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Implemented beds #606

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Implemented beds #606

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JustTalDevelops
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@JustTalDevelops JustTalDevelops commented Jul 27, 2022

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T14Raptor and others added 30 commits July 12, 2022 11:05
…/explosions

# Conflicts:
#	server/block/block.go
#	server/block/explosion.go
Co-authored-by: Raptor <t14raptor@gmail.com>
# Conflicts:
#	server/block/block.go
#	server/block/stone_bricks.go
@JustTalDevelops JustTalDevelops removed the awaiting response More information is required to resolve and/or close the issue label Jul 31, 2022
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Co-authored-by: DaPigGuy <mcpepig123@gmail.com>
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@DaPigGuy DaPigGuy requested a review from Sandertv August 2, 2022 01:24
# Conflicts:
#	server/block/register.go
#	server/player/player.go
#	server/session/entity_metadata.go
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I've left a couple of comments, some of which we already discussed in the VC.

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w.SetBlock(pos, b, nil)
}

w.SetRequiredSleepDuration(time.Second * 5)
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Not sure I fully understand why Player.Sleep() sets this to 5 seconds and Player.Wake() sets this to 0 seconds. Can this not just be something internal in World?

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What do you mean by "something internal"? You must be sleeping in a bed for at least 5 seconds before the day progresses, and that cool down gets reset back to 5 every time someone else starts to sleep.

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@Sandertv Sandertv Aug 20, 2022

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I mean having only a (constant) required sleep duration in world's settings and updating/tracking how much longer must be slept inside of World automatically using an additional field, instead of having a SetRequiredSleepDuration.

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That won't work though. The sleep duration is reset in vanilla if another player starts sleeping, or if a player stops and then starts sleeping. If you're suggesting we should make the default required sleep duration configurable via world settings, maybe, but that doesn't entirely make sense since vanilla doesn't support it anyway.

Comment on lines +56 to +59
if t.w.set.RequiredSleepTicks > 0 {
t.w.set.RequiredSleepTicks--
if t.w.set.RequiredSleepTicks-1 <= 0 {
sleep = true
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I would probably keep t.w.set.RequiredSleepTicks static and just have a separate unexported field in World that you change. That way Player doesn't have to set the required sleep ticks to 5 seconds on sleep and 0 on wake, that can just be world internal.

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See above conversation.

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JustTalDevelops and others added 8 commits August 19, 2022 17:22
# Conflicts:
#	server/player/player.go
#	server/session/entity_metadata.go
#	server/session/handler_player_action.go
#	server/session/session.go
#	server/session/world.go
# Conflicts:
#	server/player/player.go
#	server/session/entity_metadata.go
#	server/session/handler_player_action.go
@DaPigGuy DaPigGuy self-requested a review December 16, 2022 20:35

sidePos := pos.Side(face)
o, ok := w.Block(sidePos).(Bed)
return o, sidePos, ok
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This should probably check that only one side is the head

Suggested change
return o, sidePos, ok
return o, sidePos, ok && b.Head != o.Head


w := p.World()
if b, ok := w.Block(pos).(block.Bed); ok {
if b.User != nil {
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Suggested change
if b.User != nil {
if b.User != nil || !b.Head {

if sl, ok := e.(sleeper); ok {
if pos, ok := sl.Sleeping(); ok {
m[protocol.EntityDataKeyBedPosition] = blockPosToProtocol(pos)
m.SetFlag(protocol.EntityDataKeyPlayerFlags, protocol.EntityDataFlagSleeping)
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protocol.EntityDataFlagSleeping was wrongly used here when merging changes from master branch

@@ -733,6 +743,8 @@ func (w *World) RemoveEntity(e Entity) {
viewers := slices.Clone(c.v)
c.Unlock()

w.tryAdvanceDay()
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This would bypass the 5 second timer if any entity were to be removed.

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4 participants