For blocks, we now use 'block-item state' and 'block-only state', which should be much clearer for people implementing custom stuff.
'block-item state', as the name suggests, sticks to the item when the block is acquired as an item.
'block-only state' applies only to the block and is discarded when the block is acquired as an item.
'type data' for items was also renamed, since 'type' is too ambiguous to be anything but super confusing.
This reverts commit f64dc01bd1.
I forgot that the ItemBlock constructor implicitly strips off any states
of the origin block, which is something that we unfortunately can't do
any other way right now, since the blocks don't remember their default
states.
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.
fixes#4856fixes#458fixes#4529fixes#3299
Added API method Block::getSupportType(Facing) : SupportType
Added SupportType enum
fixes torch, lantern, door etc. placement on slabs and upside-down stairs
I wonder if there's a way to generalise item consuming beyond just eating/drinking. Stuff like lava bucket in a furnace needs the same kind of "leftover" logic.
Now, blocks do not respond to silk touch unless specifically opted into. Since this always involves custom drops in one way or another, it's easy enough to figure out which blocks need to be marked for silk touch - anything that overrides getDrops, getDropsForCompatibleTool or getSilkTouchDrops is a block which _might_ need to be flagged. Using these criteria to reduce the number of blocks needing to be checked, I was able to manually invert the behaviour as needed.
This fixes reoccurring bugs with blocks erroneously dropping themselves whenever new blocks are added and someone forgot to set that flag, granting players access to internal blocks with strange behaviour.