== AT ==
public net.minecraft.world.entity.animal.Turtle getHomePos()Lnet/minecraft/core/BlockPos;
public net.minecraft.world.entity.animal.Turtle setHasEgg(Z)V
public net.minecraft.world.entity.animal.Turtle isGoingHome()Z
public net.minecraft.world.entity.animal.Turtle setGoingHome(Z)V
public net.minecraft.world.entity.animal.Turtle isTravelling()Z
public net.minecraft.world.entity.animal.Turtle setTravelling(Z)V
This adds a separate event before an entity is spawned by a spawner
which contains the location of the spawner too similarly to how the
SpawnerSpawnEvent gets called instead of the CreatureSpawnEvent for
spawners.
Fixed an issue where a furnace's cook-speed multiplier rounds down
to the nearest Integer when updating its current cook time.
== AT ==
public net.minecraft.world.level.block.entity.AbstractFurnaceBlockEntity getTotalCookTime(Lnet/minecraft/server/level/ServerLevel;Lnet/minecraft/world/level/block/entity/AbstractFurnaceBlockEntity;)I
Co-authored-by: Eric Su <ericsu@alumni.usc.edu>
Implements Pathfinding API for mobs
== AT ==
public net.minecraft.world.entity.ai.navigation.PathNavigation pathFinder
public net.minecraft.world.level.pathfinder.PathFinder nodeEvaluator
public net.minecraft.world.level.pathfinder.Path nodes
This adds the ability to cancel the death events and to modify the sound
an entity makes when dying. (In cases were no sound should it will be
called with shouldPlaySound set to false allowing unsilencing of silent
entities)
It makes handling of entity deaths a lot nicer as you no longer need
to listen on the damage event and calculate if the entity dies yourself
to cancel the death which has the benefit of also receiving the dropped
items and experience which is otherwise only properly possible by using
internal code.
== AT ==
public net.minecraft.world.entity.LivingEntity getDeathSound()Lnet/minecraft/sounds/SoundEvent;
public net.minecraft.world.entity.LivingEntity getSoundVolume()F
Addresses two issues:
- MC-135506: Experience should save as Integers
- Allay duplication cooldown is saved and exposed as a long, but loaded as an int
Add Entity as a Source capability, and add more API choices, and on Location.
Co-authored-by: Esoteric Enderman <90862990+EsotericEnderman@users.noreply.github.com>
Co-authored-by: Bjarne Koll <git@lynxplay.dev>
Called when a player is firing a bow and the server is choosing an arrow to use.
Plugins can skip selection of certain arrows and control which is used.
Adds missing call to Illagers and also adds Arrow ItemStack to skeletons
== AT ==
public net.minecraft.world.entity.projectile.AbstractArrow getPickupItem()Lnet.minecraft.world.item.ItemStack;
Rewrites the Vanilla luck application formula so that luck can be
applied to items that do not have any quality defined.
See: https://luckformula.emc.gs for data and details
-----------
The rough summary is:
My goal was that in a pool, when luck was applied, the pool
rebalances so the percentages for bigger items is
lowered and smaller items is boosted.
Do this by boosting and then reducing the weight value,
so that larger numbers are penalized more than smaller numbers.
resulting in a larger reduction of entries for more common
items than the reduction on small weights,
giving smaller weights more of a chance
-----------
This work kind of obsoletes quality, but quality would be useful
for 2 items with same weight that you want luck to impact
in varying directions.
Fishing still falls into that as the weights are closer, so luck
will invalidate junk more.
This change will result in some major changes to fishing formulas.
-----------
I would love to see this change in Vanilla, so Mojang please pull :)
Fires an event anytime an enderman intends to teleport away from the player
You may cancel this, enabling ranged attacks to damage the enderman for example.
Allows plugins to populate profile properties from local sources to avoid calls out to Mojang API
to fill in textures for example.
If Mojang API does need to be hit, event fire so you can get the results.
This is useful for implementing a ProfileCache for Player Skulls
Adds an event to fire before an Entity is created, so that plugins that need to cancel
CreatureSpawnEvent can do so from this event instead.
Cancelling CreatureSpawnEvent rapidly causes a lot of garbage collection and CPU waste
as it's done after the Entity object has been fully created.
Mob Limiting plugins and blanket "ban this type of monster" plugins should use this event
instead and save a lot of server resources.
See: https://github.com/PaperMC/Paper/issues/917
This allows you to get a BlockState without creating a snapshot, operating
on the real tile entity.
This is useful for where performance is needed
also Avoid NPE during CraftBlockEntityState load if could not get TE
If Tile Entity was null, correct Sign to return empty lines instead of null
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.
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.
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
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.
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.
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.
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.
* 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>
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
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>
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.
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.
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.