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* feat: implement boat placement - add boat item handler for all boat/raft types - raycast with fluid handling to place on water or blocks - filter entities with can_hit predicate (vanilla parity) - check space is empty before spawning - decrement item unless creative mode * feat: add boat entity with damage handling - create BoatEntity struct implementing EntityBase - implement can_hit() and is_collidable() for boats - implement damage handling that drops boat item on destroy - update boat item to spawn BoatEntity instead of generic Entity * fix: boat damage wobble and attack sounds match vanilla Boats now accumulate damage with wobble animation that decays over time. Attack sounds play for all hittable entities, not just living entities. * feat: add boat riding and vehicle movement packets * feat: complete boat implementation matching vanilla - add underwater check (60 ticks) and max 2 passengers limit - add paddle animation metadata and handler - implement proper land dismount with offset calculation - add riding_cooldown field to entity * fix: clippy warnings for boat implementation * refactor: use loot tables for boat item drops * fix: collapse nested if to satisfy clippy * style: fix cargo fmt formatting for collapsible if * fix: boat dismount places player correctly beside vehicle - implement vanilla's dismount position calculation with getDismountHeight, canDismountInBlock, and pose fallback (standing → crouching → swimming) - fix packet ordering race: use enqueue_packet for teleport so it arrives after CSetPassengers (send_packet_now bypassed the queue) - pre-set awaiting_teleport before CSetPassengers to block stale movement packets during async dismount calculation - send CSetPassengers directly to dismounting player, broadcast to others (matching vanilla's targeted packet behavior) - use DELTA|ROT position flags for teleport (vanilla preserves current look direction with relative rotation) - add riding cooldown (60 ticks) to prevent immediate re-mount - reset sneaking state after player dismount - fix water detection to check specifically for water/flowing_water fluids (Fluid::from_state_id returns EMPTY for air blocks) - revert broken loot table refactor for boat item drops (boats use hardcoded entity-to-item mapping, not loot tables) - add get_dismount_height helper on World matching vanilla's BlockView.getDismountHeight() - ignore movement packets while awaiting teleport confirmation in handle_position and handle_position_rotation * style: fix cargo fmt formatting * refactor: use loot tables for boat item drops add loot table entries to entities.json for all 20 boat/raft types and use the existing loot table system instead of hardcoded mapping. * fix: resolve rebase conflicts and clippy warnings * fix: regenerate codegen to include boat loot tables
11 lines
253 B
Rust
11 lines
253 B
Rust
use pumpkin_data::packet::serverbound::PLAY_PADDLE_BOAT;
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use pumpkin_macros::java_packet;
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use serde::Deserialize;
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#[derive(Deserialize)]
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#[java_packet(PLAY_PADDLE_BOAT)]
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pub struct SPaddleBoat {
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pub left_paddle: bool,
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pub right_paddle: bool,
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}
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