* added breaking, spawning, animation
* checkstyle
* added undocumented API symbols
* added changes suggested by @peterbell10
* added natural ore like generation
* fixed spawning two silverfishes
* fixed clang
* fixed clang try 2
* updated comment
unified offset
* final clang fix
* added spawning for more silverfishes if one was damaged
* fixed spawning on one hit kill
* fixed spawning on one hit kill
fixed spawning by potion damage
* fixed clang
* fixed broken build
* fixed broken build
* I should read the error message properly
fixed build now?
* added small changes suggested by @peterbell10
Co-authored-by: 12xx12 <12xx12100@gmail.com>
* added wolf breading
* mpoved breeding to monster
* checkstyle
* fixed my IDE "helping"
* removed magic number
and fixed faster aging
* added flooring to age manipulation
* fixed copiler error
* fixed typo
* moved tps to Defines.h
* removed the TPS constant from the lua API exposure
* added inline constexpr
added explanation
* fixed broken build
* "fixed" build
Co-authored-by: 12xx12 <12xx12100@gmail.com>
* Beacon now check for players in surrounding square not every player
* added proper BoundingBox
Co-authored-by: Alexander Harkness <me@bearbin.net>
* one symbol to change everything
one symbol to break the whole build
Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: Alexander Harkness <me@bearbin.net>
* Tried to fix a small issue...
Ended up rewriting a bunch of god awful, opaque code with no source
and no sense. Who names a function GetPlayerRelativeBlockHardness???
It's gone now. We're safe again.
* Testing anti-cheat.
* Tidy up debug logging.
* Remove empty member declaration.
* Rewrite GetDigSpeed slightly for better readability.
* GetMiningProgressPerTick now returns 1 when instantly mined. Fixed hasily written typo.
* Comment style and typo fixes.
* Use lapis for enchanting, subtract correct number of levels, ClientHandle now selects from pregenerated list.
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
+ Implemented and standardized all clamped discrete random drops.
+ Changed cItems Add from push_back to emplace_back. Implement fortune for crops.
+ Enabled hoes to be enchanted with efficiency, silk touch and fortune. Made leaves, gravel and crops affected by fortune.
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
* Use lapis for enchanting, subtract correct number of levels.
* Enforced distancing regulation better than our government.
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
* Removed BiomeDef.h
* Removed ChunkDef.h from Globals.h
* Added to CONTRIBUTORS.
* Re-added empty last line to Globals.h
* Included stddef and StringUtils in BiomeDef.h
* Fixed build tools compiling. It compiles, but at what cost?
* Added include to src/Generating/Trees.h
* Include added in ChunkGeneratorThread.h
* Moved rearranged includes in LineBlockTracer.cpp
* Re-arrange headers in ChunkInterface.cpp
* Included ChunkDef.h in Path.h
* Included ChunkDef.h in NBTChunkSerializer.h
* Rearranged included and added required includes to headers.
* Removed unnecessary included in StringUtils.h.
* Implement Dropspenser Hook
Implemented a hook for dropspensing.
HOOK_DROPSPENSE
When plugin callback returns true then dropspense is cancelled
* Update src/Bindings/PluginManager.h
Co-authored-by: peterbell10 <peterbell10@live.co.uk>
* Create OnDropSpense.lua
* Fix indent
* Forgot include
Forgot to include the plugin manager. Although now im confused why it was working on my end without including the plugin manager
* Update plugins.lua with dropspense
* fix typos
* haha notepad++ go brr
Co-authored-by: peterbell10 <peterbell10@live.co.uk>
* Implemented fortune for ores, glowstone and sea lanterns (but nothing organic or flint).
* Cleanup printf
* Stopped playing golf, gave the Camels a FirstHump and moved the FortuneDropMult comment. Thanks for the review :).
* Got rid of FortuneDropMult and replaced with Peter's massive optimization/simplification.
* Fixed default lapis max droprate (8 -> 9).
* Clamp max drops for non-redstone ores to 10.
* Comment justifying the clamp.
* BlockHandler initialisation is a constant expression
If we can't make it all namespaces, this is the next best I guess.
+ Tag handlers constexpr, const as needed
+ Inherit constructors
* Privatise handler functions
* More constexpr
Co-authored-by: Alexander Harkness <me@bearbin.net>
* made snow golems not crashing the server anymore
* changed damage type to environment
* updated damage in API dopcumentation and changed enderman damage type
* removed incidental d in the code
* added dtEnvironment to ArmorCoversAgainst
Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: Alexander Harkness <me@bearbin.net>
* switch range on jungle tree generation and renamed a confusing variable
* changed two numbers to match vanilla behaviour
* made jungle trees closer to vanilla behaviour
- matched variable names to new checkstyle
- made branch generation independent from noise at block position
* replaced random provider with Noise
* implemented changes suggested by peterbell10
* changed the way to determine the size of the leaves on branches
Co-authored-by: peterbell10 <peterbell10@live.co.uk>
Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: peterbell10 <peterbell10@live.co.uk>
Co-authored-by: Alexander Harkness <me@bearbin.net>
* the beginning of a magnificent work - added basic files and classes without functionality
* fixed checkstyle
* added imports
* moved imports
* - Adding SinglePieceStructureGen
- Adding a cPrefabChestStructure to generate Chests with contents
- Added the options and calls to the ComposableGenerator
* moved Globals to .h file
* removed the chest thingy from the code (for now)
* Update SinglePieceStructureGen.cpp
* readded whitespace
* renamed to SinglePieceStructuresGen for consistency
added new classes to test
* fixed small things (mostly style and cleanup)
removed loottables
* added small changes suggested by madmaxoft
* small change to documentation
* added check for allowed biomes
* check only the biome of the origin position
* fixed error on IsBiomeAllowed
* added new cubesets
* updated structures for with sponging
* updated biome names
* updated metadata to prevent crashing
removed debug output
* updated structures with sponging
* added sponging to deserterWell to make it disappear in sand
* small change in meta
* rename DesertTemple -> DesertPyramid
* minor style changes
Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: Alexander Harkness <me@bearbin.net>
* made snow golems not crashing the server anymore
* changed damage type to environment
* updated damage in API dopcumentation and changed enderman damage type
* removed incidental d in the code
Co-authored-by: 12xx12 <12xx12100@gmail.com>
* TNT: Implement tracing algorithm
+ Add intensity tracing
* Fix iterating over all players to SendExplosion, even those not in range
* Implemented TNT entity interaction
* Fixed misaligned destruction tracing
* Finalise TNT algorithm
- Remove BlockArea and just use chunks
Using SetBlock makes it so that we can update everything properly, and does appear to be faster.
* BlockInfo learns about explosion attentuation
* Rename Explodinator parameters
* TNT: pull block destruction into common function
Co-authored-by: Alexander Harkness <me@bearbin.net>
+ Added possible 1.8 stats
+ Added stat tracking for 1.8.2
+ Added stat tracking for 1.9
+ Added the breed cow achievement
Co-authored-by: 12xx12 <12xx12100@gmail.com>
- Removed the calculation in the noteblock block entity
I did the calculation in python if anyone is interested where the numbers are from
Co-authored-by: 12xx12 <12xx12100@gmail.com>
- No longer try getting from the chunkmap if GetNeighborChunk fails, since nothing else does this and entities (in future) will not tick close to an unloaded chunk edge
* GetRelNeighborChunk uses FindChunk
* Adding Emeralds to generation
* fixed crash
* fixed documentation and changed function name to match others
* forgot to change the name in the doc
* removed debug output - sorry build servers
Co-authored-by: 12xx12 <12xx12100@gmail.com>
- Remove cSolidBlockHandler
* Functionality now integrated into simulator dispatcher
* Fix door double open/close issues, arisen due to the top/bottom halves getting different power
+ Small migration to block states for redstone wire
* Pistons/Ice no longer need to FastSetBlock first (#4600), and the former don't drop items when broken in creative
- Begin migration away from stationary fluids
* Tick the chunk after applying a client's changed
* Broadcast pending blocks at the end of a tick
* WakeUp is for singular changes (block breaking for example). The simulator should check blocks around the position and discover other affected blocks as it sees fit
* AddBlock is for when you know a whole area is to be updated; chunk loading, or area wakeups for example
+ Prepares for correct handling of destroyed blocks after removal of SolidBlockHandler in the redstone simulator