Add option to disable relative projectile velocity

Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).

This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.

While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
   from the projectile's velocity, the projectile's velocity would be different.
   As there's no way to detect whether the projectile's velocity has already been
   adjusted to ignore the player's velocity, plugins can't not do it if it's not
   necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
   using an elytra. Checking for those inconsistencies is possible, but not as
   efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
   server-internal fix makes this change future-proof.
This commit is contained in:
Lucavon 2019-07-23 20:30:36 -05:00 committed by Zach Brown
parent fa8b4994ac
commit ad8dbf3d2b
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GPG key ID: CC9DA35FC5450B76

View file

@ -0,0 +1,69 @@
From d8c12019140334bf58354a929f9681fd457f6c66 Mon Sep 17 00:00:00 2001
From: Lucavon <lucavonlp@gmail.com>
Date: Tue, 23 Jul 2019 20:29:20 -0500
Subject: [PATCH] Configurable projectile relative velocity
This patch adds an option "disable relative projectile velocity", which, when
nabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
P1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
P2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
P3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
index ff520d9e86..318a470eea 100644
--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
@@ -557,4 +557,9 @@ public class PaperWorldConfig {
}
log("Anti-Xray: " + (antiXray ? "enabled" : "disabled") + " / Engine Mode: " + engineMode.getDescription() + " / Chunk Edge Mode: " + chunkEdgeMode.getDescription() + " / Up to " + ((maxChunkSectionIndex + 1) * 16) + " blocks / Update Radius: " + updateRadius);
}
+
+ public boolean disableRelativeProjectileVelocity;
+ private void disableRelativeProjectileVelocity() {
+ disableRelativeProjectileVelocity = getBoolean("game-mechanics.disable-relative-projectile-velocity", false);
+ }
}
diff --git a/src/main/java/net/minecraft/server/EntityArrow.java b/src/main/java/net/minecraft/server/EntityArrow.java
index af0f5cb00f..25ddaae482 100644
--- a/src/main/java/net/minecraft/server/EntityArrow.java
+++ b/src/main/java/net/minecraft/server/EntityArrow.java
@@ -85,7 +85,7 @@ public abstract class EntityArrow extends Entity implements IProjectile {
float f7 = MathHelper.cos(f1 * 0.017453292F) * MathHelper.cos(f * 0.017453292F);
this.shoot((double) f5, (double) f6, (double) f7, f3, f4);
- this.setMot(this.getMot().add(entity.getMot().x, entity.onGround ? 0.0D : entity.getMot().y, entity.getMot().z));
+ if (!entity.world.paperConfig.disableRelativeProjectileVelocity) this.setMot(this.getMot().add(entity.getMot().x, entity.onGround ? 0.0D : entity.getMot().y, entity.getMot().z)); // Paper - allow disabling relative velocity
}
@Override
diff --git a/src/main/java/net/minecraft/server/EntityProjectile.java b/src/main/java/net/minecraft/server/EntityProjectile.java
index 18d28a151a..bd4ca73f6d 100644
--- a/src/main/java/net/minecraft/server/EntityProjectile.java
+++ b/src/main/java/net/minecraft/server/EntityProjectile.java
@@ -43,7 +43,7 @@ public abstract class EntityProjectile extends Entity implements IProjectile {
this.shoot((double) f5, (double) f6, (double) f7, f3, f4);
Vec3D vec3d = entity.getMot();
- this.setMot(this.getMot().add(vec3d.x, entity.onGround ? 0.0D : vec3d.y, vec3d.z));
+ if (!entity.world.paperConfig.disableRelativeProjectileVelocity) this.setMot(this.getMot().add(vec3d.x, entity.onGround ? 0.0D : vec3d.y, vec3d.z)); // Paper - allow disabling relative velocity
}
@Override
--
2.22.0