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Configurable spawn chances for skeleton horses
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@ -78,7 +78,7 @@
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+ // CraftBukkit start
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+ public final LevelStorageSource.LevelStorageAccess convertable;
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+ public final UUID uuid;
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+
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+ public LevelChunk getChunkIfLoaded(int x, int z) {
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+ return this.chunkSource.getChunk(x, z, false);
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+ }
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@ -128,7 +128,7 @@
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+ }
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+ int minBlockX = Mth.floor(axisalignedbb.minX - 1.0E-7D) - 3;
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+ int minBlockZ = Mth.floor(axisalignedbb.minZ - 1.0E-7D) - 3;
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+
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+ int maxBlockX = Mth.floor(axisalignedbb.maxX + 1.0E-7D) + 3;
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+ int maxBlockZ = Mth.floor(axisalignedbb.maxZ + 1.0E-7D) + 3;
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+
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@ -320,7 +320,7 @@
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entityplayer.stopSleepInBed(false, false);
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});
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}
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@@ -442,7 +595,7 @@
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@@ -442,12 +595,12 @@
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ProfilerFiller gameprofilerfiller = Profiler.get();
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gameprofilerfiller.push("thunder");
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@ -329,6 +329,12 @@
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BlockPos blockposition = this.findLightningTargetAround(this.getBlockRandomPos(j, 0, k, 15));
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if (this.isRainingAt(blockposition)) {
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DifficultyInstance difficultydamagescaler = this.getCurrentDifficultyAt(blockposition);
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- boolean flag1 = this.getGameRules().getBoolean(GameRules.RULE_DOMOBSPAWNING) && this.random.nextDouble() < (double) difficultydamagescaler.getEffectiveDifficulty() * 0.01D && !this.getBlockState(blockposition.below()).is(Blocks.LIGHTNING_ROD);
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+ boolean flag1 = this.getGameRules().getBoolean(GameRules.RULE_DOMOBSPAWNING) && this.random.nextDouble() < (double) difficultydamagescaler.getEffectiveDifficulty() * this.paperConfig().entities.spawning.skeletonHorseThunderSpawnChance.or(0.01D) && !this.getBlockState(blockposition.below()).is(Blocks.LIGHTNING_ROD); // Paper - Configurable spawn chances for skeleton horses
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if (flag1) {
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SkeletonHorse entityhorseskeleton = (SkeletonHorse) EntityType.SKELETON_HORSE.create(this, EntitySpawnReason.EVENT);
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@@ -456,7 +609,7 @@
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entityhorseskeleton.setTrap(true);
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entityhorseskeleton.setAge(0);
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@ -438,10 +444,9 @@
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@VisibleForTesting
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public void resetWeatherCycle() {
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- this.serverLevelData.setRainTime(0);
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- this.serverLevelData.setRaining(false);
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- this.serverLevelData.setThunderTime(0);
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+ // CraftBukkit start
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+ this.serverLevelData.setRaining(false);
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this.serverLevelData.setRaining(false);
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- this.serverLevelData.setThunderTime(0);
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+ // If we stop due to everyone sleeping we should reset the weather duration to some other random value.
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+ // Not that everyone ever manages to get the whole server to sleep at the same time....
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+ if (!this.serverLevelData.isRaining()) {
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