847 Commits

Author SHA1 Message Date
Dylan K. Taylor
285ad25168
BlockFactory: use the vars we already have, instead of repeated method calls 2021-05-22 12:45:08 +01:00
Dylan K. Taylor
f655d262be
Added stripped all-sided-log variants
again, these should be dynamic; but right now it's not possible.
2021-05-22 12:43:07 +01:00
Dylan K. Taylor
ac04911e88
BlockFactory: fix potential crash 2021-05-21 21:44:17 +01:00
Dylan K. Taylor
24405b63c1
Coarse is now a state of Dirt, instead of a separate block 2021-05-21 21:36:49 +01:00
Dylan K. Taylor
df260034cd
BlockFactory: Fill default state for all variants covered by bitmask when mismatch occurs 2021-05-21 21:12:34 +01:00
Dylan K. Taylor
7968a72f0e
Eliminate some duplicated breakinfos 2021-05-20 23:18:33 +01:00
Dylan K. Taylor
376d2c4cd4
Consistently declare BlockBreakInfo at the constructor call site
instead of inside the class
2021-05-20 22:49:51 +01:00
Dylan K. Taylor
af678f985d
All types of coral now have fully dynamic types 2021-05-19 22:49:44 +01:00
Dylan K. Taylor
b2e806e2fa
World: Harden chunk loading against bad data in entity/tile NBT 2021-05-12 12:26:41 +01:00
Dylan K. Taylor
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
Dylan K. Taylor
7b2c6c5ceb
Avoid more $this refs on long-life closures 2021-05-06 14:27:56 +01:00
Dylan K. Taylor
4ca5558ec1
Merge remote-tracking branch 'origin/stable' 2021-05-05 11:14:01 +01:00
Dylan K. Taylor
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
Dylan K. Taylor
988c976459
Remove unused import 2021-05-02 13:40:18 +01:00
Dylan K. Taylor
f538440bce
De-spaghettify the hierarchy for chest inventories 2021-04-30 13:44:39 +01:00
Dylan K. Taylor
d37016f43b
Vine: added API to get/set faces 2021-04-30 13:35:38 +01:00
Dylan K. Taylor
726978b8f1
Migrate all coloured blocks (except glazed terracotta) to dynamic colours 2021-04-29 20:11:03 +01:00
Dylan K. Taylor
593a8ac529
Added Loom blocks
these don't support doing patterns yet, but their inventories work.
2021-04-29 19:51:09 +01:00
Dylan K. Taylor
b33bf1f433
Unfuck banners ... 2021-04-28 18:44:21 +01:00
Dylan K. Taylor
d5e5a81cff
Don't explode when data contains invalid dye colour IDs 2021-04-28 13:39:03 +01:00
Dylan K. Taylor
a44203a3d4
Separate BannerPatternLayer from BannerPatternType 2021-04-28 12:47:42 +01:00
Dylan K. Taylor
8a3df1212a
Added a trait for blocks which face opposite their placing player 2021-04-27 21:28:26 +01:00
Dylan K. Taylor
72045b3d7e
CoralBlock: added setCoralType() 2021-04-27 21:03:23 +01:00
Dylan K. Taylor
f204d6b3dd
Make a trait for blocks which share the same horizontal facing metadata logic 2021-04-27 20:59:20 +01:00
Dylan K. Taylor
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
Dylan K. Taylor
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
Dylan K. Taylor
c9cf33b21b
Skull: added block property APIs
I need these for my R13 block deserializer.
2021-04-27 19:22:45 +01:00
Dylan K. Taylor
0aa0d77307
Skull: recognize noDrops flag 2021-04-27 19:21:29 +01:00
Dylan K. Taylor
017ca55a58
Vine: use facing as both keys and values 2021-04-27 15:19:55 +01:00
Dylan K. Taylor
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
Dylan K. Taylor
129c638e29
Remove unused import 2021-04-18 20:33:49 +01:00
Dylan K. Taylor
53ebe4f9f9
World: added getHighestAdjacentFullLightAt() 2021-04-18 20:20:08 +01:00
Mohamed
5dfa6a2296
Fix dragon egg teleporting in creative (#4180)
closes #4179
2021-04-17 19:11:10 +01:00
Dylan K. Taylor
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
Dylan K. Taylor
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
Dylan K. Taylor
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
Dylan K. Taylor
c979ab8aa0
Be more specific with documentation of ItemFactory::register() and BlockFactory::register() 2021-04-16 21:24:16 +01:00
Dylan K. Taylor
6071746993
Mark ItemFactory::get() and BlockFactory::get() as @deprecated 2021-04-16 21:16:27 +01:00
Dylan K. Taylor
81ced66bd0
BlockIdentifier: variant parameter of constructor is now mandatory 2021-04-16 20:14:29 +01:00
Dylan K. Taylor
06f20234f7
Scrub unused imports 2021-03-26 22:56:09 +00:00
Dylan K. Taylor
5e9ce92b55
Explosion: don't depend on air having stateID 0 2021-03-25 23:17:33 +00:00
IceCruelStuff
8dd900a2c6
Sugarcane: allow placement on podzol (#4094) 2021-03-23 00:00:13 +00:00
Dylan K. Taylor
eb9b644447
PressurePlate: remove collision boxes, closes #4045 2021-03-22 21:54:27 +00:00
Dylan K. Taylor
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
Dylan K. Taylor
90161f24e3
Added script to update registry/enum docblocks 2021-03-22 16:00:09 +00:00
Dylan K. Taylor
b844c4266d
Added World::Y_MIN
preparation for Y axis expansion in 1.17
2021-03-17 23:19:49 +00:00
Dylan K. Taylor
c1e5dd2a4e
Merge branch 'stable' 2021-03-07 20:15:11 +00:00
Dylan K. Taylor
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
Govdim
e061028b69
Added Hopper::setFacing() and Hopper::getFacing() (#4030) 2021-02-09 16:04:05 +00:00
Dylan K. Taylor
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