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Paper-Old/patches/server/0510-Add-Wandering-Trader-spawn-rate-config-options.patch
Spottedleaf 01a13871de
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.
2022-09-26 01:02:51 -07:00

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5.3 KiB
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Jason Penilla <11360596+jpenilla@users.noreply.github.com>
Date: Thu, 20 Aug 2020 11:20:12 -0700
Subject: [PATCH] Add Wandering Trader spawn rate config options
Adds config options for modifying the spawn rates of Wandering Traders.
These values are all easy to understand and configure after a quick read of this
page on the Minecraft wiki: https://minecraft.gamepedia.com/Wandering_Trader#Spawning
Usages of the vanilla WanderingTraderSpawnDelay and WanderingTraderSpawnChance values
in IWorldServerData are removed as they were only used in certain places, with hardcoded
values used in other places.
diff --git a/src/main/java/net/minecraft/world/entity/npc/WanderingTraderSpawner.java b/src/main/java/net/minecraft/world/entity/npc/WanderingTraderSpawner.java
index 0130c5e7e1b42024f88c6d7dadd246b7744d7f91..fcde09e155727fe0b8b6acc79700fe4122fd22f0 100644
--- a/src/main/java/net/minecraft/world/entity/npc/WanderingTraderSpawner.java
+++ b/src/main/java/net/minecraft/world/entity/npc/WanderingTraderSpawner.java
@@ -43,43 +43,53 @@ public class WanderingTraderSpawner implements CustomSpawner {
public WanderingTraderSpawner(ServerLevelData properties) {
this.serverLevelData = properties;
- this.tickDelay = 1200;
- this.spawnDelay = properties.getWanderingTraderSpawnDelay();
- this.spawnChance = properties.getWanderingTraderSpawnChance();
- if (this.spawnDelay == 0 && this.spawnChance == 0) {
- this.spawnDelay = 24000;
- properties.setWanderingTraderSpawnDelay(this.spawnDelay);
- this.spawnChance = 25;
- properties.setWanderingTraderSpawnChance(this.spawnChance);
- }
+ // Paper start
+ this.tickDelay = Integer.MIN_VALUE;
+ //this.spawnDelay = properties.getWanderingTraderSpawnDelay(); // Paper - This value is read from the world file only for the first spawn, after which vanilla uses a hardcoded value
+ //this.spawnChance = properties.getWanderingTraderSpawnChance(); // Paper - This value is read from the world file only for the first spawn, after which vanilla uses a hardcoded value
+ //if (this.spawnDelay == 0 && this.spawnChance == 0) {
+ // this.spawnDelay = 24000;
+ // properties.setWanderingTraderSpawnDelay(this.spawnDelay);
+ // this.spawnChance = 25;
+ // properties.setWanderingTraderSpawnChance(this.spawnChance);
+ //}
+ // Paper end
}
@Override
public int tick(ServerLevel world, boolean spawnMonsters, boolean spawnAnimals) {
+ // Paper start
+ if (this.tickDelay == Integer.MIN_VALUE) {
+ this.tickDelay = world.paperConfig().entities.spawning.wanderingTrader.spawnMinuteLength;
+ this.spawnDelay = world.paperConfig().entities.spawning.wanderingTrader.spawnDayLength;
+ this.spawnChance = world.paperConfig().entities.spawning.wanderingTrader.spawnChanceMin;
+ }
if (!world.getGameRules().getBoolean(GameRules.RULE_DO_TRADER_SPAWNING)) {
return 0;
- } else if (--this.tickDelay > 0) {
+ } else if (this.tickDelay - 1 > 0) {
+ this.tickDelay = this.tickDelay - 1;
return 0;
} else {
- this.tickDelay = 1200;
- this.spawnDelay -= 1200;
- this.serverLevelData.setWanderingTraderSpawnDelay(this.spawnDelay);
+ this.tickDelay = world.paperConfig().entities.spawning.wanderingTrader.spawnMinuteLength;
+ this.spawnDelay = this.spawnDelay - world.paperConfig().entities.spawning.wanderingTrader.spawnMinuteLength;
+ //this.serverLevelData.setWanderingTraderSpawnDelay(this.spawnDelay); // Paper - We don't need to save this value to disk if it gets set back to a hardcoded value anyways
if (this.spawnDelay > 0) {
return 0;
} else {
- this.spawnDelay = 24000;
+ this.spawnDelay = world.paperConfig().entities.spawning.wanderingTrader.spawnDayLength;
if (!world.getGameRules().getBoolean(GameRules.RULE_DOMOBSPAWNING)) {
return 0;
} else {
int i = this.spawnChance;
- this.spawnChance = Mth.clamp(this.spawnChance + 25, (int) 25, (int) 75);
- this.serverLevelData.setWanderingTraderSpawnChance(this.spawnChance);
+ this.spawnChance = Mth.clamp(i + world.paperConfig().entities.spawning.wanderingTrader.spawnChanceFailureIncrement, world.paperConfig().entities.spawning.wanderingTrader.spawnChanceMin, world.paperConfig().entities.spawning.wanderingTrader.spawnChanceMax);
+ //this.serverLevelData.setWanderingTraderSpawnChance(this.spawnChance); // Paper - We don't need to save this value to disk if it gets set back to a hardcoded value anyways
if (this.random.nextInt(100) > i) {
return 0;
} else if (this.spawn(world)) {
- this.spawnChance = 25;
+ this.spawnChance = world.paperConfig().entities.spawning.wanderingTrader.spawnChanceMin;
+ // Paper end
return 1;
} else {
return 0;