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https://github.com/garbagemule/MobArena.git
synced 2024-11-26 04:25:21 +01:00
Added a new targetting system
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MobArena.jar
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MobArena.jar
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@ -1,6 +1,6 @@
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name: MobArena
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main: com.garbagemule.MobArena.MobArena
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version: 0.82
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version: 0.84
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commands:
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marena:
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description: Base command for MobArena
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@ -76,5 +76,8 @@ public class MAMonsterListener extends EntityListener
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if (event.getReason() == TargetReason.FORGOT_TARGET)
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event.setCancelled(true);
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if (event.getReason() == TargetReason.TARGET_DIED)
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event.setTarget(MASpawnThread.getClosestPlayer(event.getEntity()));
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}
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}
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@ -1,12 +1,14 @@
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package com.garbagemule.MobArena;
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import java.util.List;
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import java.util.ArrayList;
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import java.util.Random;
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import org.bukkit.Location;
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import org.bukkit.entity.Wolf;
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import org.bukkit.entity.Slime;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Creature;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.CreatureType;
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import org.bukkit.inventory.ItemStack;
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@ -29,14 +31,13 @@ public class MASpawnThread implements Runnable
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private int dZombies, dSkeletons, dSpiders, dCreepers;
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private Random random;
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private Player target;
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private Object[] playerArray;
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private String reward, currentRewards;
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// TO-DO: Move this into MAUtils
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private static List<Player> playerList;
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public MASpawnThread()
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{
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// Turn the set into an array for lookup with random numbers.
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playerArray = ArenaManager.playerSet.toArray();
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noOfPlayers = playerArray.length;
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noOfPlayers = ArenaManager.playerSet.size();
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noOfSpawnPoints = ArenaManager.spawnpoints.size();
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wave = 1;
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random = new Random();
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@ -50,13 +51,16 @@ public class MASpawnThread implements Runnable
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public void run()
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{
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// Make a new ArrayList with all the players for fast lookup
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playerList = new ArrayList<Player>(ArenaManager.playerSet);
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// Check if we need to grant more rewards with the recurrent waves.
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for (Integer i : ArenaManager.everyWaveMap.keySet())
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{
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if (wave % i != 0)
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continue;
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for (Player p : ArenaManager.playerSet)
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for (Player p : playerList)
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{
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currentRewards = ArenaManager.rewardMap.get(p);
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reward = MAUtils.getRandomReward(ArenaManager.everyWaveMap.get(i));
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@ -69,7 +73,7 @@ public class MASpawnThread implements Runnable
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// Same deal, this time with the one-time waves.
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if (ArenaManager.afterWaveMap.containsKey(wave))
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{
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for (Player p : ArenaManager.playerSet)
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for (Player p : playerList)
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{
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currentRewards = ArenaManager.rewardMap.get(p);
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reward = MAUtils.getRandomReward(ArenaManager.afterWaveMap.get(wave));
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@ -124,11 +128,8 @@ public class MASpawnThread implements Runnable
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ArenaManager.monsterSet.add(e);
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// Grab a random target.
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// TO-DO: Find a different solution to this.
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//ran = random.nextInt(noOfPlayers);
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//Creature c = (Creature) e;
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//c.setTarget(MAUtils.getRandomPlayer());
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//c.setTarget((Player)playerArray[ran]); // This is faster, but unstable
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Creature c = (Creature) e;
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c.setTarget(getClosestPlayer(e));
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}
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}
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@ -179,6 +180,7 @@ public class MASpawnThread implements Runnable
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break;
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}
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// Spawn the hippie monsters.
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for (int i = 0; i < count; i++)
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{
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loc = ArenaManager.spawnpoints.get(i % noOfSpawnPoints);
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@ -190,20 +192,63 @@ public class MASpawnThread implements Runnable
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if (wolf) ((Wolf)e).setAngry(true);
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// Slimes can't have targets, apparently.
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//if (!(e instanceof Creature))
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// continue;
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if (!(e instanceof Creature))
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continue;
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// Grab a random target.
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//ran = random.nextInt(noOfPlayers);
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//Creature c = (Creature) e;
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//c.setTarget(MAUtils.getRandomPlayer());
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//c.setTarget((Player)playerArray[ran]); // This is faster, but unstable
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Creature c = (Creature) e;
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c.setTarget(getClosestPlayer(e));
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}
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// Lightning, just for effect ;)
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for (Location l : ArenaManager.spawnpoints)
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for (Location spawn : ArenaManager.spawnpoints)
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{
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ArenaManager.world.strikeLightningEffect(l);
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ArenaManager.world.strikeLightningEffect(spawn);
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}
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}
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/**
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* Gets the player closest to the input entity. ArrayList implementation
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* means a complexity of O(n).
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*/
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// TO-DO: Move this into MAUtils
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public static Player getClosestPlayer(Entity e)
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{
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// Grab the coordinates.
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double ex = e.getLocation().getX();
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double ey = e.getLocation().getY();
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double ez = e.getLocation().getZ();
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// Set up the comparison variable and the result.
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double current = Double.POSITIVE_INFINITY;
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Player result = null;
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/* Iterate through the ArrayList, and update current and result every
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* time a squared distance smaller than current is found. */
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for (int i = 0; i < playerList.size(); i++)
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{
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Player p = playerList.get(i);
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double dist = distance(p.getLocation(), ex, ey, ez);
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if (dist < current || current == -1.0D)
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{
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current = dist;
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result = p;
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}
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}
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return result;
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}
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/**
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* Calculates the squared distance between locations.
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*/
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// TO-DO: Move this into MAUtils
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private static double distance(Location loc, double d1, double d2, double d3)
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{
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double d4 = loc.getX() - d1;
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double d5 = loc.getY() - d2;
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double d6 = loc.getZ() - d3;
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return d4*d4 + d5*d5 + d6*d6;
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}
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}
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