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e105354330
Also fixes EntityBreakDoorEvent not having the correct 'to' block data Also standardizes how to handle EntityChangeBlockEvent before a removeBlock or destroyBlock call. Always use 'state.getFluidState().createLegacyBlock()' to get the new state instead of just using the 'air' state.
57 lines
2.6 KiB
Diff
57 lines
2.6 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Owen1212055 <23108066+Owen1212055@users.noreply.github.com>
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Date: Wed, 6 Oct 2021 20:10:36 -0400
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Subject: [PATCH] Collision API
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diff --git a/src/main/java/org/bukkit/RegionAccessor.java b/src/main/java/org/bukkit/RegionAccessor.java
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index 8f50eb9b902236f5e039f5d26f3ca9a044b01a75..0d9184abd7090a5123a990f76847ee9b8971f735 100644
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--- a/src/main/java/org/bukkit/RegionAccessor.java
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+++ b/src/main/java/org/bukkit/RegionAccessor.java
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@@ -469,5 +469,15 @@ public interface RegionAccessor extends Keyed { // Paper
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* @return whether a line of sight exists between {@code from} and {@code to}
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*/
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public boolean lineOfSightExists(@NotNull Location from, @NotNull Location to);
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+
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+ /**
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+ * Checks if the world collides with the given boundingbox.
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+ * This will check for any colliding hard entities (boats, shulkers) / worldborder / blocks.
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+ * Does not load chunks that are within the bounding box.
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+ *
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+ * @param boundingBox the box to check collisions in
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+ * @return collides or not
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+ */
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+ boolean hasCollisionsIn(@NotNull org.bukkit.util.BoundingBox boundingBox);
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// Paper end
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}
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diff --git a/src/main/java/org/bukkit/entity/Entity.java b/src/main/java/org/bukkit/entity/Entity.java
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index 97f0bc6573c8ba09de77061b6312b91cd713221d..3f3ea5bb6b3ea6f55b5cd699f1c01ac159619add 100644
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--- a/src/main/java/org/bukkit/entity/Entity.java
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+++ b/src/main/java/org/bukkit/entity/Entity.java
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@@ -913,4 +913,26 @@ public interface Entity extends Metadatable, CommandSender, Nameable, Persistent
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*/
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boolean isInPowderedSnow();
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// Paper end
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+
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+ // Paper Start - Collision API
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+ /**
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+ * Checks for any collisions with the entity's bounding box at the provided location.
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+ * This will check for any colliding entities (boats, shulkers) / worldborder / blocks.
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+ * Does not load chunks that are within the bounding box at the specified location.
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+ *
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+ * @param location the location to check collisions in
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+ * @return collides or not
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+ */
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+ boolean collidesAt(@NotNull Location location);
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+
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+ /**
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+ * This checks using the given boundingbox as the entity's boundingbox if the entity would collide with anything.
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+ * This will check for any colliding entities (boats, shulkers) / worldborder / blocks.
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+ * Does not load chunks that are within the bounding box.
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+ *
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+ * @param boundingBox the box to check collisions in
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+ * @return collides or not
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+ */
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+ boolean wouldCollideUsing(@NotNull BoundingBox boundingBox);
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+ // Paper End - Collision API
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}
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