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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 01:22:44 -04:00
.github/ISSUE_TEMPLATE [CI-SKIP] Update Issue template 2018-09-26 17:22:20 -04:00
Spigot-API-Patches Fix Potion#toItemStack swapping the extended and upgraded constructor values (#3216) 2020-04-25 00:01:45 +01:00
Spigot-Server-Patches Entity Activation Range 2.0! Major improvements to restoring behavior 2020-04-27 01:22:44 -04:00
licenses [CI-SKIP] Clarify project licensing 2018-03-06 20:41:03 -05:00
removed Remove some old removed 1.14 patches that are never going to be needed (fixed/already applied) 2020-04-02 00:42:15 -04:00
scripts Update test server startup script 2020-04-09 20:45:38 -04:00
work Updated Upstream (CraftBukkit/Spigot) 2020-04-09 21:33:10 -04:00
.editorconfig [CI-SKIP] add .editorconfig for base code style settings 2018-08-07 01:14:22 -04:00
.gitignore Hey vscode, get your files outta my repo 2019-06-08 15:38:10 -05:00
.gitmodules Cleanup and restructure the project 2016-04-01 23:15:41 -05:00
.travis.yml [CI-SKIP] Have travis ensure openjdk11 builds run 2018-10-24 16:26:47 -04:00
CONTRIBUTING.md [CI-SKIP] Passage outdated (#2776) 2020-01-09 19:43:46 -06:00
LICENSE.md Add API MinecraftServer#isStopping (#3129) 2020-04-11 01:51:35 -04:00
README.md [CI-SKIP] Update build badge in README to use proper job 2020-02-08 17:58:39 -06:00
paper Don't crash if player is attempted to be removed from untracked chunk. 2020-04-18 16:03:30 -04:00
pom.xml Fix up maven stuff hopefully 2018-09-22 12:58:09 -04:00

README.md

Paper Build Status

High performance Spigot fork that aims to fix gameplay and mechanics inconsistencies.

Support and Project Discussion:

How To (Server Admins)

Paperclip is a jar file that you can download and run just like a normal jar file.

Download Paper from our downloads page.

Run the Paperclip jar directly from your server. Just like old times

How To (Plugin Developers)

  • See our API patches here
  • See upcoming, pending, and recently added API here
  • Paper API javadocs here: papermc.io/javadocs
  • Maven Repo (for paper-api):
<repository>
    <id>papermc</id>
    <url>https://papermc.io/repo/repository/maven-public/</url>
</repository>
  • Artifact Information:
<dependency>
    <groupId>com.destroystokyo.paper</groupId>
    <artifactId>paper-api</artifactId>
    <version>1.15.2-R0.1-SNAPSHOT</version>
    <scope>provided</scope>
 </dependency>

How To (Compiling Jar From Source)

To compile Paper, you need JDK 8, maven, and an internet connection.

Clone this repo, run ./paper jar from bash, get files.

How To (Pull Request)

See Contributing

Special Thanks To:

YourKit-Logo

YourKit, makers of the outstanding java profiler, support open source projects of all kinds with their full featured Java and .NET application profilers. We thank them for granting Paper an OSS license so that we can make our software the best it can be.