PreCreatureSpawnEvent
Adds an event to fire before an Entity is created, so that plugins that need to cancel CreatureSpawnEvent can do so from this event instead. Cancelling CreatureSpawnEvent rapidly causes a lot of garbage collection and CPU waste as it's done after the Entity object has been fully created. Mob Limiting plugins and blanket "ban this type of monster" plugins should use this event instead and save a lot of server resources. See: https://github.com/PaperMC/Paper/issues/917
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@@ -145,7 +145,7 @@
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if (list1.size() >= requiredCount) {
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- if (!SpawnUtil.trySpawnMob(EntityType.IRON_GOLEM, EntitySpawnReason.MOB_SUMMONED, world, this.blockPosition(), 10, 8, 6, SpawnUtil.Strategy.LEGACY_IRON_GOLEM, false).isEmpty()) {
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+ if (!SpawnUtil.trySpawnMob(EntityType.IRON_GOLEM, EntitySpawnReason.MOB_SUMMONED, world, this.blockPosition(), 10, 8, 6, SpawnUtil.Strategy.LEGACY_IRON_GOLEM, false, org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason.VILLAGE_DEFENSE).isEmpty()) { // CraftBukkit
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+ if (SpawnUtil.trySpawnMob(EntityType.IRON_GOLEM, EntitySpawnReason.MOB_SUMMONED, world, this.blockPosition(), 10, 8, 6, SpawnUtil.Strategy.LEGACY_IRON_GOLEM, false, org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason.VILLAGE_DEFENSE, () -> {GolemSensor.golemDetected(this);}).isPresent()) { // CraftBukkit // Paper - Set Golem Last Seen to stop it from spawning another one
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list.forEach(GolemSensor::golemDetected);
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}
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}
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