks::OAK_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::WOODEN_BUTTON)));
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$this->map(Blocks::OAK_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::WOODEN_DOOR)));
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$this->map(Blocks::OAK_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::FENCE_GATE)));
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$this->map(Blocks::OAK_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::WOODEN_PRESSURE_PLATE)));
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$this->map(Blocks::OAK_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::STANDING_SIGN)));
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$this->map(Blocks::OAK_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::TRAPDOOR)));
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$this->map(Blocks::OAK_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::WALL_SIGN)));
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$this->mapLog(Blocks::OAK_LOG(), Ids::OAK_LOG, Ids::STRIPPED_OAK_LOG);
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$this->mapSimple(Blocks::OAK_FENCE(), Ids::OAK_FENCE);
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$this->mapStairs(Blocks::OAK_STAIRS(), Ids::OAK_STAIRS);
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//wood, planks and slabs still use the old way of storing wood type
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$this->mapSimple(Blocks::SPRUCE_FENCE(), Ids::SPRUCE_FENCE);
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$this->mapLog(Blocks::SPRUCE_LOG(), Ids::SPRUCE_LOG, Ids::STRIPPED_SPRUCE_LOG);
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$this->map(Blocks::SPRUCE_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::SPRUCE_BUTTON)));
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$this->map(Blocks::SPRUCE_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::SPRUCE_DOOR)));
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$this->map(Blocks::SPRUCE_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::SPRUCE_FENCE_GATE)));
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$this->map(Blocks::SPRUCE_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::SPRUCE_PRESSURE_PLATE)));
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$this->map(Blocks::SPRUCE_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::SPRUCE_STANDING_SIGN)));
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$this->mapStairs(Blocks::SPRUCE_STAIRS(), Ids::SPRUCE_STAIRS);
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$this->map(Blocks::SPRUCE_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::SPRUCE_TRAPDOOR)));
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$this->map(Blocks::SPRUCE_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::SPRUCE_WALL_SIGN)));
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//wood, planks and slabs still use the old way of storing wood type
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$this->map(Blocks::WARPED_BUTTON(), fn(Button $block) => Helper::encodeButton($block, new Writer(Ids::WARPED_BUTTON)));
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$this->map(Blocks::WARPED_DOOR(), fn(Door $block) => Helper::encodeDoor($block, new Writer(Ids::WARPED_DOOR)));
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$this->map(Blocks::WARPED_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::WARPED_FENCE_GATE)));
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$this->map(Blocks::WARPED_HYPHAE(), fn(Wood $block) => Helper::encodeLog($block, Ids::WARPED_HYPHAE, Ids::STRIPPED_WARPED_HYPHAE));
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$this->map(Blocks::WARPED_PRESSURE_PLATE(), fn(SimplePressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::WARPED_PRESSURE_PLATE)));
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$this->map(Blocks::WARPED_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::WARPED_STANDING_SIGN)));
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$this->map(Blocks::WARPED_STEM(), fn(Wood $block) => Helper::encodeLog($block, Ids::WARPED_STEM, Ids::STRIPPED_WARPED_STEM));
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$this->map(Blocks::WARPED_TRAPDOOR(), fn(Trapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::WARPED_TRAPDOOR)));
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$this->map(Blocks::WARPED_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::WARPED_WALL_SIGN)));
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$this->mapSimple(Blocks::WARPED_FENCE(), Ids::WARPED_FENCE);
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$this->mapSimple(Blocks::WARPED_PLANKS(), Ids::WARPED_PLANKS);
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$this->mapSlab(Blocks::WARPED_SLAB(), Ids::WARPED_SLAB, Ids::WARPED_DOUBLE_SLAB);
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$this->mapStairs(Blocks::WARPED_STAIRS(), Ids::WARPED_STAIRS);
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}
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private function registerLegacyWoodBlockSerializers() : void{
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foreach([
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StringValues::WOOD_TYPE_ACACIA => Blocks::ACACIA_PLANKS(),
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StringValues::WOOD_TYPE_BIRCH => Blocks::BIRCH_PLANKS(),
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StringValues::WOOD_TYPE_DARK_OAK => Blocks::DARK_OAK_PLANKS(),
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StringValues::WOOD_TYPE_JUNGLE => Blocks::JUNGLE_PLANKS(),
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StringValues::WOOD_TYPE_OAK => Blocks::OAK_PLANKS(),
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StringValues::WOOD_TYPE_SPRUCE => Blocks::SPRUCE_PLANKS(),
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] as $woodType => $block){
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$this->map($block, fn() => Writer::create(Ids::PLANKS)
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->writeString(StateNames::WOOD_TYPE, $woodType));
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}
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foreach([
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StringValues::WOOD_TYPE_ACACIA => Blocks::ACACIA_SLAB(),
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StringValues::WOOD_TYPE_BIRCH => Blocks::BIRCH_SLAB(),
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StringValues::WOOD_TYPE_DARK_OAK => Blocks::DARK_OAK_SLAB(),
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StringValues::WOOD_TYPE_JUNGLE => Blocks::JUNGLE_SLAB(),
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StringValues::WOOD_TYPE_OAK => Blocks::OAK_SLAB(),
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StringValues::WOOD_TYPE_SPRUCE => Blocks::SPRUCE_SLAB(),
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] as $woodType => $block){
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$this->map($block, fn(Slab $block) => Helper::encodeWoodenSlab($block, $woodType));
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}
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foreach([
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Blocks::ACACIA_WOOD(),
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Blocks::BIRCH_WOOD(),
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Blocks::DARK_OAK_WOOD(),
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Blocks::JUNGLE_WOOD(),
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Blocks::OAK_WOOD(),
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Blocks::SPRUCE_WOOD(),
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] as $block){
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$this->map($block, fn(Wood $block) => Helper::encodeAllSidedLog($block));
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}
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}
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private function registerSimpleSerializers() : void{
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@ -437,8 +584,6 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
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$this->mapSimple(Blocks::CRACKED_NETHER_BRICKS(), Ids::CRACKED_NETHER_BRICKS);
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$this->mapSimple(Blocks::CRACKED_POLISHED_BLACKSTONE_BRICKS(), Ids::CRACKED_POLISHED_BLACKSTONE_BRICKS);
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$this->mapSimple(Blocks::CRAFTING_TABLE(), Ids::CRAFTING_TABLE);
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$this->mapSimple(Blocks::CRIMSON_FENCE(), Ids::CRIMSON_FENCE);
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$this->mapSimple(Blocks::CRIMSON_PLANKS(), Ids::CRIMSON_PLANKS);
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$this->mapSimple(Blocks::CRYING_OBSIDIAN(), Ids::CRYING_OBSIDIAN);
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$this->mapSimple(Blocks::DANDELION(), Ids::YELLOW_FLOWER);
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$this->mapSimple(Blocks::DEAD_BUSH(), Ids::DEADBUSH);
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@ -608,8 +753,6 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
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$this->mapSimple(Blocks::LEGACY_STONECUTTER(), Ids::STONECUTTER);
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$this->mapSimple(Blocks::LILY_PAD(), Ids::WATERLILY);
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$this->mapSimple(Blocks::MAGMA(), Ids::MAGMA);
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$this->mapSimple(Blocks::MANGROVE_FENCE(), Ids::MANGROVE_FENCE);
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$this->mapSimple(Blocks::MANGROVE_PLANKS(), Ids::MANGROVE_PLANKS);
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$this->mapSimple(Blocks::MANGROVE_ROOTS(), Ids::MANGROVE_ROOTS);
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$this->mapSimple(Blocks::MELON(), Ids::MELON_BLOCK);
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$this->mapSimple(Blocks::MONSTER_SPAWNER(), Ids::MOB_SPAWNER);
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@ -656,27 +799,13 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
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$this->mapSimple(Blocks::SPORE_BLOSSOM(), Ids::SPORE_BLOSSOM);
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$this->mapSimple(Blocks::TINTED_GLASS(), Ids::TINTED_GLASS);
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$this->mapSimple(Blocks::TUFF(), Ids::TUFF);
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$this->mapSimple(Blocks::WARPED_FENCE(), Ids::WARPED_FENCE);
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$this->mapSimple(Blocks::WARPED_PLANKS(), Ids::WARPED_PLANKS);
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$this->mapSimple(Blocks::WARPED_WART_BLOCK(), Ids::WARPED_WART_BLOCK);
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$this->mapSimple(Blocks::WITHER_ROSE(), Ids::WITHER_ROSE);
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}
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private function registerSerializers() : void{
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$this->map(Blocks::ACACIA_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::ACACIA_BUTTON)));
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$this->map(Blocks::ACACIA_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::ACACIA_DOOR)));
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$this->map(Blocks::ACACIA_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::ACACIA_FENCE_GATE)));
|
||||
$this->map(Blocks::ACACIA_LEAVES(), fn(Leaves $block) => Helper::encodeLeaves2($block, StringValues::NEW_LEAF_TYPE_ACACIA));
|
||||
$this->map(Blocks::ACACIA_PLANKS(), fn() => Writer::create(Ids::PLANKS)
|
||||
->writeString(StateNames::WOOD_TYPE, StringValues::WOOD_TYPE_ACACIA));
|
||||
$this->map(Blocks::ACACIA_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::ACACIA_PRESSURE_PLATE)));
|
||||
$this->map(Blocks::ACACIA_SAPLING(), fn(Sapling $block) => Helper::encodeSapling($block, StringValues::SAPLING_TYPE_ACACIA));
|
||||
$this->map(Blocks::ACACIA_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::ACACIA_STANDING_SIGN)));
|
||||
$this->map(Blocks::ACACIA_SLAB(), fn(Slab $block) => Helper::encodeWoodenSlab($block, StringValues::WOOD_TYPE_ACACIA));
|
||||
$this->map(Blocks::ACACIA_STAIRS(), fn(WoodenStairs $block) => Helper::encodeStairs($block, new Writer(Ids::ACACIA_STAIRS)));
|
||||
$this->map(Blocks::ACACIA_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::ACACIA_TRAPDOOR)));
|
||||
$this->map(Blocks::ACACIA_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::ACACIA_WALL_SIGN)));
|
||||
$this->map(Blocks::ACACIA_WOOD(), fn(Wood $block) => Helper::encodeAllSidedLog($block));
|
||||
$this->map(Blocks::ACTIVATOR_RAIL(), function(ActivatorRail $block) : Writer{
|
||||
return Writer::create(Ids::ACTIVATOR_RAIL)
|
||||
->writeBool(StateNames::RAIL_DATA_BIT, $block->isPowered())
|
||||
@ -750,20 +879,8 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
|
||||
->writeLegacyHorizontalFacing($block->getFacing());
|
||||
|
||||
});
|
||||
$this->map(Blocks::BIRCH_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::BIRCH_BUTTON)));
|
||||
$this->map(Blocks::BIRCH_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::BIRCH_DOOR)));
|
||||
$this->map(Blocks::BIRCH_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::BIRCH_FENCE_GATE)));
|
||||
$this->map(Blocks::BIRCH_LEAVES(), fn(Leaves $block) => Helper::encodeLeaves1($block, StringValues::OLD_LEAF_TYPE_BIRCH));
|
||||
$this->map(Blocks::BIRCH_PLANKS(), fn() => Writer::create(Ids::PLANKS)
|
||||
->writeString(StateNames::WOOD_TYPE, StringValues::WOOD_TYPE_BIRCH));
|
||||
$this->map(Blocks::BIRCH_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::BIRCH_PRESSURE_PLATE)));
|
||||
$this->map(Blocks::BIRCH_SAPLING(), fn(Sapling $block) => Helper::encodeSapling($block, StringValues::SAPLING_TYPE_BIRCH));
|
||||
$this->map(Blocks::BIRCH_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::BIRCH_STANDING_SIGN)));
|
||||
$this->map(Blocks::BIRCH_SLAB(), fn(Slab $block) => Helper::encodeWoodenSlab($block, StringValues::WOOD_TYPE_BIRCH));
|
||||
$this->mapStairs(Blocks::BIRCH_STAIRS(), Ids::BIRCH_STAIRS);
|
||||
$this->map(Blocks::BIRCH_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::BIRCH_TRAPDOOR)));
|
||||
$this->map(Blocks::BIRCH_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::BIRCH_WALL_SIGN)));
|
||||
$this->map(Blocks::BIRCH_WOOD(), fn(Wood $block) => Helper::encodeAllSidedLog($block));
|
||||
$this->mapSlab(Blocks::BLACKSTONE_SLAB(), Ids::BLACKSTONE_SLAB, Ids::BLACKSTONE_DOUBLE_SLAB);
|
||||
$this->mapStairs(Blocks::BLACKSTONE_STAIRS(), Ids::BLACKSTONE_STAIRS);
|
||||
$this->map(Blocks::BLACKSTONE_WALL(), fn(Wall $block) => Helper::encodeWall($block, new Writer(Ids::BLACKSTONE_WALL)));
|
||||
@ -935,35 +1052,12 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
|
||||
});
|
||||
$this->map(Blocks::CORNFLOWER(), fn() => Helper::encodeRedFlower(StringValues::FLOWER_TYPE_CORNFLOWER));
|
||||
$this->map(Blocks::CRACKED_STONE_BRICKS(), fn() => Helper::encodeStoneBricks(StringValues::STONE_BRICK_TYPE_CRACKED));
|
||||
$this->map(Blocks::CRIMSON_BUTTON(), fn(Button $block) => Helper::encodeButton($block, new Writer(Ids::CRIMSON_BUTTON)));
|
||||
$this->map(Blocks::CRIMSON_DOOR(), fn(Door $block) => Helper::encodeDoor($block, new Writer(Ids::CRIMSON_DOOR)));
|
||||
$this->map(Blocks::CRIMSON_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::CRIMSON_FENCE_GATE)));
|
||||
$this->map(Blocks::CRIMSON_HYPHAE(), fn(Wood $block) => Helper::encodeLog($block, Ids::CRIMSON_HYPHAE, Ids::STRIPPED_CRIMSON_HYPHAE));
|
||||
$this->map(Blocks::CRIMSON_PRESSURE_PLATE(), fn(SimplePressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::CRIMSON_PRESSURE_PLATE)));
|
||||
$this->map(Blocks::CRIMSON_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::CRIMSON_STANDING_SIGN)));
|
||||
$this->mapSlab(Blocks::CRIMSON_SLAB(), Ids::CRIMSON_SLAB, Ids::CRIMSON_DOUBLE_SLAB);
|
||||
$this->mapStairs(Blocks::CRIMSON_STAIRS(), Ids::CRIMSON_STAIRS);
|
||||
$this->map(Blocks::CRIMSON_STEM(), fn(Wood $block) => Helper::encodeLog($block, Ids::CRIMSON_STEM, Ids::STRIPPED_CRIMSON_STEM));
|
||||
$this->map(Blocks::CRIMSON_TRAPDOOR(), fn(Trapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::CRIMSON_TRAPDOOR)));
|
||||
$this->map(Blocks::CRIMSON_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::CRIMSON_WALL_SIGN)));
|
||||
$this->map(Blocks::CUT_RED_SANDSTONE(), fn() => Helper::encodeSandstone(Ids::RED_SANDSTONE, StringValues::SAND_STONE_TYPE_CUT));
|
||||
$this->map(Blocks::CUT_RED_SANDSTONE_SLAB(), fn(Slab $block) => Helper::encodeStoneSlab4($block, StringValues::STONE_SLAB_TYPE_4_CUT_RED_SANDSTONE));
|
||||
$this->map(Blocks::CUT_SANDSTONE(), fn() => Helper::encodeSandstone(Ids::SANDSTONE, StringValues::SAND_STONE_TYPE_CUT));
|
||||
$this->map(Blocks::CUT_SANDSTONE_SLAB(), fn(Slab $block) => Helper::encodeStoneSlab4($block, StringValues::STONE_SLAB_TYPE_4_CUT_SANDSTONE));
|
||||
$this->map(Blocks::DARK_OAK_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::DARK_OAK_BUTTON)));
|
||||
$this->map(Blocks::DARK_OAK_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::DARK_OAK_DOOR)));
|
||||
$this->map(Blocks::DARK_OAK_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::DARK_OAK_FENCE_GATE)));
|
||||
$this->map(Blocks::DARK_OAK_LEAVES(), fn(Leaves $block) => Helper::encodeLeaves2($block, StringValues::NEW_LEAF_TYPE_DARK_OAK));
|
||||
$this->map(Blocks::DARK_OAK_PLANKS(), fn() => Writer::create(Ids::PLANKS)
|
||||
->writeString(StateNames::WOOD_TYPE, StringValues::WOOD_TYPE_DARK_OAK));
|
||||
$this->map(Blocks::DARK_OAK_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::DARK_OAK_PRESSURE_PLATE)));
|
||||
$this->map(Blocks::DARK_OAK_SAPLING(), fn(Sapling $block) => Helper::encodeSapling($block, StringValues::SAPLING_TYPE_DARK_OAK));
|
||||
$this->map(Blocks::DARK_OAK_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::DARKOAK_STANDING_SIGN)));
|
||||
$this->map(Blocks::DARK_OAK_SLAB(), fn(Slab $block) => Helper::encodeWoodenSlab($block, StringValues::WOOD_TYPE_DARK_OAK));
|
||||
$this->mapStairs(Blocks::DARK_OAK_STAIRS(), Ids::DARK_OAK_STAIRS);
|
||||
$this->map(Blocks::DARK_OAK_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::DARK_OAK_TRAPDOOR)));
|
||||
$this->map(Blocks::DARK_OAK_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::DARKOAK_WALL_SIGN)));
|
||||
$this->map(Blocks::DARK_OAK_WOOD(), fn(Wood $block) => Helper::encodeAllSidedLog($block));
|
||||
$this->map(Blocks::DARK_PRISMARINE(), fn() => Writer::create(Ids::PRISMARINE)
|
||||
->writeString(StateNames::PRISMARINE_BLOCK_TYPE, StringValues::PRISMARINE_BLOCK_TYPE_DARK));
|
||||
$this->map(Blocks::DARK_PRISMARINE_SLAB(), fn(Slab $block) => Helper::encodeStoneSlab2($block, StringValues::STONE_SLAB_TYPE_2_PRISMARINE_DARK));
|
||||
@ -1091,20 +1185,8 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
|
||||
$this->map(Blocks::IRON_DOOR(), fn(Door $block) => Helper::encodeDoor($block, new Writer(Ids::IRON_DOOR)));
|
||||
$this->map(Blocks::IRON_TRAPDOOR(), fn(Trapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::IRON_TRAPDOOR)));
|
||||
$this->map(Blocks::ITEM_FRAME(), fn(ItemFrame $block) => Helper::encodeItemFrame($block, Ids::FRAME));
|
||||
$this->map(Blocks::JUNGLE_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::JUNGLE_BUTTON)));
|
||||
$this->map(Blocks::JUNGLE_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::JUNGLE_DOOR)));
|
||||
$this->map(Blocks::JUNGLE_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::JUNGLE_FENCE_GATE)));
|
||||
$this->map(Blocks::JUNGLE_LEAVES(), fn(Leaves $block) => Helper::encodeLeaves1($block, StringValues::OLD_LEAF_TYPE_JUNGLE));
|
||||
$this->map(Blocks::JUNGLE_PLANKS(), fn() => Writer::create(Ids::PLANKS)
|
||||
->writeString(StateNames::WOOD_TYPE, StringValues::WOOD_TYPE_JUNGLE));
|
||||
$this->map(Blocks::JUNGLE_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::JUNGLE_PRESSURE_PLATE)));
|
||||
$this->map(Blocks::JUNGLE_SAPLING(), fn(Sapling $block) => Helper::encodeSapling($block, StringValues::SAPLING_TYPE_JUNGLE));
|
||||
$this->map(Blocks::JUNGLE_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::JUNGLE_STANDING_SIGN)));
|
||||
$this->map(Blocks::JUNGLE_SLAB(), fn(Slab $block) => Helper::encodeWoodenSlab($block, StringValues::WOOD_TYPE_JUNGLE));
|
||||
$this->mapStairs(Blocks::JUNGLE_STAIRS(), Ids::JUNGLE_STAIRS);
|
||||
$this->map(Blocks::JUNGLE_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::JUNGLE_TRAPDOOR)));
|
||||
$this->map(Blocks::JUNGLE_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::JUNGLE_WALL_SIGN)));
|
||||
$this->map(Blocks::JUNGLE_WOOD(), fn(Wood $block) => Helper::encodeAllSidedLog($block));
|
||||
$this->map(Blocks::LAB_TABLE(), fn(ChemistryTable $block) => Helper::encodeChemistryTable($block, StringValues::CHEMISTRY_TABLE_TYPE_LAB_TABLE, new Writer(Ids::CHEMISTRY_TABLE)));
|
||||
$this->map(Blocks::LADDER(), function(Ladder $block) : Writer{
|
||||
return Writer::create(Ids::LADDER)
|
||||
@ -1154,28 +1236,7 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
|
||||
return Writer::create(Ids::LOOM)
|
||||
->writeLegacyHorizontalFacing($block->getFacing());
|
||||
});
|
||||
$this->map(Blocks::MANGROVE_BUTTON(), fn(Button $block) => Helper::encodeButton($block, new Writer(Ids::MANGROVE_BUTTON)));
|
||||
$this->map(Blocks::MANGROVE_DOOR(), fn(Door $block) => Helper::encodeDoor($block, new Writer(Ids::MANGROVE_DOOR)));
|
||||
$this->map(Blocks::MANGROVE_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::MANGROVE_FENCE_GATE)));
|
||||
$this->map(Blocks::MANGROVE_LEAVES(), fn(Leaves $block) => Helper::encodeLeaves($block, new Writer(Ids::MANGROVE_LEAVES)));
|
||||
$this->map(Blocks::MANGROVE_LOG(), fn(Wood $block) => Helper::encodeLog($block, Ids::MANGROVE_LOG, Ids::STRIPPED_MANGROVE_LOG));
|
||||
$this->map(Blocks::MANGROVE_PRESSURE_PLATE(), fn(SimplePressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::MANGROVE_PRESSURE_PLATE)));
|
||||
$this->map(Blocks::MANGROVE_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::MANGROVE_STANDING_SIGN)));
|
||||
$this->mapSlab(Blocks::MANGROVE_SLAB(), Ids::MANGROVE_SLAB, Ids::MANGROVE_DOUBLE_SLAB);
|
||||
$this->mapStairs(Blocks::MANGROVE_STAIRS(), Ids::MANGROVE_STAIRS);
|
||||
$this->map(Blocks::MANGROVE_TRAPDOOR(), fn(Trapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::MANGROVE_TRAPDOOR)));
|
||||
$this->map(Blocks::MANGROVE_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::MANGROVE_WALL_SIGN)));
|
||||
$this->map(Blocks::MANGROVE_WOOD(), function(Wood $block) : Writer{
|
||||
//we can't use the standard method for this because mangrove_wood has a useless property attached to it
|
||||
if(!$block->isStripped()){
|
||||
return Writer::create(Ids::MANGROVE_WOOD)
|
||||
->writePillarAxis($block->getAxis())
|
||||
->writeBool(StateNames::STRIPPED_BIT, false); //this is useless, but it has to be written
|
||||
}else{
|
||||
return Writer::create(Ids::STRIPPED_MANGROVE_WOOD)
|
||||
->writePillarAxis($block->getAxis());
|
||||
}
|
||||
});
|
||||
$this->map(Blocks::MATERIAL_REDUCER(), fn(ChemistryTable $block) => Helper::encodeChemistryTable($block, StringValues::CHEMISTRY_TABLE_TYPE_MATERIAL_REDUCER, new Writer(Ids::CHEMISTRY_TABLE)));
|
||||
$this->map(Blocks::MELON_STEM(), fn(MelonStem $block) => Helper::encodeStem($block, new Writer(Ids::MELON_STEM)));
|
||||
$this->map(Blocks::MOB_HEAD(), function(MobHead $block) : Writer{
|
||||
@ -1211,20 +1272,8 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
|
||||
return Writer::create(Ids::NETHER_WART)
|
||||
->writeInt(StateNames::AGE, $block->getAge());
|
||||
});
|
||||
$this->map(Blocks::OAK_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::WOODEN_BUTTON)));
|
||||
$this->map(Blocks::OAK_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::WOODEN_DOOR)));
|
||||
$this->map(Blocks::OAK_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::FENCE_GATE)));
|
||||
$this->map(Blocks::OAK_LEAVES(), fn(Leaves $block) => Helper::encodeLeaves1($block, StringValues::OLD_LEAF_TYPE_OAK));
|
||||
$this->map(Blocks::OAK_PLANKS(), fn() => Writer::create(Ids::PLANKS)
|
||||
->writeString(StateNames::WOOD_TYPE, StringValues::WOOD_TYPE_OAK));
|
||||
$this->map(Blocks::OAK_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::WOODEN_PRESSURE_PLATE)));
|
||||
$this->map(Blocks::OAK_SAPLING(), fn(Sapling $block) => Helper::encodeSapling($block, StringValues::SAPLING_TYPE_OAK));
|
||||
$this->map(Blocks::OAK_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::STANDING_SIGN)));
|
||||
$this->map(Blocks::OAK_SLAB(), fn(Slab $block) => Helper::encodeWoodenSlab($block, StringValues::WOOD_TYPE_OAK));
|
||||
$this->mapStairs(Blocks::OAK_STAIRS(), Ids::OAK_STAIRS);
|
||||
$this->map(Blocks::OAK_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::TRAPDOOR)));
|
||||
$this->map(Blocks::OAK_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::WALL_SIGN)));
|
||||
$this->map(Blocks::OAK_WOOD(), fn(Wood $block) => Helper::encodeAllSidedLog($block));
|
||||
$this->map(Blocks::ORANGE_TULIP(), fn() => Helper::encodeRedFlower(StringValues::FLOWER_TYPE_TULIP_ORANGE));
|
||||
$this->map(Blocks::OXEYE_DAISY(), fn() => Helper::encodeRedFlower(StringValues::FLOWER_TYPE_OXEYE));
|
||||
$this->map(Blocks::PEONY(), fn(DoublePlant $block) => Helper::encodeDoublePlant($block, StringValues::DOUBLE_PLANT_TYPE_PAEONIA, Writer::create(Ids::DOUBLE_PLANT)));
|
||||
@ -1372,20 +1421,8 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
|
||||
return Writer::create(Ids::SPONGE)
|
||||
->writeString(StateNames::SPONGE_TYPE, $block->isWet() ? StringValues::SPONGE_TYPE_WET : StringValues::SPONGE_TYPE_DRY);
|
||||
});
|
||||
$this->map(Blocks::SPRUCE_BUTTON(), fn(WoodenButton $block) => Helper::encodeButton($block, new Writer(Ids::SPRUCE_BUTTON)));
|
||||
$this->map(Blocks::SPRUCE_DOOR(), fn(WoodenDoor $block) => Helper::encodeDoor($block, new Writer(Ids::SPRUCE_DOOR)));
|
||||
$this->map(Blocks::SPRUCE_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::SPRUCE_FENCE_GATE)));
|
||||
$this->map(Blocks::SPRUCE_LEAVES(), fn(Leaves $block) => Helper::encodeLeaves1($block, StringValues::OLD_LEAF_TYPE_SPRUCE));
|
||||
$this->map(Blocks::SPRUCE_PLANKS(), fn() => Writer::create(Ids::PLANKS)
|
||||
->writeString(StateNames::WOOD_TYPE, StringValues::WOOD_TYPE_SPRUCE));
|
||||
$this->map(Blocks::SPRUCE_PRESSURE_PLATE(), fn(WoodenPressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::SPRUCE_PRESSURE_PLATE)));
|
||||
$this->map(Blocks::SPRUCE_SAPLING(), fn(Sapling $block) => Helper::encodeSapling($block, StringValues::SAPLING_TYPE_SPRUCE));
|
||||
$this->map(Blocks::SPRUCE_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::SPRUCE_STANDING_SIGN)));
|
||||
$this->map(Blocks::SPRUCE_SLAB(), fn(Slab $block) => Helper::encodeWoodenSlab($block, StringValues::WOOD_TYPE_SPRUCE));
|
||||
$this->mapStairs(Blocks::SPRUCE_STAIRS(), Ids::SPRUCE_STAIRS);
|
||||
$this->map(Blocks::SPRUCE_TRAPDOOR(), fn(WoodenTrapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::SPRUCE_TRAPDOOR)));
|
||||
$this->map(Blocks::SPRUCE_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::SPRUCE_WALL_SIGN)));
|
||||
$this->map(Blocks::SPRUCE_WOOD(), fn(Wood $block) => Helper::encodeAllSidedLog($block));
|
||||
$this->map(Blocks::STAINED_CLAY(), function(StainedHardenedClay $block) : Writer{
|
||||
return Writer::create(Ids::STAINED_HARDENED_CLAY)
|
||||
->writeColor($block->getColor());
|
||||
@ -1482,17 +1519,6 @@ final class BlockObjectToStateSerializer implements BlockStateSerializer{
|
||||
->writeBool(StateNames::DEAD_BIT, $block->isDead())
|
||||
->writeCoralFacing($block->getFacing());
|
||||
});
|
||||
$this->map(Blocks::WARPED_BUTTON(), fn(Button $block) => Helper::encodeButton($block, new Writer(Ids::WARPED_BUTTON)));
|
||||
$this->map(Blocks::WARPED_DOOR(), fn(Door $block) => Helper::encodeDoor($block, new Writer(Ids::WARPED_DOOR)));
|
||||
$this->map(Blocks::WARPED_FENCE_GATE(), fn(FenceGate $block) => Helper::encodeFenceGate($block, new Writer(Ids::WARPED_FENCE_GATE)));
|
||||
$this->map(Blocks::WARPED_HYPHAE(), fn(Wood $block) => Helper::encodeLog($block, Ids::WARPED_HYPHAE, Ids::STRIPPED_WARPED_HYPHAE));
|
||||
$this->map(Blocks::WARPED_PRESSURE_PLATE(), fn(SimplePressurePlate $block) => Helper::encodeSimplePressurePlate($block, new Writer(Ids::WARPED_PRESSURE_PLATE)));
|
||||
$this->map(Blocks::WARPED_SIGN(), fn(FloorSign $block) => Helper::encodeFloorSign($block, new Writer(Ids::WARPED_STANDING_SIGN)));
|
||||
$this->mapSlab(Blocks::WARPED_SLAB(), Ids::WARPED_SLAB, Ids::WARPED_DOUBLE_SLAB);
|
||||
$this->mapStairs(Blocks::WARPED_STAIRS(), Ids::WARPED_STAIRS);
|
||||
$this->map(Blocks::WARPED_STEM(), fn(Wood $block) => Helper::encodeLog($block, Ids::WARPED_STEM, Ids::STRIPPED_WARPED_STEM));
|
||||
$this->map(Blocks::WARPED_TRAPDOOR(), fn(Trapdoor $block) => Helper::encodeTrapdoor($block, new Writer(Ids::WARPED_TRAPDOOR)));
|
||||
$this->map(Blocks::WARPED_WALL_SIGN(), fn(WallSign $block) => Helper::encodeWallSign($block, new Writer(Ids::WARPED_WALL_SIGN)));
|
||||
$this->map(Blocks::WATER(), fn(Water $block) => Helper::encodeLiquid($block, Ids::WATER, Ids::FLOWING_WATER));
|
||||
$this->map(Blocks::WEEPING_VINES(), function(NetherVines $block) : Writer{
|
||||
return Writer::create(Ids::WEEPING_VINES)
|
||||
|
@ -75,7 +75,8 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
$this->registerFlatColorBlockDeserializers();
|
||||
$this->registerFlatCoralDeserializers();
|
||||
$this->registerCauldronDeserializers();
|
||||
$this->registerWoodBlockDeserializers();
|
||||
$this->registerFlatWoodBlockDeserializers();
|
||||
$this->registerLegacyWoodBlockDeserializers();
|
||||
$this->registerSimpleDeserializers();
|
||||
$this->registerDeserializers();
|
||||
}
|
||||
@ -283,20 +284,151 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
$this->map(Ids::CAULDRON, $deserializer);
|
||||
}
|
||||
|
||||
private function registerWoodBlockDeserializers() : void{
|
||||
$this->mapSimple(Ids::ACACIA_FENCE, fn() => Blocks::ACACIA_FENCE());
|
||||
$this->mapSimple(Ids::BIRCH_FENCE, fn() => Blocks::BIRCH_FENCE());
|
||||
$this->mapSimple(Ids::DARK_OAK_FENCE, fn() => Blocks::DARK_OAK_FENCE());
|
||||
$this->mapSimple(Ids::JUNGLE_FENCE, fn() => Blocks::JUNGLE_FENCE());
|
||||
$this->mapSimple(Ids::OAK_FENCE, fn() => Blocks::OAK_FENCE());
|
||||
$this->mapSimple(Ids::SPRUCE_FENCE, fn() => Blocks::SPRUCE_FENCE());
|
||||
|
||||
private function registerFlatWoodBlockDeserializers() : void{
|
||||
$this->map(Ids::ACACIA_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::ACACIA_BUTTON(), $in));
|
||||
$this->map(Ids::ACACIA_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::ACACIA_DOOR(), $in));
|
||||
$this->map(Ids::ACACIA_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::ACACIA_FENCE_GATE(), $in));
|
||||
$this->map(Ids::ACACIA_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::ACACIA_PRESSURE_PLATE(), $in));
|
||||
$this->map(Ids::ACACIA_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::ACACIA_SIGN(), $in));
|
||||
$this->map(Ids::ACACIA_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::ACACIA_TRAPDOOR(), $in));
|
||||
$this->map(Ids::ACACIA_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::ACACIA_WALL_SIGN(), $in));
|
||||
$this->mapLog(Ids::ACACIA_LOG, Ids::STRIPPED_ACACIA_LOG, fn() => Blocks::ACACIA_LOG());
|
||||
$this->mapSimple(Ids::ACACIA_FENCE, fn() => Blocks::ACACIA_FENCE());
|
||||
$this->mapStairs(Ids::ACACIA_STAIRS, fn() => Blocks::ACACIA_STAIRS());
|
||||
//wood, planks and slabs still use the old way of storing wood type
|
||||
|
||||
$this->map(Ids::BIRCH_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::BIRCH_BUTTON(), $in));
|
||||
$this->map(Ids::BIRCH_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::BIRCH_DOOR(), $in));
|
||||
$this->map(Ids::BIRCH_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::BIRCH_FENCE_GATE(), $in));
|
||||
$this->map(Ids::BIRCH_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::BIRCH_PRESSURE_PLATE(), $in));
|
||||
$this->map(Ids::BIRCH_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::BIRCH_SIGN(), $in));
|
||||
$this->map(Ids::BIRCH_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::BIRCH_TRAPDOOR(), $in));
|
||||
$this->map(Ids::BIRCH_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::BIRCH_WALL_SIGN(), $in));
|
||||
$this->mapLog(Ids::BIRCH_LOG, Ids::STRIPPED_BIRCH_LOG, fn() => Blocks::BIRCH_LOG());
|
||||
$this->mapSimple(Ids::BIRCH_FENCE, fn() => Blocks::BIRCH_FENCE());
|
||||
$this->mapStairs(Ids::BIRCH_STAIRS, fn() => Blocks::BIRCH_STAIRS());
|
||||
//wood, planks and slabs still use the old way of storing wood type
|
||||
|
||||
$this->map(Ids::CRIMSON_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::CRIMSON_BUTTON(), $in));
|
||||
$this->map(Ids::CRIMSON_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::CRIMSON_DOOR(), $in));
|
||||
$this->map(Ids::CRIMSON_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::CRIMSON_FENCE_GATE(), $in));
|
||||
$this->map(Ids::CRIMSON_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::CRIMSON_PRESSURE_PLATE(), $in));
|
||||
$this->map(Ids::CRIMSON_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::CRIMSON_SIGN(), $in));
|
||||
$this->map(Ids::CRIMSON_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::CRIMSON_TRAPDOOR(), $in));
|
||||
$this->map(Ids::CRIMSON_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::CRIMSON_WALL_SIGN(), $in));
|
||||
$this->mapLog(Ids::CRIMSON_HYPHAE, Ids::STRIPPED_CRIMSON_HYPHAE, fn() => Blocks::CRIMSON_HYPHAE());
|
||||
$this->mapLog(Ids::CRIMSON_STEM, Ids::STRIPPED_CRIMSON_STEM, fn() => Blocks::CRIMSON_STEM());
|
||||
$this->mapSimple(Ids::CRIMSON_FENCE, fn() => Blocks::CRIMSON_FENCE());
|
||||
$this->mapSimple(Ids::CRIMSON_PLANKS, fn() => Blocks::CRIMSON_PLANKS());
|
||||
$this->mapSlab(Ids::CRIMSON_SLAB, Ids::CRIMSON_DOUBLE_SLAB, fn() => Blocks::CRIMSON_SLAB());
|
||||
$this->mapStairs(Ids::CRIMSON_STAIRS, fn() => Blocks::CRIMSON_STAIRS());
|
||||
|
||||
$this->map(Ids::DARKOAK_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::DARK_OAK_SIGN(), $in));
|
||||
$this->map(Ids::DARKOAK_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::DARK_OAK_WALL_SIGN(), $in));
|
||||
$this->map(Ids::DARK_OAK_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::DARK_OAK_BUTTON(), $in));
|
||||
$this->map(Ids::DARK_OAK_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::DARK_OAK_DOOR(), $in));
|
||||
$this->map(Ids::DARK_OAK_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::DARK_OAK_FENCE_GATE(), $in));
|
||||
$this->map(Ids::DARK_OAK_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::DARK_OAK_PRESSURE_PLATE(), $in));
|
||||
$this->map(Ids::DARK_OAK_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::DARK_OAK_TRAPDOOR(), $in));
|
||||
$this->mapLog(Ids::DARK_OAK_LOG, Ids::STRIPPED_DARK_OAK_LOG, fn() => Blocks::DARK_OAK_LOG());
|
||||
$this->mapSimple(Ids::DARK_OAK_FENCE, fn() => Blocks::DARK_OAK_FENCE());
|
||||
$this->mapStairs(Ids::DARK_OAK_STAIRS, fn() => Blocks::DARK_OAK_STAIRS());
|
||||
//wood, planks and slabs still use the old way of storing wood type
|
||||
|
||||
$this->map(Ids::JUNGLE_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::JUNGLE_BUTTON(), $in));
|
||||
$this->map(Ids::JUNGLE_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::JUNGLE_DOOR(), $in));
|
||||
$this->map(Ids::JUNGLE_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::JUNGLE_FENCE_GATE(), $in));
|
||||
$this->map(Ids::JUNGLE_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::JUNGLE_PRESSURE_PLATE(), $in));
|
||||
$this->map(Ids::JUNGLE_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::JUNGLE_SIGN(), $in));
|
||||
$this->map(Ids::JUNGLE_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::JUNGLE_TRAPDOOR(), $in));
|
||||
$this->map(Ids::JUNGLE_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::JUNGLE_WALL_SIGN(), $in));
|
||||
$this->mapLog(Ids::JUNGLE_LOG, Ids::STRIPPED_JUNGLE_LOG, fn() => Blocks::JUNGLE_LOG());
|
||||
$this->mapSimple(Ids::JUNGLE_FENCE, fn() => Blocks::JUNGLE_FENCE());
|
||||
$this->mapStairs(Ids::JUNGLE_STAIRS, fn() => Blocks::JUNGLE_STAIRS());
|
||||
//wood, planks and slabs still use the old way of storing wood type
|
||||
|
||||
$this->map(Ids::MANGROVE_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::MANGROVE_BUTTON(), $in));
|
||||
$this->map(Ids::MANGROVE_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::MANGROVE_DOOR(), $in));
|
||||
$this->map(Ids::MANGROVE_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::MANGROVE_FENCE_GATE(), $in));
|
||||
$this->map(Ids::MANGROVE_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::MANGROVE_PRESSURE_PLATE(), $in));
|
||||
$this->map(Ids::MANGROVE_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::MANGROVE_SIGN(), $in));
|
||||
$this->map(Ids::MANGROVE_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::MANGROVE_TRAPDOOR(), $in));
|
||||
$this->map(Ids::MANGROVE_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::MANGROVE_WALL_SIGN(), $in));
|
||||
$this->mapLog(Ids::MANGROVE_LOG, Ids::STRIPPED_MANGROVE_LOG, fn() => Blocks::MANGROVE_LOG());
|
||||
$this->mapSimple(Ids::MANGROVE_FENCE, fn() => Blocks::MANGROVE_FENCE());
|
||||
$this->mapSimple(Ids::MANGROVE_PLANKS, fn() => Blocks::MANGROVE_PLANKS());
|
||||
$this->mapSlab(Ids::MANGROVE_SLAB, Ids::MANGROVE_DOUBLE_SLAB, fn() => Blocks::MANGROVE_SLAB());
|
||||
$this->mapStairs(Ids::MANGROVE_STAIRS, fn() => Blocks::MANGROVE_STAIRS());
|
||||
$this->map(Ids::MANGROVE_WOOD, function(Reader $in){
|
||||
$in->ignored(StateNames::STRIPPED_BIT); //this is also ignored by vanilla
|
||||
return Helper::decodeLog(Blocks::MANGROVE_WOOD(), false, $in);
|
||||
});
|
||||
$this->map(Ids::STRIPPED_MANGROVE_WOOD, fn(Reader $in) => Helper::decodeLog(Blocks::MANGROVE_WOOD(), true, $in));
|
||||
|
||||
//oak - due to age, many of these don't specify "oak", making for confusing reading
|
||||
$this->map(Ids::WOODEN_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::OAK_BUTTON(), $in));
|
||||
$this->map(Ids::WOODEN_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::OAK_DOOR(), $in));
|
||||
$this->map(Ids::FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::OAK_FENCE_GATE(), $in));
|
||||
$this->map(Ids::WOODEN_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::OAK_PRESSURE_PLATE(), $in));
|
||||
$this->map(Ids::STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::OAK_SIGN(), $in));
|
||||
$this->map(Ids::TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::OAK_TRAPDOOR(), $in));
|
||||
$this->map(Ids::WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::OAK_WALL_SIGN(), $in));
|
||||
$this->mapLog(Ids::OAK_LOG, Ids::STRIPPED_OAK_LOG, fn() => Blocks::OAK_LOG());
|
||||
$this->mapSimple(Ids::OAK_FENCE, fn() => Blocks::OAK_FENCE());
|
||||
$this->mapStairs(Ids::OAK_STAIRS, fn() => Blocks::OAK_STAIRS());
|
||||
//wood, planks and slabs still use the old way of storing wood type
|
||||
|
||||
$this->map(Ids::SPRUCE_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::SPRUCE_BUTTON(), $in));
|
||||
$this->map(Ids::SPRUCE_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::SPRUCE_DOOR(), $in));
|
||||
$this->map(Ids::SPRUCE_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::SPRUCE_FENCE_GATE(), $in));
|
||||
$this->map(Ids::SPRUCE_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::SPRUCE_PRESSURE_PLATE(), $in));
|
||||
$this->map(Ids::SPRUCE_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::SPRUCE_SIGN(), $in));
|
||||
$this->map(Ids::SPRUCE_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::SPRUCE_TRAPDOOR(), $in));
|
||||
$this->map(Ids::SPRUCE_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::SPRUCE_WALL_SIGN(), $in));
|
||||
$this->mapLog(Ids::SPRUCE_LOG, Ids::STRIPPED_SPRUCE_LOG, fn() => Blocks::SPRUCE_LOG());
|
||||
$this->mapSimple(Ids::SPRUCE_FENCE, fn() => Blocks::SPRUCE_FENCE());
|
||||
$this->mapStairs(Ids::SPRUCE_STAIRS, fn() => Blocks::SPRUCE_STAIRS());
|
||||
//wood, planks and slabs still use the old way of storing wood type
|
||||
|
||||
$this->map(Ids::WARPED_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::WARPED_BUTTON(), $in));
|
||||
$this->map(Ids::WARPED_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::WARPED_DOOR(), $in));
|
||||
$this->map(Ids::WARPED_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::WARPED_FENCE_GATE(), $in));
|
||||
$this->map(Ids::WARPED_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::WARPED_PRESSURE_PLATE(), $in));
|
||||
$this->map(Ids::WARPED_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::WARPED_SIGN(), $in));
|
||||
$this->map(Ids::WARPED_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::WARPED_TRAPDOOR(), $in));
|
||||
$this->map(Ids::WARPED_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::WARPED_WALL_SIGN(), $in));
|
||||
$this->mapLog(Ids::WARPED_HYPHAE, Ids::STRIPPED_WARPED_HYPHAE, fn() => Blocks::WARPED_HYPHAE());
|
||||
$this->mapLog(Ids::WARPED_STEM, Ids::STRIPPED_WARPED_STEM, fn() => Blocks::WARPED_STEM());
|
||||
$this->mapSimple(Ids::WARPED_FENCE, fn() => Blocks::WARPED_FENCE());
|
||||
$this->mapSimple(Ids::WARPED_PLANKS, fn() => Blocks::WARPED_PLANKS());
|
||||
$this->mapSlab(Ids::WARPED_SLAB, Ids::WARPED_DOUBLE_SLAB, fn() => Blocks::WARPED_SLAB());
|
||||
$this->mapStairs(Ids::WARPED_STAIRS, fn() => Blocks::WARPED_STAIRS());
|
||||
}
|
||||
|
||||
private function registerLegacyWoodBlockDeserializers() : void{
|
||||
|
||||
$this->map(Ids::PLANKS, function(Reader $in) : Block{
|
||||
return match($woodName = $in->readString(StateNames::WOOD_TYPE)){
|
||||
StringValues::WOOD_TYPE_OAK => Blocks::OAK_PLANKS(),
|
||||
StringValues::WOOD_TYPE_SPRUCE => Blocks::SPRUCE_PLANKS(),
|
||||
StringValues::WOOD_TYPE_BIRCH => Blocks::BIRCH_PLANKS(),
|
||||
StringValues::WOOD_TYPE_JUNGLE => Blocks::JUNGLE_PLANKS(),
|
||||
StringValues::WOOD_TYPE_ACACIA => Blocks::ACACIA_PLANKS(),
|
||||
StringValues::WOOD_TYPE_DARK_OAK => Blocks::DARK_OAK_PLANKS(),
|
||||
default => throw $in->badValueException(StateNames::WOOD_TYPE, $woodName),
|
||||
};
|
||||
});
|
||||
$this->mapSlab(Ids::WOODEN_SLAB, Ids::DOUBLE_WOODEN_SLAB, fn(Reader $in) => Helper::mapWoodenSlabType($in));
|
||||
|
||||
$this->map(Ids::WOOD, fn(Reader $in) : Block => Helper::decodeLog(match($woodType = $in->readString(StateNames::WOOD_TYPE)){
|
||||
StringValues::WOOD_TYPE_ACACIA => Blocks::ACACIA_WOOD(),
|
||||
StringValues::WOOD_TYPE_BIRCH => Blocks::BIRCH_WOOD(),
|
||||
StringValues::WOOD_TYPE_DARK_OAK => Blocks::DARK_OAK_WOOD(),
|
||||
StringValues::WOOD_TYPE_JUNGLE => Blocks::JUNGLE_WOOD(),
|
||||
StringValues::WOOD_TYPE_OAK => Blocks::OAK_WOOD(),
|
||||
StringValues::WOOD_TYPE_SPRUCE => Blocks::SPRUCE_WOOD(),
|
||||
default => throw $in->badValueException(StateNames::WOOD_TYPE, $woodType),
|
||||
}, $in->readBool(StateNames::STRIPPED_BIT), $in));
|
||||
}
|
||||
|
||||
private function registerSimpleDeserializers() : void{
|
||||
@ -328,8 +460,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
$this->mapSimple(Ids::CRACKED_NETHER_BRICKS, fn() => Blocks::CRACKED_NETHER_BRICKS());
|
||||
$this->mapSimple(Ids::CRACKED_POLISHED_BLACKSTONE_BRICKS, fn() => Blocks::CRACKED_POLISHED_BLACKSTONE_BRICKS());
|
||||
$this->mapSimple(Ids::CRAFTING_TABLE, fn() => Blocks::CRAFTING_TABLE());
|
||||
$this->mapSimple(Ids::CRIMSON_FENCE, fn() => Blocks::CRIMSON_FENCE());
|
||||
$this->mapSimple(Ids::CRIMSON_PLANKS, fn() => Blocks::CRIMSON_PLANKS());
|
||||
$this->mapSimple(Ids::CRYING_OBSIDIAN, fn() => Blocks::CRYING_OBSIDIAN());
|
||||
$this->mapSimple(Ids::DEADBUSH, fn() => Blocks::DEAD_BUSH());
|
||||
$this->mapSimple(Ids::DEEPSLATE_BRICKS, fn() => Blocks::DEEPSLATE_BRICKS());
|
||||
@ -496,8 +626,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
$this->mapSimple(Ids::LAPIS_BLOCK, fn() => Blocks::LAPIS_LAZULI());
|
||||
$this->mapSimple(Ids::LAPIS_ORE, fn() => Blocks::LAPIS_LAZULI_ORE());
|
||||
$this->mapSimple(Ids::MAGMA, fn() => Blocks::MAGMA());
|
||||
$this->mapSimple(Ids::MANGROVE_FENCE, fn() => Blocks::MANGROVE_FENCE());
|
||||
$this->mapSimple(Ids::MANGROVE_PLANKS, fn() => Blocks::MANGROVE_PLANKS());
|
||||
$this->mapSimple(Ids::MANGROVE_ROOTS, fn() => Blocks::MANGROVE_ROOTS());
|
||||
$this->mapSimple(Ids::MELON_BLOCK, fn() => Blocks::MELON());
|
||||
$this->mapSimple(Ids::MOB_SPAWNER, fn() => Blocks::MONSTER_SPAWNER());
|
||||
@ -545,8 +673,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
$this->mapSimple(Ids::TINTED_GLASS, fn() => Blocks::TINTED_GLASS());
|
||||
$this->mapSimple(Ids::TUFF, fn() => Blocks::TUFF());
|
||||
$this->mapSimple(Ids::UNDYED_SHULKER_BOX, fn() => Blocks::SHULKER_BOX());
|
||||
$this->mapSimple(Ids::WARPED_FENCE, fn() => Blocks::WARPED_FENCE());
|
||||
$this->mapSimple(Ids::WARPED_PLANKS, fn() => Blocks::WARPED_PLANKS());
|
||||
$this->mapSimple(Ids::WARPED_WART_BLOCK, fn() => Blocks::WARPED_WART_BLOCK());
|
||||
$this->mapSimple(Ids::WATERLILY, fn() => Blocks::LILY_PAD());
|
||||
$this->mapSimple(Ids::WEB, fn() => Blocks::COBWEB());
|
||||
@ -555,14 +681,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
}
|
||||
|
||||
private function registerDeserializers() : void{
|
||||
$this->map(Ids::ACACIA_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::ACACIA_BUTTON(), $in));
|
||||
$this->map(Ids::ACACIA_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::ACACIA_DOOR(), $in));
|
||||
$this->map(Ids::ACACIA_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::ACACIA_FENCE_GATE(), $in));
|
||||
$this->map(Ids::ACACIA_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::ACACIA_PRESSURE_PLATE(), $in));
|
||||
$this->mapStairs(Ids::ACACIA_STAIRS, fn() => Blocks::ACACIA_STAIRS());
|
||||
$this->map(Ids::ACACIA_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::ACACIA_SIGN(), $in));
|
||||
$this->map(Ids::ACACIA_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::ACACIA_TRAPDOOR(), $in));
|
||||
$this->map(Ids::ACACIA_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::ACACIA_WALL_SIGN(), $in));
|
||||
$this->map(Ids::ACTIVATOR_RAIL, function(Reader $in) : Block{
|
||||
return Blocks::ACTIVATOR_RAIL()
|
||||
->setPowered($in->readBool(StateNames::RAIL_DATA_BIT))
|
||||
@ -627,14 +745,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
->setFacing($in->readLegacyHorizontalFacing())
|
||||
->setAttachmentType($in->readBellAttachmentType());
|
||||
});
|
||||
$this->map(Ids::BIRCH_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::BIRCH_BUTTON(), $in));
|
||||
$this->map(Ids::BIRCH_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::BIRCH_DOOR(), $in));
|
||||
$this->map(Ids::BIRCH_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::BIRCH_FENCE_GATE(), $in));
|
||||
$this->map(Ids::BIRCH_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::BIRCH_PRESSURE_PLATE(), $in));
|
||||
$this->mapStairs(Ids::BIRCH_STAIRS, fn() => Blocks::BIRCH_STAIRS());
|
||||
$this->map(Ids::BIRCH_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::BIRCH_SIGN(), $in));
|
||||
$this->map(Ids::BIRCH_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::BIRCH_TRAPDOOR(), $in));
|
||||
$this->map(Ids::BIRCH_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::BIRCH_WALL_SIGN(), $in));
|
||||
$this->mapSlab(Ids::BLACKSTONE_SLAB, Ids::BLACKSTONE_DOUBLE_SLAB, fn() => Blocks::BLACKSTONE_SLAB());
|
||||
$this->mapStairs(Ids::BLACKSTONE_STAIRS, fn() => Blocks::BLACKSTONE_STAIRS());
|
||||
$this->map(Ids::BLACKSTONE_WALL, fn(Reader $in) => Helper::decodeWall(Blocks::BLACKSTONE_WALL(), $in));
|
||||
@ -756,26 +866,7 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
return Helper::decodeWallCoralFan(Blocks::WALL_CORAL_FAN(), $in)
|
||||
->setCoralType(CoralType::HORN());
|
||||
});
|
||||
$this->map(Ids::CRIMSON_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::CRIMSON_BUTTON(), $in));
|
||||
$this->map(Ids::CRIMSON_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::CRIMSON_DOOR(), $in));
|
||||
$this->mapSlab(Ids::CRIMSON_SLAB, Ids::CRIMSON_DOUBLE_SLAB, fn() => Blocks::CRIMSON_SLAB());
|
||||
$this->map(Ids::CRIMSON_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::CRIMSON_FENCE_GATE(), $in));
|
||||
$this->map(Ids::CRIMSON_HYPHAE, fn(Reader $in) => Helper::decodeLog(Blocks::CRIMSON_HYPHAE(), false, $in));
|
||||
$this->map(Ids::CRIMSON_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::CRIMSON_PRESSURE_PLATE(), $in));
|
||||
$this->mapStairs(Ids::CRIMSON_STAIRS, fn() => Blocks::CRIMSON_STAIRS());
|
||||
$this->map(Ids::CRIMSON_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::CRIMSON_SIGN(), $in));
|
||||
$this->map(Ids::CRIMSON_STEM, fn(Reader $in) => Helper::decodeLog(Blocks::CRIMSON_STEM(), false, $in));
|
||||
$this->map(Ids::CRIMSON_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::CRIMSON_TRAPDOOR(), $in));
|
||||
$this->map(Ids::CRIMSON_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::CRIMSON_WALL_SIGN(), $in));
|
||||
$this->map(Ids::DARK_OAK_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::DARK_OAK_BUTTON(), $in));
|
||||
$this->map(Ids::DARK_OAK_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::DARK_OAK_DOOR(), $in));
|
||||
$this->map(Ids::DARK_OAK_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::DARK_OAK_FENCE_GATE(), $in));
|
||||
$this->map(Ids::DARK_OAK_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::DARK_OAK_PRESSURE_PLATE(), $in));
|
||||
$this->mapStairs(Ids::DARK_OAK_STAIRS, fn() => Blocks::DARK_OAK_STAIRS());
|
||||
$this->map(Ids::DARK_OAK_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::DARK_OAK_TRAPDOOR(), $in));
|
||||
$this->mapStairs(Ids::DARK_PRISMARINE_STAIRS, fn() => Blocks::DARK_PRISMARINE_STAIRS());
|
||||
$this->map(Ids::DARKOAK_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::DARK_OAK_SIGN(), $in));
|
||||
$this->map(Ids::DARKOAK_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::DARK_OAK_WALL_SIGN(), $in));
|
||||
$this->map(Ids::DAYLIGHT_DETECTOR, fn(Reader $in) => Helper::decodeDaylightSensor(Blocks::DAYLIGHT_SENSOR(), $in)
|
||||
->setInverted(false));
|
||||
$this->map(Ids::DAYLIGHT_DETECTOR_INVERTED, fn(Reader $in) => Helper::decodeDaylightSensor(Blocks::DAYLIGHT_SENSOR(), $in)
|
||||
@ -839,7 +930,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
return Blocks::FARMLAND()
|
||||
->setWetness($in->readBoundedInt(StateNames::MOISTURIZED_AMOUNT, 0, 7));
|
||||
});
|
||||
$this->map(Ids::FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::OAK_FENCE_GATE(), $in));
|
||||
$this->map(Ids::FIRE, function(Reader $in) : Block{
|
||||
return Blocks::FIRE()
|
||||
->setAge($in->readBoundedInt(StateNames::AGE, 0, 15));
|
||||
@ -888,14 +978,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
});
|
||||
$this->map(Ids::IRON_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::IRON_DOOR(), $in));
|
||||
$this->map(Ids::IRON_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::IRON_TRAPDOOR(), $in));
|
||||
$this->map(Ids::JUNGLE_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::JUNGLE_BUTTON(), $in));
|
||||
$this->map(Ids::JUNGLE_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::JUNGLE_DOOR(), $in));
|
||||
$this->map(Ids::JUNGLE_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::JUNGLE_FENCE_GATE(), $in));
|
||||
$this->map(Ids::JUNGLE_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::JUNGLE_PRESSURE_PLATE(), $in));
|
||||
$this->mapStairs(Ids::JUNGLE_STAIRS, fn() => Blocks::JUNGLE_STAIRS());
|
||||
$this->map(Ids::JUNGLE_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::JUNGLE_SIGN(), $in));
|
||||
$this->map(Ids::JUNGLE_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::JUNGLE_TRAPDOOR(), $in));
|
||||
$this->map(Ids::JUNGLE_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::JUNGLE_WALL_SIGN(), $in));
|
||||
$this->map(Ids::LADDER, function(Reader $in) : Block{
|
||||
return Blocks::LADDER()
|
||||
->setFacing($in->readHorizontalFacing());
|
||||
@ -978,21 +1060,7 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
return Blocks::LOOM()
|
||||
->setFacing($in->readLegacyHorizontalFacing());
|
||||
});
|
||||
$this->map(Ids::MANGROVE_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::MANGROVE_BUTTON(), $in));
|
||||
$this->map(Ids::MANGROVE_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::MANGROVE_DOOR(), $in));
|
||||
$this->mapSlab(Ids::MANGROVE_SLAB, Ids::MANGROVE_DOUBLE_SLAB, fn() => Blocks::MANGROVE_SLAB());
|
||||
$this->map(Ids::MANGROVE_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::MANGROVE_FENCE_GATE(), $in));
|
||||
$this->map(Ids::MANGROVE_LEAVES, fn(Reader $in) => Helper::decodeLeaves(Blocks::MANGROVE_LEAVES(), $in));
|
||||
$this->map(Ids::MANGROVE_LOG, fn(Reader $in) => Helper::decodeLog(Blocks::MANGROVE_LOG(), false, $in));
|
||||
$this->map(Ids::MANGROVE_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::MANGROVE_PRESSURE_PLATE(), $in));
|
||||
$this->mapStairs(Ids::MANGROVE_STAIRS, fn() => Blocks::MANGROVE_STAIRS());
|
||||
$this->map(Ids::MANGROVE_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::MANGROVE_SIGN(), $in));
|
||||
$this->map(Ids::MANGROVE_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::MANGROVE_TRAPDOOR(), $in));
|
||||
$this->map(Ids::MANGROVE_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::MANGROVE_WALL_SIGN(), $in));
|
||||
$this->map(Ids::MANGROVE_WOOD, function(Reader $in){
|
||||
$in->ignored(StateNames::STRIPPED_BIT); //this is also ignored by vanilla
|
||||
return Helper::decodeLog(Blocks::MANGROVE_WOOD(), false, $in);
|
||||
});
|
||||
$this->map(Ids::MELON_STEM, fn(Reader $in) => Helper::decodeStem(Blocks::MELON_STEM(), $in));
|
||||
$this->map(Ids::MONSTER_EGG, function(Reader $in) : Block{
|
||||
return match($type = $in->readString(StateNames::MONSTER_EGG_STONE_TYPE)){
|
||||
@ -1020,24 +1088,12 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
->setAge($in->readBoundedInt(StateNames::AGE, 0, 3));
|
||||
});
|
||||
$this->mapStairs(Ids::NORMAL_STONE_STAIRS, fn() => Blocks::STONE_STAIRS());
|
||||
$this->mapStairs(Ids::OAK_STAIRS, fn() => Blocks::OAK_STAIRS());
|
||||
$this->map(Ids::OCHRE_FROGLIGHT, fn(Reader $in) => Blocks::FROGLIGHT()->setFroglightType(FroglightType::OCHRE())->setAxis($in->readPillarAxis()));
|
||||
$this->map(Ids::OXIDIZED_COPPER, fn() => Helper::decodeCopper(Blocks::COPPER(), CopperOxidation::OXIDIZED()));
|
||||
$this->map(Ids::OXIDIZED_CUT_COPPER, fn() => Helper::decodeCopper(Blocks::CUT_COPPER(), CopperOxidation::OXIDIZED()));
|
||||
$this->mapSlab(Ids::OXIDIZED_CUT_COPPER_SLAB, Ids::OXIDIZED_DOUBLE_CUT_COPPER_SLAB, fn() => Helper::decodeCopper(Blocks::CUT_COPPER_SLAB(), CopperOxidation::OXIDIZED()));
|
||||
$this->mapStairs(Ids::OXIDIZED_CUT_COPPER_STAIRS, fn() => Helper::decodeCopper(Blocks::CUT_COPPER_STAIRS(), CopperOxidation::OXIDIZED()));
|
||||
$this->map(Ids::PEARLESCENT_FROGLIGHT, fn(Reader $in) => Blocks::FROGLIGHT()->setFroglightType(FroglightType::PEARLESCENT())->setAxis($in->readPillarAxis()));
|
||||
$this->map(Ids::PLANKS, function(Reader $in) : Block{
|
||||
return match($woodName = $in->readString(StateNames::WOOD_TYPE)){
|
||||
StringValues::WOOD_TYPE_OAK => Blocks::OAK_PLANKS(),
|
||||
StringValues::WOOD_TYPE_SPRUCE => Blocks::SPRUCE_PLANKS(),
|
||||
StringValues::WOOD_TYPE_BIRCH => Blocks::BIRCH_PLANKS(),
|
||||
StringValues::WOOD_TYPE_JUNGLE => Blocks::JUNGLE_PLANKS(),
|
||||
StringValues::WOOD_TYPE_ACACIA => Blocks::ACACIA_PLANKS(),
|
||||
StringValues::WOOD_TYPE_DARK_OAK => Blocks::DARK_OAK_PLANKS(),
|
||||
default => throw $in->badValueException(StateNames::WOOD_TYPE, $woodName),
|
||||
};
|
||||
});
|
||||
$this->mapStairs(Ids::POLISHED_ANDESITE_STAIRS, fn() => Blocks::POLISHED_ANDESITE_STAIRS());
|
||||
$this->map(Ids::POLISHED_BASALT, function(Reader $in) : Block{
|
||||
return Blocks::POLISHED_BASALT()
|
||||
@ -1242,14 +1298,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
default => throw $in->badValueException(StateNames::SPONGE_TYPE, $type),
|
||||
});
|
||||
});
|
||||
$this->map(Ids::SPRUCE_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::SPRUCE_BUTTON(), $in));
|
||||
$this->map(Ids::SPRUCE_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::SPRUCE_DOOR(), $in));
|
||||
$this->map(Ids::SPRUCE_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::SPRUCE_FENCE_GATE(), $in));
|
||||
$this->map(Ids::SPRUCE_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::SPRUCE_PRESSURE_PLATE(), $in));
|
||||
$this->mapStairs(Ids::SPRUCE_STAIRS, fn() => Blocks::SPRUCE_STAIRS());
|
||||
$this->map(Ids::SPRUCE_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::SPRUCE_SIGN(), $in));
|
||||
$this->map(Ids::SPRUCE_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::SPRUCE_TRAPDOOR(), $in));
|
||||
$this->map(Ids::SPRUCE_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::SPRUCE_WALL_SIGN(), $in));
|
||||
$this->map(Ids::STAINED_GLASS, function(Reader $in) : Block{
|
||||
return Blocks::STAINED_GLASS()
|
||||
->setColor($in->readColor());
|
||||
@ -1266,7 +1314,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
return Blocks::BANNER()
|
||||
->setRotation($in->readBoundedInt(StateNames::GROUND_SIGN_DIRECTION, 0, 15));
|
||||
});
|
||||
$this->map(Ids::STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::OAK_SIGN(), $in));
|
||||
$this->map(Ids::STONE, function(Reader $in) : Block{
|
||||
return match($type = $in->readString(StateNames::STONE_TYPE)){
|
||||
StringValues::STONE_TYPE_ANDESITE => Blocks::ANDESITE(),
|
||||
@ -1301,12 +1348,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
return Blocks::STONECUTTER()
|
||||
->setFacing($in->readHorizontalFacing());
|
||||
});
|
||||
$this->map(Ids::STRIPPED_CRIMSON_HYPHAE, fn(Reader $in) => Helper::decodeLog(Blocks::CRIMSON_HYPHAE(), true, $in));
|
||||
$this->map(Ids::STRIPPED_CRIMSON_STEM, fn(Reader $in) => Helper::decodeLog(Blocks::CRIMSON_STEM(), true, $in));
|
||||
$this->map(Ids::STRIPPED_MANGROVE_LOG, fn(Reader $in) => Helper::decodeLog(Blocks::MANGROVE_LOG(), true, $in));
|
||||
$this->map(Ids::STRIPPED_MANGROVE_WOOD, fn(Reader $in) => Helper::decodeLog(Blocks::MANGROVE_WOOD(), true, $in));
|
||||
$this->map(Ids::STRIPPED_WARPED_HYPHAE, fn(Reader $in) => Helper::decodeLog(Blocks::WARPED_HYPHAE(), true, $in));
|
||||
$this->map(Ids::STRIPPED_WARPED_STEM, fn(Reader $in) => Helper::decodeLog(Blocks::WARPED_STEM(), true, $in));
|
||||
$this->map(Ids::SWEET_BERRY_BUSH, function(Reader $in) : Block{
|
||||
//berry bush only wants 0-3, but it can be bigger in MCPE due to misuse of GROWTH state which goes up to 7
|
||||
$growth = $in->readBoundedInt(StateNames::GROWTH, 0, 7);
|
||||
@ -1329,7 +1370,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
return Blocks::TORCH()
|
||||
->setFacing($in->readTorchFacing());
|
||||
});
|
||||
$this->map(Ids::TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::OAK_TRAPDOOR(), $in));
|
||||
$this->map(Ids::TRAPPED_CHEST, function(Reader $in) : Block{
|
||||
return Blocks::TRAPPED_CHEST()
|
||||
->setFacing($in->readHorizontalFacing());
|
||||
@ -1376,18 +1416,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
return Blocks::WALL_BANNER()
|
||||
->setFacing($in->readHorizontalFacing());
|
||||
});
|
||||
$this->map(Ids::WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::OAK_WALL_SIGN(), $in));
|
||||
$this->map(Ids::WARPED_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::WARPED_BUTTON(), $in));
|
||||
$this->map(Ids::WARPED_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::WARPED_DOOR(), $in));
|
||||
$this->mapSlab(Ids::WARPED_SLAB, Ids::WARPED_DOUBLE_SLAB, fn() => Blocks::WARPED_SLAB());
|
||||
$this->map(Ids::WARPED_FENCE_GATE, fn(Reader $in) => Helper::decodeFenceGate(Blocks::WARPED_FENCE_GATE(), $in));
|
||||
$this->map(Ids::WARPED_HYPHAE, fn(Reader $in) => Helper::decodeLog(Blocks::WARPED_HYPHAE(), false, $in));
|
||||
$this->map(Ids::WARPED_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::WARPED_PRESSURE_PLATE(), $in));
|
||||
$this->mapStairs(Ids::WARPED_STAIRS, fn() => Blocks::WARPED_STAIRS());
|
||||
$this->map(Ids::WARPED_STANDING_SIGN, fn(Reader $in) => Helper::decodeFloorSign(Blocks::WARPED_SIGN(), $in));
|
||||
$this->map(Ids::WARPED_STEM, fn(Reader $in) => Helper::decodeLog(Blocks::WARPED_STEM(), false, $in));
|
||||
$this->map(Ids::WARPED_TRAPDOOR, fn(Reader $in) => Helper::decodeTrapdoor(Blocks::WARPED_TRAPDOOR(), $in));
|
||||
$this->map(Ids::WARPED_WALL_SIGN, fn(Reader $in) => Helper::decodeWallSign(Blocks::WARPED_WALL_SIGN(), $in));
|
||||
$this->map(Ids::WATER, fn(Reader $in) => Helper::decodeStillLiquid(Blocks::WATER(), $in));
|
||||
$this->map(Ids::WAXED_COPPER, fn() => Helper::decodeWaxedCopper(Blocks::COPPER(), CopperOxidation::NONE()));
|
||||
$this->map(Ids::WAXED_CUT_COPPER, fn() => Helper::decodeWaxedCopper(Blocks::CUT_COPPER(), CopperOxidation::NONE()));
|
||||
@ -1414,19 +1442,6 @@ final class BlockStateToObjectDeserializer implements BlockStateDeserializer{
|
||||
->setAge($in->readBoundedInt(StateNames::WEEPING_VINES_AGE, 0, 25));
|
||||
});
|
||||
$this->map(Ids::WHEAT, fn(Reader $in) => Helper::decodeCrops(Blocks::WHEAT(), $in));
|
||||
$this->map(Ids::WOOD, fn(Reader $in) : Block => Helper::decodeLog(match($woodType = $in->readString(StateNames::WOOD_TYPE)){
|
||||
StringValues::WOOD_TYPE_ACACIA => Blocks::ACACIA_WOOD(),
|
||||
StringValues::WOOD_TYPE_BIRCH => Blocks::BIRCH_WOOD(),
|
||||
StringValues::WOOD_TYPE_DARK_OAK => Blocks::DARK_OAK_WOOD(),
|
||||
StringValues::WOOD_TYPE_JUNGLE => Blocks::JUNGLE_WOOD(),
|
||||
StringValues::WOOD_TYPE_OAK => Blocks::OAK_WOOD(),
|
||||
StringValues::WOOD_TYPE_SPRUCE => Blocks::SPRUCE_WOOD(),
|
||||
default => throw $in->badValueException(StateNames::WOOD_TYPE, $woodType),
|
||||
}, $in->readBool(StateNames::STRIPPED_BIT), $in));
|
||||
$this->map(Ids::WOODEN_BUTTON, fn(Reader $in) => Helper::decodeButton(Blocks::OAK_BUTTON(), $in));
|
||||
$this->map(Ids::WOODEN_DOOR, fn(Reader $in) => Helper::decodeDoor(Blocks::OAK_DOOR(), $in));
|
||||
$this->map(Ids::WOODEN_PRESSURE_PLATE, fn(Reader $in) => Helper::decodeSimplePressurePlate(Blocks::OAK_PRESSURE_PLATE(), $in));
|
||||
$this->mapSlab(Ids::WOODEN_SLAB, Ids::DOUBLE_WOODEN_SLAB, fn(Reader $in) => Helper::mapWoodenSlabType($in));
|
||||
}
|
||||
|
||||
/** @throws BlockStateDeserializeException */
|
||||
|
Loading…
x
Reference in New Issue
Block a user