Commit Graph

332 Commits

Author SHA1 Message Date
931c3ed77d Entity: fixed current movement not being accounted for in fall height
this caused incorrect damage when falling from heights, as well as a bug in #4434.
2021-09-06 12:53:52 +01:00
956780c6a6 Entity: add getters and setters for fallDistance 2021-09-05 23:59:04 +01:00
ded778f422 Implemented bed bouncing 2021-09-05 20:11:49 +01:00
d4d00a9b80 Living: added calculateFallDamage()
to clean up the way that fall damage is handled for flying players; also, onHitGround() isn't only doing fall damage things these days.
2021-09-05 14:36:58 +01:00
6b7e671794 Living: use Vector3->down() instead of subtract(). 2021-09-05 14:12:04 +01:00
17dfd2cc52 Living: Trigger fall sounds on the nearest collidable block below
we can't have landed on it unless it actually has a collision box - otherwise, we only landed _in_ it.
This assumes, of course, that no blocks have bounding boxes >= 2 blocks tall, which currently none do.
2021-09-05 14:10:54 +01:00
d329bfb25d Entity: rename movX/movY/movZ to wantedX/wantedY/wantedZ
this makes the code much easier to understand.
2021-09-05 14:06:53 +01:00
73cc841d0b Entity: rename checkBlockCollisions() to checkBlockIntersections() 2021-09-05 14:00:27 +01:00
8be1f34736 Entity: Rename fall() to onHitGround(), and make it protected
this had no business being exposed to public API in the first place.
2021-09-05 13:36:40 +01:00
6ecad153ea Entity: remove fallDistance parameter from fall() 2021-09-05 13:34:43 +01:00
7e82cafdeb Entity: remove a bunch of commented code that no one cares about 2021-09-05 13:27:48 +01:00
7d5b9295cb PoisonEffect should accept Translatable|string, like its parent
this doesn't really break anything, but someone will likely whine about consistency if it's not fixed now.
2021-09-03 21:33:55 +01:00
0404298c74 Effect: get rid of runtimeIDs 2021-09-03 21:25:06 +01:00
665f2473e1 Effect: stop using hardcoded translation keys for names 2021-09-03 20:39:02 +01:00
8e58beef7f Effect: use promoted properties 2021-09-03 20:32:13 +01:00
c2558573e2 Fix offhand pickup (#4412) 2021-08-29 12:45:23 +01:00
6e68e99ec0 Added PlayerEntityInteractEvent (#4374) 2021-08-24 11:56:10 +01:00
7fd712c1ff Refactor Block & Tile: getPos() to getPosition() (#4395)
this also changes the name of the class property 'pos' to 'position' as well as Block->getPosOffset() to Block->getPositionOffset()
2021-08-23 14:01:32 +01:00
270ee5c085 Simplify registry method generation 2021-08-22 23:02:36 +01:00
1ce9474fce Picked up items can now be added to offhand slots. (#4360) 2021-08-22 20:36:12 +01:00
eb9188c309 Replace InventoryPickup*Event with EntityItemPickupEvent (#4384)
The rationale here is that inventories don't actually pick items up - their holders do.
It's especially misleading to say that an inventory is picking up an item in creative mode when the picked-up item can't actually be added to the target inventory in the first place.

This change allows a range of new functionality, such as:
- Allowing survival players to pick items up even when their inventories are full, similarly to creative players
- Changing the destination inventory of collected items (e.g. items could be redirected to the offhand or ender chest inventory, while still allowing other plugins to understand what's happening)

As an added bonus, this obsoletes one more use case for Inventory->getHolder(), bringing us one step closer to removing the cyclic reference nightmare from inventories.

The choice of naming (EntityItemPickup, instead of EntityPickupItem) is to be consistent with other events, where the word order is SubjectObjectActionEvent.
2021-08-20 22:59:35 +01:00
83805a3406 Entity: use match in checkObstruction() 2021-08-17 20:44:49 +01:00
1afda04620 PrimedTNT: fixed fuse not getting updated client-side, closes #4333 2021-07-25 12:27:25 +01:00
77138c5c06 Living: changed bad parameter name 2021-07-22 15:46:08 +01:00
e803ca0e06 Living: Limit vertical knockback to 0.4 by default
this will break non-standard use cases with large forces, but they only have to stick a 'null' at the end of the parameter list.
Since this function should be primarily used for vanilla knockback, it makes more sense to keep the default as vanilla, but allow people to change it if they want to.

closes #4106 (this is close to #4106 anyway, but small enough that it was easier to recreate it than pull and modify it)
closes #2707
2021-07-22 14:27:20 +01:00
91d54ff0ad Removed unnecessary and/or obsolete GC hacks
the intent of these hacks was to break cyclic references to avoid having objects lingering in memory. However, all of the stuff that's being removed in this commit no longer has any effect anyway, due to the fact that these things don't circularly reference each other anymore. Notably, Tile inventories now keep Position instead of a Tile ref.
2021-06-30 19:16:25 +01:00
2312511be6 Living: remove unnecessary double CompoundTag::getTag() call 2021-06-29 23:54:52 +01:00
444d902990 Fix CS 2021-06-21 20:45:31 +01:00
5d6146a01f Register missing potion types 2021-06-19 21:53:08 +01:00
5387456e44 Move potion types to enum 2021-06-19 21:39:23 +01:00
c07f3f5e12 fix CS 2021-06-19 19:48:30 +01:00
6fea09ded4 SplashPotion: Require potionId in constructor 2021-06-19 19:47:44 +01:00
fc70b625b3 ExperienceOrb: Require providing XP value in constructor 2021-06-19 19:42:13 +01:00
11b483f2dc Inline EntityDataHelper::createBaseNBT()
this is only used for saving entity data now, and its presence here is allowing plugin devs to keep abusing it.
2021-06-19 18:45:21 +01:00
cc00b3e19b Merge remote-tracking branch 'origin/stable' 2021-06-13 15:27:29 +01:00
532d57eec7 Arrow: Save and load critical state (#4241)
Fixes #3596
2021-06-09 14:00:36 +01:00
10391be615 Remove useless class 2021-05-17 20:06:28 +01:00
5a14c1cb89 Entity: don't rebuild metadata every tick unless an associated property changed
this should improve performance back to PM3 levels.
2021-05-17 20:05:52 +01:00
b2e806e2fa World: Harden chunk loading against bad data in entity/tile NBT 2021-05-12 12:26:41 +01:00
094c949e86 Entity: fixed extremely stupid bug with player respawning after ragequit 2021-05-11 19:08:56 +01:00
742f86e022 Rename DestroyBlockParticle -> BlockBreakParticle
closes #3461

literally every other particle/sound has the subject first, followed by the (optional) verb, and finally Particle (or Sound).
In addition, we refer to breaking blocks as 'break' everywhere except here, where we refer to it as 'destroy'.
2021-05-06 18:33:18 +01:00
652de2632a Rough OffHand implementation
this doesn't do stuff like taking arrows from offhand yet.
2021-05-05 14:46:51 +01:00
176ca3fd2f shut 2021-05-02 14:56:56 +01:00
b8645f5c15 Clean up EnderChestInventory implementation
now, EnderChestInventory is just a temporary window, much like anvil/enchanting windows. It provides a gateway to the player's PlayerEnderInventory.

This removes one of the remaining obstacles to disallowing null World in Position constructor.
2021-05-02 14:26:27 +01:00
1e6d97a157 Merge branch 'stable' 2021-04-07 21:25:39 +01:00
90161f24e3 Added script to update registry/enum docblocks 2021-03-22 16:00:09 +00:00
69cb0ba1bb Entity: don't flag as closed until just before cycle destruction
this allows stuff that requires a non-cycle-destroyed state to still operate during onDispose().
2021-03-19 01:00:49 +00:00
72de45f0e9 Drop pocketmine/uuid for ramsey/uuid 2021-03-16 23:03:00 +00:00
c61f66d973 Removed ext-ds dependency 2021-02-11 15:40:37 +00:00
fd2ebd84b4 Recognize underwater TNT 2021-02-06 23:37:05 +00:00