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Paper-Old/patches/server/0170-Ability-to-apply-mending-to-XP-API.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Wed, 20 Dec 2017 17:36:49 -0500
Subject: [PATCH] Ability to apply mending to XP API
This allows plugins that give players the ability to apply the experience
points to the Item Mending formula, which will repair an item instead
of giving the player experience points.
Both an API To standalone mend, and apply mending logic to .giveExp has been added.
diff --git a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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index dd86f2055af67f35a5d265b78e99b12e7b7926ad..9f959cbb6e8685dacccec1d8df68d4a8a94ab81e 100644
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--- a/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
+++ b/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java
Rewrite chunk system (#8177) Patch documentation to come Issues with the old system that are fixed now: - World generation does not scale with cpu cores effectively. - Relies on the main thread for scheduling and maintaining chunk state, dropping chunk load/generate rates at lower tps. - Unreliable prioritisation of chunk gen/load calls that block the main thread. - Shutdown logic is utterly unreliable, as it has to wait for all chunks to unload - is it guaranteed that the chunk system is in a state on shutdown that it can reliably do this? Watchdog shutdown also typically failed due to thread checks, which is now resolved. - Saving of data is not unified (i.e can save chunk data without saving entity data, poses problems for desync if shutdown is really abnormal. - Entities are not loaded with chunks. This caused quite a bit of headache for Chunk#getEntities API, but now the new chunk system loads entities with chunks so that they are ready whenever the chunk loads in. Effectively brings the behavior back to 1.16 era, but still storing entities in their own separate regionfiles. The above list is not complete. The patch documentation will complete it. New chunk system hard relies on starlight and dataconverter, and most importantly the new concurrent utilities in ConcurrentUtil. Some of the old async chunk i/o interface (i.e the old file io thread reroutes _some_ calls to the new file io thread) is kept for plugin compat reasons. It will be removed in the next major version of minecraft. The old legacy chunk system patches have been moved to the removed folder in case we need them again.
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@@ -1444,7 +1444,37 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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}
@Override
- public void giveExp(int exp) {
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+ // Paper start
+ public int applyMending(int amount) {
+ ServerPlayer handle = this.getHandle();
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+ // Logic copied from EntityExperienceOrb and remapped to unobfuscated methods/properties
+ final var stackEntry = net.minecraft.world.item.enchantment.EnchantmentHelper
+ .getRandomItemWith(net.minecraft.world.item.enchantment.Enchantments.MENDING, handle);
+ final net.minecraft.world.item.ItemStack itemstack = stackEntry != null ? stackEntry.getValue() : net.minecraft.world.item.ItemStack.EMPTY;
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+ if (!itemstack.isEmpty() && itemstack.getItem().canBeDepleted()) {
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+ net.minecraft.world.entity.ExperienceOrb orb = net.minecraft.world.entity.EntityType.EXPERIENCE_ORB.create(handle.level);
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+ orb.value = amount;
+ orb.spawnReason = org.bukkit.entity.ExperienceOrb.SpawnReason.CUSTOM;
+ orb.setPosRaw(handle.getX(), handle.getY(), handle.getZ());
+
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+ int i = Math.min(orb.xpToDurability(amount), itemstack.getDamageValue());
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+ org.bukkit.event.player.PlayerItemMendEvent event = org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerItemMendEvent(handle, orb, itemstack, i);
+ i = event.getRepairAmount();
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+ orb.discard();
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+ if (!event.isCancelled()) {
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+ amount -= orb.durabilityToXp(i);
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+ itemstack.setDamageValue(itemstack.getDamageValue() - i);
+ }
+ }
+ return amount;
+ }
+
+ @Override
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+ public void giveExp(int exp, boolean applyMending) {
+ if (applyMending) {
+ exp = this.applyMending(exp);
+ }
+ // Paper end
this.getHandle().giveExperiencePoints(exp);
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}