Commit Graph

12 Commits

Author SHA1 Message Date
Dylan K. Taylor
4f2f9b4352 Block::readStateFromWorld() now returns the block object that should be used for the target position
this enables changing the block type completely if the situation calls for it.
2022-07-16 20:04:08 +01:00
Dylan K. Taylor
d0ff6d2e36 Enable various types of interaction to return items to the player, without needing to have a bunch of boilerplate creative mode and held item checks
it became glaringly obvious that this was needed because of #4827 and #4868.

this is further needed with the addition of cauldrons.
2022-07-16 19:50:33 +01:00
Dylan K. Taylor
325f1cf82e Generalize runtime block data serialization
we want to reuse this code for item type data
2022-07-05 14:13:37 +01:00
Dylan K. Taylor
3792ef5a50 Move blockstate data runtime serialization to a more appropriate package 2022-07-02 16:48:41 +01:00
Dylan K. Taylor
0afb67be7d Improve BlockFactory initialization performance
as expected, expanding data range unconditionally resulted in some performance issues ...
2022-06-27 15:37:05 +01:00
Dylan K. Taylor
f24f2d9ca9 Hit block legacy metadata with the biggest nuke you've ever seen
This commit completely revamps the way that blocks are represented in memory at runtime.

Instead of being represented by legacy Mojang block IDs and metadata, which are dated, limited and unchangeable, we now use custom PM block IDs, which are generated from VanillaBlocks.
This means we have full control of how they are assigned, which opens the doors to finally addressing inconsistencies like glazed terracotta, stripped logs handling, etc.

To represent state, BlockDataReader and BlockDataWriter have been introduced, and are used by blocks with state information to pack said information into a binary form that can be stored on a chunk at runtime.
Conceptually it's pretty similar to legacy metadata, but the actual format shares no resemblance whatsoever to legacy metadata, and is fully controlled by PM.
This means that the 'state data' may change in serialization format at any time, so it should **NOT** be stored on disk or in a config.

In the future, this will be improved using more auto-generated code and attributes, instead of hand-baked decodeState() and encodeState(). For now, this opens the gateway to a significant expansion of features.
It's not ideal, but it's a big step forwards.
2022-06-24 23:19:37 +01:00
Dylan K. Taylor
38d6284671 Use PHP-CS-Fixer to enforce file header presence 2022-06-04 17:34:49 +01:00
IvanCraft623
10c0d83fa5 ShulkerBox: Allow opening unless the lid is obstructed by a solid block (#4885)
fixes #4884
2022-03-09 16:37:23 +00:00
Dylan K. Taylor
79d1feff9c Replace disallowed operators in src/block/ 2022-01-20 16:57:09 +00:00
SalmonDE
7fd712c1ff Refactor Block & Tile: getPos() to getPosition() (#4395)
this also changes the name of the class property 'pos' to 'position' as well as Block->getPosOffset() to Block->getPositionOffset()
2021-08-23 14:01:32 +01:00
Dylan K. Taylor
f64ef50ce3 ShulkerBox: fixed incorrect block-picking behaviour 2021-07-19 18:08:13 +01:00
Aericio
fc090e238d Add Shulker Boxes (#3678)
this implementation is working, although incomplete:

- The shulker close sound should not be played until the end of the shulker closing animation, which takes approximately 1 second.
- An open shulker box has a different collision box than a closed one - it should be +0.5 in whichever direction the shulker is facing. (During the animation, the bounding box also dynamically changes size - you can see this in vanilla by shooting an arrow into the top of an open shulkerbox facing UP, and then closing it - the arrow will fall and collide with the lid multiple times.

However, resolving both of these issues requires significant internal changes which are beyond the scope of this PR.
2021-07-10 19:48:38 +01:00