Fix zombie sieges and their spawn mechanics
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From e0d7c57b76f4d4b2ad1d14a316ef77314c8446a6 Mon Sep 17 00:00:00 2001
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From: Zach Brown <Zbob750@live.com>
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Date: Tue, 24 Jun 2014 22:55:30 -0500
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Subject: [PATCH] Fix zombie sieges and their spawn mechanics
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diff --git a/src/main/java/net/minecraft/server/VillageSiege.java b/src/main/java/net/minecraft/server/VillageSiege.java
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index fc83932..ddef6e6 100644
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--- a/src/main/java/net/minecraft/server/VillageSiege.java
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+++ b/src/main/java/net/minecraft/server/VillageSiege.java
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@@ -50,6 +50,12 @@ public class VillageSiege {
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return;
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}
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}
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+
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+ // PaperSpigot start - Siege manager initial state is -1
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+ if (this.c == -1) {
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+ return;
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+ }
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+ // PaperSpigot end
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}
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if (!this.b) {
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@@ -89,9 +95,12 @@ public class VillageSiege {
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while (true) {
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if (i < 10) {
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- this.g = chunkcoordinates.x + (int) ((double) (MathHelper.cos(this.world.random.nextFloat() * 3.1415927F * 2.0F) * f) * 0.9D);
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+ // PaperSpigot start - Zombies should spawn near the perimeter of the village not in the center of it
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+ float angle = this.world.random.nextFloat() * (float) Math.PI * 2.0F;
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+ this.g = chunkcoordinates.x + (int) ((double) (MathHelper.cos(angle) * f) * 0.9D);
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this.h = chunkcoordinates.y;
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- this.i = chunkcoordinates.z + (int) ((double) (MathHelper.sin(this.world.random.nextFloat() * 3.1415927F * 2.0F) * f) * 0.9D);
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+ this.i = chunkcoordinates.z + (int) ((double) (MathHelper.sin(angle) * f) * 0.9D);
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+ // PaperSpigot end
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flag = false;
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Iterator iterator1 = this.world.villages.getVillages().iterator();
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@@ -165,6 +174,7 @@ public class VillageSiege {
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// CraftBukkit - add Return
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return Vec3D.a((double) i1, (double) j1, (double) k1);
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}
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+
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}
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return null;
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--
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1.9.1
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