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Added two new config options and accompanying implementation #43
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At one point I'd planned to add in something along these lines which would check further X/Z coordinates back in a pattern away from the border, triangular (with the first spot as the point of the triangle, spreading out backwards) or possibly just square, but not checking any closer to the border from the starting point. I never did get around to that. Regardless of that, this does look mostly reasonable just from a quick glance. One thing that does jump out at me is around line 309 of BorderData.java in your code; is that section below supposed to be encapsulated by that If statement? Something isn't quite right there. |
Thanks I think that may well be the case let me see about fixing it and I'll get back to you. |
This should do it. Sorry about that. |
Have you done much testing on it to make sure it's working correctly? Eventually when I have time I'll need to go over the code more thoroughly and then do a fair amount of in-game testing myself to make sure it's working as intended. I'm not sure when I'll have time. The code also can't be pulled at this point due to the version change in plugin.yml and pom.xml; you'd do better to omit those, as I pretty much strictly update the version string when making a public or dev release. |
Sorry about taking so long on this. I need to get back to do some intensive On Sun, Mar 8, 2015 at 6:08 AM Brett Flannigan [email protected]
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No worries. It will probably be a while before I have free time to spend on properly reviewing it for inclusion anyway. Thanks again for the code submission, by the way, it should be a good addition to the plugin. |
search-area specifies an square around the failed knock back location for one that works.
fix-tp-target when set to true creates a safe knock back location if all else fails.
I'm not sure if this is the best solution, but as it stands we are have large problems with the nether and world border as it is failing too often to knock people back and because we can't allow people to exploit the tp back to spawn we have to kill them.
Other solutions I thought about and rejected as to complicated include traversing the edge of the border/knockback until a valid location is found.
I've tried to stay with your code style. If there's something that bothers you I'll gladly fix it. I'd like to avoid keeping and maintaining our own version of WorldBorder.