Commit graph

136 commits

Author SHA1 Message Date
Jake Potrebic
f61b2947ad Add cause to Weather/ThunderChangeEvents 2020-12-02 18:23:26 -08:00
Jake Potrebic
eb675d9110 Add EntityInsideBlockEvent 2021-05-08 18:02:36 -07:00
Owen1212055
f24aec2051 Add EntityBlockStorage#clearEntities() 2021-04-05 18:12:29 -04:00
Spyridon Pagkalos
639cb2d6aa Introduce beacon activation/deactivation events 2021-03-25 20:28:04 +02:00
Jake Potrebic
472880fdde Add PlayerBedFailEnterEvent 2020-12-24 12:27:41 -08:00
Jake Potrebic
8683cde7c0 add consumeFuel to FurnaceBurnEvent 2021-04-22 16:45:28 -07:00
Thonk
a9cee72542 Add recipe to cook events 2021-01-06 12:04:03 -08:00
Jake Potrebic
eed0bcb63d Add worldborder events 2021-01-04 22:40:34 -08:00
Trigary
6f6ed7acb9 Add DragonEggFormEvent 2021-01-25 14:53:57 +01:00
William Blake Galbreath
d4892b5c73 Add toggle for always placing the dragon egg 2020-11-26 11:47:24 +00:00
Madeline Miller
b69f8fb10b Add BlockPreDispenseEvent 2021-01-17 13:16:09 +10:00
dfsek
33a7c0284d Add StructuresLocateEvent
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
2020-09-16 01:12:29 -07:00
TheViperShow
36eff9b616 Add BlockFailedDispenseEvent 2020-04-22 09:40:38 +02:00
Jake Potrebic
1e05072232 Add WorldGameRuleChangeEvent 2020-12-20 16:41:44 -08:00
MisterVector
a5f9a41152 Add PlayerFlowerPotManipulateEvent 2019-08-13 19:45:06 -07:00
Aikar
397d058748 Fix "Not a string" Map Conversion spam
The maps did convert successfully, but had noisy logs due to Spigot
implementing this logic incorrectly.

This stops the spam by converting the old format to new before
requesting the world.

Track spigot issue to see when fixed: https://hub.spigotmc.org/jira/browse/SPIGOT-6181
2020-10-08 00:00:25 -04:00
Jason Penilla
c4dc717563 Add TargetHitEvent 2020-11-25 23:20:44 -08:00
JRoy
661fc1e52e Add PlayerShearBlockEvent 2020-08-27 15:02:48 -04:00
SuperCoder7979
e1ec33acb3 Significantly improve performance of the end generation
This patch implements a noise cache for the end which significantly reduces the computation time of generation. This results in about a 3x improvement.

Original code by SuperCoder7979 and Gegy in Lithium, licensed under LGPL-3.0 (Source: https://github.com/jellysquid3/lithium-fabric)

Co-authored-by: Gegy <gegy1000@gmail.com>
Co-authored-by: Dylan Xaldin <Puremin0rez515@gmail.com>
Co-authored-by: pop4959 <pop4959@gmail.com>
2020-11-03 23:48:05 -06:00
Jake Potrebic
5b1f73e2dc Beacon API - custom effect ranges 2020-06-24 12:39:08 -06:00
Mariell Hoversholm
c8ba4fb789 Toggle for removing existing dragon 2020-09-30 22:49:14 +02:00
giacomo
053db61214 Fix bell block entity memory leak
BellBlockEntity has a list of entities (entitiesAtRing) that was not being cleared at the right time, causing leaks whenever a bell would be rung near a crowd of entities.
2020-10-10 12:15:33 +02:00
William Blake Galbreath
416280fc29 Fix item locations dropped from campfires
Fixes #4259 by not flooring the blockposition among other weirdness
Vanilla Issue: MC-267622
2020-10-03 20:32:25 -05:00
Spottedleaf
87fdd68f47 Retain block place order when capturing blockstates
Fixes twisted vines not connecting properly when grown via
bonemeal by a player.

In general, look at making this logic more robust (i.e properly handling
cases where a captured entry is overriden) - but for now this will do.
2020-08-07 04:27:56 -07:00
Spottedleaf
f24af9bc9c Optimise getType calls
Remove the map lookup for converting from Block->Bukkit Material
2020-06-03 11:37:13 -07:00
Aikar
c760673958 Reset Ender Crystals on Dragon Spawn
Crystals can end up in a bad state in certain conditions which causes
an exception on the expected number of crystals going negative.

This ensures the crystals/pillars are in expected state when the dragon spawns.

See #3522
2016-06-01 23:29:17 -04:00
Aikar
aebf9e869b Fix Entity Teleportation and cancel velocity if teleported
Uses correct setPositionRotation for Entity teleporting instead of setLocation
as this is how Vanilla teleports entities.

Cancel any pending motion when teleported.
2020-08-25 20:45:36 -04:00
commandblockguy
54ce8682aa Prevent headless pistons from being created
Prevent headless pistons from being created by explosions or tree/mushroom growth.
2020-08-14 14:44:14 -05:00
Zach Brown
300af129c1 Do not let the server load chunks from newer versions
If the server attempts to load a chunk generated by a newer version of
the game, immediately stop the server to prevent data corruption.

You can override this functionality at your own peril.
2019-07-23 20:44:47 -05:00
Spottedleaf
07d11145d9 Fix some rails connecting improperly 2020-07-24 15:56:05 -07:00
Mariell Hoversholm
2a6962e59e Add permission for command blocks 2020-05-16 10:05:30 +02:00
David Slovikosky
c637868aef Fix missing chunks due to integer overflow
This patch fixes a bug in the EndIslandDensityFunction class where the distance
from 0,0 squared overflows the maximum size of an integer. The overflow leads
to hard chunk borders around 370,000 blocks from 0,0. After this cutoff there
is a few hundred thousand block gap before end land resuming to generate at
530,000 blocks from spawn. This is due to the integer flipping back and forth.

The fix for the issue is quite simple, casting chunk coordinates to longs
allows the distance calculation to avoid overflow and work as intended.

This issue is being tracked in Mojira ticket MC-159283
2020-06-09 00:10:03 -07:00
Spottedleaf
47dd7e1c0a Fix piston physics inconsistency - MC-188840
Pistons invoke physics when they move blocks. The physics can cause
tnt blocks to ignite. However, pistons (when storing the blocks they "moved")
don't actually go back to the world state sometimes to check if something
like that happened. As a result they end up moving the tnt like it was
never ignited. This resulted in the ability to create machines
that can duplicate tnt, called "world eaters".
This patch makes the piston logic retrieve the block state from the world
prevent this from occuring.

This patch also sets the moved pos to air immediately after creating
the moving piston TE. This prevents the block from being updated from
other physics calls by the piston.

Tested against the following tnt duper design:
https://www.youtube.com/watch?v=mS7xxNGhjxs

This patch also affects every type of machine that utilises
this mechanic. For example, dead coral is removed by a physics
update when being moved while it is attached to slimeblocks.

Standard piston machines that don't destroy or modify the
blocks they move by physics updates should be entirely
unaffected.

This patch fixes https://bugs.mojang.com/browse/MC-188840

This patch also fixes rail duping and carpet duping.
2020-06-11 17:29:42 -07:00
William Blake Galbreath
8a71e1c7da Add phantom creative and insomniac controls 2020-04-25 15:13:41 -05:00
Aikar
56752585e8 Don't fire BlockFade on worldgen threads 2020-04-23 01:36:39 -04:00
Phoenix616
1273cf0f21 Pillager patrol spawn settings and per player options
This adds config options for defining the spawn chance, spawn delay and
spawn start day as well as toggles for handling the spawn delay and
start day per player. (Based on the time played statistic)
When not per player it will use the Vanilla mechanic of one delay per
world and the world age for the start day.
2020-02-01 16:50:39 +01:00
Spottedleaf
34933f9884 Optimise Chunk#getFluid
Removing the try catch and generally reducing ops should make it
faster on its own, however removing the try catch makes it
easier to inline due to code size
2020-01-14 14:59:08 -08:00
Shane Freeder
26067ca04b Validate tripwire hook placement before update 2020-03-07 00:07:51 +00:00
William Blake Galbreath
196c153504 Add option to nerf pigmen from nether portals 2020-02-07 14:36:56 -06:00
Jake Potrebic
2ce266b657 Improve Block#breakNaturally API
Adds bool parameter to play world effect on block break

Adds bool parameter to drop xp from blocks

Fixes fluid-logged blocks not leaving fluid behind if
broken

Handles special cases for ice and turtle eggs

== AT ==
public net.minecraft.world.level.block.TurtleEggBlock decreaseEggs(Lnet/minecraft/world/level/Level;Lnet/minecraft/core/BlockPos;Lnet/minecraft/world/level/block/state/BlockState;)V

Co-authored-by: William Blake Galbreath <Blake.Galbreath@GMail.com>
2020-01-02 12:25:07 -06:00
Spottedleaf
c33f47103e Guard against serializing mismatching chunk coordinate
Should help if something dumb happens
2019-12-27 09:42:26 -08:00
BrodyBeckwith
2eb4908754 Optimize call to getFluid for explosions 2020-01-14 17:49:03 -05:00
Aikar
a91c1c2d18 Don't load Chunks from Hoppers and other things
Hoppers call this to I guess "get the primary side" of a double sided chest.

If the double sided chest crosses chunk lines, it causes the chunk to load.
This will end up causing sync chunk loads, which will unload with Chunk GC,
only to be reloaded again the next tick.

This of course is undesirable, so just return the loaded side as "primary"
and treat it as a single chest if the other sides are unloaded
2016-11-03 20:28:12 -04:00
Aikar
cd2f06bbc2 Duplicate UUID Resolve Option
Due to a bug in 2e29af3df0
which was added all the way back in March of 2016, it was unknown (potentially not at the time)
that an entity might actually change the seed of the random object.

At some point, EntitySquid did start setting the seed. Due to this shared random, this caused
every entity to use a Random object with a predictable seed.

This has caused entities to potentially generate with the same UUID....

Over the years, servers have had entities disappear, but no sign of trouble
because CraftBukkit removed the log lines indicating that something was wrong.

We have fixed the root issue causing duplicate UUID's, however we now have chunk
files full of entities that have the same UUID as another entity!

When these chunks load, the 2nd entity will not be added to the world correctly.

If that chunk loads in a different order in the future, then it will reverse and the
missing one is now the one added to the world and not the other. This results in very
inconsistent entity behavior.

This change allows you to recover any duplicate entity by generating a new UUID for it.
This also lets you delete them instead if you don't want to risk having new entities added to
the world that you previously did not see.

But for those who are ok with leaving this inconsistent behavior, you may use WARN or NOTHING options.

It is recommended you regenerate the entities, as these were legit entities, and deserve your love.
2018-07-21 14:27:34 -04:00
William Blake Galbreath
a0dc4eeb99 Add option to disable pillager patrols 2019-10-09 21:46:15 -05:00
Nassim Jahnke
ccc1107255 Dont send unnecessary sign update 2021-09-11 11:56:51 +02:00
Aikar
2cd6ace7ab Only count Natural Spawned mobs towards natural spawn mob limit
This resolves the super common complaint about mobs not spawning.

This was ultimately a flaw in the vanilla count algorithim that allows
spawners and other misc mobs to count against the mob limit, which are
not bounded, and can prevent the entire world from spawning new.

I believe Bukkits changes around persistence may of actually made it
worse than vanilla.

This should fully solve all of the issues around it so that only natural
influences natural spawns.
2019-03-24 01:01:32 -04:00
William Blake Galbreath
b68af3dfa1 Mob Spawner API Enhancements
== AT ==
public net.minecraft.world.level.BaseSpawner isNearPlayer(Lnet/minecraft/world/level/Level;Lnet/minecraft/core/BlockPos;)Z
public net.minecraft.world.level.BaseSpawner delay(Lnet/minecraft/world/level/Level;Lnet/minecraft/core/BlockPos;)V
public net.minecraft.world.level.BaseSpawner setNextSpawnData(Lnet/minecraft/world/level/Level;Lnet/minecraft/core/BlockPos;Lnet/minecraft/world/level/SpawnData;)V
2019-04-19 12:41:13 -05:00
Aikar
5630b55346 Optimize Captured BlockEntity Lookup
upstream was doing a containsKey/get pattern, and always doing it at that.
that scenario is only even valid if were in the middle of a block place.

Optimize to check if the captured list even has values in it, and also to
just do a get call since the value can never be null.
2019-04-06 10:16:48 -04:00
Aikar
0b77748b35 Fixes and additions to the spawn reason API
Expose an entities spawn reason on the entity.
Pre existing entities will return NATURAL if it was a non
persistenting Living Entity, SPAWNER for spawners,
or DEFAULT since data was not stored.

Additionally, add missing spawn reasons.

Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
Co-authored-by: Doc <nachito94@msn.com>
2019-03-24 00:24:52 -04:00