Commit Graph

205 Commits

Author SHA1 Message Date
3cd6e12e71 Renaming "Level" -> "World" (#2907)
This has been a pain point for a long time due to the misleading nature of the name "level". It's also confusing when trying to do things like getting the XP level of the player or such, and also does not translate well to other languages.

This transition was already executed on the UI some time ago (language strings) and now it's time for the same change to occur on the API.

This will burn a lot of plugins, but they'll acclimatize. Despite the scary size of this PR, there isn't actually so many changes to make. Most of this came from renaming `Position->getLevel()` to `Position->getWorld()`, or cosmetic changes like changing variable names or doc comments.
2019-05-07 14:47:28 +01:00
854a2f5135 Move a giant heap of network garbage out of Entity 2019-04-26 18:52:38 +01:00
5913d5038b Cleaned up Entity->close() handling 2019-04-18 17:23:48 +01:00
e5756dbf0b Move a whole bunch of packet crap to NetworkSession 2019-04-02 18:31:16 +01:00
0aebb3f4fb Clean up LevelSoundEvent handling 2019-03-26 19:53:40 +00:00
b8d1eb20b0 EntityDeathEvent: add XP amount API, closes #2690 2019-03-21 19:53:14 +00:00
89c0836047 Fixed paintings dropping multiple times, closes #2774 2019-03-21 19:46:43 +00:00
8c536c248d Updating for latest PocketMine-NBT changes 2019-03-21 15:58:22 +00:00
ad19696364 Make Effect and Enchantment functions less verbose 2019-03-13 15:26:21 +00:00
7170d9009d Enchantment: more static getters, firehose magic numbers
This is similar in nature to 646fea5a4e.

On a side note: Migrating this way is a pain in the ass due to lack of types. What the heck is int supposed to mean?!?!?!?! At least if we wanted to go _back_ to magic numbers, it would be easy to locate everything with an Enchantment typehint...
2019-02-20 13:45:50 +00:00
646fea5a4e Effect: Introduce a bunch of static getters, change a bunch of API to use objects
This introduces static getters for every currently-known effect type. At some point in the near future, the magic number constants (which are really network IDs, by the way) will disappear.

Migrating:
- If you used constants (like any sensible person would): for the most part it's just a case of adding a () anywhere you used an Effect constant.
- If you hardcoded magic numbers: ... well, have fun fixing your code, and I reserve the right to say "I told you so" :)

This achieves multiple goals:
1) creating an EffectInstance for application is much less verbose (see diff for examples, especially the Potion class)
2) plugin devs cannot use magic numbers to apply effects anymore and are forced to use type-safe objects. :)

This is a warning shot for plugin devs who use magic numbers. More changes like this are coming in the not-too-distant future.
2019-02-20 12:05:17 +00:00
3bbc0b5d5f Merge branch '3.6' 2019-02-17 17:08:44 +00:00
2e0dd574e0 Set default health attribute value when changing max health, closes #2771 2019-02-17 17:06:32 +00:00
c872b120d0 Entity->entityBaseTick() is now protected 2019-02-04 19:54:06 +00:00
78dfcc5f2d Move Effect and EffectInstance to entity\effect namespace 2019-01-28 15:41:07 +00:00
61e04d5284 Merge branch '3.5' 2019-01-23 16:48:12 +00:00
e6d1c1dfbc Living: Get rid of delayed XP spawning, closes #2644
This is not identical to vanilla, but I don't care because it gets rid of edge cases and also makes it easier to integrate with EntityDeathEvent in the future.
2019-01-23 12:31:05 +00:00
cdf2f98e26 Merge branch '3.5' 2019-01-05 17:41:26 +00:00
b22a2ef914 Living: Despawn in endDeathAnimation()
this removes the necessity for the player to do this.
2019-01-05 12:46:11 +00:00
adc1069ed2 Merge branch '3.5' 2019-01-04 23:28:44 +00:00
4b9a142a5d Import global functions and constants for enhanced performance
This is better for performance because these then don't need to be reevaluated every time they are called.

When encountering an unqualified function or constant reference, PHP will first try to locate a symbol in the current namespace by that name, and then fall back to the global namespace.
This short-circuits the check, which has substantial performance effects in some cases - in particular, ord(), chr() and strlen() show ~1500x faster calls when they are fully qualified.

However, this doesn't mean that PM is getting a massive amount faster. In real world terms, this translates to about 10-15% performance improvement.
But before anyone gets excited, you should know that the CodeOptimizer in the PreProcessor repo has been applying fully-qualified symbol optimizations to Jenkins builds for years, which is one of the reasons why Jenkins builds have better performance than home-built or source installations.
We're choosing to do this for the sake of future SafePHP integration and also to be able to get rid of the buggy CodeOptimizer, so that phar and source are more consistent.
2019-01-04 20:43:15 +00:00
c5262fdf61 Merge branch 'release/3.5' 2018-12-14 17:32:58 +00:00
60b1f0a6e9 Fixed burning TNT setting affected mobs on fire when exploding, closes #2561 2018-12-14 17:32:11 +00:00
b50e29085e Remove InventoryEventProcessor, use closures instead 2018-12-04 19:02:26 +00:00
790ef0325c Merge branch 'release/3.4' 2018-11-29 18:47:25 +00:00
c010ef45ed Merge branch 'release/3.3' into release/3.4 2018-11-29 18:46:00 +00:00
93c26a0b0c Living: Suspend effects ticking on death
This was the cause of a bug with regeneration which caused players taking fatal damage under regeneration not to die correctly. On the server side they would die and immediately regenerate some health, which would cause the next attribute sync to not report the health drop to zero, which made the client unaware that it was dead.

Perhaps attributes should be forcibly synced in some circumstances, but nonetheless regeneration shouldn't apply post-death.
2018-11-29 18:45:46 +00:00
90482e79bc Merge branch 'release/3.4' 2018-10-21 18:23:54 +01:00
6dd2597934 Merge branch 'release/3.3' into release/3.4 2018-10-21 18:17:07 +01:00
45c9caa38c Fixup some formatting issues 2018-10-21 18:15:25 +01:00
495a0b1dc2 Merge branch 'release/3.3' 2018-10-05 18:11:33 +01:00
1dd6591ac1 Migrate a bunch of PluginManager->callEvent() usages to Event->call
This has the triple bonus effect of a) making a lot of code easier to read, b) reducing Server::getInstance() usages, and c) removing a whole bunch of Server dependencies.

The network and block namespaces are untouched by this commit due to potential for merge conflicts. These should be dealt with separately on master.
2018-10-05 17:30:06 +01:00
4fb1f8dd76 Merge branch 'release/3.2' 2018-08-25 17:49:28 +01:00
bea634a9b7 Change air tank regeneration to match UA (#2396) 2018-08-22 19:10:53 +01:00
286e062086 Merge branch 'release/3.2' 2018-08-22 15:42:00 +01:00
8daf3dc8b4 Merge branch 'release/3.1' into release/3.2 2018-08-22 15:41:52 +01:00
9d80802e53 Living: fixed some update conditions not being set 2018-08-22 15:40:32 +01:00
2ee0436f46 Continued cleanup of runtime entity NBT removal
it's no longer necessary to force-write these, since the NBT is now ephemeral. Any tag type mismatches should be dealt with on read, after which the original tag will be discarded anyway.
2018-08-15 14:50:58 +01:00
0273e2484e Kill entity runtime NBT (#2361) 2018-08-14 13:33:02 +01:00
202fb08792 Merge branch 'release/3.2' 2018-08-07 14:39:56 +01:00
47cd6fe105 EntityDamageEvent: Add API to customize Living entity attack cooldown time
closes #2310
2018-08-07 14:39:26 +01:00
4597899ac3 Merge branch 'release/3.2' 2018-08-06 21:34:07 +01:00
max
f3b2bcfd13 Added Conduit Power effect 2018-08-06 21:30:15 +01:00
c1843ac2d4 Player: remove dataPacket() and directDataPacket()
I considered renaming sendDataPacket() to dataPacket() to reduce the BC breaks, but the parameter set has changed, which might cause astonishing behaviour, so it's better to break it in a loud way. Also, this has a clearer name.
2018-07-22 12:04:53 +01:00
76ee6bc298 Merge branch 'release/3.1' into release/3.2 2018-07-20 11:57:13 +01:00
2b30ef1671 Revert "Living: fix knockback condition, take 2"
This reverts commit 0081e30a89.

The logic introduced by this commit is correct in MC JAVA 1.9+. Unfortunately, nobody likes 1.9+ for combat.
Some testing in MCPE vanilla made it apparent that this logic isn't correct for MCPE. The old logic is correct for pre-1.9 knockback.
2018-07-20 11:55:10 +01:00
0f0d12bebc Merge branch 'release/3.0' into release/3.1 2018-07-02 16:58:15 +01:00
a57ec1b1ba Living: fixed death animation not being played when kill() is used
this fixes players having a random delayed despawn when using /kill on themselves
2018-06-29 16:49:40 +01:00
4d9368f205 Merge branch 'release/3.0' into release/3.1 2018-06-24 12:07:45 +01:00
0081e30a89 Living: fix knockback condition, take 2
onGround doesn't necessarily reflect 0 motion, because something else could change the motion prior to the onGround flag getting updated - for example 2 knockbacks in a row.
2018-06-23 14:30:26 +01:00