Paper/Spigot-Server-Patches/0080-Configurable-spawn-chances-for-skeleton-horses.patch
Aikar 5cdfbda4e4
Re-enable light queue toggle, optimize neighbor checks, add max queue time
light queue is actually buggy, so re-enabling the config.

however, if anyone is ok with the buggy behavior, made the max time lost due to
light queue configurable.

We want to get to making the ligth queue default if we can make it work perfectly.

also applying neighbor optimizations to use the faster method for light checks.
2018-09-26 00:57:59 -04:00

40 lines
2.1 KiB
Diff

From ad6c8ae5dadadd8b7fb23d9c93f1aba50c6a4987 Mon Sep 17 00:00:00 2001
From: Zach Brown <zach.brown@destroystokyo.com>
Date: Tue, 22 Mar 2016 12:04:28 -0500
Subject: [PATCH] Configurable spawn chances for skeleton horses
diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
index 795545245a..0faef7cf28 100644
--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
@@ -220,4 +220,12 @@ public class PaperWorldConfig {
log("Non Player Arrow Despawn Rate: " + nonPlayerArrowDespawnRate);
log("Creative Arrow Despawn Rate: " + creativeArrowDespawnRate);
}
+
+ public double skeleHorseSpawnChance;
+ private void skeleHorseSpawnChance() {
+ skeleHorseSpawnChance = getDouble("skeleton-horse-thunder-spawn-chance", 0.01D);
+ if (skeleHorseSpawnChance < 0) {
+ skeleHorseSpawnChance = 0.01D; // Vanilla value
+ }
+ }
}
diff --git a/src/main/java/net/minecraft/server/WorldServer.java b/src/main/java/net/minecraft/server/WorldServer.java
index 2341ce3f93..a7cc053dc8 100644
--- a/src/main/java/net/minecraft/server/WorldServer.java
+++ b/src/main/java/net/minecraft/server/WorldServer.java
@@ -497,7 +497,7 @@ public class WorldServer extends World implements IAsyncTaskHandler {
blockposition = this.a(new BlockPosition(j + (l & 15), 0, k + (l >> 8 & 15)));
if (this.isRainingAt(blockposition)) {
DifficultyDamageScaler difficultydamagescaler = this.getDamageScaler(blockposition);
- boolean flag2 = this.getGameRules().getBoolean("doMobSpawning") && this.random.nextDouble() < (double) difficultydamagescaler.b() * 0.01D;
+ boolean flag2 = this.getGameRules().getBoolean("doMobSpawning") && this.random.nextDouble() < (double) difficultydamagescaler.b() * paperConfig.skeleHorseSpawnChance; // Paper
if (flag2) {
EntityHorseSkeleton entityhorseskeleton = new EntityHorseSkeleton(this);
--
2.19.0