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Support DamagePerBlock for Virtual WorldBorder #12454
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I need a few feedback for the follow case: If create a WorldBorder and set damage all fine, but if i change the World WorldBorder that change override in client the WorldBorder make you can not notice the virtual WorldBorder and get damage by the virtual... then not sure what is the best aproach for this:
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2 makes more sense to me, and makes the API easier to use Esp if other parts of the server still think the virtual world border is still active / it mixes settings with the update packets |
yeah i found two places where the listener are created with the send packets... for PlayerList and Level for that i wanna wait more feedback and then touch that |
| - } else if (flag && !serverLevel1.getWorldBorder().isWithinBounds(this.getBoundingBox())) { | ||
| - double d = serverLevel1.getWorldBorder().getDistanceToBorder(this) + serverLevel1.getWorldBorder().getDamageSafeZone(); | ||
| + } else if (flag && !this.getWorldBorder().isWithinBounds(this.getBoundingBox())) { // Paper - use the first WorldBorder available | ||
| + double d = this.getWorldBorder().getDistanceToBorder(this) + serverLevel1.getWorldBorder().getDamageSafeZone(); // Paper - use the first WorldBorder available |
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Very nitpicky
But I don't believe "use first world border available" really describes the changes
Maybe smth like "use players worldborder, if present"
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I personally would like an API to fully disable this. I use the virtual world boarder to simulate the world boarder not being there (as I don't like its visual presence), and I would personally like it to remain this way. I'd like an API that makes the player receives damage if the player leaves the "real" world boarder, even if his personal world boarder is larger. (Basically make it fully the same as it is now) And I personally think my suggestion should be the default (as otherwise it is sort of a breaking change). Setting the damage to 0 by default is a good start, but the real world boarder is still not active anymore |
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Ngl, it’s so easy to just check it yourself and damage the player urself. I also don’t really see why this is super useful especially as this is described as a sort of “virtual” border. |
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as I said, the only way I could support this would be if it was an optional override to the main scoreboard, changing behavior here is just bleh, people use the client one for visual stuff and expect the global border to still be active and do stuff, even if not visual to players |
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Scoreboard? Then what about just improvement the docs for tell about the none damage is expected and can be handle by the user implementation? |
long day ;-; |
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Yeah I am not quite sure about this. Its called a virtual world border meaning that I would think that this doesnt affect players (with damage, etc) so, I think this is better for plugins to add themselves if they want. |
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Based in comments close this in favor of #13338 |
This PR close #12372 by adding the support for server to consider the damage, this make the break change where the WorldBorder created by Server/Bukkit set the damage in zero.