Fixed Some typos
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@ -33,15 +33,21 @@ The Documentation of Pumpkin can be found at <https://pumpkinmc.org/>
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### Coding Guidelines
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### Coding Guidelines
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Things need to be done before this Pull Request can be merged. Your CI also checks most of them automaticly and fill fail if something is not fulfilled
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Things need to be done before this Pull Request can be merged. Your CI also checks most of them automatically and fill fail if something is not fulfilled
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Note: Pumpkin's clippy settings are relativly strict, this can be may frustrating but is necesarry so the code says clean and conssistent
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Note: Pumpkin's clippy settings are relatively strict, this can be may frustrating but is necessary so the code says clean and conssistent
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**Basic**
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**Basic**
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- **Code Formatting:** Code must be well-formatted and follow the project's style guidelines. You can achieve this by running `cargo fmt`.
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- **Title:** Use a concise and informative title that clearly communicates the purpose of the PR. Anyone reviewing the PR should quickly understand the changes being proposed.
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- **No Clippy Warnings:** Code should not produce any warnings from the Clippy linter. You can check for warnings using `cargo clippy --all-targets`.
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- **Description:** Provide a comprehensive description of the changes. Explain:
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- What was changed?
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- Why was this change necessary?
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- What is the impact of this change?
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- Are there any known issues or limitations?
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- Include any relevant context, such as related issues or discussions.
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- **No Clippy Warnings:** Address all warnings reported by the Clippy linter. You can check for warnings using `cargo clippy --all-targets`.
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- **Passing Unit Tests:** All existing unit tests must pass successfully. You can run the tests with `cargo test`.
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- **Passing Unit Tests:** All existing unit tests must pass successfully. You can run the tests with `cargo test`.
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**Best Pratice**
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**Best Practice**
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- **Writing Unit Tests:** When adding new features or modifying existing code, consider adding unit tests to prevent regressions in the future. Refer to the Rust documentation for guidance on writing tests: https://doc.rust-lang.org/book/ch11-01-writing-tests.html
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- **Writing Unit Tests:** When adding new features or modifying existing code, consider adding unit tests to prevent regressions in the future. Refer to the Rust documentation for guidance on writing tests: https://doc.rust-lang.org/book/ch11-01-writing-tests.html
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- **Benchmarking:** If your changes might impact performance, consider adding benchmarks to track performance regressions or improvements. We use the Criterion library for benchmarking. Refer to their Quick Start guide for more information: https://github.com/bheisler/criterion.rs#quickstart
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- **Benchmarking:** If your changes might impact performance, consider adding benchmarks to track performance regressions or improvements. We use the Criterion library for benchmarking. Refer to their Quick Start guide for more information: https://github.com/bheisler/criterion.rs#quickstart
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@ -67,7 +67,7 @@ and customizable experience. It prioritizes performance and player enjoyment whi
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- [x] Player Inventory
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- [x] Player Inventory
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- [x] Player Combat
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- [x] Player Combat
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- Entities
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- Entities
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- [ ] Non-Living (Minecart, Eggs...)
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- [x] Non-Living (Minecart, Eggs...)
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- [x] Players
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- [x] Players
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- [x] Mobs
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- [x] Mobs
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- [x] Animals
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- [x] Animals
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@ -82,6 +82,7 @@ and customizable experience. It prioritizes performance and player enjoyment whi
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- [x] Chat
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- [x] Chat
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- [x] Commands
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- [x] Commands
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- [x] Permissions
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- [x] Permissions
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- [x] Translations
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- Proxy
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- Proxy
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- [x] Bungeecord
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- [x] Bungeecord
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- [x] Velocity
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- [x] Velocity
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@ -1 +1 @@
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pub mod entity_registry;
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pub mod registry;
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@ -26,12 +26,12 @@ pub struct LootPoolEntry {
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#[serde(rename = "snake_case")]
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#[serde(rename = "snake_case")]
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pub enum LootTableType {
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pub enum LootTableType {
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#[serde(rename = "minecraft:empty")]
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#[serde(rename = "minecraft:empty")]
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/// Nothing will be droped
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/// Nothing will be dropped
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Empty,
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Empty,
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#[serde(rename = "minecraft:block")]
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#[serde(rename = "minecraft:block")]
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/// A Block will be droped
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/// A Block will be dropped
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Block,
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Block,
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#[serde(rename = "minecraft:chest")]
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#[serde(rename = "minecraft:chest")]
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/// A Item will be droped
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/// A Item will be dropped
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Chest,
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Chest,
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}
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}
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@ -4,13 +4,13 @@ use pumpkin_util::math::vector3::Vector3;
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use super::{living::LivingEntity, Entity, EntityBase};
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use super::{living::LivingEntity, Entity, EntityBase};
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pub struct ThrownItem {
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pub struct ThrownItemEntity {
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entity: Entity,
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entity: Entity,
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}
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}
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const DEG_PER_RAD_F32: f32 = 180.0 / PI;
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const DEG_PER_RAD_F32: f32 = 180.0 / PI;
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impl ThrownItem {
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impl ThrownItemEntity {
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pub fn new(entity: Entity, owner: &Entity) -> Self {
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pub fn new(entity: Entity, owner: &Entity) -> Self {
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let mut owner_pos = owner.pos.load();
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let mut owner_pos = owner.pos.load();
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owner_pos.y = (owner_pos.y + f64::from(owner.standing_eye_height)) - 0.1;
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owner_pos.y = (owner_pos.y + f64::from(owner.standing_eye_height)) - 0.1;
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@ -77,7 +77,7 @@ impl ThrownItem {
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}
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}
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}
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}
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impl EntityBase for ThrownItem {
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impl EntityBase for ThrownItemEntity {
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fn get_entity(&self) -> &Entity {
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fn get_entity(&self) -> &Entity {
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&self.entity
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&self.entity
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}
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}
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@ -1,7 +1,7 @@
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use std::sync::Arc;
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use std::sync::Arc;
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use crate::entity::player::Player;
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use crate::entity::player::Player;
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use crate::entity::projectile::ThrownItem;
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use crate::entity::projectile::ThrownItemEntity;
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use crate::item::pumpkin_item::PumpkinItem;
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use crate::item::pumpkin_item::PumpkinItem;
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use crate::server::Server;
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use crate::server::Server;
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use async_trait::async_trait;
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use async_trait::async_trait;
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@ -28,7 +28,7 @@ impl PumpkinItem for EggItem {
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.await;
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.await;
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// TODO: Implement eggs the right way, so there is a chance of spawning chickens
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// TODO: Implement eggs the right way, so there is a chance of spawning chickens
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let entity = server.add_entity(position, EntityType::Egg, world);
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let entity = server.add_entity(position, EntityType::Egg, world);
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let snowball = ThrownItem::new(entity, &player.living_entity.entity);
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let snowball = ThrownItemEntity::new(entity, &player.living_entity.entity);
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let yaw = player.living_entity.entity.yaw.load();
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let yaw = player.living_entity.entity.yaw.load();
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let pitch = player.living_entity.entity.pitch.load();
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let pitch = player.living_entity.entity.pitch.load();
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snowball.set_velocity_from(&player.living_entity.entity, pitch, yaw, 0.0, POWER, 1.0);
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snowball.set_velocity_from(&player.living_entity.entity, pitch, yaw, 0.0, POWER, 1.0);
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@ -1,7 +1,7 @@
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use std::sync::Arc;
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use std::sync::Arc;
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use crate::entity::player::Player;
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use crate::entity::player::Player;
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use crate::entity::projectile::ThrownItem;
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use crate::entity::projectile::ThrownItemEntity;
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use crate::item::pumpkin_item::PumpkinItem;
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use crate::item::pumpkin_item::PumpkinItem;
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use crate::server::Server;
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use crate::server::Server;
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use async_trait::async_trait;
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use async_trait::async_trait;
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@ -27,7 +27,7 @@ impl PumpkinItem for SnowBallItem {
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)
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)
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.await;
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.await;
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let entity = server.add_entity(position, EntityType::Snowball, world);
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let entity = server.add_entity(position, EntityType::Snowball, world);
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let snowball = ThrownItem::new(entity, &player.living_entity.entity);
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let snowball = ThrownItemEntity::new(entity, &player.living_entity.entity);
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let yaw = player.living_entity.entity.yaw.load();
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let yaw = player.living_entity.entity.yaw.load();
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let pitch = player.living_entity.entity.pitch.load();
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let pitch = player.living_entity.entity.pitch.load();
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snowball.set_velocity_from(&player.living_entity.entity, pitch, yaw, 0.0, POWER, 1.0);
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snowball.set_velocity_from(&player.living_entity.entity, pitch, yaw, 0.0, POWER, 1.0);
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@ -49,7 +49,7 @@ use pumpkin_world::item::registry::{get_item_by_id, get_name_by_id};
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use pumpkin_world::item::ItemStack;
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use pumpkin_world::item::ItemStack;
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use pumpkin_world::{
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use pumpkin_world::{
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block::{registry::get_block_by_item, BlockDirection},
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block::{registry::get_block_by_item, BlockDirection},
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entity::entity_registry::get_entity_id,
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entity::registry::get_entity_id,
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item::registry::get_spawn_egg,
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item::registry::get_spawn_egg,
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};
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};
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@ -16,7 +16,7 @@ use pumpkin_util::text::TextComponent;
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use pumpkin_util::GameMode;
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use pumpkin_util::GameMode;
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use pumpkin_world::block::registry::Block;
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use pumpkin_world::block::registry::Block;
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use pumpkin_world::dimension::Dimension;
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use pumpkin_world::dimension::Dimension;
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use pumpkin_world::entity::entity_registry::get_entity_by_id;
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use pumpkin_world::entity::registry::get_entity_by_id;
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use rand::prelude::SliceRandom;
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use rand::prelude::SliceRandom;
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use std::collections::HashMap;
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use std::collections::HashMap;
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use std::net::IpAddr;
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use std::net::IpAddr;
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@ -8,13 +8,6 @@ pub struct LevelTime {
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pub rain_time: i64,
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pub rain_time: i64,
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}
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}
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pub enum DayTime {
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Day = 1000,
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Night = 13000,
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Noon = 6000,
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Midnight = 18000,
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}
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impl Default for LevelTime {
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impl Default for LevelTime {
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fn default() -> Self {
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fn default() -> Self {
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Self::new()
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Self::new()
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