| Commit message (Collapse) | Author | Age | Lines |
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
When a player has canPickUpLoot set to true the code for mob pickup is
triggerd which does not know how to deal with player inventory. Since
players have their own logic for picking up items we simply disable this
code for them.
|
|
|
|
|
|
|
|
| |
The old flag for picking up loot was default to false, making existing players not able to pickup items. We now use this flag for Players, which gives us the problem we had in 48b46f83.
To fix this, we add an incremental flag that will be cross-examined to check if the data was saved before or after the flag level was introduced.
Addresses BUKKIT-3143
|
|
|
|
|
|
|
|
| |
Adds:
- Getting/Setting equipment
- getting/setting drop rates
- getting/setting ability to pick up items
-- As an added feature, players with this flag start off with a canceled PlayerPickupItemEvent
|
|
|
|
|
|
|
|
|
|
| |
When a mob is marked with the persistent flag (animal or anything with
setRemoveWhenFarAway(false)) the entire block of code for checking if they
should be despawned is skipped. However, one part of this code updates the
mob state if a player is close enough to them. It turns out this state is
used by the AI system to decide if the mob should move around randomly or
not. To stop mobs from being frozen in place we now update this state if
the persistent flag is set as well.
|
|
|
|
| |
Also set to this value if the persistence hasn't been updated
|
|
|
|
|
|
|
|
|
|
|
| |
The old default for the persistent flag on mobs was false which was then
written out to their NBT data when they were saved. We now use this data
for all mobs, not just non-animal mobs. However, this means animals that
spawned before that change will now start despawning like monsters do.
To avoid this we add a new flag to the mob's saved data to mark if the
data was saved before or after we started using it and ignore it if it
was before.
|
|
|
|
|
|
|
|
| |
As of 1.4 mobs have a flag to determine if they despawn when away from a
player or not. Unfortunately animals still use their own system to prevent
despawning instead of making use of this flag. This change modifies them
to use the new system (defaults to true) and to add API for plugins to adjust
this.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Remove redundant ArrayList to avoid excessive object creation and CPU
overhead, the entries are added to the list then immediately iterated through
to run so just run them directly.
Swap order of some conditionals to perform the more efficient check first
as if it fails the list lookup will not be executed.
Remove profiling hooks including some rather expensive calls to getSimpleName.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Added newlines at the end of files
Fixed improper line endings on some files
Matched start - end comments
Added some missing comments for diffs
Fixed syntax on some spots
Minimized some diff
Removed some no longer used files
Added comment on some required files with no changes
Fixed imports of items used once
Added imports for items used more than once
|
| |
|
|
|
|
|
|
|
|
| |
canceled. Fixes BUKKIT-1881
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Make EntityLiving call AI logic every tick again.
Rework PathfinderGoalSelector logic.
Adds UnsafeList for use in places where we use ArrayList and know we won't
get index out of range errors. Added usage to World's tickEntities, Chunk's
entitySlices to speed up searching for entities, and to PathfinderGoalSelector
to speed up dealing with AI goals.
Reworked logic in PathfinderGoalSelector with help from fullwall. This code
no longer uses an extra ArrayList for setting up goals and only updates which
goals should be run every other time it is called.
Removed only calling PathfinderGoalSelector every other tick from EntityLiving
as we now only setup new goals every other tick. This ensures existing goals
run every tick to properly update mob movement.
|
|
|
|
|
|
|
|
| |
Reduce usage of getCubes as it is an expensive call.
Remove iterator usage and object creation from PathfinderGoalSelector
methods as these are called very often.
Update EntityLiving goal selectors less often as this is still quite an
expensive task.
|
| |
|
| |
|
| |
|
|
|
|
| |
BUKKIT-1129, Fixes BUKKIT-1054 and Fixes BUKKIT-147.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
We know these updates (can) break plugins bypassing Bukkit. They are needed for
smooth updates however. There will be another one right before before 1.1-R1.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Related to BUKKIT-129
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|