Use reflection to locate BlockTypeIds and ItemTypeIds for VanillaBlocks/VanillaItems
Since BlockTypeIds and ItemTypeIds are derived from VanillaBlocks and VanillaItems respectively anyway (they only exist to allow identifying blocks/items without having to create instances of them), this hack is probably OK, and reduces the chances of mistakes.
Previously it was explored to have these IDs generated by auto-incrementing in VanillaBlocks/Items and have the constants generated that way, but this proved to be too problematic because of unstable diffs no matter how we chose to sort the elements. See #6313 for previous research on the subject.
This is obviously not a desirable hack to keep long-term. In the future it will probably make sense to redesign VanillaBlocks like so:
enum VanillaBlocks { ... }
VanillaBlocks::STONE (the type ID)
VanillaBlocks::STONE->new() (to create a block)
However, more research is needed on this, as I'd prefer not to make block creation any more verbose.
Added the following new blocks:
- All types of Copper Bulb
- All types of Copper Door
- All types of Copper Trapdoor
- All types of Chiseled Copper
- All types of Copper Grate
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.
---------
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