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Fix incorrect border collision detection
The epsilon used was in the opposite direction, which would cause the getCollisions method to incorrectly return it for when players were exactly on the border but not colliding. To bring it in-line with the rest of the collision code, the collision must be into the border by +EPSILON. Fixes https://github.com/PaperMC/Paper/issues/9859
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1 changed files with 7 additions and 5 deletions
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@ -1684,13 +1684,15 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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+
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+ public static boolean isCollidingWithBorderEdge(final WorldBorder worldborder, final double boxMinX, final double boxMaxX,
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+ final double boxMinZ, final double boxMaxZ) {
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+ final double borderMinX = worldborder.getMinX() + COLLISION_EPSILON; // -X
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+ final double borderMaxX = worldborder.getMaxX() - COLLISION_EPSILON; // +X
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+ final double borderMinX = worldborder.getMinX(); // -X
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+ final double borderMaxX = worldborder.getMaxX(); // +X
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+
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+ final double borderMinZ = worldborder.getMinZ() + COLLISION_EPSILON; // -Z
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+ final double borderMaxZ = worldborder.getMaxZ() - COLLISION_EPSILON; // +Z
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+ final double borderMinZ = worldborder.getMinZ(); // -Z
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+ final double borderMaxZ = worldborder.getMaxZ(); // +Z
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+
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+ return boxMinX < borderMinX || boxMaxX > borderMaxX || boxMinZ < borderMinZ || boxMaxZ > borderMaxZ;
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+ // inverted check for world border enclosing the specified box expanded by -EPSILON
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+ return (borderMinX - boxMinX) > CollisionUtil.COLLISION_EPSILON || (borderMaxX - boxMaxX) < -CollisionUtil.COLLISION_EPSILON ||
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+ (borderMinZ - boxMinZ) > CollisionUtil.COLLISION_EPSILON || (borderMaxZ - boxMaxZ) < -CollisionUtil.COLLISION_EPSILON;
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+ }
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+
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+ /* Math.max/min specify that any NaN argument results in a NaN return, unlike these functions */
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