closes#5936
This implements all of the basic activation logic for pressure plates.
It also introduces a PressurePlateUpdateEvent, which is called in pulses when entities are standing on top of the plate and when it deactivates. Deactivation can be detected by checking if the list of activating entities is empty.
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Co-authored-by: Javier León <58715544+JavierLeon9966@users.noreply.github.com>
I don't plan to make wood-like blocks have a dynamic wood/leaves/sapling type, as it's entirely possible their type properties will continue to diverge in future versions.
TreeType includes a bunch of stuff that don't have regular saplings associated with them, such as mangrove and azalea trees.
Mangrove has a dedicated propagule block with different behaviour than the others, and azalea trees are grown from azalea blocks, which are solid and have different behaviour to saplings.
We may also want to account for crimson and warped 'trees' in TreeType too, although I'm not sure if those belong there or not.
due to technical limitations, this requires separating them back into two different block types. However, this isn't too egregious since it's just one flag, and actually simplifies some code.
closes#5478
the following things are currently not implemented:
- particle/sound effects when an entity extinguishes itself
- particle/sound effects when mixing different stuff in a cauldron
- powder snow cauldron
both of these things are contingent on #5169, but for the time being, the PR is functionally complete and I want to move on to something else without being stalled by the particle+sound problem (which I haven't yet decided how to solve).
these have working inventories, and their crafting menus will 'just work' once the items for the associated recipes have been implemented (maps, netherite).