The rationale here is that inventories don't actually pick items up - their holders do.
It's especially misleading to say that an inventory is picking up an item in creative mode when the picked-up item can't actually be added to the target inventory in the first place.
This change allows a range of new functionality, such as:
- Allowing survival players to pick items up even when their inventories are full, similarly to creative players
- Changing the destination inventory of collected items (e.g. items could be redirected to the offhand or ender chest inventory, while still allowing other plugins to understand what's happening)
As an added bonus, this obsoletes one more use case for Inventory->getHolder(), bringing us one step closer to removing the cyclic reference nightmare from inventories.
The choice of naming (EntityItemPickup, instead of EntityPickupItem) is to be consistent with other events, where the word order is SubjectObjectActionEvent.
this will break non-standard use cases with large forces, but they only have to stick a 'null' at the end of the parameter list.
Since this function should be primarily used for vanilla knockback, it makes more sense to keep the default as vanilla, but allow people to change it if they want to.
closes#4106 (this is close to #4106 anyway, but small enough that it was easier to recreate it than pull and modify it)
closes#2707
the intent of these hacks was to break cyclic references to avoid having objects lingering in memory. However, all of the stuff that's being removed in this commit no longer has any effect anyway, due to the fact that these things don't circularly reference each other anymore. Notably, Tile inventories now keep Position instead of a Tile ref.
closes#3461
literally every other particle/sound has the subject first, followed by the (optional) verb, and finally Particle (or Sound).
In addition, we refer to breaking blocks as 'break' everywhere except here, where we refer to it as 'destroy'.
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.
it's now the World's responsibility to manage adding/removing entities from appropriate chunks. Entities no longer know or care that chunks exist.
Entity->checkChunks() remains as-is for backwards compatibility - now it just calls the world to sync its position.