moveearth_addtional-2.3.jar
Curse Maven Snippet
What's new
PvP Dynamic Loadouts, Multi-Map Support & Voting System
- PvP HUD Upgrade (Hardpoint Zone Control): Added visual zone capture states ("RED 占領中", "争奪中", etc.) to the
S2C_PvpHudPacketandPvpClientStaterendering. - Cinematic Killcam Replay System (
PvpReplayTracker&PvpReplayManager): Implemented a true Call of Duty-style death replay engine. Servers record a 60-tick (3-second) circular trajectory ring buffer for all combatants; upon elimination, the victim's POV rewinds to the killer's exact position and perspective, replaying their movement, aim, and final shots with slow-motion impact and rich killer info cards (weapon, distance, HP, streak, HS badge, and[SPACE]skip). - Multi-Map Management Engine (
PvpMapSavedData&PvpMapDefinition): Migrated fixed single-arena coordinates into a data-driven multi-map storage system (moveearth_pvp_maps.dat), supporting an arbitrary number of maps with individual RED/BLUE spawns, capture hills, custom descriptions, and UI accent colors. - Dynamic Multi-Respawn & Smart Spawn Selector (
PvpSpawnSelector): Added support for optional multiple respawn points per team (addredspawn/addbluespawn). Implemented a real-time situational scoring engine that evaluates proximity to enemies (spawn-kill prevention penalty), proximity to living allies (reinforcement bonus), distance to the hill, and recent spawn history to dynamically select the safest and most strategic respawn location. - Real-Time Map Voting Phase (
PvpMapVoteManager&PvpMapVoteScreen): When 2 or more configured maps are available, match initiation enters a 15-second map voting phase with a sleek pop-up GUI, allowing all participants to cast/switch votes with live tally synchronization. - Administrative Map Commands (
/pvp admin map ...): Added comprehensive commands for map creation (create), coordinate setup (setredspawn,setbluespawn,addredspawn,addbluespawn,clearspawns,info,sethill1,sethill2), descriptions (setdesc), preview teleportation (tp), list inspection (list), and deletion (delete). - In-Game Loadout Editor GUI (
/pvp admin loadout): Added an intuitive, full-featured in-game editor screen for administrators (permission level 2+) to create, duplicate, modify, reorder, and delete PvP loadouts dynamically at runtime. - One-Click Inventory Gun & Attachment Capture: Integrated an automatic hotbar analyzer button into the editor. Administrators can configure custom TaCZ weapons and attachments in their inventory and capture them into the loadout definition with a single click without manual ID entry.
- Dynamic Loadout Storage (
PvpLoadoutSavedData): Migrated fixed preset enums into a WorldSavedDatapersistence engine (moveearth_pvp_loadouts.dat), supporting arbitrary numbers of loadouts beyond the initial 4 templates. - Dynamic Scrollable Grid UI (
PvpScreen): Redesigned the player-facing/pvpselection screen into a scrollable 2-column card grid, seamlessly supporting 5, 10, or more loadout presets with real-time server synchronization. - Administrative Command Enhancements: Added
/pvp admin loadout,/pvp admin loadout editor,/pvp admin loadout list, and/pvp admin loadout resetcommands. - PvP Reward & Weapon Crate Air Bug Fix:
- Filtered out internal/dummy IDs (
tacz:dummyand unrendered gun indices) fromWeaponCrateItemrandom rewards to prevent generating invisible/air weapons. - Upgraded
PvpPlayerSnapshotto safely preserve full item Data Components in memory and throughHolderLookup.Providerserialization, preventing previous inventory corruption/air-loss upon match restoration. - Enforced client-side inventory synchronization (
player.inventoryMenu.broadcastChanges()) across task claiming and crate unboxing.
- Filtered out internal/dummy IDs (
Delayed Chunk Cache (DCC / Bandwidth Optimization)
- Authoritative Delayed Chunk Tracking: Reworked DCC around a
ChunkTrackingViewthat is the union of the normal player view and recently departed chunks, following NotEnoughBandwidth's current design. Chunk load/unload decisions, block and light updates, entity tracking, and NeoForge watch events now share the same source of truth. - Redundant Resend Suppression: When a player moves back into a recently departed chunk before cache expiry, DCC recognizes the client-side cached state and skips resending the full
ClientboundLevelChunkWithLightPacket, drastically reducing bandwidth consumption during back-and-forth movement. - 3-Dimensional Eviction Policy: Enforced eviction triggers across capacity limit (default: 64 chunks/player, oldest first), extra distance threshold (default: View Distance + 2 chunks), and timeout expiration (default: 30 seconds, including while stationary).
- Transport-Layer Independence: DCC makes server-authoritative chunk delivery decisions without intercepting or rewriting packet transport, allowing packet compression and templating mods to operate at their own layer.
- Configurable Settings: Added
DelayedChunkCacheConfigto customizesizeLimit,extraDistance,timeoutSeconds, andcheckIntervalTicks.
Compatibility
- Updated the mod version to
2.2while keeping the network protocol at2.0-jobs1because no packet schema changed. - Kept v2.2 network-compatible with v2.0 and v2.1 clients. Older clients continue to display the previous FMIC preset names, while the v2.2 server authoritatively issues the new TaCZ loadouts.
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