Commit Graph
16 Commits
Author SHA1 Message Date
Kam bd9d56943e Fix Push Through wall Teleport Logic for Barriers 2026-03-04 04:32:54 -05:00
Kam d6eccdd556 Ki Redirection for Barriers, Color Shifting, Better Logic Handling for Built in DBC Ki Abilities 2026-03-01 04:32:25 -05:00
Kam 6f1a837296 Renaming for Better Schema 2026-03-01 03:00:17 -05:00
Kam ecfedff9d2 - Barrier Health Scaling with DBC Addon
- Healing Health Scaling with DBC Addon
- Ki Attacks collided with Barriers
- Remove Ability Slot (Deprecated)
- Refactored Naming Scheme for Barrier Abilities
- Fixed Player Settings for Ignore Dex, DBC Stats, etc.
2026-02-21 14:40:14 -05:00
Kam 12c50d5f6a Whoops Forgot to Sync NBTs 2026-02-21 04:56:53 -05:00
Kam 4dde214f94 Fix Persistent Ability Entities 2026-02-21 04:11:28 -05:00
KamandClaude Opus 4.6 b3357a2751 Fix dome melee for all radii with server-side tick detection
MC's processUseEntity uses player.getDistanceSqToEntity(dome) for reach
validation, which computes center-to-center distance. For domes with
radius > 5, this always exceeds the 36-block threshold, making melee
impossible regardless of how close the player is to the surface.

Fix: server-side processMeleeHits() in onUpdate detects swinging players
near the dome surface via ray-sphere intersection, then calls
attackTargetEntityWithCurrentItem directly — bypassing MC's broken reach
check while preserving full damage calculation (enchantments, crits, etc).

Also adds adjustMeleeBoundingBox for client-side entity picking (places a
small 2x2x2 BB at the nearest sphere surface point toward the player),
and allows melee targeting from both inside and outside the dome.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 00:57:49 -05:00
KamandClaude Opus 4.6 e711a9012b Fix barrier solid/knockback behavior and dome melee targeting
- Rewrite solid system to use reactive crossing detection (prevPos comparison)
  instead of prediction-based teleportation that caused client rubber-banding
- Reduce knockback force (0.06 multiplier) so it pushes without fully blocking
- Add client-side solid prediction for smooth movement blocking (local player only)
- Fix dome melee from inside: canBeCollidedWith returns false when player is inside
- Fix dome melee from outside: getCollisionBorderSize set to 0 to prevent raycast
  from returning far exit point beyond reach distance
- Clean up dome bounding box: use setPosition/updateBoundingBox instead of custom setSize

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 23:55:32 -05:00
luisc 0a85bb5a7b - fixed dome collisions
- changed dome alpha rendering
- removed open container check for abilities
2026-02-20 19:36:45 -06:00
Kam f620e820e8 Dome, Panel Settings 2026-02-20 18:16:52 -05:00
Kam 747918c4dc Better Barrier Tracking 2026-02-20 02:17:00 -05:00
Kam f7d0fbcf33 Rendering Fixes and Logic Fixes for all Energy Abilities 2026-02-19 19:27:56 -05:00
Kam 6fdf9daf24 Add Max to Energy Entities to prevent any long-term issues / errors 2026-02-19 02:14:34 -05:00
Kam 1de1c4e710 Reformat Code 2026-02-18 05:13:51 -05:00
Kam c07e9e7006 Create Barrier Abilities + Heavy Refactoring 2026-02-17 14:32:13 -05:00
Claude 0ebdfafccd Add Energy Barrier and Slicer ability system
Implements four new energy ability types:

- Energy Dome: Spherical barrier centered on caster that blocks incoming
  energy projectiles. Configurable per-projectile-type damage multipliers,
  HP/durability and duration modes. RING telegraph.

- Energy Wall: Placeable flat energy panel with configurable dimensions
  and height offset (can float above ground). Optional launching mode
  fires the wall forward with damage/knockback.

- Energy Shield: Held energy panel that follows the caster and rotates
  with their look direction. Defensive blocking ability.

- Energy Slicer: Thin wide blade projectile (JJK Cleave inspired).
  Extends AbstractEnergyProjectileAbility. Piercing by default.

Architecture:
- EnergyBarrierData: HP, duration, per-type damage multiplier map
- EnergyPanelData: Panel dimensions, height offset, launch properties
- AbstractEnergyBarrierAbility: Shared base for Dome/Wall/Shield
- EntityEnergyDome, EntityEnergyPanel, EntityEnergySlicer entities
- RenderEnergyDome, RenderEnergyPanel, RenderEnergySlicer renderers
  with translucent inner/outer layers (voxel-blocky aesthetic)
- Projectile-barrier collision system in EntityAbilityProjectile

https://claude.ai/code/session_01EV9KpiykvW4rASz7ju5iTG
2026-02-16 08:54:55 +00:00