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fix: stop landings from wrecking vehicle weapons - #74
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Vehicle weapons had no damage modifiers, so the FALL damage an armour stand takes on landing hit them in full while armour templates spared every component. Weapons now default FALL to 0 unless their own damage list sets it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info
📝 Summary
Merge Risk: ⚪ Minimal · up to
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Muse (muse-wonder-full-1.0) reviewed this: VERDICT OK. It confirmed the damage path and parity with component armour, and found no other cause that zeroes aircraft weapons. One non-blocking nit about the test's configured-FALL branch. CodeRabbit approved. |
Pairs with TF-Minecraft/VehicleFramework#74. Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Players reported the Cloudskimmer's anti-air turret dropping back to 0% after repair. On Main, 13 of 15 Cloudskimmers and the one monoplane have every weapon at 0%, while their hulls are mostly untouched. Ships' weapons are fine.
The vehicle body is an armour stand, and Paper sends it
FALLdamage when an aircraft lands. Components take that through their armour template (airshipandaircraftsetFALL: 0.0), but weapons only read their owndamage:list, which no vehicle sets. Each landing therefore hit every gun and bomb bay at full strength.Weapons now default
FALLto 0. A weapon's owndamage:list can still set it.Docs: TF-Minecraft/Docs#273
Tested with
mvn clean verify(newfallDamageSparesWeaponsUnlessConfiguredtest; coverage gate passes).🤖 Generated with Claude Code