Fixed-scope Minecraft plugin diagnostic

WeaponMechanics Hitbox Lag Compensation Sprint

A $100 public-safe sprint for open WeaponMechanics paid-feature requests around custom entity hitboxes, projectile hit checks, and lag-compensated projectile physics. No third-party comment or PR was posted.

Sprint flow
1. Confirm target
WeaponMechanics version, Minecraft/server target, projectile types, entity types, and observed lag symptom.
2. Define config shape
Custom hitbox toggle, history depth, max compensation window, entity dimensions, projectile checks, and low-TPS fallback.
3. Map risk
High-ping abuse, server TPS drops, teleport/chunk edge cases, anti-cheat interaction, and fairness limits.
4. Handoff
Implementation plan, validation checklist, and test matrix ready for a buyer-approved next step.
Open paid leads2
Primary sprint price$100
Confirmed money$0

Concrete Deliverable

  1. Custom-hitbox configuration blueprint for enabled state, history window, max compensation, entity dimensions, and projectile checks.
  2. Lag-compensation risk map covering high-ping abuse, TPS drops, teleport/chunk transitions, and anti-cheat interaction.
  3. Projectile hit-check test matrix for stationary targets, moving targets, sprinting players, simulated latency, low TPS, block obstruction, and speed-based damage follow-up.
  4. Validation checklist for safe defaults, unsupported entities, malformed dimensions, disabled behavior, and history depth limits.
  5. Repo-grounded implementation packet covering inspected files, MechanicsCore boundary, config contract, exact user claim steps, and a draft response still not posted.
  6. Implementation milestone plan that can become a PR only after explicit approval and payment proof.

Exact Acceptance Before Payment

The buyer must paste this before any paid work starts:

I accept the WeaponMechanics Hitbox Lag Compensation Sprint fixed-scope terms at $100. I understand work starts only after seller-owned external payment proof exists; I will provide only public or buyer-authorized non-sensitive version targets, configuration requirements, and reproduction details; the deliverable is limited to a public-safe custom-hitbox and projectile lag-compensation design packet, YAML/config shape recommendation, validation checklist, risk list, and test matrix; and private plugin jars, production server access, player data, private logs, live server deployment, guaranteed upstream merge, performance guarantee, full implementation, ongoing support, or extra revisions are not included unless separately agreed before payment.

Paid Lead Drafts

direct_paid_feature_request_uncommented

Custom hitboxes (PAY FEATURE)

Repo: WeaponMechanics/WeaponMechanics. Fixed scope: $100. Comments observed: 0.

Primary $100 design sprint for custom hitboxes, projectile history sampling, lag-compensation limits, validation checks, and test matrix.

Draft response not posted

I saw this custom-hitbox and lag-compensation paid feature request and can offer a narrow first-pass WeaponMechanics Hitbox Lag Compensation Sprint for $100. I would not promise a full merged implementation up front. The deliverable would be a public-safe config/design packet, lag-compensation risk map, validation checklist, projectile/entity test matrix, and implementation milestone plan based on public requirements. I would not need private plugin jars, production server access, player data, credentials, payment data, or private logs; any upstream comment or PR would require explicit approval.

Draft response prepared only. External public comments, direct messages, pull requests, or form submissions require explicit send approval.

Safety boundary

No private plugin jars, server credentials, player data, paid-license files, production server access, payment data, performance guarantee, full implementation guarantee, or upstream public posting without explicit approval.

secondary_uncommented_paid_projectile_physics_request

Damage connected to Projectile Speed

Repo: WeaponMechanics/WeaponMechanics. Fixed scope: $100. Comments observed: 0.

Secondary physics route that can share a projectile-state test matrix with the hitbox sprint, but should not be bundled into the first $100 unless explicitly accepted.

Draft response not posted

I also saw the projectile-speed damage paid feature request. If this is still active, I would scope it separately or as a later milestone after the hitbox diagnostic: a velocity-to-damage formula recommendation, block-penetration slowdown matrix, config shape, and tests for distance/dropoff interactions. I would keep the first $100 sprint limited unless the buyer explicitly accepts a combined scope and payment proof exists.

Draft response prepared only. External public comments, direct messages, pull requests, or form submissions require explicit send approval.

Safety boundary

No private plugin jars, server credentials, player data, paid-license files, production server access, payment data, performance guarantee, full implementation guarantee, or upstream public posting without explicit approval.

Prepared Technical Notes

The prepared design notes are published as a public-safe markdown packet:

https://jaxassistant55.github.io/jax-micro-offer-studio/weaponmechanics_hitbox_lag_compensation_notes.md

Notes excerpt
# WeaponMechanics Hitbox Lag Compensation Sprint Notes

Primary lead: https://github.com/WeaponMechanics/WeaponMechanics/issues/363
Secondary physics lead: https://github.com/WeaponMechanics/WeaponMechanics/issues/246
Repo: https://github.com/WeaponMechanics/WeaponMechanics

## Why this should start as a $100 diagnostic/design sprint

The primary request asks for custom entity hitboxes and projectile hit checks with lag compensation. That crosses projectile tracing, entity pose/history, server tick timing, configuration validation, and anti-cheat/fairness boundaries. A direct promise to ship a full merged implementation before scope/payment proof would be too broad. A fixed first sprint can still create buyer value by narrowing the design, risk, and exact implementation plan.

## Public-safe deliverable

1. Config surface recommendation for `custom_hitboxes`.
2. Entity selection matrix: player, mob, armor stand, vehicle, and ignored entities.
3. Projectile trace model: current tick, historical pose sample, interpolation window, and fallback behavior.
4. Lag-compensation risk list: high ping abuse, server TPS drops, entity teleport, chunk unload, anti-cheat interaction, and replay-window limits.
5. Validation checklist: config parsing, enabled/disabled behavior, unsupported entity type, max history depth, and safe defaults.
6. Test matrix: stationary entity, moving entity, sprinting player, high ping simulation, low TPS simulation, block obstruction, and projectile speed scaling.
7. Implementation plan that can be converted to a PR only after explicit approval.
8. Repo-grounded handoff packet with inspected source files, MechanicsCore boundary, implementation milestones, user claim steps, and draft response.

## Suggested config shape

```yaml
Custom_Hitboxes:
  Enabled: true
  History_Ticks: 6
  Max_Compensation_Millis: 250
  Entities:
    PLAYER:
      Width: 0.6
      Height: 1.8
      Lag_Compensation: true
    ZOMBIE:
      Width: 0.6
      Height: 1.95
      Lag_Compensation: true
  Projectile_Checks:
    Use_Historical_Position: true
    Interpolate_Between_Ticks: true
    Ignore_If_Tps_Below: 17.0
```

## Non-goals

- No private server debugging.
- No paid plugin jars or license keys.
- No player data or private logs.
- No promise that upstream will merge a future PR.
- No full production deployment or performance guarantee inside the $100 first sprint.

## Repo-grounded packet

Repo-Grounded Handoff Packet

This packet ties the offer to the public WeaponMechanics source inspected at commit f9d2c42. It lists the exact files checked, the MechanicsCore dependency boundary, the config contract, the implementation milestones, and the steps you need to take to claim or convert the work.

https://jaxassistant55.github.io/jax-micro-offer-studio/weaponmechanics_hitbox_repo_grounded_packet.md

Packet excerpt
# WeaponMechanics Hitbox Repo-Grounded Handoff Packet

Generated: 2026-06-20 13:47:30 JST
Public repository: https://github.com/WeaponMechanics/WeaponMechanics
Local public clone: `/Users/jax/autonomous_earning_run_2026-06-09/non_bounty/WeaponMechanics`
Inspected commit: `f9d2c42`
Primary paid-feature lead: https://github.com/WeaponMechanics/WeaponMechanics/issues/363
Secondary physics lead: https://github.com/WeaponMechanics/WeaponMechanics/issues/246
Offer page: https://jaxassistant55.github.io/jax-micro-offer-studio/weaponmechanics-hitbox-lag-compensation-sprint.html
Fixed first sprint: $100
Confirmed money: $0

## What this packet is

This is the repo-grounded handoff for the $100 WeaponMechanics Hitbox Lag Compensation Sprint. It identifies the current collision path, the config shape already present, the missing lag-compensation integration point, the files to mention, and the exact proof and payment gates before any custom implementation.

This is not a public upstream comment, not a pull request, not payment proof, and not a promise that upstream will merge anything. Counts $0 until an external buyer accepts exact scope, pays through a seller-owned route, receives the agreed deliverable, and funds are posted, released, payable, or cleared.

## Files inspected

1. `weaponmechanics-core/src/main/java/me/deecaad/weaponmechanics/weapon/projectile/weaponprojectile/WeaponProjectile.java`
   - Constructs `RayTrace` with `withRaySize(projectileSettings.getSize())`.
   - Runs `rayTrace.cast(getWorld(), getLocation(), possibleNextLocation, getNormalizedMotion(), ...)` in `updatePosition`.
   - Iterates sorted `RayTraceResult` hits and delegates real block/entity hit handling to `WeaponMechanics.getInstance().getWeaponHandler().getHitHandler().handleHit(hit, this)`.
   - Has through, sticky, bouncy, rolling, and last-hit suppression logic that any custom hitbox work must preserve.

2. `weaponmechanics-core/src/main/java/me/deecaad/weaponmechanics/weapon/projectile/weaponprojectile/ProjectileSettings.java`
   - Existing config already includes `Disable_Entity_Collisions`, `Maximum_Alive_Ticks`, `Maximum_Travel_Distance`, `Size`, `Incendiary_Projectile`, and `Extinguish_In_Water`.
   - `Size` controls projectile ray size, but it does not define per-entity custom hitboxes or historical lag-compensation windows.

3. `weaponmechanics-core/src/main/java/me/deecaad/weaponmechanics/weapon/HitHandler.java`
   - `getDamagePoint(EntityTraceResult result, Vector normalizedMotion)` maps hit location to `HEAD`, `BODY`, `ARMS`, `LEGS`, or `FEET`.
   - It uses `result.getHitBox()`, entity height, entity direction, and `Entity_Hitboxes.<TYPE>` config percentages.
   - A future custom hitbox implementation must keep this result contract coherent, or damage-point classification will drift.

4. `weaponmechanics-core/src/main/java/me/deecaad/weaponmechanics/weapon/projectile/HitBoxValidator.java`
   - Validates current `Entity_Hitboxes` config by entity type.
   - Existing validator only checks vertical damage-point ratios and horizontal/arms flags. It does not validate width, height, offset, historical samples, or compensation windows.

5. `weaponmechanics-core/src/main/java/me/deecaad/weaponmechanics/wrappers/MoveTask.java`
   - Already runs per-entity movement checks and imports `me.deecaad.core.compatibility.HitBox`.
   - This is the strongest local candidate for maintaining a small pose/history ring buffer if lag compensation stays inside WeaponMechanics rather than MechanicsCore.

6. `weaponmechanics-core/src/main/java/me/deecaad/weaponmechanics/wrappers/PlayerWrapper.java`
   - Uses `player.getBoundingBox().getHeight()` for crawling detection.
   - Confirms Paper/Bukkit bounding boxes are available in this codebase, while projectile hit tracing is abstracted through MechanicsCore `RayTrace`/`HitBox`.

7. `weaponmechanics-core/src/main/resources/WeaponMechanics/config.yml`
   - Contains existing `Entity_Hitboxes:` defaults for damage-point classification.

8. `weaponmechanics-core/src/main/resources/WeaponMechanics/projectiles/Default_Projectiles.yml`
   - Shows `Projectile_Settings` examples, including existing `Size` values.

9. `weaponmechanics-core/build.gradle.kts` and `gradle/libs.versions.toml`
   - `RayTrace`, `EntityTraceResult`, and `HitBox` are from `com.cjcrafter:mechanicscore:4.3.0`, not local WeaponMechanics source.

## Main technical finding

The visible WeaponMechanics repository already has a clean projectile-collision flow, but the core ray-trace and hitbox primitives are in external MechanicsCore. A compile-safe full patch needs either a MechanicsCore-supported way to override entity hitboxes/history during `RayTrace.cast`, or a WeaponMechanics-side adapter that preselects candidate historical entity boxes before calling or replacing the current entity collision step.

Without MechanicsCore source/API confirmation, a one-shot patch directly inside `WeaponProjectile.java` would be speculative. The right paid first sprint is a repo-grounded implementation plan plus tests and config contract, then a buyer-approved implementation phase.

## Suggested buyer-facing scope

Deliver in the first $100 sprint:

1. Final config contract for `Custom_Hitboxes` and projectile lag compensation.
2. File-level implementation map with the exact integration points above.
3. Safety defaults: disabled by default, strict max history window, low-TPS fallback, no compensation across teleport/world/chunk unload, and no private server data.
4. Acceptance test matrix for stationary entities, moving entities, sprinting players, high-ping simulation, low-TPS simulation, block obstruction, through/sticky/bouncy behavior, and projectile speed scaling follow-up.

Money And Posting Boundary

SignalCounted as money?
This page, CSV, prepared notes, lead search, draft response, metadata, or IndexNow resultNo. Counts $0.
The requester checked "willing to pay" or asks a follow-up questionNo. Requires exact accepted scope and external payment proof.
External payment posted, released, payable, or cleared after delivery proof and any platform acceptanceYes. Count only verified net amount after fees/refunds.

No public GitHub comments, pull requests, direct messages, payment requests, or production server changes were made by this script. External sending requires explicit approval.