mirror of https://github.com/PaperMC/Paper.git
486 lines
15 KiB
Java
486 lines
15 KiB
Java
package com.destroystokyo.paper;
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import com.google.common.collect.Lists;
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import org.bukkit.Color;
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import org.bukkit.Location;
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import org.bukkit.Particle;
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import org.bukkit.World;
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import org.bukkit.entity.Player;
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import org.bukkit.util.NumberConversions;
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import java.util.Collection;
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import java.util.List;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.Nullable;
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/**
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* Helps prepare a particle to be sent to players.
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*
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* Usage of the builder is preferred over the super long {@link World#spawnParticle(Particle, Location, int, double, double, double, double, Object)} API
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*/
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public class ParticleBuilder {
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private Particle particle;
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private List<Player> receivers;
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private Player source;
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private Location location;
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private int count = 1;
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private double offsetX = 0, offsetY = 0, offsetZ = 0;
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private double extra = 1;
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private Object data;
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private boolean force = true;
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public ParticleBuilder(@NotNull Particle particle) {
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this.particle = particle;
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}
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/**
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* Sends the particle to all receiving players (or all). This method is safe to use
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* Asynchronously
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*
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder spawn() {
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if (this.location == null) {
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throw new IllegalStateException("Please specify location for this particle");
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}
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location.getWorld().spawnParticle(particle, receivers, source,
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location.getX(), location.getY(), location.getZ(),
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count, offsetX, offsetY, offsetZ, extra, data, force
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);
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return this;
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}
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/**
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* @return The particle going to be sent
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*/
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@NotNull
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public Particle particle() {
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return particle;
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}
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/**
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* Changes what particle will be sent
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*
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* @param particle The particle
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder particle(@NotNull Particle particle) {
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this.particle = particle;
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return this;
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}
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/**
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* @return List of players who will receive the particle, or null for all in world
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*/
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@Nullable
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public List<Player> receivers() {
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return receivers;
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}
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/**
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* Example use:
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*
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* builder.receivers(16); if (builder.hasReceivers()) { sendParticleAsync(builder); }
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*
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* @return If this particle is going to be sent to someone
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*/
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public boolean hasReceivers() {
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return (receivers == null && !location.getWorld().getPlayers().isEmpty()) || (
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receivers != null && !receivers.isEmpty());
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}
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/**
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* Sends this particle to all players in the world. This is rather silly and you should likely not
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* be doing this.
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*
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* Just be a logical person and use receivers by radius or collection.
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*
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder allPlayers() {
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this.receivers = null;
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return this;
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}
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/**
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* @param receivers List of players to receive this particle, or null for all players in the
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* world
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder receivers(@Nullable List<Player> receivers) {
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// Had to keep this as we first made API List<> and not Collection, but removing this may break plugins compiled on older jars
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// TODO: deprecate?
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this.receivers = receivers != null ? Lists.newArrayList(receivers) : null;
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return this;
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}
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/**
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* @param receivers List of players to receive this particle, or null for all players in the
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* world
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder receivers(@Nullable Collection<Player> receivers) {
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this.receivers = receivers != null ? Lists.newArrayList(receivers) : null;
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return this;
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}
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/**
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* @param receivers List of players to be receive this particle, or null for all players in the
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* world
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder receivers(@Nullable Player... receivers) {
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this.receivers = receivers != null ? Lists.newArrayList(receivers) : null;
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return this;
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}
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/**
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* Selects all players within a cuboid selection around the particle location, within the
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* specified bounding box. If you want a more spherical check, see {@link #receivers(int,
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* boolean)}
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*
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* @param radius amount to add on all axis
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder receivers(int radius) {
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return receivers(radius, radius);
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}
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/**
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* Selects all players within the specified radius around the particle location. If byDistance is
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* false, behavior uses cuboid selection the same as {@link #receivers(int, int)} If byDistance is
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* true, radius is tested by distance in a spherical shape
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*
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* @param radius amount to add on each axis
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* @param byDistance true to use a spherical radius, false to use a cuboid
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder receivers(int radius, boolean byDistance) {
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if (!byDistance) {
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return receivers(radius, radius, radius);
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} else {
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this.receivers = Lists.newArrayList();
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for (Player nearbyPlayer : location.getWorld()
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.getNearbyPlayers(location, radius, radius, radius)) {
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Location loc = nearbyPlayer.getLocation();
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double x = NumberConversions.square(location.getX() - loc.getX());
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double y = NumberConversions.square(location.getY() - loc.getY());
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double z = NumberConversions.square(location.getZ() - loc.getZ());
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if (Math.sqrt(x + y + z) > radius) {
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continue;
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}
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this.receivers.add(nearbyPlayer);
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}
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return this;
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}
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}
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/**
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* Selects all players within a cuboid selection around the particle location, within the
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* specified bounding box. Allows specifying a different Y size than X and Z If you want a more
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* cylinder check, see {@link #receivers(int, int, boolean)} If you want a more spherical check,
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* see {@link #receivers(int, boolean)}
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*
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* @param xzRadius amount to add on the x/z axis
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* @param yRadius amount to add on the y axis
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder receivers(int xzRadius, int yRadius) {
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return receivers(xzRadius, yRadius, xzRadius);
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}
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/**
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* Selects all players within the specified radius around the particle location. If byDistance is
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* false, behavior uses cuboid selection the same as {@link #receivers(int, int)} If byDistance is
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* true, radius is tested by distance on the y plane and on the x/z plane, in a cylinder shape.
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*
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* @param xzRadius amount to add on the x/z axis
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* @param yRadius amount to add on the y axis
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* @param byDistance true to use a cylinder shape, false to use cuboid
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder receivers(int xzRadius, int yRadius, boolean byDistance) {
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if (!byDistance) {
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return receivers(xzRadius, yRadius, xzRadius);
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} else {
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this.receivers = Lists.newArrayList();
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for (Player nearbyPlayer : location.getWorld()
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.getNearbyPlayers(location, xzRadius, yRadius, xzRadius)) {
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Location loc = nearbyPlayer.getLocation();
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if (Math.abs(loc.getY() - this.location.getY()) > yRadius) {
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continue;
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}
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double x = NumberConversions.square(location.getX() - loc.getX());
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double z = NumberConversions.square(location.getZ() - loc.getZ());
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if (x + z > NumberConversions.square(xzRadius)) {
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continue;
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}
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this.receivers.add(nearbyPlayer);
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}
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return this;
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}
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}
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/**
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* Selects all players within a cuboid selection around the particle location, within the
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* specified bounding box. If you want a more cylinder check, see {@link #receivers(int, int,
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* boolean)} If you want a more spherical check, see {@link #receivers(int, boolean)}
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*
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* @param xRadius amount to add on the x axis
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* @param yRadius amount to add on the y axis
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* @param zRadius amount to add on the z axis
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder receivers(int xRadius, int yRadius, int zRadius) {
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if (location == null) {
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throw new IllegalStateException("Please set location first");
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}
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return receivers(location.getWorld().getNearbyPlayers(location, xRadius, yRadius, zRadius));
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}
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/**
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* @return The player considered the source of this particle (for Visibility concerns), or null
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*/
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@Nullable
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public Player source() {
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return source;
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}
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/**
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* Sets the source of this particle for visibility concerns (Vanish API)
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*
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* @param source The player who is considered the source
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder source(@Nullable Player source) {
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this.source = source;
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return this;
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}
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/**
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* @return Location of where the particle will spawn
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*/
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@Nullable
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public Location location() {
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return location;
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}
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/**
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* Sets the location of where to spawn the particle
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*
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* @param location The location of the particle
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder location(@NotNull Location location) {
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this.location = location.clone();
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return this;
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}
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/**
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* Sets the location of where to spawn the particle
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*
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* @param world World to spawn particle in
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* @param x X location
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* @param y Y location
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* @param z Z location
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder location(@NotNull World world, double x, double y, double z) {
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this.location = new Location(world, x, y, z);
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return this;
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}
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/**
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* @return Number of particles to spawn
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*/
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public int count() {
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return count;
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}
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/**
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* Sets the number of particles to spawn
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*
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* @param count Number of particles
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder count(int count) {
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this.count = count;
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return this;
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}
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/**
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* Particle offset X. Varies by particle on how this is used
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*
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* @return Particle offset X.
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*/
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public double offsetX() {
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return offsetX;
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}
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/**
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* Particle offset Y. Varies by particle on how this is used
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*
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* @return Particle offset Y.
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*/
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public double offsetY() {
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return offsetY;
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}
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/**
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* Particle offset Z. Varies by particle on how this is used
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*
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* @return Particle offset Z.
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*/
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public double offsetZ() {
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return offsetZ;
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}
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/**
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* Sets the particle offset. Varies by particle on how this is used
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*
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* @param offsetX Particle offset X
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* @param offsetY Particle offset Y
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* @param offsetZ Particle offset Z
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder offset(double offsetX, double offsetY, double offsetZ) {
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this.offsetX = offsetX;
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this.offsetY = offsetY;
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this.offsetZ = offsetZ;
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return this;
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}
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/**
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* Gets the Particle extra data. Varies by particle on how this is used
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*
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* @return the extra particle data
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*/
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public double extra() {
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return extra;
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}
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/**
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* Sets the particle extra data. Varies by particle on how this is used
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*
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* @param extra the extra particle data
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder extra(double extra) {
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this.extra = extra;
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return this;
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}
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/**
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* Gets the particle custom data. Varies by particle on how this is used
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*
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* @param <T> The Particle data type
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* @return the ParticleData for this particle
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*/
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@Nullable
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public <T> T data() {
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//noinspection unchecked
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return (T) data;
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}
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/**
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* Sets the particle custom data. Varies by particle on how this is used
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*
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* @param data The new particle data
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* @param <T> The Particle data type
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* @return a reference to this object.
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*/
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@NotNull
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public <T> ParticleBuilder data(@Nullable T data) {
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this.data = data;
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return this;
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}
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/**
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* @return whether the particle is forcefully shown to players.
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*/
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public boolean force() {
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return force;
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}
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/**
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* Sets whether the particle is forcefully shown to the player. If forced, the particle will show
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* faraway, as far as the player's view distance allows. If false, the particle will show
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* according to the client's particle settings.
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*
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* @param force true to force, false for normal
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder force(boolean force) {
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this.force = force;
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return this;
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}
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/**
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* Sets the particle Color. Only valid for REDSTONE.
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*
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* @param color the new particle color
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder color(@Nullable Color color) {
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return color(color, 1);
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}
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/**
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* Sets the particle Color and size. Only valid for REDSTONE.
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*
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* @param color the new particle color
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* @param size the size of the particle
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder color(@Nullable Color color, float size) {
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if (particle != Particle.REDSTONE && color != null) {
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throw new IllegalStateException("Color may only be set on REDSTONE");
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}
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// We don't officially support reusing these objects, but here we go
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if (color == null) {
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if (data instanceof Particle.DustOptions) {
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return data(null);
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} else {
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return this;
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}
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}
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return data(new Particle.DustOptions(color, size));
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}
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/**
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* Sets the particle Color.
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* Only valid for REDSTONE.
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* @param r red color component
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* @param g green color component
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* @param b blue color component
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* @return a reference to this object.
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*/
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@NotNull
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public ParticleBuilder color(int r, int g, int b) {
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return color(Color.fromRGB(r, g, b));
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}
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}
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