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Apparently a zero max health attribute is perfectly fine in vanilla and our own revive handling code appears to handle the case fine, even when EntityDeathEvent is cancelled. So we should allow it to avoid issues when these mobs are killed.
177 lines
6 KiB
Diff
177 lines
6 KiB
Diff
From aef4c17d56b4333e03d4a071b0f3fd61a7c9bab8 Mon Sep 17 00:00:00 2001
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From: Phoenix616 <mail@moep.tv>
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Date: Tue, 21 Aug 2018 01:32:28 +0100
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Subject: [PATCH] Improve death events
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This adds the ability to cancel the death events and to modify the sound
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an entity makes when dying. (In cases were no sound should it will be
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called with shouldPlaySound set to false allowing unsilencing of silent
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entities)
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It makes handling of entity deaths a lot nicer as you no longer need
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to listen on the damage event and calculate if the entity dies yourself
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to cancel the death which has the benefit of also receiving the dropped
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items and experience which is otherwise only properly possible by using
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internal code.
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diff --git a/src/main/java/org/bukkit/event/entity/EntityDeathEvent.java b/src/main/java/org/bukkit/event/entity/EntityDeathEvent.java
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index ab9e81fd..fef134c6 100644
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--- a/src/main/java/org/bukkit/event/entity/EntityDeathEvent.java
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+++ b/src/main/java/org/bukkit/event/entity/EntityDeathEvent.java
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@@ -8,10 +8,19 @@ import org.bukkit.inventory.ItemStack;
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/**
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* Thrown whenever a LivingEntity dies
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*/
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-public class EntityDeathEvent extends EntityEvent {
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+public class EntityDeathEvent extends EntityEvent implements org.bukkit.event.Cancellable { // Paper - make cancellable
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private static final HandlerList handlers = new HandlerList();
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private final List<ItemStack> drops;
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private int dropExp = 0;
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+ // Paper start - make cancellable
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+ private boolean cancelled;
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+ private double reviveHealth = 0;
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+ private boolean shouldPlayDeathSound;
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+ private org.bukkit.Sound deathSound;
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+ private org.bukkit.SoundCategory deathSoundCategory;
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+ private float deathSoundVolume;
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+ private float deathSoundPitch;
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+ // Paper end
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public EntityDeathEvent(final LivingEntity entity, final List<ItemStack> drops) {
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this(entity, drops, 0);
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@@ -69,4 +78,132 @@ public class EntityDeathEvent extends EntityEvent {
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public static HandlerList getHandlerList() {
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return handlers;
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}
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+
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+ // Paper start - make cancellable
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+ @Override
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+ public boolean isCancelled() {
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+ return cancelled;
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+ }
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+
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+ @Override
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+ public void setCancelled(boolean cancel) {
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+ cancelled = cancel;
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+ }
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+
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+ /**
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+ * Get the amount of health that the entity should revive with after cancelling the event.
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+ * Set to the entity's max health by default.
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+ *
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+ * @return The amount of health
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+ */
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+ public double getReviveHealth() {
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+ return reviveHealth;
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+ }
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+
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+ /**
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+ * Set the amount of health that the entity should revive with after cancelling the event.
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+ * Revive health value must be between 0 (exclusive) and the entity's max health (inclusive).
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+ *
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+ * @param reviveHealth The amount of health
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+ * @throws IllegalArgumentException Thrown if the health is {@literal <= 0 or >} max health
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+ */
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+ public void setReviveHealth(double reviveHealth) throws IllegalArgumentException {
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+ double maxHealth = ((LivingEntity) entity).getAttribute(org.bukkit.attribute.Attribute.GENERIC_MAX_HEALTH).getValue();
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+ if ((maxHealth != 0 && reviveHealth <= 0) || (reviveHealth > maxHealth)) {
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+ throw new IllegalArgumentException("Health must be between 0 (exclusive) and " + maxHealth + " (inclusive), but was " + reviveHealth);
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+ }
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+ this.reviveHealth = reviveHealth;
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+ }
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+
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+
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+ /**
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+ * Whether or not the death sound should play when the entity dies. If the event is cancelled it does not play!
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+ *
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+ * @return Whether or not the death sound should play. Event is called with this set to false if the entity is silent.
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+ */
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+ public boolean shouldPlayDeathSound() {
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+ return shouldPlayDeathSound;
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+ }
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+
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+ /**
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+ * Set whether or not the death sound should play when the entity dies. If the event is cancelled it does not play!
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+ *
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+ * @param playDeathSound Enable or disable the death sound
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+ */
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+ public void setShouldPlayDeathSound(boolean playDeathSound) {
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+ this.shouldPlayDeathSound = playDeathSound;
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+ }
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+
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+ /**
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+ * Get the sound that the entity makes when dying
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+ *
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+ * @return The sound that the entity makes
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+ */
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+ public org.bukkit.Sound getDeathSound() {
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+ return deathSound;
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+ }
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+
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+ /**
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+ * Set the sound that the entity makes when dying
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+ *
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+ * @param sound The sound that the entity should make when dying
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+ */
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+ public void setDeathSound(org.bukkit.Sound sound) {
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+ deathSound = sound;
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+ }
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+
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+ /**
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+ * Get the sound category that the death sound should play in
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+ *
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+ * @return The sound category
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+ */
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+ public org.bukkit.SoundCategory getDeathSoundCategory() {
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+ return deathSoundCategory;
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+ }
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+
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+ /**
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+ * Set the sound category that the death sound should play in.
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+ *
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+ * @param soundCategory The sound category
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+ */
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+ public void setDeathSoundCategory(org.bukkit.SoundCategory soundCategory) {
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+ this.deathSoundCategory = soundCategory;
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+ }
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+
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+ /**
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+ * Get the volume that the death sound will play at.
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+ *
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+ * @return The volume the death sound will play at
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+ */
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+ public float getDeathSoundVolume() {
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+ return deathSoundVolume;
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+ }
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+
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+ /**
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+ * Set the volume the death sound should play at. If the event is cancelled this will not play the sound!
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+ *
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+ * @param volume The volume the death sound should play at
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+ */
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+ public void setDeathSoundVolume(float volume) {
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+ this.deathSoundVolume = volume;
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+ }
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+
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+ /**
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+ * Get the pitch that the death sound will play with.
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+ *
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+ * @return The pitch the death sound will play with
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+ */
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+ public float getDeathSoundPitch() {
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+ return deathSoundPitch;
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+ }
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+
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+ /**
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+ * GSetet the pitch that the death sound should play with.
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+ *
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+ * @param pitch The pitch the death sound should play with
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+ */
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+ public void setDeathSoundPitch(float pitch) {
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+ this.deathSoundPitch = pitch;
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+ }
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+ // Paper end
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}
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--
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2.19.0
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