Add AttributeModifier constructor without EquipmentSlotGroup (#11079)
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85 changed files with 49 additions and 34 deletions
116
patches/api/0424-Add-predicate-for-blocks-when-raytracing.patch
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116
patches/api/0424-Add-predicate-for-blocks-when-raytracing.patch
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: TonytheMacaroni <tonythemacaroni123@gmail.com>
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Date: Wed, 6 Sep 2023 19:24:53 -0400
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Subject: [PATCH] Add predicate for blocks when raytracing
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diff --git a/src/main/java/org/bukkit/World.java b/src/main/java/org/bukkit/World.java
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index 907906e15c9250fea385e49f10d3c248236fd004..02184b68cc126b278985fd966e3c8e4ade18c464 100644
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--- a/src/main/java/org/bukkit/World.java
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+++ b/src/main/java/org/bukkit/World.java
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@@ -1649,6 +1649,27 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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@Nullable
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public RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize, @Nullable Predicate<? super Entity> filter);
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+ // Paper start
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+ /**
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+ * Performs a ray trace that checks for entity collisions.
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+ * <p>
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+ * This may not consider entities in currently unloaded chunks. Some
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+ * implementations may impose artificial restrictions on the maximum
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+ * distance.
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+ *
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+ * @param start the start position
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+ * @param direction the ray direction
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+ * @param maxDistance the maximum distance
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+ * @param raySize entity bounding boxes will be uniformly expanded (or
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+ * shrinked) by this value before doing collision checks
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+ * @param filter only entities that fulfill this predicate are considered,
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+ * or <code>null</code> to consider all entities
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+ * @return the closest ray trace hit result, or <code>null</code> if there
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+ * is no hit
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+ */
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+ @Nullable RayTraceResult rayTraceEntities(io.papermc.paper.math.@NotNull Position start, @NotNull Vector direction, double maxDistance, double raySize, @Nullable Predicate<? super Entity> filter);
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+ // Paper end
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+
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/**
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* Performs a ray trace that checks for block collisions using the blocks'
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* precise collision shapes.
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@@ -1712,6 +1733,34 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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@Nullable
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public RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks);
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+ // Paper start
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+ /**
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+ * Performs a ray trace that checks for block collisions using the blocks'
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+ * precise collision shapes.
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+ * <p>
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+ * If collisions with passable blocks are ignored, fluid collisions are
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+ * ignored as well regardless of the fluid collision mode.
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+ * <p>
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+ * Portal blocks are only considered passable if the ray starts within
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+ * them. Apart from that collisions with portal blocks will be considered
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+ * even if collisions with passable blocks are otherwise ignored.
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+ * <p>
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+ * This may cause loading of chunks! Some implementations may impose
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+ * artificial restrictions on the maximum distance.
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+ *
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+ * @param start the start position
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+ * @param direction the ray direction
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+ * @param maxDistance the maximum distance
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+ * @param fluidCollisionMode the fluid collision mode
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+ * @param ignorePassableBlocks whether to ignore passable but collidable
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+ * blocks (ex. tall grass, signs, fluids, ..)
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+ * @param canCollide predicate for blocks the ray can potentially collide
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+ * with, or <code>null</code> to consider all blocks
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+ * @return the ray trace hit result, or <code>null</code> if there is no hit
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+ */
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+ @Nullable RayTraceResult rayTraceBlocks(io.papermc.paper.math.@NotNull Position start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, @Nullable Predicate<? super Block> canCollide);
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+ // Paper end
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+
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/**
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* Performs a ray trace that checks for both block and entity collisions.
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* <p>
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@@ -1745,6 +1794,42 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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@Nullable
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public RayTraceResult rayTrace(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable Predicate<? super Entity> filter);
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+ // Paper start
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+ /**
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+ * Performs a ray trace that checks for both block and entity collisions.
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+ * <p>
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+ * Block collisions use the blocks' precise collision shapes. The
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+ * <code>raySize</code> parameter is only taken into account for entity
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+ * collision checks.
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+ * <p>
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+ * If collisions with passable blocks are ignored, fluid collisions are
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+ * ignored as well regardless of the fluid collision mode.
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+ * <p>
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+ * Portal blocks are only considered passable if the ray starts within them.
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+ * Apart from that collisions with portal blocks will be considered even if
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+ * collisions with passable blocks are otherwise ignored.
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+ * <p>
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+ * This may cause loading of chunks! Some implementations may impose
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+ * artificial restrictions on the maximum distance.
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+ *
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+ * @param start the start position
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+ * @param direction the ray direction
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+ * @param maxDistance the maximum distance
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+ * @param fluidCollisionMode the fluid collision mode
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+ * @param ignorePassableBlocks whether to ignore passable but collidable
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+ * blocks (ex. tall grass, signs, fluids, ..)
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+ * @param raySize entity bounding boxes will be uniformly expanded (or
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+ * shrinked) by this value before doing collision checks
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+ * @param filter only entities that fulfill this predicate are considered,
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+ * or <code>null</code> to consider all entities
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+ * @param canCollide predicate for blocks the ray can potentially collide
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+ * with, or <code>null</code> to consider all blocks
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+ * @return the closest ray trace hit result with either a block or an
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+ * entity, or <code>null</code> if there is no hit
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+ */
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+ @Nullable RayTraceResult rayTrace(io.papermc.paper.math.@NotNull Position start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable Predicate<? super Entity> filter, @Nullable Predicate<? super Block> canCollide);
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+ // Paper end
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+
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/**
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* Gets the default spawn {@link Location} of this world
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*
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