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Fix a couple of upstream bed issues
Upstream incorrectly skipped explosion logic if the bed was occupied and added a "feature" where if you set your spawn in a respawn anchor world but then replaced it with a bed, you could respawn at the bed in that world.
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@ -10,7 +10,14 @@
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world.removeBlock(pos, false);
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BlockPos blockposition1 = pos.relative(((Direction) state.getValue(BedBlock.FACING)).getOpposite());
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@@ -114,19 +115,59 @@
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@@ -108,25 +109,65 @@
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world.explode((Entity) null, world.damageSources().badRespawnPointExplosion(vec3d), (ExplosionDamageCalculator) null, vec3d, 5.0F, true, Level.ExplosionInteraction.BLOCK);
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return InteractionResult.SUCCESS_SERVER;
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} else if ((Boolean) state.getValue(BedBlock.OCCUPIED)) {
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+ if (!BedBlock.canSetSpawn(world)) return this.explodeBed(state, world, pos); // Paper - check explode first
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if (!this.kickVillagerOutOfBed(world, pos)) {
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player.displayClientMessage(Component.translatable("block.minecraft.bed.occupied"), true);
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}
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return InteractionResult.SUCCESS_SERVER;
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} else {
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@ -67,8 +74,7 @@
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public static boolean canSetSpawn(Level world) {
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- return world.dimensionType().bedWorks();
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+ // CraftBukkit - moved world and biome check into EntityHuman
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+ return true || world.dimensionType().bedWorks();
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+ return world.dimensionType().bedWorks(); // Paper - actually check if the bed works
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}
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private boolean kickVillagerOutOfBed(Level world, BlockPos pos) {
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