Paper/paper-api/src/main/java/com/destroystokyo/paper/ParticleBuilder.java

486 lines
15 KiB
Java

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<Player> 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<Player> 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<Player> 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<Player> 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 <T> The Particle data type
* @return the ParticleData for this particle
*/
@Nullable
public <T> 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 <T> The Particle data type
* @return a reference to this object.
*/
@NotNull
public <T> 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));
}
}