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Add additional ray trace API #12162
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Add additional ray trace API #12162
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25 changes: 25 additions & 0 deletions
25
paper-api/src/main/java/io/papermc/paper/raytrace/BlockCollisionMode.java
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,25 @@ | ||
package io.papermc.paper.raytrace; | ||
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/** | ||
* Determines the collision behavior when blocks get hit during ray tracing. | ||
*/ | ||
public enum BlockCollisionMode { | ||
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/** | ||
* Use the collision shape. | ||
*/ | ||
COLLIDER, | ||
/** | ||
* Use the outline shape. | ||
*/ | ||
OUTLINE, | ||
/** | ||
* Use the visual shape. | ||
*/ | ||
VISUAL, | ||
/** | ||
* Use the shape of a full block, but only consider blocks tagged with {@link org.bukkit.Tag#FALL_DAMAGE_RESETTING}. | ||
*/ | ||
FALL_DAMAGE_RESETTING | ||
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} |
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Original file line number | Diff line number | Diff line change |
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@@ -13,6 +13,10 @@ public enum FluidCollisionMode { | |
* Only collide with source fluid blocks. | ||
*/ | ||
SOURCE_ONLY, | ||
/** | ||
* Collide only with water. | ||
*/ | ||
WATER, | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If we are going to expose water we should add lava to the nms enum and add it here aswell |
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/** | ||
* Collide with all fluids. | ||
*/ | ||
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Feels kinda weird to expose this one, as i think it would feel pretty random to someone using the API. And its only really there for internal Falldamage calculations
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yeah, you should be able to replicate it yourself with the predicate anyways right?
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Kinda - for some reason, this mode always uses a full block shape, instead of the actual collision shape of the block. I do agree that I don't see too much of a point of keeping it, beyond perhaps making replicating fall damage calculations in API easier to do. I don't see much of a point to not include it, though.
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It makes the enums we have in the API seem rather random and odly specific, same thing for the WATER, LAVA Review i left. If this uses a collision mode (full block shape) we don‘t otherwise have in the api then we should instead expose that one without the fall damage filtering part, that seems a lot more useful.
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Generally am also on the side to expose a much as we need, as little as we can.
Overexposing internals for the sake of exposing them just makes your life harder when things change.