Dylan K. Taylor
e97234d420
Refactor Rail handling to allow LSP-complaint shape handling
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the reason there hasn't been any API until now is because of how inconvenient it was to expose a LSP-compliant API _and_ use the same base class for handling all the connection logic. This commit fixes that problem by abstracting shape handling away from BaseRail entirely, so that now it deals exclusively with connections. Deciding the shape of rail to use is now the job of the subclasses.
2021-07-22 17:35:10 +01:00
Dylan K. Taylor
2476f40cc6
Rail: store shape instead of connections
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shape is what we'll eventually expose on the API.
2021-07-22 16:45:42 +01:00
Angel
309bed414f
Implemented sweet berries ( #4164 )
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this doesn't implement the server-side logic for the "stickiness" (slowdown) because we don't have the system needed for it yet.
It also doesn't have parity with vanilla on the damage.
2021-07-19 20:01:33 +01:00
Dylan K. Taylor
f64ef50ce3
ShulkerBox: fixed incorrect block-picking behaviour
2021-07-19 18:08:13 +01:00
Dylan K. Taylor
dcbc0bc2a6
BrownMushroomBlock: remove useless function
2021-07-19 17:58:24 +01:00
Dylan K. Taylor
71df15b4cc
Removed FlowerPot update_bit hack
2021-07-19 17:39:35 +01:00
Dylan K. Taylor
5874ce582a
Implemented bells
2021-07-19 17:00:56 +01:00
Dylan K. Taylor
d35e818ea0
BlockLegacyMetadata: added constants for bell attachment types
2021-07-17 19:11:28 +01:00
Dylan K. Taylor
19e81b0cd3
BlockFactory: Be aware of potential size changes to metadata bits
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during testing I found the need to use more bits (for example, bells have 32 states in 1.12).
2021-07-17 19:06:49 +01:00
Dylan K. Taylor
9afc5be0f5
Shulker open/close sounds != shulker box open/close sounds
2021-07-10 19:59:59 +01:00
Aericio
fc090e238d
Add Shulker Boxes ( #3678 )
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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
Dylan K. Taylor
4e731f61af
BlockFactory: Remap double slab IDs with 0x8 bit set to their base DOUBLE state, instead of BOTTOM
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this was causing problems with slabs in converted Java worlds, where the
0x8 bit means 'smooth', instead of 'double'. In MCPE it has no effect.
Since Slab doesn't retain the high/low flag for DOUBLE type slabs, this
caused BlockFactory to assume that those states were invalid, and
remapped them to their base state instead.
The following changes resulted in the consistency check:
Remap changed for 43:8 (44:0 (Smooth Stone Slab) -> 43:0 (Smooth Stone Slab))
Remap changed for 43:9 (44:1 (Sandstone Slab) -> 43:1 (Sandstone Slab))
Remap changed for 43:10 (44:2 (Fake Wooden Slab) -> 43:2 (Fake Wooden Slab))
Remap changed for 43:11 (44:3 (Cobblestone Slab) -> 43:3 (Cobblestone Slab))
Remap changed for 43:12 (44:4 (Brick Slab) -> 43:4 (Brick Slab))
Remap changed for 43:13 (44:5 (Stone Brick Slab) -> 43:5 (Stone Brick Slab))
Remap changed for 43:14 (44:6 (Quartz Slab) -> 43:6 (Quartz Slab))
Remap changed for 43:15 (44:7 (Nether Brick Slab) -> 43:7 (Nether Brick Slab))
Remap changed for 157:8 (158:0 (Oak Slab) -> 157:0 (Oak Slab))
Remap changed for 157:9 (158:1 (Spruce Slab) -> 157:1 (Spruce Slab))
Remap changed for 157:10 (158:2 (Birch Slab) -> 157:2 (Birch Slab))
Remap changed for 157:11 (158:3 (Jungle Slab) -> 157:3 (Jungle Slab))
Remap changed for 157:12 (158:4 (Acacia Slab) -> 157:4 (Acacia Slab))
Remap changed for 157:13 (158:5 (Dark Oak Slab) -> 157:5 (Dark Oak Slab))
Remap changed for 181:8 (182:0 (Red Sandstone Slab) -> 181:0 (Red Sandstone Slab))
Remap changed for 181:9 (182:1 (Purpur Slab) -> 181:1 (Purpur Slab))
Remap changed for 181:10 (182:2 (Prismarine Slab) -> 181:2 (Prismarine Slab))
Remap changed for 181:11 (182:3 (Dark Prismarine Slab) -> 181:3 (Dark Prismarine Slab))
Remap changed for 181:12 (182:4 (Prismarine Bricks Slab) -> 181:4 (Prismarine Bricks Slab))
Remap changed for 181:13 (182:5 (Mossy Cobblestone Slab) -> 181:5 (Mossy Cobblestone Slab))
Remap changed for 181:14 (182:6 (Smooth Sandstone Slab) -> 181:6 (Smooth Sandstone Slab))
Remap changed for 181:15 (182:7 (Red Nether Brick Slab) -> 181:7 (Red Nether Brick Slab))
Remap changed for 422:8 (417:0 (End Stone Brick Slab) -> 422:0 (End Stone Brick Slab))
Remap changed for 422:9 (417:1 (Smooth Red Sandstone Slab) -> 422:1 (Smooth Red Sandstone Slab))
Remap changed for 422:10 (417:2 (Polished Andesite Slab) -> 422:2 (Polished Andesite Slab))
Remap changed for 422:11 (417:3 (Andesite Slab) -> 422:3 (Andesite Slab))
Remap changed for 422:12 (417:4 (Diorite Slab) -> 422:4 (Diorite Slab))
Remap changed for 422:13 (417:5 (Polished Diorite Slab) -> 422:5 (Polished Diorite Slab))
Remap changed for 422:14 (417:6 (Granite Slab) -> 422:6 (Granite Slab))
Remap changed for 422:15 (417:7 (Polished Granite Slab) -> 422:7 (Polished Granite Slab))
Remap changed for 423:8 (421:0 (Mossy Stone Brick Slab) -> 423:0 (Mossy Stone Brick Slab))
Remap changed for 423:9 (421:1 (Smooth Quartz Slab) -> 423:1 (Smooth Quartz Slab))
Remap changed for 423:10 (421:2 (Stone Slab) -> 423:2 (Stone Slab))
Remap changed for 423:11 (421:3 (Cut Sandstone Slab) -> 423:3 (Cut Sandstone Slab))
Remap changed for 423:12 (421:4 (Cut Red Sandstone Slab) -> 423:4 (Cut Red Sandstone Slab))
2021-07-08 20:37:19 +01:00
Dylan K. Taylor
1d8f0033af
BlockBreakInfo: Expose hardness multipliers as constants
2021-06-30 19:47:11 +01:00
Dylan K. Taylor
7a35fdb1bb
Allow Blocks to specify their max stack size
2021-06-30 19:28:16 +01:00
Dylan K. Taylor
91d54ff0ad
Removed unnecessary and/or obsolete GC hacks
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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.
2021-06-30 19:16:25 +01:00
Dylan K. Taylor
c05f6db8d9
Bed and Skull items now return a correct block, with appropriate type information
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I wanted to do the same for banners, but unfortunately banners are a tad more complicated.
2021-06-30 17:27:14 +01:00
Dylan K. Taylor
12905d8c27
BlockFactory: remove some TODOs
2021-06-30 17:03:20 +01:00
Dylan K. Taylor
2b4a1ffdfb
Bed: use ColoredTrait
2021-06-30 16:07:46 +01:00
Dylan K. Taylor
9e79d48aeb
BaseBanner: use ColoredTrait
2021-06-30 16:07:45 +01:00
Dylan K. Taylor
94e16f416d
Added KnownTranslationKeys (generated) and start using it
2021-06-29 22:46:04 +01:00
Dylan K. Taylor
9b30c2feda
Extract a DelegateInventory from EnderChestInventory
2021-06-26 21:01:40 +01:00
Dylan K. Taylor
0910054c41
NetworkSession: Fixed InventoryManager nullability disaster
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fixes #4277
fixes #4275
fixes #3139
2021-06-26 17:44:42 +01:00
Dylan K. Taylor
444d902990
Fix CS
2021-06-21 20:45:31 +01:00
Dylan K. Taylor
2a6009f8bf
Check consistency of block remaps
2021-06-21 20:45:30 +01:00
Dylan K. Taylor
745f455bd2
Door: change thickness to match MCPE
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since MCPE-19214 still hasn't been fixed after all these years, it's safe to say they won't fix it in the near future, and this causes placement glitches in PM.
2021-06-18 19:10:50 +01:00
Jason
ec6103d61e
Leaves can now be silk touched, closes #3714 ( #4240 )
2021-06-17 15:37:02 +01:00
Dylan K. Taylor
61c59be299
Replace hardcoded block metadata shifts and masks with constants
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we might want to make these bigger than 4 bits in the future.
2021-06-16 12:48:09 +01:00
Jason
6fb364b16f
Store ender chest viewer count on the tile, instead of relying on the inventory's viewer count ( #4238 )
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Fixes #4021
2021-06-13 14:37:09 +01:00
Dylan K. Taylor
0ebafbd224
.... adding the most important part would probably help
2021-06-12 20:46:53 +01:00
Dylan K. Taylor
7dcc4891ca
Block: added getDropsForIncompatibleTool()
2021-06-11 19:09:14 +01:00
Dylan K. Taylor
e4ed7bc4ea
Fixed Mushroom Stem blocks never dropping anything
2021-06-11 19:04:12 +01:00
Dylan K. Taylor
f68b9e79e1
Use typed properties in block namespace
2021-05-22 23:52:31 +01:00
Dylan K. Taylor
73c229a236
Block: fixed LSP violations in blocks using BlockIdentifierFlattened
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a property's type can't be changed by a subclass
2021-05-22 23:40:54 +01:00
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
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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
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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
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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
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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