When a player dies their inventory is normally scattered over the the area
in which they died. Plugins should be able to modify this behaviour by
defining whether or not the player's inventory will be dropped on the ground or waiting for the player when they eventually respawn.
This commit implements the methods included in the Bukkit half for the new
behaviour by acting upon the boolean flag. The boolean flag is tested
prior to clearing the inventory as well as prior to dropping the items on
the ground. If the flag is true (indicating "keep inventory"), the items
are not removed from the player's inventory and are not dropped on the
ground.
This commit centralizes event handling to where damage is actually applied
to the entity to avoid bugs that have resulted from nodamageticks,
modifications to damage after the event has been called, and similar
mishaps. This also implements new API for getting and setting of
modifications made to the damage amount actually applied to the entity.
This is done by storing the change in the damage amount as each modifier
is applied by vanilla code.
The method that actually damages the armor worn by an entity has been
relocated beneath the event called as to not apply durability loss when
the event has been cancelled.
23 classes have been removed as they are no longer needed using the new
capture logic. This should help quite a bit with future MC updates.
BlockPlaceEvent Refactor
Before calling Item.interactWith, a recording flag is turned on for
setTypeAndData to capture a blockstate for each block that attempts to be set.
When a block place event is cancelled, the recorded blockstate, stack
size, and metadata will revert back to the captured state. If the event is
not cancelled, a notification will be sent to clients and block physics
will be updated.
BlockChangeDelegate Refactor
Now that we have the ability to capture blockstates through world, there
is no need to modify world gen classes with BlockChangeDelegate. Instead
we will simply capture blocks during world generation in order to "replay"
all of the captured blockstates to send back to delegates.
StructureGrowDelegate and BlockSapling.TreeGenerator have also been
removed as part of this change. BlockSapling and BlockMushroom will
capture blockstates the same as block placement and revert back any grow
events if needed.
Damage caused by explosions will return null for the event as of
6588d6f72bbca74bf150de65593ac575b846111b. As such, a null check is
now necessary when handling non-living entity damage events.
Explosions directly caused by LivingEntities, such as creepers and tnt lit
by players, have their EntityDamageEvent explicitely handled within
the Explosion class. In order to prevent double events when damage
is handled for other DamageSources, we need return null for explosion
based damage sources.
API has been added to interface with Horses and to modify their inventories. Horse entities will now be recognized with the type EntityType.HORSE, and will no longer be UNKNOWN.
HorseJumpEvent, EntityDamageEvent, and EntityTameEvent are all correctly fired for horses.
This commit fixes BUKKIT-4393.
Currently there are several cases where a player will have their inventory
screen closed client side but we will not call an event. To correct this
we call the event when the server is the cause of the inventory closing
instead of just when the client is the cause. We also ensure the server is
closing the inventory reliably so we get the events. Additionally this
commit also calls the event when a player disconnects which will handle
kicks, quits, and server shutdown.
With the persistence api introduced, pets did not have their
persistence flag updated to reflect their persistence. This caused
tame ocelots to not persist under specific conditions.
This allows previous causes to be available during the event, as well as making the damage cause a valid one. If EntityDamageEvent is canceled, then it's not the last DamageCause.
Also prevents setting DamageCause involuntarily through construction.