SetupOrder allows to define a priority, so you can register
ActionFactoryFactory instances before any checks get them.
Default priorities are NCP core at -100, DataManager -80, rest at 0.
Allows to set a new ActionFactoryFactory without the ConfigManager.init
already trying to parse actions, thus implementing special actions
should be easier. Still three calls might be necessary to be on the
safe side:
1. ConfigManager.setActionFactoryFactory(new factory)
2. ConfigManaher.setAllActionFactories()
3. DataManager.clearConfigs()
Not entirely convinced if concurrency issues might arise with reload or
even on startup (chat).
Hint at per-velocity friction factor. Could be used to add short term
velocity that does not decrease. However it can't replace extra-buffer
due to special invalidation conditions.
Move the after-failure permission-, velocity- and
extra-buffer-checks into an extra method.
Move special checks like web/liquid to extra methods.
Alter checking order slightly.
Other cleanups (comments, declaration order, grouping).
Shuffle methods.
Finished? No.
This reduces false positives with throwing enderpearls at nearby
entities or for horizontal velocity.
Missing: Use up horizontal velocity if sprintback is triggered and
queued velocity is present.
Jump (+run) and throw an ender pearl at a nearby entity.
Survivalfly might trigger with limitjump, since the MediumLiftOff gets
reset on teleporting (would appreciate MC adding sequence numbers to
moving packets :p).
Set-back handling:
* Make the VehicleSetBack a class in the moving package.
* For set-backs use the debug flag from the time of checking.
Debugging:
* Alter debug output for moves slightly (differing locations).
* Add debug output for vehicle moves with players involved.
Note on 1.6:
* Not even PlayerMove is fired for pigs and horses, so no tracking.
This workaround allows the block transition from above a 1.5 high block
into the block, for the case both from and to have been inside of the
bounds of the block. This should fix the annoying bug with jumping
inside of an open fence gate, closing it while just above 1.0 height,
so that passable would alert for moving back from air into the block.
Passable/ray-tracing might disallow players moving out of blocks which
they are stuck in on some occasions.
In order to allow moving out of a block, ray tracing is repeated
with the first block ignored for some cases.