Cleanup and rework physical interaction events. Fixes BUKKIT-3686
Currently when dealing with physical interactions with pressure plates and tripwires we immediately block their activation as soon as a single entity involved has their event cancelled. We also fire events whenever an entity intersects the block a wooden button is in even if they aren't actually pressing it. To correct this we move the button interaction to the correct place and modify all three to only block the activation if every entity is blocked from using them instead of just one of them.
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@@ -238,15 +238,6 @@ public abstract class BlockButtonAbstract extends Block {
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if (!world.isStatic) {
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if (this.a) {
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if ((world.getData(i, j, k) & 8) == 0) {
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// CraftBukkit start - Call interaction when entities (currently arrows) hit wooden buttons
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EntityInteractEvent event = new EntityInteractEvent(entity.getBukkitEntity(), world.getWorld().getBlockAt(i, j, k));
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world.getServer().getPluginManager().callEvent(event);
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if (event.isCancelled()) {
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return;
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}
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// CraftBukkit end
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this.n(world, i, j, k);
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}
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}
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@@ -262,6 +253,30 @@ public abstract class BlockButtonAbstract extends Block {
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List list = world.a(EntityArrow.class, AxisAlignedBB.a().a((double) i + this.minX, (double) j + this.minY, (double) k + this.minZ, (double) i + this.maxX, (double) j + this.maxY, (double) k + this.maxZ));
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boolean flag1 = !list.isEmpty();
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// CraftBukkit start - Call interact event when arrows turn on wooden buttons
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if (flag != flag1 && flag1) {
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org.bukkit.block.Block block = world.getWorld().getBlockAt(i, j, k);
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boolean allowed = false;
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// If all of the events are cancelled block the button press, else allow
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for (Object object : list) {
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if (object != null) {
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EntityInteractEvent event = new EntityInteractEvent(((Entity) object).getBukkitEntity(), block);
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world.getServer().getPluginManager().callEvent(event);
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if (!event.isCancelled()) {
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allowed = true;
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break;
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}
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}
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}
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if (!allowed) {
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return;
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}
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}
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// CraftBukkit end
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if (flag1 && !flag) {
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world.setData(i, j, k, i1 | 8, 3);
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this.d(world, i, j, k, i1);
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