Commit Graph

244 Commits

Author SHA1 Message Date
24405b63c1 Coarse is now a state of Dirt, instead of a separate block 2021-05-21 21:36:49 +01:00
df260034cd BlockFactory: Fill default state for all variants covered by bitmask when mismatch occurs 2021-05-21 21:12:34 +01:00
7968a72f0e Eliminate some duplicated breakinfos 2021-05-20 23:18:33 +01:00
376d2c4cd4 Consistently declare BlockBreakInfo at the constructor call site
instead of inside the class
2021-05-20 22:49:51 +01:00
af678f985d All types of coral now have fully dynamic types 2021-05-19 22:49:44 +01:00
b2e806e2fa World: Harden chunk loading against bad data in entity/tile NBT 2021-05-12 12:26:41 +01:00
f909557529 Cleaned up implementations for EnderChestInventory/DoubleChestInventory
previously, these were forced to extend BaseInventory because of the amount of crap in Inventory's interface.
This meant that these inventories had their own slots storage, which would be _mostly_ unused because these inventories aren't real inventories, but rather just delegates.
This lead to a variety of bugs in the past, such as certain API methods on BaseInventory not working correctly for DoubleChestInventory in particular.

Now, BaseInventory just implements the functional part of the inventory implementation, leaving the storage system up to the implementation.
A SimpleInventory class is provided with a simple SplFixedArray storage backing, which is used by most inventories.
EnderChestInventory and DoubleChestInventory now extend BaseInventory directly, and implement custom methods for dealing with their delegates.
2021-05-09 20:51:16 +01:00
7b2c6c5ceb Avoid more $this refs on long-life closures 2021-05-06 14:27:56 +01:00
4ca5558ec1 Merge remote-tracking branch 'origin/stable' 2021-05-05 11:14:01 +01:00
b8645f5c15 Clean up EnderChestInventory implementation
now, EnderChestInventory is just a temporary window, much like anvil/enchanting windows. It provides a gateway to the player's PlayerEnderInventory.

This removes one of the remaining obstacles to disallowing null World in Position constructor.
2021-05-02 14:26:27 +01:00
988c976459 Remove unused import 2021-05-02 13:40:18 +01:00
f538440bce De-spaghettify the hierarchy for chest inventories 2021-04-30 13:44:39 +01:00
d37016f43b Vine: added API to get/set faces 2021-04-30 13:35:38 +01:00
726978b8f1 Migrate all coloured blocks (except glazed terracotta) to dynamic colours 2021-04-29 20:11:03 +01:00
593a8ac529 Added Loom blocks
these don't support doing patterns yet, but their inventories work.
2021-04-29 19:51:09 +01:00
b33bf1f433 Unfuck banners ... 2021-04-28 18:44:21 +01:00
d5e5a81cff Don't explode when data contains invalid dye colour IDs 2021-04-28 13:39:03 +01:00
a44203a3d4 Separate BannerPatternLayer from BannerPatternType 2021-04-28 12:47:42 +01:00
8a3df1212a Added a trait for blocks which face opposite their placing player 2021-04-27 21:28:26 +01:00
72045b3d7e CoralBlock: added setCoralType() 2021-04-27 21:03:23 +01:00
f204d6b3dd Make a trait for blocks which share the same horizontal facing metadata logic 2021-04-27 20:59:20 +01:00
11263909ab Added stripped logs (incomplete)
this isn't practical to fully implement right now due to limitations
imposed by the legacy shitfest system we're using. To make stripped
dynamic, we would need to switch the IDs _and_ variant info dynamically,
and I have no idea what bizarre side effects that might have.
2021-04-27 20:35:58 +01:00
ed80490234 Added more APIs to Skull
setRotation() is conditionally useless, but there's not much we can do about this right now; and exposing it like this is better than having plugins interacting with tiles.
2021-04-27 19:31:08 +01:00
c9cf33b21b Skull: added block property APIs
I need these for my R13 block deserializer.
2021-04-27 19:22:45 +01:00
0aa0d77307 Skull: recognize noDrops flag 2021-04-27 19:21:29 +01:00
017ca55a58 Vine: use facing as both keys and values 2021-04-27 15:19:55 +01:00
fc01735b6f Fixed infinite loop when placing two coral plants next to each other
the dead flag is not persisted in their metadata, so they forget their state when next read from the world.
2021-04-19 23:01:57 +01:00
129c638e29 Remove unused import 2021-04-18 20:33:49 +01:00
53ebe4f9f9 World: added getHighestAdjacentFullLightAt() 2021-04-18 20:20:08 +01:00
5dfa6a2296 Fix dragon egg teleporting in creative (#4180)
closes #4179
2021-04-17 19:11:10 +01:00
a32eb4ebc3 Implemented coral and coral fans
this implementation is very rough due to having to hack around lots more MCPE bullshit, and currently doesn't allow dynamic coral types; but it's there. We'll clean this up after 1.13 migration is done.
2021-04-17 02:04:10 +01:00
d5e1b4bd39 Furnace: Separate light/extinguish code into onStartSmelting() and onStopSmelting() hooks
this is a preparation for other kinds of furnaces which might not be plain old Furnaces.
2021-04-17 01:36:16 +01:00
da51f106de ItemFactory/BlockFactory: give more specific class descriptions
these classes both have a very specific purpose now, which is much lesser than it was in PM3.
2021-04-16 21:27:28 +01:00
c979ab8aa0 Be more specific with documentation of ItemFactory::register() and BlockFactory::register() 2021-04-16 21:24:16 +01:00
6071746993 Mark ItemFactory::get() and BlockFactory::get() as @deprecated 2021-04-16 21:16:27 +01:00
81ced66bd0 BlockIdentifier: variant parameter of constructor is now mandatory 2021-04-16 20:14:29 +01:00
06f20234f7 Scrub unused imports 2021-03-26 22:56:09 +00:00
5e9ce92b55 Explosion: don't depend on air having stateID 0 2021-03-25 23:17:33 +00:00
8dd900a2c6 Sugarcane: allow placement on podzol (#4094) 2021-03-23 00:00:13 +00:00
eb9b644447 PressurePlate: remove collision boxes, closes #4045 2021-03-22 21:54:27 +00:00
49438d360d RegistryUtils: generate ordered doc comments
this makes things easier to find, especially in the large ones like VanillaBlocks.
2021-03-22 16:16:28 +00:00
90161f24e3 Added script to update registry/enum docblocks 2021-03-22 16:00:09 +00:00
b844c4266d Added World::Y_MIN
preparation for Y axis expansion in 1.17
2021-03-17 23:19:49 +00:00
c1e5dd2a4e Merge branch 'stable' 2021-03-07 20:15:11 +00:00
b5361d5831 Falling lava may not harden
fixes #4050
this was not an issue on PM3 because the decay and falling state were both combined into the meta.
2021-02-25 22:36:53 +00:00
e061028b69 Added Hopper::setFacing() and Hopper::getFacing() (#4030) 2021-02-09 16:04:05 +00:00
e80c1a0ce9 Split Mushroom Stem away from other mushroom variants
mushroom stem (and all-sided stem) are unique blocks, which don't drop anything and which don't stack with other shroom variants when block-picked.
They also get mapped to the same block when placed, and there's no distinction between red mushroom stem and brown mushroom stem.
2021-02-07 22:02:50 +00:00
bd4ce8d941 TNT: expose unstable flag 2021-02-06 23:46:51 +00:00
fd2ebd84b4 Recognize underwater TNT 2021-02-06 23:37:05 +00:00
609b21679f Added Torch::setFacing() and Torch::getFacing()
these are not implemented with AnyFacingTrait because it would break LSP to have a setFacing that doesn't accept DOWN.
2021-02-06 22:31:36 +00:00