Expand Explosions API
Add Entity as a Source capability, and add more API choices, and on Location. Co-authored-by: Esoteric Enderman <90862990+EsotericEnderman@users.noreply.github.com> Co-authored-by: Bjarne Koll <git@lynxplay.dev>
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@ -29,7 +29,7 @@
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public class ServerExplosion implements Explosion {
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@@ -50,16 +59,21 @@
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@@ -50,16 +59,22 @@
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private final DamageSource damageSource;
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private final ExplosionDamageCalculator damageCalculator;
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private final Map<Player, Vec3> hitPlayers = new HashMap();
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@ -37,6 +37,7 @@
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+ public boolean wasCanceled = false;
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+ public float yield;
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+ // CraftBukkit end
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+ public boolean excludeSourceFromDamage = true; // Paper - Allow explosions to damage source
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public ServerExplosion(ServerLevel world, @Nullable Entity entity, @Nullable DamageSource damageSource, @Nullable ExplosionDamageCalculator behavior, Vec3 pos, float power, boolean createFire, Explosion.BlockInteraction destructionType) {
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this.level = world;
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@ -52,16 +53,16 @@
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}
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private ExplosionDamageCalculator makeDamageCalculator(@Nullable Entity entity) {
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@@ -171,7 +185,7 @@
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@@ -171,7 +186,7 @@
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int l = Mth.floor(this.center.y + (double) f + 1.0D);
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int i1 = Mth.floor(this.center.z - (double) f - 1.0D);
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int j1 = Mth.floor(this.center.z + (double) f + 1.0D);
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- List<Entity> list = this.level.getEntities(this.source, new AABB((double) i, (double) k, (double) i1, (double) j, (double) l, (double) j1));
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+ List<Entity> list = this.level.getEntities(this.source, new AABB((double) i, (double) k, (double) i1, (double) j, (double) l, (double) j1), (com.google.common.base.Predicate<Entity>) entity -> entity.isAlive() && !entity.isSpectator()); // Paper - Fix lag from explosions processing dead entities
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+ List<Entity> list = this.level.getEntities(excludeSourceFromDamage ? this.source : null, new AABB((double) i, (double) k, (double) i1, (double) j, (double) l, (double) j1), (com.google.common.base.Predicate<Entity>) entity -> entity.isAlive() && !entity.isSpectator()); // Paper - Fix lag from explosions processing dead entities, Allow explosions to damage source
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Iterator iterator = list.iterator();
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while (iterator.hasNext()) {
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@@ -192,10 +206,38 @@
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@@ -192,10 +207,38 @@
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d3 /= d4;
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boolean flag = this.damageCalculator.shouldDamageEntity(this, entity);
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float f1 = this.damageCalculator.getKnockbackMultiplier(entity);
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@ -102,7 +103,7 @@
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}
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double d5 = (1.0D - d0) * (double) f2 * (double) f1;
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@@ -204,7 +246,7 @@
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@@ -204,7 +247,7 @@
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if (entity instanceof LivingEntity) {
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LivingEntity entityliving = (LivingEntity) entity;
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@ -111,7 +112,7 @@
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} else {
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d6 = d5;
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}
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@@ -214,11 +256,19 @@
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@@ -214,11 +257,19 @@
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d3 *= d6;
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Vec3 vec3d = new Vec3(d1, d2, d3);
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@ -132,7 +133,7 @@
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this.hitPlayers.put(entityhuman, vec3d);
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}
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}
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@@ -235,10 +285,62 @@
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@@ -235,10 +286,62 @@
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List<ServerExplosion.StackCollector> list1 = new ArrayList();
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Util.shuffle(positions, this.level.random);
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@ -195,7 +196,7 @@
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this.level.getBlockState(blockposition).onExplosionHit(this.level, blockposition, this, (itemstack, blockposition1) -> {
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ServerExplosion.addOrAppendStack(list1, itemstack, blockposition1);
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@@ -262,13 +364,22 @@
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@@ -262,13 +365,22 @@
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BlockPos blockposition = (BlockPos) iterator.next();
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if (this.level.random.nextInt(3) == 0 && this.level.getBlockState(blockposition).isAir() && this.level.getBlockState(blockposition.below()).isSolidRender()) {
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@ -219,7 +220,7 @@
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this.level.gameEvent(this.source, (Holder) GameEvent.EXPLODE, this.center);
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List<BlockPos> list = this.calculateExplodedPositions();
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@@ -288,6 +399,7 @@
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@@ -288,6 +400,7 @@
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}
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private static void addOrAppendStack(List<ServerExplosion.StackCollector> droppedItemsOut, ItemStack item, BlockPos pos) {
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@ -227,7 +228,7 @@
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Iterator iterator = droppedItemsOut.iterator();
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do {
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@@ -372,4 +484,85 @@
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@@ -372,4 +485,85 @@
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}
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}
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