Commit graph

3340 Commits

Autor SHA1 Nachricht Datum
Aikar
98555e9b90
LivingEntity Hand Raised/Item Use API
How long an entity has raised hands to charge an attack or use an item

Also aliased isHandsRaised for isChargingAttack in RangedEntity
2018-06-29 00:55:29 -04:00
Aikar
7abf2eeeac
RangedEntity API
Allows you to determine if an entity is capable of ranged attacks,
and to perform an attack.
2018-06-26 22:08:01 -04:00
Aikar
ae79aa3436
EntityPathfindEvent should be an EntityEvent 2018-06-25 22:09:11 -04:00
kashike
ffcba0f43c
Merge pull request #1173 from Minecrell/jline-event-expansion
Disable JLine event expansion
2018-06-25 11:47:33 -07:00
Minecrell
eb7341f821 Disable JLine event expansion. Fixes #1171 2018-06-25 17:40:35 +02:00
Aikar
ff572760c4
ItemStack API additions for quantity/flags/lore 2018-06-22 23:03:46 -04:00
Aikar
f0cb089a24
Fix another case where villages load chunks 2018-06-21 22:58:09 -04:00
Aikar
9b1e9b43ff
Update Upstream 2018-06-20 23:29:33 -04:00
Aikar
980d53d156
Expand Explosions API
Add Entity as a Source capability, and add more API choices, and on Location.
2018-06-20 23:19:46 -04:00
Brokkonaut
a5285de480 Add EntityKnockbackByEntityEvent (#1162)
This event is called when an entity receives knockback by another entity. The knockback can be modified in the event. If the event is cancelled the entity is not knocked back.
2018-06-20 21:59:11 -04:00
BillyGalbreath
4f20c7ab67 Add "getNearbyXXX" methods to Location (#1160) 2018-06-20 21:30:09 -04:00
Aikar
d5817e9910
Fire EntityShootBowEvent for Illusioner 2018-06-18 22:19:59 -04:00
Zach Brown
384059607e
Tie PlayerList#moveToWorld safety to existing config
Also renames patch file to better express what it's doing.

It is presumed that those using this config option intend for
suffocation checks to be disabled in all instances. In doing so, they
inherently assume the advantages and issues associated with removing
said safety check.

If the community expresses a desire for more specific options regarding
the handling of this safety feature, we can investigate providing them.

Fixes GH-1149
2018-06-18 16:27:33 -05:00
theminecoder
b02d49beaa Fix PluginCommand to not wrap exceptions before ServerExceptionEvent can get to it (#1130) 2018-06-18 16:03:09 -05:00
BillyGalbreath
efb52083b9 [CI-SKIP] Clarify Event#callEvent() JavaDoc (#1158) 2018-06-18 15:42:39 -05:00
Aikar
c92fa14d36
PlayerReadyArrowEvent
Called when a player is firing a bow and the server is choosing an arrow to use.
Plugins can skip selection of certain arrows and control which is used.
2018-06-18 01:13:16 -04:00
Aikar
76d60b167f
EntityShootBowEvent consumeArrow and getArrowItem API
Adds ability to get what arrow was shot, and control if it should be consumed.
2018-06-18 00:39:04 -04:00
Aikar
9fee3b6963
accidently set the wrong collection on last commit
copy pasting...
2018-06-16 16:32:26 -04:00
Aikar
708d52ca03
Ignore Missing Recipes in RecipeBook to avoid data errors
This code was causing NPE's in saving player data, potentially related to reloads.
2018-06-16 16:30:29 -04:00
BillyGalbreath
1ae07ecf52 Make shield blocking delay configurable (#1154)
Resolves #1153
2018-06-16 15:54:35 -04:00
Aikar
89aa04f9ed
Make SentientNPC extend LivingEntity 2018-06-16 14:28:13 -04:00
Aikar
ed61b2982e
Add SentientNPC Interface to Entities
Used to determine ACTUAL Living NPC's. Spigot mistakenly inversed the conditions for LivingEntity, and
used LivingEntity for Insentient Entities, and named the actual EntityLiving class EntityInsentient.

This should of all been inversed on the implementation side. To make matters worse, Spigot never
exposed the differentiator that there are entities with AI that are not sentient/alive such as
Armor stands and Players are the only things that do not implement the REAL EntityLiving class (named Insentient internally)

This interface lets you identify NPC entities capable of sentience, and able to move about and react to the world.
2018-06-16 14:01:01 -04:00
Aikar
4f29a0ce0a
Print Error details when failing to save player data 2018-06-15 20:40:39 -04:00
Aikar
50a23d5ea3
Configurable Alternative LootPool Luck Formula
Rewrites the Vanilla luck application formula so that luck can be
applied to items that do not have any quality defined.

See: https://luckformula.emc.gs for data and details
-----------

The rough summary is:
My goal was that in a pool, when luck was applied, the pool
rebalances so the percentages for bigger items is
lowered and smaller items is boosted.

Do this by boosting and then reducing the weight value,
so that larger numbers are penalized more than smaller numbers.
resulting in a larger reduction of entries for more common
items than the reduction on small weights,
giving smaller weights more of a chance

-----------

This work kind of obsoletes quality, but quality would be useful
for 2 items with same weight that you want luck to impact
in varying directions.

Fishing still falls into that as the weights are closer, so luck
will invalidate junk more.

This change will result in some major changes to fishing formulas.

-----------

I would love to see this change in Vanilla, so Mojang please pull :)
2018-06-15 00:32:35 -04:00
Aikar
1127a49ced
If we remove a corrupt TE, ensure we save the chunk 2018-06-15 00:11:39 -04:00
Black Hole
ea8801ce28 Actually call EntityTeleportEndGatewayEvent (#1147) 2018-06-13 16:29:49 -05:00
Brokkonaut
8b371226fb Avoid int overflow in lootable refill time calculations (#1146)
Fixes https://github.com/PaperMC/Paper/issues/1141
2018-06-13 14:15:31 -04:00
Shane Freeder
2c1d1ac456
Fix compat with PluginClassloader implementations 2018-06-12 16:10:01 +01:00
Shane Freeder
179439e48e
[CI-SKIP] Fix comment on unlit chunk sending patch 2018-06-12 15:46:08 +01:00
Aikar
84d350c24c
Fix CraftEntity hashCode
hashCodes are not allowed to change, however bukkit used a value
that does change, the entityId.

When an entity is teleported dimensions, the entity reference is
replaced with a new one with a new entity ID.

For hashCode, we can simply use the UUID's hashCode to keep
the hashCode from changing.

equals() is ok to use getEntityId() because equals() should only
be true if both the left and right are the same reference.

Since entity ids can not duplicate during runtime, this
check is essentially the same as this.getHandle() == other.getHandle()

However, replaced it too to make it clearer of intent.
2018-06-10 20:29:15 -04:00
Aikar
ca0ec24d64
Properly remove entities on dimension teleport
To teleport an entity between dimensions, the server makes a copy
and puts the copy in the new location, and marks the old one dead.

If this method got called for the same world in the same tick,
the entity would not have been removed from the UUID map, and the
world readd would fail.

This can be triggered even with a plugin if the entity is teleported
twice in the same tick, from world A to B, then back from B to A.

The re-add to A will fail to add the entity to the world. It will
actually be there, but it will not be visible on the client until
the server is restarted to re-try the add to world process again.

This bug was unlikely to be seen by many due to the double teleport
requirement, but plugins (such as my own) use this method to
trigger a "reload" of the entity on the client.
2018-06-10 20:09:56 -04:00
Shane Freeder
939ca17007
Fix missed change inside of CraftSkullMeta 2018-06-10 12:45:04 +01:00
Aikar
4fbed1adab
Unset Ignited flag on cancel of Explosion Event
Otherwise the creeper infinite explodes
2018-06-10 01:29:20 -04:00
Shane Freeder
586435d325
Cleanup last commit (Remember, always git diff!)
Because the one time you don't...
2018-06-09 20:03:42 +01:00
Shane Freeder
f022bc006f
Only close classloaders unless implict, reload or error on enabling (Closes #1120)
We also expose the control of this behavior to the API, while retaining
the old behavior unless implictly requested.
2018-06-09 18:58:04 +01:00
Shane Freeder
5913a2cc1a
Add EntityTeleportEndGatewayEvent for entities (closes #1124) 2018-06-09 14:21:40 +01:00
Shane Freeder
ecc9347238
Allow plugins to replace texture if already set on skulls 2018-06-09 12:09:21 +01:00
Aikar
72c26039eb
Fix potential for NPE if receivers is null and the world was empty 2018-06-06 21:45:30 -04:00
Aikar
d4dffd1d71
ParticleBuilder.hasReceivers shouldnt return true if no players are in the world 2018-06-06 21:35:44 -04:00
Aikar
fd4a65c566
Expand ParticleBuilder more with hasReceivers, fix empty receivers list 2018-06-06 21:27:50 -04:00
Aikar
11cb276a4a
Expand particle builder API with radius based radius methods 2018-06-06 20:59:04 -04:00
Aikar
2e423c8954
ItemStack#getMaxItemUseDuration
Allows you to determine how long it takes to use a usable/consumable item
2018-06-05 23:01:16 -04:00
Aikar
b97e5124e4
WitchReadyPotionEvent
Control what potion the witch readies to use
2018-06-05 22:48:48 -04:00
Aikar
1e3de9e936
Don't load chunks for villager door checks
This avoids villages spam loading chunks sync
2018-06-05 00:33:24 -04:00
Aikar
a082f773cb
Allow spawning Item entities with World.spawnEntity
This API has more capabilities than .dropItem with the Consumer function

Item can be set inside of the Consumer pre spawn function.
2018-06-04 20:48:14 -04:00
Kyle Wood
df8f9f0f30
Report issues to the issue tracker 2018-06-04 01:54:22 -05:00
Aikar
5c8bd61d24
PotionEffect clone methods
Help with modifying potion effects
2018-06-04 01:55:52 -04:00
Aikar
0570490d2a
Closes #1138 2018-06-04 01:54:38 -04:00
Aikar
727f932d05
add Escape Reason Drown for EndermanEscapeEvent
to detect rain specifically from every other armor ignoring hit
2018-05-31 18:16:26 -04:00
Zach Brown
7fea752ffc
Fix config key on last commit 2018-05-30 15:38:27 -05:00