From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Aikar Date: Tue, 29 Aug 2017 23:58:48 -0400 Subject: [PATCH] Expand World.spawnParticle API and add Builder Adds ability to control who receives it and who is the source/sender (vanish API) the standard API is to send the packet to everyone in the world, which is ineffecient. This adds a new Builder API which is much friendlier to use. diff --git a/src/main/java/com/destroystokyo/paper/ParticleBuilder.java b/src/main/java/com/destroystokyo/paper/ParticleBuilder.java new file mode 100644 index 0000000000000000000000000000000000000000..f45b8cfd1611345e8d81ecb8297a586f05eb5dc6 --- /dev/null +++ b/src/main/java/com/destroystokyo/paper/ParticleBuilder.java @@ -0,0 +1,485 @@ +package com.destroystokyo.paper; + +import com.google.common.collect.Lists; +import org.bukkit.Color; +import org.bukkit.Location; +import org.bukkit.Particle; +import org.bukkit.World; +import org.bukkit.entity.Player; +import org.bukkit.util.NumberConversions; + +import java.util.Collection; +import java.util.List; +import org.jetbrains.annotations.NotNull; +import org.jetbrains.annotations.Nullable; + +/** + * Helps prepare a particle to be sent to players. + * + * Usage of the builder is preferred over the super long {@link World#spawnParticle(Particle, Location, int, double, double, double, double, Object)} API + */ +public class ParticleBuilder { + + private Particle particle; + private List receivers; + private Player source; + private Location location; + private int count = 1; + private double offsetX = 0, offsetY = 0, offsetZ = 0; + private double extra = 1; + private Object data; + private boolean force = true; + + public ParticleBuilder(@NotNull Particle particle) { + this.particle = particle; + } + + /** + * Sends the particle to all receiving players (or all). This method is safe to use + * Asynchronously + * + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder spawn() { + if (this.location == null) { + throw new IllegalStateException("Please specify location for this particle"); + } + location.getWorld().spawnParticle(particle, receivers, source, + location.getX(), location.getY(), location.getZ(), + count, offsetX, offsetY, offsetZ, extra, data, force + ); + return this; + } + + /** + * @return The particle going to be sent + */ + @NotNull + public Particle particle() { + return particle; + } + + /** + * Changes what particle will be sent + * + * @param particle The particle + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder particle(@NotNull Particle particle) { + this.particle = particle; + return this; + } + + /** + * @return List of players who will receive the particle, or null for all in world + */ + @Nullable + public List receivers() { + return receivers; + } + + /** + * Example use: + * + * builder.receivers(16); if (builder.hasReceivers()) { sendParticleAsync(builder); } + * + * @return If this particle is going to be sent to someone + */ + public boolean hasReceivers() { + return (receivers == null && !location.getWorld().getPlayers().isEmpty()) || ( + receivers != null && !receivers.isEmpty()); + } + + /** + * Sends this particle to all players in the world. This is rather silly and you should likely not + * be doing this. + * + * Just be a logical person and use receivers by radius or collection. + * + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder allPlayers() { + this.receivers = null; + return this; + } + + /** + * @param receivers List of players to receive this particle, or null for all players in the + * world + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder receivers(@Nullable List receivers) { + // Had to keep this as we first made API List<> and not Collection, but removing this may break plugins compiled on older jars + // TODO: deprecate? + this.receivers = receivers != null ? Lists.newArrayList(receivers) : null; + return this; + } + + /** + * @param receivers List of players to receive this particle, or null for all players in the + * world + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder receivers(@Nullable Collection receivers) { + this.receivers = receivers != null ? Lists.newArrayList(receivers) : null; + return this; + } + + /** + * @param receivers List of players to be receive this particle, or null for all players in the + * world + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder receivers(@Nullable Player... receivers) { + this.receivers = receivers != null ? Lists.newArrayList(receivers) : null; + return this; + } + + /** + * Selects all players within a cuboid selection around the particle location, within the + * specified bounding box. If you want a more spherical check, see {@link #receivers(int, + * boolean)} + * + * @param radius amount to add on all axis + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder receivers(int radius) { + return receivers(radius, radius); + } + + /** + * Selects all players within the specified radius around the particle location. If byDistance is + * false, behavior uses cuboid selection the same as {@link #receivers(int, int)} If byDistance is + * true, radius is tested by distance in a spherical shape + * + * @param radius amount to add on each axis + * @param byDistance true to use a spherical radius, false to use a cuboid + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder receivers(int radius, boolean byDistance) { + if (!byDistance) { + return receivers(radius, radius, radius); + } else { + this.receivers = Lists.newArrayList(); + for (Player nearbyPlayer : location.getWorld() + .getNearbyPlayers(location, radius, radius, radius)) { + Location loc = nearbyPlayer.getLocation(); + double x = NumberConversions.square(location.getX() - loc.getX()); + double y = NumberConversions.square(location.getY() - loc.getY()); + double z = NumberConversions.square(location.getZ() - loc.getZ()); + if (Math.sqrt(x + y + z) > radius) { + continue; + } + this.receivers.add(nearbyPlayer); + } + return this; + } + } + + /** + * Selects all players within a cuboid selection around the particle location, within the + * specified bounding box. Allows specifying a different Y size than X and Z If you want a more + * cylinder check, see {@link #receivers(int, int, boolean)} If you want a more spherical check, + * see {@link #receivers(int, boolean)} + * + * @param xzRadius amount to add on the x/z axis + * @param yRadius amount to add on the y axis + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder receivers(int xzRadius, int yRadius) { + return receivers(xzRadius, yRadius, xzRadius); + } + + /** + * Selects all players within the specified radius around the particle location. If byDistance is + * false, behavior uses cuboid selection the same as {@link #receivers(int, int)} If byDistance is + * true, radius is tested by distance on the y plane and on the x/z plane, in a cylinder shape. + * + * @param xzRadius amount to add on the x/z axis + * @param yRadius amount to add on the y axis + * @param byDistance true to use a cylinder shape, false to use cuboid + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder receivers(int xzRadius, int yRadius, boolean byDistance) { + if (!byDistance) { + return receivers(xzRadius, yRadius, xzRadius); + } else { + this.receivers = Lists.newArrayList(); + for (Player nearbyPlayer : location.getWorld() + .getNearbyPlayers(location, xzRadius, yRadius, xzRadius)) { + Location loc = nearbyPlayer.getLocation(); + if (Math.abs(loc.getY() - this.location.getY()) > yRadius) { + continue; + } + double x = NumberConversions.square(location.getX() - loc.getX()); + double z = NumberConversions.square(location.getZ() - loc.getZ()); + if (x + z > NumberConversions.square(xzRadius)) { + continue; + } + this.receivers.add(nearbyPlayer); + } + return this; + } + } + + /** + * Selects all players within a cuboid selection around the particle location, within the + * specified bounding box. If you want a more cylinder check, see {@link #receivers(int, int, + * boolean)} If you want a more spherical check, see {@link #receivers(int, boolean)} + * + * @param xRadius amount to add on the x axis + * @param yRadius amount to add on the y axis + * @param zRadius amount to add on the z axis + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder receivers(int xRadius, int yRadius, int zRadius) { + if (location == null) { + throw new IllegalStateException("Please set location first"); + } + return receivers(location.getWorld().getNearbyPlayers(location, xRadius, yRadius, zRadius)); + } + + /** + * @return The player considered the source of this particle (for Visibility concerns), or null + */ + @Nullable + public Player source() { + return source; + } + + /** + * Sets the source of this particle for visibility concerns (Vanish API) + * + * @param source The player who is considered the source + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder source(@Nullable Player source) { + this.source = source; + return this; + } + + /** + * @return Location of where the particle will spawn + */ + @Nullable + public Location location() { + return location; + } + + /** + * Sets the location of where to spawn the particle + * + * @param location The location of the particle + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder location(@NotNull Location location) { + this.location = location.clone(); + return this; + } + + /** + * Sets the location of where to spawn the particle + * + * @param world World to spawn particle in + * @param x X location + * @param y Y location + * @param z Z location + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder location(@NotNull World world, double x, double y, double z) { + this.location = new Location(world, x, y, z); + return this; + } + + /** + * @return Number of particles to spawn + */ + public int count() { + return count; + } + + /** + * Sets the number of particles to spawn + * + * @param count Number of particles + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder count(int count) { + this.count = count; + return this; + } + + /** + * Particle offset X. Varies by particle on how this is used + * + * @return Particle offset X. + */ + public double offsetX() { + return offsetX; + } + + /** + * Particle offset Y. Varies by particle on how this is used + * + * @return Particle offset Y. + */ + public double offsetY() { + return offsetY; + } + + /** + * Particle offset Z. Varies by particle on how this is used + * + * @return Particle offset Z. + */ + public double offsetZ() { + return offsetZ; + } + + /** + * Sets the particle offset. Varies by particle on how this is used + * + * @param offsetX Particle offset X + * @param offsetY Particle offset Y + * @param offsetZ Particle offset Z + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder offset(double offsetX, double offsetY, double offsetZ) { + this.offsetX = offsetX; + this.offsetY = offsetY; + this.offsetZ = offsetZ; + return this; + } + + /** + * Gets the Particle extra data. Varies by particle on how this is used + * + * @return the extra particle data + */ + public double extra() { + return extra; + } + + /** + * Sets the particle extra data. Varies by particle on how this is used + * + * @param extra the extra particle data + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder extra(double extra) { + this.extra = extra; + return this; + } + + /** + * Gets the particle custom data. Varies by particle on how this is used + * + * @param The Particle data type + * @return the ParticleData for this particle + */ + @Nullable + public T data() { + //noinspection unchecked + return (T) data; + } + + /** + * Sets the particle custom data. Varies by particle on how this is used + * + * @param data The new particle data + * @param The Particle data type + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder data(@Nullable T data) { + this.data = data; + return this; + } + + /** + * @return whether the particle is forcefully shown to players. + */ + public boolean force() { + return force; + } + + /** + * Sets whether the particle is forcefully shown to the player. If forced, the particle will show + * faraway, as far as the player's view distance allows. If false, the particle will show + * according to the client's particle settings. + * + * @param force true to force, false for normal + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder force(boolean force) { + this.force = force; + return this; + } + + /** + * Sets the particle Color. Only valid for REDSTONE. + * + * @param color the new particle color + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder color(@Nullable Color color) { + return color(color, 1); + } + + /** + * Sets the particle Color and size. Only valid for REDSTONE. + * + * @param color the new particle color + * @param size the size of the particle + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder color(@Nullable Color color, float size) { + if (particle != Particle.REDSTONE && color != null) { + throw new IllegalStateException("Color may only be set on REDSTONE"); + } + + // We don't officially support reusing these objects, but here we go + if (color == null) { + if (data instanceof Particle.DustOptions) { + return data(null); + } else { + return this; + } + } + + return data(new Particle.DustOptions(color, size)); + } + + /** + * Sets the particle Color. + * Only valid for REDSTONE. + * @param r red color component + * @param g green color component + * @param b blue color component + * @return a reference to this object. + */ + @NotNull + public ParticleBuilder color(int r, int g, int b) { + return color(Color.fromRGB(r, g, b)); + } +} diff --git a/src/main/java/org/bukkit/Particle.java b/src/main/java/org/bukkit/Particle.java index ca6d0eaa9d9a37c07f3e1630b83a79bf98211edb..26d02aa5da444112f8fa84c07e3080bb669983a1 100644 --- a/src/main/java/org/bukkit/Particle.java +++ b/src/main/java/org/bukkit/Particle.java @@ -204,6 +204,18 @@ public enum Particle implements Keyed { return key; } + // Paper start - Particle API expansion + /** + * Creates a {@link com.destroystokyo.paper.ParticleBuilder} + * + * @return a {@link com.destroystokyo.paper.ParticleBuilder} for the particle + */ + @NotNull + public com.destroystokyo.paper.ParticleBuilder builder() { + return new com.destroystokyo.paper.ParticleBuilder(this); + } + // Paper end + /** * Options which can be applied to redstone dust particles - a particle * color and size. diff --git a/src/main/java/org/bukkit/World.java b/src/main/java/org/bukkit/World.java index fa4081c62f86245fef5a273f01837f9ac6998faa..fa31ba9d30cd0d1b23e15667c4c9bd9c13b5b9d3 100644 --- a/src/main/java/org/bukkit/World.java +++ b/src/main/java/org/bukkit/World.java @@ -2896,7 +2896,57 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient * @param data the data to use for the particle or null, * the type of this depends on {@link Particle#getDataType()} */ - public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data); + public default void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data) { spawnParticle(particle, null, null, x, y, z, count, offsetX, offsetY, offsetZ, extra, data, true); }// Paper start - Expand Particle API + /** + * Spawns the particle (the number of times specified by count) + * at the target location. The position of each particle will be + * randomized positively and negatively by the offset parameters + * on each axis. + * + * @param particle the particle to spawn + * @param receivers List of players to receive the particles, or null for all in world + * @param source Source of the particles to be used in visibility checks, or null if no player source + * @param x the position on the x axis to spawn at + * @param y the position on the y axis to spawn at + * @param z the position on the z axis to spawn at + * @param count the number of particles + * @param offsetX the maximum random offset on the X axis + * @param offsetY the maximum random offset on the Y axis + * @param offsetZ the maximum random offset on the Z axis + * @param extra the extra data for this particle, depends on the + * particle used (normally speed) + * @param data the data to use for the particle or null, + * the type of this depends on {@link Particle#getDataType()} + * @param Type + */ + public default void spawnParticle(@NotNull Particle particle, @Nullable List receivers, @NotNull Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data) { spawnParticle(particle, receivers, source, x, y, z, count, offsetX, offsetY, offsetZ, extra, data, true); } + /** + * Spawns the particle (the number of times specified by count) + * at the target location. The position of each particle will be + * randomized positively and negatively by the offset parameters + * on each axis. + * + * @param particle the particle to spawn + * @param receivers List of players to receive the particles, or null for all in world + * @param source Source of the particles to be used in visibility checks, or null if no player source + * @param x the position on the x axis to spawn at + * @param y the position on the y axis to spawn at + * @param z the position on the z axis to spawn at + * @param count the number of particles + * @param offsetX the maximum random offset on the X axis + * @param offsetY the maximum random offset on the Y axis + * @param offsetZ the maximum random offset on the Z axis + * @param extra the extra data for this particle, depends on the + * particle used (normally speed) + * @param data the data to use for the particle or null, + * the type of this depends on {@link Particle#getDataType()} + * @param Type + * @param force allows the particle to be seen further away from the player + * and shows to players using any vanilla client particle settings + */ + public void spawnParticle(@NotNull Particle particle, @Nullable List receivers, @Nullable Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force); + // Paper end + /** * Spawns the particle (the number of times specified by count)