testserver/Spigot-Server-Patches/0401-Entity-Activation-Rang...

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Fri, 13 May 2016 01:38:06 -0400
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
Subject: [PATCH] Entity Activation Range 2.0
Optimizes performance of Activation Range
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
Adds many new configurations and a new wake up inactive system
Fixes and adds new Immunities to improve gameplay behavior
Adds water Mobs to activation range config and nerfs fish
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
Adds flying monsters to control ghast and phantoms
Adds villagers as separate config
diff --git a/src/main/java/net/minecraft/server/level/WorldServer.java b/src/main/java/net/minecraft/server/level/WorldServer.java
index 6cbf8d00da6d99719f9ece14aa46c0abf38666e3..fda19e1639cfbae00c8ba946b41c16faa09acbd5 100644
--- a/src/main/java/net/minecraft/server/level/WorldServer.java
+++ b/src/main/java/net/minecraft/server/level/WorldServer.java
@@ -861,17 +861,17 @@ public class WorldServer extends World implements GeneratorAccessSeed {
++TimingHistory.entityTicks; // Paper - timings
// Spigot start
co.aikar.timings.Timing timer; // Paper
- if (!org.spigotmc.ActivationRange.checkIfActive(entity)) {
+ /*if (!org.spigotmc.ActivationRange.checkIfActive(entity)) { // Paper - comment out - EAR 2, reimplement below
entity.ticksLived++;
timer = entity.getEntityType().inactiveTickTimer.startTiming(); try { // Paper - timings
entity.inactiveTick();
} finally { timer.stopTiming(); } // Paper
return;
- }
+ }*/ // Paper - comment out EAR 2
// Spigot end
// Paper start- timings
- TimingHistory.activatedEntityTicks++;
- timer = entity.getVehicle() != null ? entity.getEntityType().passengerTickTimer.startTiming() : entity.getEntityType().tickTimer.startTiming();
+ final boolean isActive = org.spigotmc.ActivationRange.checkIfActive(entity);
+ timer = isActive ? entity.getEntityType().tickTimer.startTiming() : entity.getEntityType().inactiveTickTimer.startTiming(); // Paper
try {
// Paper end - timings
entity.g(entity.locX(), entity.locY(), entity.locZ());
@@ -885,12 +885,16 @@ public class WorldServer extends World implements GeneratorAccessSeed {
return IRegistry.ENTITY_TYPE.getKey(entity.getEntityType()).toString();
});
gameprofilerfiller.c("tickNonPassenger");
+ if (isActive) { // Paper - EAR 2
+ TimingHistory.activatedEntityTicks++; // Paper
entity.tick();
entity.postTick(); // CraftBukkit
+ } else { entity.inactiveTick(); } // Paper - EAR 2
gameprofilerfiller.exit();
}
this.chunkCheck(entity);
+ } finally { timer.stopTiming(); } // Paper - timings
if (entity.inChunk) {
Iterator iterator = entity.getPassengers().iterator();
@@ -900,7 +904,7 @@ public class WorldServer extends World implements GeneratorAccessSeed {
this.a(entity, entity1);
}
}
- } finally { timer.stopTiming(); } // Paper - timings
+ //} finally { timer.stopTiming(); } // Paper - timings - move up
}
}
@@ -908,6 +912,11 @@ public class WorldServer extends World implements GeneratorAccessSeed {
public void a(Entity entity, Entity entity1) {
if (!entity1.dead && entity1.getVehicle() == entity) {
if (entity1 instanceof EntityHuman || this.getChunkProvider().a(entity1)) {
+ // Paper - EAR 2
+ final boolean isActive = org.spigotmc.ActivationRange.checkIfActive(entity1);
+ co.aikar.timings.Timing timer = isActive ? entity1.getEntityType().passengerTickTimer.startTiming() : entity1.getEntityType().passengerInactiveTickTimer.startTiming(); // Paper
+ try {
+ // Paper end
entity1.g(entity1.locX(), entity1.locY(), entity1.locZ());
entity1.lastYaw = entity1.yaw;
entity1.lastPitch = entity1.pitch;
@@ -919,8 +928,17 @@ public class WorldServer extends World implements GeneratorAccessSeed {
return IRegistry.ENTITY_TYPE.getKey(entity1.getEntityType()).toString();
});
gameprofilerfiller.c("tickPassenger");
+ // Paper start - EAR 2
+ if (isActive) {
entity1.passengerTick();
entity1.postTick(); // CraftBukkit
+ } else {
+ entity1.setMot(Vec3D.ORIGIN);
+ entity1.inactiveTick();
+ // copied from inside of if (isPassenger()) of passengerTick, but that ifPassenger is unnecessary
+ entity.syncPositionOf(entity1);
+ }
+ // Paper end - EAR 2
gameprofilerfiller.exit();
}
@@ -933,7 +951,7 @@ public class WorldServer extends World implements GeneratorAccessSeed {
this.a(entity1, entity2);
}
- }
+ } } finally { timer.stopTiming(); } // Paper - EAR2 timings
}
} else {
diff --git a/src/main/java/net/minecraft/world/entity/Entity.java b/src/main/java/net/minecraft/world/entity/Entity.java
2021-03-16 15:50:45 +00:00
index 5acf61ece9ca38a262387fd0395bd464312501fd..bc136276cad4e87d8658072b2f62f608670f39ca 100644
--- a/src/main/java/net/minecraft/world/entity/Entity.java
+++ b/src/main/java/net/minecraft/world/entity/Entity.java
2021-03-16 13:04:28 +00:00
@@ -68,6 +68,7 @@ import net.minecraft.world.entity.animal.EntityFish;
import net.minecraft.world.entity.item.EntityItem;
import net.minecraft.world.entity.player.EntityHuman;
import net.minecraft.world.entity.vehicle.EntityBoat;
+import net.minecraft.world.entity.vehicle.EntityMinecartAbstract;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.enchantment.EnchantmentManager;
import net.minecraft.world.item.enchantment.EnchantmentProtection;
@@ -251,7 +252,7 @@ public abstract class Entity implements INamableTileEntity, ICommandListener, ne
public boolean Y;
public boolean impulse;
public int portalCooldown;
- protected boolean inPortal;
+ public boolean inPortal; // Paper - public
protected int portalTicks;
protected BlockPosition ac;
private boolean invulnerable;
2021-03-16 13:04:28 +00:00
@@ -275,6 +276,7 @@ public abstract class Entity implements INamableTileEntity, ICommandListener, ne
public final org.spigotmc.ActivationRange.ActivationType activationType = org.spigotmc.ActivationRange.initializeEntityActivationType(this);
public final boolean defaultActivationState;
public long activatedTick = Integer.MIN_VALUE;
+ public boolean isTemporarilyActive = false; // Paper
public boolean spawnedViaMobSpawner; // Paper - Yes this name is similar to above, upstream took the better one
protected int numCollisions = 0; // Paper
public void inactiveTick() { }
2021-03-16 13:04:28 +00:00
@@ -665,6 +667,7 @@ public abstract class Entity implements INamableTileEntity, ICommandListener, ne
this.recalcPosition();
} else {
if (enummovetype == EnumMoveType.PISTON) {
+ this.activatedTick = MinecraftServer.currentTick + 20; // Paper
vec3d = this.b(vec3d);
if (vec3d.equals(Vec3D.ORIGIN)) {
return;
2021-03-16 13:04:28 +00:00
@@ -677,6 +680,13 @@ public abstract class Entity implements INamableTileEntity, ICommandListener, ne
this.x = Vec3D.ORIGIN;
this.setMot(Vec3D.ORIGIN);
}
+ // Paper start - ignore movement changes while inactive.
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ if (isTemporarilyActive && !(this instanceof EntityItem || this instanceof EntityMinecartAbstract) && vec3d == getMot() && enummovetype == EnumMoveType.SELF) {
+ setMot(Vec3D.ORIGIN);
+ this.world.getMethodProfiler().exit();
+ return;
+ }
+ // Paper end
vec3d = this.a(vec3d, enummovetype);
Vec3D vec3d1 = this.g(vec3d);
2021-03-16 13:04:28 +00:00
@@ -2007,6 +2017,7 @@ public abstract class Entity implements INamableTileEntity, ICommandListener, ne
}
}
+ public void syncPositionOf(Entity entity) { k(entity); } // Paper - OBFHELPER
public void k(Entity entity) {
this.a(entity, Entity::setPosition);
}
2021-03-16 13:04:28 +00:00
@@ -2817,6 +2828,7 @@ public abstract class Entity implements INamableTileEntity, ICommandListener, ne
return this.ae;
}
+ public final boolean isPushedByWater() { return this.bV(); } // Paper - OBFHELPER - the below is not an obfhelper, don't use it!
public boolean bV() {
// Paper start
return this.pushedByWater();
diff --git a/src/main/java/net/minecraft/world/entity/EntityCreature.java b/src/main/java/net/minecraft/world/entity/EntityCreature.java
index a9322e7cd8e07a2d5578c861991d53ec85fbfbcc..bbf0f345bfdd8a3a1f7fe902a42b2b18cdcf07a5 100644
--- a/src/main/java/net/minecraft/world/entity/EntityCreature.java
+++ b/src/main/java/net/minecraft/world/entity/EntityCreature.java
@@ -14,6 +14,7 @@ import org.bukkit.event.entity.EntityUnleashEvent;
public abstract class EntityCreature extends EntityInsentient {
public org.bukkit.craftbukkit.entity.CraftCreature getBukkitCreature() { return (org.bukkit.craftbukkit.entity.CraftCreature) super.getBukkitEntity(); } // Paper
+ public BlockPosition movingTarget = null; public BlockPosition getMovingTarget() { return movingTarget; } // Paper
protected EntityCreature(EntityTypes<? extends EntityCreature> entitytypes, World world) {
super(entitytypes, world);
diff --git a/src/main/java/net/minecraft/world/entity/EntityInsentient.java b/src/main/java/net/minecraft/world/entity/EntityInsentient.java
2021-03-16 13:04:28 +00:00
index db72b685f4a4b95f345f1d34f9eeb83b8731120a..89d24d7532a256434513a45c901946e28db396bd 100644
--- a/src/main/java/net/minecraft/world/entity/EntityInsentient.java
+++ b/src/main/java/net/minecraft/world/entity/EntityInsentient.java
2021-03-16 13:04:28 +00:00
@@ -115,7 +115,7 @@ public abstract class EntityInsentient extends EntityLiving {
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
public MinecraftKey lootTableKey;
public long lootTableSeed;
@Nullable
- private Entity leashHolder;
2020-06-25 23:38:24 +00:00
+ public Entity leashHolder; // Paper - private -> public
private int bx;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
@Nullable
private NBTTagCompound by;
2021-03-16 13:04:28 +00:00
@@ -196,6 +196,19 @@ public abstract class EntityInsentient extends EntityLiving {
return this.lookController;
}
+ // Paper start
+ @Override
+ public void inactiveTick() {
+ super.inactiveTick();
2020-12-09 20:31:08 +00:00
+ if (this.goalSelector.inactiveTick()) {
+ this.goalSelector.doTick();
+ }
+ if (this.targetSelector.inactiveTick()) {
+ this.targetSelector.doTick();
+ }
+ }
+ // Paper end
+
public ControllerMove getControllerMove() {
if (this.isPassenger() && this.getVehicle() instanceof EntityInsentient) {
EntityInsentient entityinsentient = (EntityInsentient) this.getVehicle();
diff --git a/src/main/java/net/minecraft/world/entity/EntityLiving.java b/src/main/java/net/minecraft/world/entity/EntityLiving.java
index f851a9806e3b936093275cf404caca82c6662ab4..02d3b792cc9769b5daa6fcac57f5cda320a2a29e 100644
--- a/src/main/java/net/minecraft/world/entity/EntityLiving.java
+++ b/src/main/java/net/minecraft/world/entity/EntityLiving.java
2021-03-16 13:04:28 +00:00
@@ -192,7 +192,7 @@ public abstract class EntityLiving extends Entity {
protected float aN;
protected int aO;protected int getKillCount() { return this.aO; } // Paper - OBFHELPER
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
public float lastDamage;
- protected boolean jumping;
2020-06-25 23:38:24 +00:00
+ public boolean jumping; // Paper protected -> public
public float aR;
public float aS;
public float aT;
diff --git a/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoal.java b/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoal.java
index 5e599d88a150c907f50acbb58ad1725c3fe361e4..b505c23c57a4b84faf5906c6295455b4720c4426 100644
--- a/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoal.java
+++ b/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoal.java
@@ -20,7 +20,10 @@ public abstract class PathfinderGoal {
public void c() {}
- public void d() {}
+ public void d() {
+ onTaskReset(); // Paper
+ }
+ public void onTaskReset() {} // Paper
public void e() {}
diff --git a/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalGotoTarget.java b/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalGotoTarget.java
index 6a156a488bc073b3b60f4d1081e3f2ab65ba9e96..8a0515ae03c9081b03e9c2a312826345038b8fa7 100644
--- a/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalGotoTarget.java
+++ b/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalGotoTarget.java
@@ -9,12 +9,12 @@ import net.minecraft.world.level.IWorldReader;
public abstract class PathfinderGoalGotoTarget extends PathfinderGoal {
- protected final EntityCreature a;
+ protected final EntityCreature a;public EntityCreature getEntity() { return a; } // Paper - OBFHELPER
public final double b;
protected int c;
protected int d;
private int g;
- protected BlockPosition e;public final BlockPosition getTargetPosition() { return this.e; } // Paper - OBFHELPER
+ protected BlockPosition e; public final BlockPosition getTargetPosition() { return this.e; } public void setTargetPosition(BlockPosition pos) { this.e = pos; getEntity().movingTarget = pos != BlockPosition.ZERO ? pos : null; } // Paper - OBFHELPER
private boolean h;
private final int i;
private final int j;
@@ -23,6 +23,13 @@ public abstract class PathfinderGoalGotoTarget extends PathfinderGoal {
public PathfinderGoalGotoTarget(EntityCreature entitycreature, double d0, int i) {
this(entitycreature, d0, i, 1);
}
+ // Paper start - activation range improvements
+ @Override
+ public void onTaskReset() {
+ super.onTaskReset();
+ setTargetPosition(BlockPosition.ZERO);
+ }
+ // Paper end
public PathfinderGoalGotoTarget(EntityCreature entitycreature, double d0, int i, int j) {
this.e = BlockPosition.ZERO;
@@ -111,6 +118,7 @@ public abstract class PathfinderGoalGotoTarget extends PathfinderGoal {
2020-06-25 23:38:24 +00:00
blockposition_mutableblockposition.a((BaseBlockPosition) blockposition, i1, k - 1, j1);
if (this.a.a((BlockPosition) blockposition_mutableblockposition) && this.a(this.a.world, blockposition_mutableblockposition)) {
this.e = blockposition_mutableblockposition;
+ setTargetPosition(blockposition_mutableblockposition.immutableCopy()); // Paper
return true;
}
}
diff --git a/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalSelector.java b/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalSelector.java
index c9aaa63fcb0abe5628798827003c677c883c2a18..8c234c09a4d9ada83e36e3cdbcc1f2f5c6202f28 100644
--- a/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalSelector.java
+++ b/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalSelector.java
@@ -26,10 +26,11 @@ public class PathfinderGoalSelector {
}
};
private final Map<PathfinderGoal.Type, PathfinderGoalWrapped> c = new EnumMap(PathfinderGoal.Type.class);
- private final Set<PathfinderGoalWrapped> d = Sets.newLinkedHashSet();
2020-06-25 23:38:24 +00:00
+ private final Set<PathfinderGoalWrapped> d = Sets.newLinkedHashSet(); private Set<PathfinderGoalWrapped> getTasks() { return d; }// Paper - OBFHELPER
private final Supplier<GameProfilerFiller> e;
private final EnumSet<PathfinderGoal.Type> f = EnumSet.noneOf(PathfinderGoal.Type.class);
- private int g = 3;
+ private int g = 3;private int getTickRate() { return g; } // Paper - OBFHELPER
+ private int curRate;private int getCurRate() { return curRate; } private void incRate() { this.curRate++; } // Paper TODO
2020-06-25 23:38:24 +00:00
public PathfinderGoalSelector(Supplier<GameProfilerFiller> supplier) {
this.e = supplier;
@@ -39,6 +40,21 @@ public class PathfinderGoalSelector {
this.d.add(new PathfinderGoalWrapped(i, pathfindergoal));
}
+ // Paper start
+ public boolean inactiveTick() {
+ incRate();
+ return getCurRate() % getTickRate() == 0;
+ }
+ public boolean hasTasks() {
+ for (PathfinderGoalWrapped task : getTasks()) {
+ if (task.isRunning()) {
+ return true;
+ }
+ }
+ return false;
+ }
+ // Paper end
+
public void a(PathfinderGoal pathfindergoal) {
this.d.stream().filter((pathfindergoalwrapped) -> {
return pathfindergoalwrapped.j() == pathfindergoal;
diff --git a/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalWrapped.java b/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalWrapped.java
index 7395335ee97237376d34e315ea1d7d46766b278a..7bb531e47668cf445083c4dedb03ccafe6a9c96b 100644
--- a/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalWrapped.java
+++ b/src/main/java/net/minecraft/world/entity/ai/goal/PathfinderGoalWrapped.java
@@ -64,6 +64,7 @@ public class PathfinderGoalWrapped extends PathfinderGoal {
return this.a.i();
}
+ public boolean isRunning() { return this.g(); } // Paper - OBFHELPER
public boolean g() {
return this.c;
}
diff --git a/src/main/java/net/minecraft/world/entity/animal/horse/EntityLlama.java b/src/main/java/net/minecraft/world/entity/animal/horse/EntityLlama.java
index 8b09aaa30dd753fd34bea155890bdd9e5cb180f5..2005cb484ba6b5929ad81d3d120521f247f3d4cf 100644
--- a/src/main/java/net/minecraft/world/entity/animal/horse/EntityLlama.java
+++ b/src/main/java/net/minecraft/world/entity/animal/horse/EntityLlama.java
@@ -454,6 +454,7 @@ public class EntityLlama extends EntityHorseChestedAbstract implements IRangedEn
return this.bC != null;
}
+ public final boolean inCaravan() { return this.fC(); } // Paper - OBFHELPER
public boolean fC() {
return this.bB != null;
}
diff --git a/src/main/java/net/minecraft/world/entity/npc/EntityVillager.java b/src/main/java/net/minecraft/world/entity/npc/EntityVillager.java
index 858bbfbc08a5f2e1ef93ff52d6708059b32fbbbf..d7e152f7147bb599ce21dc605ebbd76e82eced26 100644
--- a/src/main/java/net/minecraft/world/entity/npc/EntityVillager.java
+++ b/src/main/java/net/minecraft/world/entity/npc/EntityVillager.java
2021-03-16 15:50:45 +00:00
@@ -213,17 +213,29 @@ public class EntityVillager extends EntityVillagerAbstract implements Reputation
@Override
public void inactiveTick() {
// SPIGOT-3874, SPIGOT-3894, SPIGOT-3846, SPIGOT-5286 :(
- if (world.spigotConfig.tickInactiveVillagers && this.doAITick()) {
- this.mobTick();
+ // Paper start
+ if (this.getUnhappy() > 0) {
+ this.setUnhappy(this.getUnhappy() - 1);
}
+ if (this.doAITick()) {
+ if (world.spigotConfig.tickInactiveVillagers) {
+ this.mobTick();
+ } else {
+ this.mobTick(true);
+ }
+ }
+ doReputationTick();
+ // Paper end
+
super.inactiveTick();
}
// Spigot End
@Override
- protected void mobTick() {
+ protected void mobTick() { mobTick(false); }
+ protected void mobTick(boolean inactive) {
this.world.getMethodProfiler().enter("villagerBrain");
- this.getBehaviorController().a((WorldServer) this.world, this); // CraftBukkit - decompile error
+ if (!inactive) this.getBehaviorController().a((WorldServer) this.world, this); // CraftBukkit - decompile error // Paper
this.world.getMethodProfiler().exit();
if (this.bF) {
this.bF = false;
2021-03-16 15:50:45 +00:00
@@ -247,7 +259,7 @@ public class EntityVillager extends EntityVillagerAbstract implements Reputation
this.bv = null;
}
- if (!this.isNoAI() && this.random.nextInt(100) == 0) {
+ if (!inactive && !this.isNoAI() && this.random.nextInt(100) == 0) { // Paper
Raid raid = ((WorldServer) this.world).b_(this.getChunkCoordinates());
if (raid != null && raid.v() && !raid.a()) {
2021-03-16 15:50:45 +00:00
@@ -258,6 +270,7 @@ public class EntityVillager extends EntityVillagerAbstract implements Reputation
if (this.getVillagerData().getProfession() == VillagerProfession.NONE && this.eN()) {
this.eT();
}
+ if (inactive) return; // Paper
super.mobTick();
}
@@ -901,6 +914,7 @@ public class EntityVillager extends EntityVillagerAbstract implements Reputation
}
}
+ private void doReputationTick() { fw(); } // Paper - OBFHELPER
private void fw() {
long i = this.world.getTime();
diff --git a/src/main/java/net/minecraft/world/entity/npc/EntityVillagerAbstract.java b/src/main/java/net/minecraft/world/entity/npc/EntityVillagerAbstract.java
index 190411d6fcee8bed686a2bcfd088aa7c2513fc26..3dd80fcf9237f15bb3bf38d1529340e178f09388 100644
--- a/src/main/java/net/minecraft/world/entity/npc/EntityVillagerAbstract.java
+++ b/src/main/java/net/minecraft/world/entity/npc/EntityVillagerAbstract.java
@@ -72,10 +72,12 @@ public abstract class EntityVillagerAbstract extends EntityAgeable implements NP
return super.prepare(worldaccess, difficultydamagescaler, enummobspawn, (GroupDataEntity) groupdataentity, nbttagcompound);
}
+ public final int getUnhappy() { return eK(); } // Paper - OBFHELPER
public int eK() {
return (Integer) this.datawatcher.get(EntityVillagerAbstract.bp);
}
+ public final void setUnhappy(int i) { s(i); } // Paper - OBFHELPER
public void s(int i) {
this.datawatcher.set(EntityVillagerAbstract.bp, i);
}
diff --git a/src/main/java/net/minecraft/world/level/World.java b/src/main/java/net/minecraft/world/level/World.java
2021-03-16 13:04:28 +00:00
index d1738b57efd3f5e6c51603553a773173e4b09bb5..c4680142bf23d30169555abe7db78d85811e042b 100644
--- a/src/main/java/net/minecraft/world/level/World.java
+++ b/src/main/java/net/minecraft/world/level/World.java
2021-03-16 13:04:28 +00:00
@@ -142,6 +142,12 @@ public abstract class World implements GeneratorAccess, AutoCloseable {
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
public long ticksPerWaterSpawns;
2020-06-26 16:20:03 +00:00
public long ticksPerWaterAmbientSpawns;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
public long ticksPerAmbientSpawns;
+ // Paper start
+ public int wakeupInactiveRemainingAnimals;
+ public int wakeupInactiveRemainingFlying;
+ public int wakeupInactiveRemainingMonsters;
+ public int wakeupInactiveRemainingVillagers;
+ // Paper end
public boolean populating;
public final org.spigotmc.SpigotWorldConfig spigotConfig; // Spigot
diff --git a/src/main/java/org/spigotmc/ActivationRange.java b/src/main/java/org/spigotmc/ActivationRange.java
index 53d0541aba207b5eaea2e49edbb56df918d30333..663127e6e6ec507959142b18a11a5a4790d4b98b 100644
--- a/src/main/java/org/spigotmc/ActivationRange.java
+++ b/src/main/java/org/spigotmc/ActivationRange.java
@@ -31,11 +31,30 @@ import net.minecraft.world.level.chunk.Chunk;
import net.minecraft.world.phys.AxisAlignedBB;
import co.aikar.timings.MinecraftTimings;
+// Paper start
+import net.minecraft.core.BlockPosition;
+import net.minecraft.server.level.ChunkProviderServer;
+import net.minecraft.world.entity.EntityFlying;
+import net.minecraft.world.entity.EntityInsentient;
+import net.minecraft.world.entity.ai.BehaviorController;
+import net.minecraft.world.entity.animal.EntityBee;
+import net.minecraft.world.entity.animal.EntityWaterAnimal;
+import net.minecraft.world.entity.animal.horse.EntityLlama;
+import net.minecraft.world.entity.monster.EntityPillager;
+import net.minecraft.world.entity.monster.IMonster;
+import net.minecraft.world.entity.schedule.Activity;
+import net.minecraft.world.entity.item.EntityFallingBlock;
+import net.minecraft.world.entity.projectile.EntityEnderSignal;
+// Paper end
+
public class ActivationRange
{
public enum ActivationType
{
+ WATER, // Paper
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ FLYING_MONSTER, // Paper
+ VILLAGER, // Paper
MONSTER,
ANIMAL,
RAIDER,
@@ -43,6 +62,43 @@ public class ActivationRange
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
AxisAlignedBB boundingBox = new AxisAlignedBB( 0, 0, 0, 0, 0, 0 );
}
+ // Paper start
+
+ static Activity[] VILLAGER_PANIC_IMMUNITIES = {
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ Activity.HIDE,
+ Activity.PRE_RAID,
+ Activity.RAID,
+ Activity.PANIC
+ };
+
+ private static int checkInactiveWakeup(Entity entity) {
+ World world = entity.world;
+ SpigotWorldConfig config = world.spigotConfig;
+ long inactiveFor = MinecraftServer.currentTick - entity.activatedTick;
+ if (entity.activationType == ActivationType.VILLAGER) {
+ if (inactiveFor > config.wakeUpInactiveVillagersEvery && world.wakeupInactiveRemainingVillagers > 0) {
+ world.wakeupInactiveRemainingVillagers--;
+ return config.wakeUpInactiveVillagersFor;
+ }
+ } else if (entity.activationType == ActivationType.ANIMAL) {
+ if (inactiveFor > config.wakeUpInactiveAnimalsEvery && world.wakeupInactiveRemainingAnimals > 0) {
+ world.wakeupInactiveRemainingAnimals--;
+ return config.wakeUpInactiveAnimalsFor;
+ }
+ } else if (entity.activationType == ActivationType.FLYING_MONSTER) {
+ if (inactiveFor > config.wakeUpInactiveFlyingEvery && world.wakeupInactiveRemainingFlying > 0) {
+ world.wakeupInactiveRemainingFlying--;
+ return config.wakeUpInactiveFlyingFor;
+ }
+ } else if (entity.activationType == ActivationType.MONSTER || entity.activationType == ActivationType.RAIDER) {
+ if (inactiveFor > config.wakeUpInactiveMonstersEvery && world.wakeupInactiveRemainingMonsters > 0) {
+ world.wakeupInactiveRemainingMonsters--;
+ return config.wakeUpInactiveMonstersFor;
+ }
+ }
+ return -1;
+ }
+ // Paper end
static AxisAlignedBB maxBB = new AxisAlignedBB( 0, 0, 0, 0, 0, 0 );
@@ -55,10 +111,13 @@ public class ActivationRange
*/
public static ActivationType initializeEntityActivationType(Entity entity)
{
+ if (entity instanceof EntityWaterAnimal) { return ActivationType.WATER; } // Paper
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ else if (entity instanceof EntityVillager) { return ActivationType.VILLAGER; } // Paper
+ else if (entity instanceof EntityFlying && entity instanceof IMonster) { return ActivationType.FLYING_MONSTER; } // Paper - doing & Monster incase Flying no longer includes monster in future
if ( entity instanceof EntityRaider )
{
return ActivationType.RAIDER;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
- } else if ( entity instanceof EntityMonster || entity instanceof EntitySlime )
+ } else if ( entity instanceof IMonster ) // Paper - correct monster check
{
return ActivationType.MONSTER;
} else if ( entity instanceof EntityCreature || entity instanceof EntityAmbient )
@@ -79,10 +138,14 @@ public class ActivationRange
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
*/
public static boolean initializeEntityActivationState(Entity entity, SpigotWorldConfig config)
{
- if ( ( entity.activationType == ActivationType.MISC && config.miscActivationRange == 0 )
- || ( entity.activationType == ActivationType.RAIDER && config.raiderActivationRange == 0 )
- || ( entity.activationType == ActivationType.ANIMAL && config.animalActivationRange == 0 )
- || ( entity.activationType == ActivationType.MONSTER && config.monsterActivationRange == 0 )
+ if ( ( entity.activationType == ActivationType.MISC && config.miscActivationRange <= 0 )
+ || ( entity.activationType == ActivationType.RAIDER && config.raiderActivationRange <= 0 )
+ || ( entity.activationType == ActivationType.ANIMAL && config.animalActivationRange <= 0 )
+ || ( entity.activationType == ActivationType.MONSTER && config.monsterActivationRange <= 0 )
+ || ( entity.activationType == ActivationType.VILLAGER && config.villagerActivationRange <= 0 ) // Paper
+ || ( entity.activationType == ActivationType.WATER && config.waterActivationRange <= 0 ) // Paper
+ || ( entity.activationType == ActivationType.FLYING_MONSTER && config.flyingMonsterActivationRange <= 0 ) // Paper
+ || entity instanceof EntityEnderSignal // Paper
|| entity instanceof EntityHuman
|| entity instanceof EntityProjectile
|| entity instanceof EntityEnderDragon
@@ -115,10 +178,25 @@ public class ActivationRange
final int raiderActivationRange = world.spigotConfig.raiderActivationRange;
final int animalActivationRange = world.spigotConfig.animalActivationRange;
final int monsterActivationRange = world.spigotConfig.monsterActivationRange;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ // Paper start
+ final int waterActivationRange = world.spigotConfig.waterActivationRange;
+ final int flyingActivationRange = world.spigotConfig.flyingMonsterActivationRange;
+ final int villagerActivationRange = world.spigotConfig.villagerActivationRange;
+ world.wakeupInactiveRemainingAnimals = Math.min(world.wakeupInactiveRemainingAnimals + 1, world.spigotConfig.wakeUpInactiveAnimals);
+ world.wakeupInactiveRemainingVillagers = Math.min(world.wakeupInactiveRemainingVillagers + 1, world.spigotConfig.wakeUpInactiveVillagers);
+ world.wakeupInactiveRemainingMonsters = Math.min(world.wakeupInactiveRemainingMonsters + 1, world.spigotConfig.wakeUpInactiveMonsters);
+ world.wakeupInactiveRemainingFlying = Math.min(world.wakeupInactiveRemainingFlying + 1, world.spigotConfig.wakeUpInactiveFlying);
+ final ChunkProviderServer chunkProvider = (ChunkProviderServer) world.getChunkProvider();
+ // Paper end
int maxRange = Math.max( monsterActivationRange, animalActivationRange );
maxRange = Math.max( maxRange, raiderActivationRange );
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
maxRange = Math.max( maxRange, miscActivationRange );
+ // Paper start
+ maxRange = Math.max( maxRange, flyingActivationRange );
+ maxRange = Math.max( maxRange, waterActivationRange );
+ maxRange = Math.max( maxRange, villagerActivationRange );
+ // Paper end
maxRange = Math.min( ( world.spigotConfig.viewDistance << 4 ) - 8, maxRange );
for ( EntityHuman player : world.getPlayers() )
@@ -130,6 +208,11 @@ public class ActivationRange
ActivationType.RAIDER.boundingBox = player.getBoundingBox().grow( raiderActivationRange, 256, raiderActivationRange );
ActivationType.ANIMAL.boundingBox = player.getBoundingBox().grow( animalActivationRange, 256, animalActivationRange );
ActivationType.MONSTER.boundingBox = player.getBoundingBox().grow( monsterActivationRange, 256, monsterActivationRange );
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ // Paper start
+ ActivationType.WATER.boundingBox = player.getBoundingBox().grow( waterActivationRange, 256, waterActivationRange );
+ ActivationType.FLYING_MONSTER.boundingBox = player.getBoundingBox().grow( flyingActivationRange, 256, flyingActivationRange );
+ ActivationType.VILLAGER.boundingBox = player.getBoundingBox().grow( villagerActivationRange, 256, waterActivationRange );
+ // Paper end
int i = MathHelper.floor( maxBB.minX / 16.0D );
int j = MathHelper.floor( maxBB.maxX / 16.0D );
@@ -140,7 +223,7 @@ public class ActivationRange
{
for ( int j1 = k; j1 <= l; ++j1 )
{
- Chunk chunk = (Chunk) world.getChunkIfLoadedImmediately( i1, j1 );
+ Chunk chunk = chunkProvider.getChunkAtIfLoadedMainThreadNoCache( i1, j1 ); // Paper
if ( chunk != null )
{
activateChunkEntities( chunk );
@@ -158,19 +241,15 @@ public class ActivationRange
*/
private static void activateChunkEntities(Chunk chunk)
{
2021-02-21 20:55:01 +00:00
- for ( java.util.List<Entity> slice : chunk.entitySlices )
- {
- for ( Entity entity : (Collection<Entity>) slice )
+ // Paper start
+ Entity[] rawData = chunk.entities.getRawData();
+ for (int i = 0; i < chunk.entities.size(); i++) {
+ Entity entity = rawData[i];
+ //for ( Entity entity : (Collection<Entity>) slice )
+ // Paper end
{
- if ( MinecraftServer.currentTick > entity.activatedTick )
- {
- if ( entity.defaultActivationState )
- {
- entity.activatedTick = MinecraftServer.currentTick;
- continue;
- }
- if ( entity.activationType.boundingBox.c( entity.getBoundingBox() ) )
- {
+ if (MinecraftServer.currentTick > entity.activatedTick) {
+ if (entity.defaultActivationState || entity.activationType.boundingBox.c(entity.getBoundingBox())) { // Paper
entity.activatedTick = MinecraftServer.currentTick;
}
}
@@ -185,56 +264,105 @@ public class ActivationRange
* @param entity
* @return
*/
- public static boolean checkEntityImmunities(Entity entity)
+ public static int checkEntityImmunities(Entity entity) // Paper - return # of ticks to get immunity
{
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ // Paper start
+ SpigotWorldConfig config = entity.world.spigotConfig;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ int inactiveWakeUpImmunity = checkInactiveWakeup(entity);
+ if (inactiveWakeUpImmunity > -1) {
+ return inactiveWakeUpImmunity;
+ }
+ if (entity.fireTicks > 0) {
+ return 2;
+ }
+ long inactiveFor = MinecraftServer.currentTick - entity.activatedTick;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ // Paper end
// quick checks.
- if ( entity.inWater || entity.fireTicks > 0 )
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ if ( (entity.activationType != ActivationType.WATER && entity.inWater && entity.isPushedByWater()) ) // Paper
{
- return true;
+ return 100; // Paper
}
if ( !( entity instanceof EntityArrow ) )
{
2020-06-25 23:38:24 +00:00
- if ( !entity.isOnGround() || !entity.passengers.isEmpty() || entity.isPassenger() )
+ if ( (!entity.isOnGround() && !(entity instanceof EntityFlying)) ) // Paper - remove passengers logic
{
- return true;
+ return 10; // Paper
}
} else if ( !( (EntityArrow) entity ).inGround )
{
- return true;
+ return 1; // Paper
}
// special cases.
if ( entity instanceof EntityLiving )
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
{
EntityLiving living = (EntityLiving) entity;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
- if ( /*TODO: Missed mapping? living.attackTicks > 0 || */ living.hurtTicks > 0 || living.effects.size() > 0 )
+ if ( living.isClimbing() || living.jumping || living.hurtTicks > 0 || living.effects.size() > 0 ) // Paper
{
- return true;
+ return 1; // Paper
}
- if ( entity instanceof EntityCreature && ( (EntityCreature) entity ).getGoalTarget() != null )
+ if ( entity instanceof EntityInsentient && ((EntityInsentient) entity ).getGoalTarget() != null) // Paper
{
- return true;
+ return 20; // Paper
}
- if ( entity instanceof EntityVillager && ( (EntityVillager) entity ).canBreed() )
+ // Paper start
+ if (entity instanceof EntityBee) {
+ EntityBee bee = (EntityBee)entity;
+ BlockPosition movingTarget = bee.getMovingTarget();
+ if (bee.isAngry() ||
+ (bee.getHivePos() != null && bee.getHivePos().equals(movingTarget)) ||
+ (bee.getFlowerPos() != null && bee.getFlowerPos().equals(movingTarget))
+ ) {
+ return 20;
+ }
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ }
+ if ( entity instanceof EntityVillager ) {
+ BehaviorController<EntityVillager> behaviorController = ((EntityVillager) entity).getBehaviorController();
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+
+ if (config.villagersActiveForPanic) {
+ for (Activity activity : VILLAGER_PANIC_IMMUNITIES) {
+ if (behaviorController.c(activity)) {
+ return 20*5;
+ }
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ }
+ }
+
+ if (config.villagersWorkImmunityAfter > 0 && inactiveFor >= config.villagersWorkImmunityAfter) {
+ if (behaviorController.c(Activity.WORK)) {
+ return config.villagersWorkImmunityFor;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ }
+ }
+ }
+ if ( entity instanceof EntityLlama && ( (EntityLlama) entity ).inCaravan() )
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
{
- return true;
+ return 1;
}
+ // Paper end
if ( entity instanceof EntityAnimal )
{
EntityAnimal animal = (EntityAnimal) entity;
if ( animal.isBaby() || animal.isInLove() )
{
- return true;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ return 5; // Paper
}
if ( entity instanceof EntitySheep && ( (EntitySheep) entity ).isSheared() )
{
- return true;
+ return 1; // Paper
}
}
if (entity instanceof EntityCreeper && ((EntityCreeper) entity).isIgnited()) { // isExplosive
- return true;
+ return 20; // Paper
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
}
+ // Paper start
+ if (entity instanceof EntityInsentient && ((EntityInsentient) entity).targetSelector.hasTasks() ) {
+ return 0;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ }
+ if (entity instanceof EntityPillager) {
+ EntityPillager pillager = (EntityPillager) entity;
+ // TODO:?
+ }
+ // Paper end
}
- return false;
+ return -1; // Paper
}
/**
@@ -249,8 +377,19 @@ public class ActivationRange
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
if ( !entity.inChunk || entity instanceof EntityFireworks ) {
return true;
}
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ // Paper start - special case always immunities
+ // immunize brand new entities, dead entities, and portal scenarios
+ if (entity.defaultActivationState || entity.ticksLived < 20*10 || !entity.isAlive() || entity.inPortal || entity.portalCooldown > 0) {
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ return true;
+ }
+ // immunize leashed entities
+ if (entity instanceof EntityInsentient && ((EntityInsentient)entity).leashHolder instanceof EntityHuman) {
+ return true;
+ }
+ // Paper end
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
- boolean isActive = entity.activatedTick >= MinecraftServer.currentTick || entity.defaultActivationState;
+ boolean isActive = entity.activatedTick >= MinecraftServer.currentTick;
+ entity.isTemporarilyActive = false; // Paper
// Should this entity tick?
if ( !isActive )
@@ -258,15 +397,19 @@ public class ActivationRange
if ( ( MinecraftServer.currentTick - entity.activatedTick - 1 ) % 20 == 0 )
{
// Check immunities every 20 ticks.
- if ( checkEntityImmunities( entity ) )
- {
- // Triggered some sort of immunity, give 20 full ticks before we check again.
- entity.activatedTick = MinecraftServer.currentTick + 20;
+ // Paper start
+ int immunity = checkEntityImmunities(entity);
+ if (immunity >= 0) {
+ entity.activatedTick = MinecraftServer.currentTick + immunity;
+ } else {
+ entity.isTemporarilyActive = true;
}
+ // Paper end
isActive = true;
+
}
// Add a little performance juice to active entities. Skip 1/4 if not immune.
- } else if ( !entity.defaultActivationState && entity.ticksLived % 4 == 0 && !checkEntityImmunities( entity ) )
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ } else if (entity.ticksLived % 4 == 0 && checkEntityImmunities( entity) < 0 ) // Paper
{
isActive = false;
}
diff --git a/src/main/java/org/spigotmc/SpigotWorldConfig.java b/src/main/java/org/spigotmc/SpigotWorldConfig.java
2021-02-21 20:55:01 +00:00
index 34ee684901906fc2ef5f0d09680d2686b813e52b..6b015c1f26facb4e82d75b252164dec05731ca6c 100644
--- a/src/main/java/org/spigotmc/SpigotWorldConfig.java
+++ b/src/main/java/org/spigotmc/SpigotWorldConfig.java
@@ -180,13 +180,59 @@ public class SpigotWorldConfig
public int monsterActivationRange = 32;
public int raiderActivationRange = 48;
public int miscActivationRange = 16;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ // Paper start
+ public int flyingMonsterActivationRange = 32;
+ public int waterActivationRange = 16;
+ public int villagerActivationRange = 32;
+ public int wakeUpInactiveAnimals = 4;
+ public int wakeUpInactiveAnimalsEvery = 60*20;
+ public int wakeUpInactiveAnimalsFor = 5*20;
+ public int wakeUpInactiveMonsters = 8;
+ public int wakeUpInactiveMonstersEvery = 20*20;
+ public int wakeUpInactiveMonstersFor = 5*20;
+ public int wakeUpInactiveVillagers = 4;
+ public int wakeUpInactiveVillagersEvery = 30*20;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ public int wakeUpInactiveVillagersFor = 5*20;
+ public int wakeUpInactiveFlying = 8;
+ public int wakeUpInactiveFlyingEvery = 10*20;
+ public int wakeUpInactiveFlyingFor = 5*20;
+ public int villagersWorkImmunityAfter = 5*20;
+ public int villagersWorkImmunityFor = 20;
+ public boolean villagersActiveForPanic = true;
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ // Paper end
public boolean tickInactiveVillagers = true;
private void activationRange()
{
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ boolean hasAnimalsConfig = config.getInt("entity-activation-range.animals", animalActivationRange) != animalActivationRange; // Paper
animalActivationRange = getInt( "entity-activation-range.animals", animalActivationRange );
monsterActivationRange = getInt( "entity-activation-range.monsters", monsterActivationRange );
raiderActivationRange = getInt( "entity-activation-range.raiders", raiderActivationRange );
miscActivationRange = getInt( "entity-activation-range.misc", miscActivationRange );
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ // Paper start
+ waterActivationRange = getInt( "entity-activation-range.water", waterActivationRange );
+ villagerActivationRange = getInt( "entity-activation-range.villagers", hasAnimalsConfig ? animalActivationRange : villagerActivationRange );
+ flyingMonsterActivationRange = getInt( "entity-activation-range.flying-monsters", flyingMonsterActivationRange );
+
+ wakeUpInactiveAnimals = getInt("entity-activation-range.wake-up-inactive.animals-max-per-tick", wakeUpInactiveAnimals);
+ wakeUpInactiveAnimalsEvery = getInt("entity-activation-range.wake-up-inactive.animals-every", wakeUpInactiveAnimalsEvery);
+ wakeUpInactiveAnimalsFor = getInt("entity-activation-range.wake-up-inactive.animals-for", wakeUpInactiveAnimalsFor);
+
+ wakeUpInactiveMonsters = getInt("entity-activation-range.wake-up-inactive.monsters-max-per-tick", wakeUpInactiveMonsters);
+ wakeUpInactiveMonstersEvery = getInt("entity-activation-range.wake-up-inactive.monsters-every", wakeUpInactiveMonstersEvery);
+ wakeUpInactiveMonstersFor = getInt("entity-activation-range.wake-up-inactive.monsters-for", wakeUpInactiveMonstersFor);
+
+ wakeUpInactiveVillagers = getInt("entity-activation-range.wake-up-inactive.villagers-max-per-tick", wakeUpInactiveVillagers);
+ wakeUpInactiveVillagersEvery = getInt("entity-activation-range.wake-up-inactive.villagers-every", wakeUpInactiveVillagersEvery);
+ wakeUpInactiveVillagersFor = getInt("entity-activation-range.wake-up-inactive.villagers-for", wakeUpInactiveVillagersFor);
+
+ wakeUpInactiveFlying = getInt("entity-activation-range.wake-up-inactive.flying-monsters-max-per-tick", wakeUpInactiveFlying);
+ wakeUpInactiveFlyingEvery = getInt("entity-activation-range.wake-up-inactive.flying-monsters-every", wakeUpInactiveFlyingEvery);
+ wakeUpInactiveFlyingFor = getInt("entity-activation-range.wake-up-inactive.flying-monsters-for", wakeUpInactiveFlyingFor);
+
+ villagersWorkImmunityAfter = getInt( "entity-activation-range.villagers-work-immunity-after", villagersWorkImmunityAfter );
+ villagersWorkImmunityFor = getInt( "entity-activation-range.villagers-work-immunity-for", villagersWorkImmunityFor );
+ villagersActiveForPanic = getBoolean( "entity-activation-range.villagers-active-for-panic", villagersActiveForPanic );
Entity Activation Range 2.0! Major improvements to restoring behavior Calling this 2.0 as it's a pretty major improvement with more knobs to twist. This update fixes many things. The goal here is to restore vanilla behavior to some degree. Instead of permanent inactive pools of animals, let them show some signs of life some.... Yes this may reduce performance compared to before, but I hope it is minimal. Got to find a balance. Previous EAR logic really compromised vanilla behavior of mobs. This tries to restore it. Changes: 1) All monsters are now classed as Monster. Mojang has an interface, we should use it. - This now includes Shulker, Slimes, see #2 for Phantom and Ghast 2) Villagers and Flying Monsters now have their own separate activation range configs. - Villagers will default to your Animals config 3) Added a bunch of more immunities - Brand new entities are immune for a few seconds - Entities that recently traveled by portal are immune for few seconds - Entities that are leashed to a player are immune - Ender Signals are immune - Entities that are jumping, climbing, dying (lol) are immune - Minecarts are now always immune to the movement restriction 4) Villagers immunity received major overhaul... - Now has many immunities for Villager activities to let them do their work then go back inactive - Such as interacting with doors and workstations should be more normal now - Raids will trigger immunities, in that villagers will run and hide when bell rings. - Raid should keep the entire village immune during the raid to keep gameplay mechanics You can disable raids by game rule if you dont want raids Then the big one..... Wake Up Inactive Entities: One issue plagueing "farms" is that we no longer even let entities move now. Entities become lifeless. A new system has been introduced to wake up inactive entities every so often, to let them stretch their legs, eat some food, play with each other and experience the good entity life. Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up every so often after staying inactive for a very long. This grants them a temporary immunity, that the goal is they will then find "stuff to do" by having a longer activity window. How many to wake up, how often they wake up, and for how long they wake up are all configurable. Current EAR Immunities really don't give some entities enough of a window to find work to then keep them immune for the work to even start. This system should help that. We will only wake up a few entities per tick on the first wave, restoring 1 per type per world per tick. So say you have 10 monsters qualify for inactive wake up, all 8 will wake up on the first eligible tick, and then the 9th will wake up on next tick, 10th on next tick. If for 5 ticks no more inactive wake up, our buffer will have built back up to 5, and then 5 can go next needed tick. This basically incrementally wakes them up, preventing too many from waking up in a single tick, to reduce impact to TPS.
2020-04-27 04:34:51 +00:00
+ // Paper end
tickInactiveVillagers = getBoolean( "entity-activation-range.tick-inactive-villagers", tickInactiveVillagers );
log( "Entity Activation Range: An " + animalActivationRange + " / Mo " + monsterActivationRange + " / Ra " + raiderActivationRange + " / Mi " + miscActivationRange + " / Tiv " + tickInactiveVillagers );
}