Commit graph

107 commits

Author SHA1 Message Date
Shane Freeder
1d1c5a4493 use CB BlockState implementations for captured blocks
When modifying the world, CB will store a copy of the affected
blocks in order to restore their state in the case that the event
is cancelled. This change only modifies the collection of blocks
in the world by normal means, e.g. not during tree population,
as the potentially marginal overheads would serve no advantage.

CB was using a CraftBlockState for all blocks, which causes issues
should any block that uses information beyond a data ID would suffer
from missing information, e.g. Skulls.

By using CBs CraftBlock#getState(), we will maintain a proper copy of
the blockstate that will be valid for restoration, as opposed to dropping
information on restoration when the event is cancelled.
2017-11-16 12:12:41 +00:00
mezz
f1fd83ac7a Fix MC-117075: Block entity unload lag spike 2017-08-09 17:51:22 -05:00
pkt77
540274bcf2 Add PlayerArmorChangeEvent 2017-11-10 23:46:34 -05:00
Brokkonaut
e0661a5f13 Send attack SoundEffects only to players who can see the attacker 2017-10-31 03:26:18 +01:00
BillyGalbreath
d00d3df166 Reset spawner timer when spawner event is cancelled 2017-07-31 01:45:19 -05:00
BillyGalbreath
08aaee1b77 Ocelot despawns should honor nametags and leash 2017-07-31 01:54:40 -05:00
BillyGalbreath
760d9e300f Entity#fromMobSpawner() 2017-06-18 18:17:05 -05:00
Aikar
aab7ec1655 Shoulder Entities Release API 2017-06-17 15:18:30 -04:00
Spottedleaf
40654111d1 Do not submit profile lookups to worldgen threads
They block. On network I/O.

If enough tasks are submitted the server will eventually stall
out due to a sync load, as the worldgen threads will be
stalling on profile lookups.
2021-08-08 16:26:46 -07:00
BillyGalbreath
8eb7ab6946 PlayerAttemptPickupItemEvent 2017-06-11 16:30:30 -05:00
BillyGalbreath
eb52c5e2f2 PlayerPickupItemEvent#setFlyAtPlayer 2017-05-07 06:26:09 -05:00
BillyGalbreath
b41abcdb68 Item#canEntityPickup 2017-05-05 03:57:17 -05:00
Shane Freeder
918da37691 provide a configurable option to disable creeper lingering effect spawns 2017-06-11 21:01:18 +01:00
Zach Brown
49fbdd7336 Add option to make parrots stay on shoulders despite movement
Makes parrots not fall off whenever the player changes height, or touches water, or gets hit by a passing leaf.
Instead, switches the behavior so that players have to sneak to make the birds leave.

I suspect Mojang may switch to this behavior before full release.

To be converted into a Paper-API event at some point in the future?

== AT ==
public net.minecraft.world.entity.player.Player removeEntitiesOnShoulder()V
2017-05-16 21:29:08 -05:00
Aikar
d2f4d82ce2 Cap Entity Collisions
Limit a single entity to colliding a max of configurable times per tick.
This will alleviate issues where living entities are hoarded in 1x1 pens

This is not tied to the maxEntityCramming rule. Cramming will still apply
just as it does in Vanilla, but entity pushing logic will be capped.

You can set this to 0 to disable collisions.
2017-01-22 18:07:56 -05:00
Aikar
110bcadcdf ExperienceOrbs API for Reason/Source/Triggering player
Adds lots of information about why this orb exists.

Replaces isFromBottle() with logic that persists entity reloads too.
2017-12-19 16:31:46 -05:00
Aikar
4ca188a20e Provide E/TE/Chunk count stat methods
Provides counts without the ineffeciency of using .getEntities().size()
which creates copy of the collections.
2017-01-07 15:24:46 -05:00
Aikar
746f540e81 Firework API's
== AT ==
public net.minecraft.world.entity.projectile.FireworkRocketEntity attachedToEntity
2016-12-28 07:18:33 +01:00
Riley Park
e27e53d201 Add API methods to control if armor stands can move 2016-12-21 11:47:25 -06:00
Aikar
c28a11a1d8 Configurable Cartographer Treasure Maps
Allow configuring for cartographers to return the same map location

Also allow turning off treasure maps all together as they can eat up Map ID's
which are limited in quantity.
2016-12-20 15:26:27 -05:00
Aikar
63de7b1ff6 Bound Treasure Maps to World Border
Make it so a Treasure Map does not target a structure outside of the
World Border, where players are not even able to reach.

This also would help the case where a players close to the border, and one
that is outside happens to be closer, but unreachable, yet another reachable
one is in border that would of been missed.
2016-12-20 15:15:11 -05:00
Aikar
ddd1807ad5 Optimize Level.hasChunkAt(BlockPosition)Z
Reduce method invocations for World.isLoaded(BlockPosition)Z
2016-12-02 00:11:43 -05:00
Aikar
1f63668ee9 Prevent Pathfinding out of World Border
This prevents Entities from trying to run outside of the World Border

TODO: This doesn't prevent the pathfinder from using blocks outside the world border as nodes. We can fix this
by adding code to all overrides in:
    NodeEvaluator:
    public abstract BlockPathTypes getBlockPathType(BlockGetter world, int x, int y, int z);

to return BLOCKED if it is outside the world border.
2016-12-19 23:07:42 -05:00
AlphaBlend
087a701e69 Add source to PlayerExpChangeEvent 2016-09-08 08:48:33 -07:00
Zach Brown
b1018e6808 Filter bad block entity nbt data from falling blocks 2016-11-12 23:25:22 -06:00
AlphaBlend
472983f423 Add EntityZapEvent 2016-10-16 23:19:30 -07:00
Alfie Cleveland
c7287dd5ee Optimise BlockState's hashCode/equals
These are singleton "single instance" objects. We can rely on
object identity checks safely.

Use a simpler optimized hashcode
2016-08-19 01:52:56 +01:00
Jake Potrebic
08698c4642 Fix global sound handling
* Only send global sounds to same world if limiting radius
* respect global sound events gamerule

Co-authored-by: Evan McCarthy <evanmccarthy@outlook.com>
Co-authored-by: lexikiq <noellekiq@gmail.com>
Co-authored-by: Aikar <aikar@aikar.co>
2016-05-31 22:53:50 -04:00
Martin Panzer
ef21fd4166 Faster redstone torch rapid clock removal
Only resize the the redstone torch list once, since resizing arrays / lists is costly
2016-05-23 12:12:37 +02:00
Zach Brown
bdd96190e0 Optional TNT doesn't move in water 2016-05-22 20:20:55 -05:00
Aikar
07c767b6f4 LootTable API and replenishable lootables
Provides an API to control the loot table for an object.
Also provides a feature that any Lootable Inventory (Chests in Structures)
can automatically replenish after a given time.

This feature is good for long term worlds so that newer players
do not suffer with "Every chest has been looted"

== AT ==
public org.bukkit.craftbukkit.block.CraftBlockEntityState getTileEntity()Lnet/minecraft/world/level/block/entity/BlockEntity;
public org.bukkit.craftbukkit.block.CraftLootable setLootTable(Lorg/bukkit/loot/LootTable;J)V
public org.bukkit.craftbukkit.entity.CraftMinecartContainer setLootTable(Lorg/bukkit/loot/LootTable;J)V
2016-05-01 21:19:14 -04:00
Aikar
b8d05bbc27 Don't save empty scoreboard teams to scoreboard.dat 2016-05-07 23:33:08 -04:00
Riley Park
217a52eaa8 Add ability to configure frosted_ice properties 2016-04-21 23:51:55 -07:00
Zach Brown
3532e55dab EntityRegainHealthEvent isFastRegen API
Don't even get me started
2016-04-22 01:43:11 -05:00
Aikar
a99426b5fe Configurable Player Collision 2016-04-13 02:10:49 -04:00
Aikar
eb76e508f5 Configurable random tick rates for blocks
A general purpose patch that includes config options for the tick rate
of a variety of blocks that are random ticked.

Co-authored-by: MrPowerGamerBR <git@mrpowergamerbr.com>
2016-04-03 16:28:17 -04:00
Aikar
f9ef3612f7 Do not load chunks for Pathfinding 2016-03-31 19:17:58 -04:00
Antony Riley
db2502d732 Sanitise RegionFileCache and make configurable
RegionFileCache prior to this patch would close every single open region
file upon reaching a size of 256.
This patch modifies that behaviour so it closes the the least recently
used RegionFile.
The implementation uses a LinkedHashMap as an LRU cache (modified from HashMap).
The maximum size of the RegionFileCache is also made configurable.
2016-03-29 08:22:55 +03:00
Aikar
c801c5439d EntityPathfindEvent
Fires when an Entity decides to start moving to a location.
2016-03-28 21:22:26 -04:00
Aikar
e2accd8d62 Configurable Chunk Inhabited Time
Vanilla stores how long a chunk has been active on a server, and dynamically scales some
aspects of vanilla gameplay to this factor.

For people who want all chunks to be treated equally, you can chose a fixed value.

This allows to fine-tune vanilla gameplay.
2016-03-28 20:46:14 -04:00
Aikar
63fa3068c6 Only process BlockPhysicsEvent if a plugin has a listener
Saves on some object allocation and processing when no plugin listens to this
2016-03-28 19:55:45 -04:00
Aikar
d989bc5d17 Use a Shared Random for Entities
Reduces memory usage and provides ensures more randomness, Especially since a lot of garbage entity objects get created.
2016-03-22 00:33:47 -04:00
Aikar
becb30e9e6 handle NaN health/absorb values and repair bad data 2015-09-27 01:18:02 -04:00
Jedediah Smith
54fe0287a2 Custom replacement for eaten items 2015-06-21 15:07:20 -04:00
Aikar
f54f356a35 Add World Util Methods
Methods that can be used for other patches to help improve logic.
2016-03-18 20:16:03 -04:00
Aikar
686b77345f Configurable Non Player Arrow Despawn Rate
Can set a much shorter despawn rate for arrows that players can not pick up.
2016-03-18 15:12:22 -04:00
Aikar
20b9d3de7b Handle Item Meta Inconsistencies
First, Enchantment order would blow away seeing 2 items as the same,
however the Client forces enchantment list in a certain order, as well
as does the /enchant command. Anvils can insert it into forced order,
causing 2 same items to be considered different.

This change makes unhandled NBT Tags and Enchantments use a sorted tree map,
so they will always be in a consistent order.

Additionally, the old enchantment API was never updated when ItemMeta
was added, resulting in 2 different ways to modify an items enchantments.

For consistency, the old API methods now forward to use the
ItemMeta API equivalents, and should deprecate the old API's.
2015-05-28 23:00:19 -04:00
Aikar
5764c71185 Disable Scoreboards for non players by default
Entities collision is checking for scoreboards setting.
This is very heavy to do map lookups for every collision to check
this setting.

So avoid looking up scoreboards and short circuit to the "not on a team"
logic which is most likely to be true.
2016-03-08 23:25:45 -05:00
Joseph Hirschfeld
68979dd492 Add exception reporting event 2016-03-03 03:15:41 -06:00
Joseph Hirschfeld
1f86344458 Add configurable portal search radius 2016-03-03 02:46:17 -06:00