CompatibleParticleHandler: Minor code cleanup

This commit is contained in:
Christian Koop 2021-12-01 20:34:14 +01:00
parent 7ff7a46bf5
commit 6a3fe4691f
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GPG Key ID: 89A8181384E010A3
1 changed files with 23 additions and 17 deletions

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@ -4,6 +4,7 @@ import org.bukkit.Color;
import org.bukkit.Effect;
import org.bukkit.Location;
import org.bukkit.Particle;
import org.bukkit.World;
import org.bukkit.block.BlockFace;
import org.bukkit.entity.Player;
@ -209,10 +210,11 @@ public class CompatibleParticleHandler {
public static void spawnParticles(ParticleType type, Location location, int count) {
if (ServerVersion.isServerVersionAtOrBelow(ServerVersion.V1_8)) {
for (int i = 0; i < count; i++) {
for (int i = 0; i < count; ++i) {
float xx = (float) (1 * (Math.random() - Math.random()));
float yy = (float) (1 * (Math.random() - Math.random()));
float zz = (float) (1 * (Math.random() - Math.random()));
Location at = location.clone().add(xx, yy, zz);
LegacyParticleEffects.createParticle(at, type.compatibleEffect);
}
@ -223,7 +225,7 @@ public class CompatibleParticleHandler {
public static void spawnParticles(ParticleType type, Location location, int count, double offsetX, double offsetY, double offsetZ) {
if (ServerVersion.isServerVersionAtOrBelow(ServerVersion.V1_8)) {
for (int i = 0; i < count; i++) {
for (int i = 0; i < count; ++i) {
float xx = (float) (offsetX * (Math.random() - Math.random()));
float yy = (float) (offsetY * (Math.random() - Math.random()));
float zz = (float) (offsetZ * (Math.random() - Math.random()));
@ -281,12 +283,13 @@ public class CompatibleParticleHandler {
float xx = (float) (radius * (Math.random() - Math.random()));
float yy = (float) (radius * (Math.random() - Math.random()));
float zz = (float) (radius * (Math.random() - Math.random()));
if (player == null)
if (player == null) {
location.getWorld().spawnParticle(Particle.REDSTONE, location, count, xx, yy, zz, 1, new Particle.DustOptions(Color.fromBGR(blue, green, red), size));
else
} else {
player.spawnParticle(Particle.REDSTONE, location, count, xx, yy, zz, 1, new Particle.DustOptions(Color.fromBGR(blue, green, red), size));
}
} else if (ServerVersion.isServerVersionAtLeast(ServerVersion.V1_9)) {
for (int i = 0; i < count; i++) {
for (int i = 0; i < count; ++i) {
float xx = (float) (radius * (Math.random() - Math.random()));
float yy = (float) (radius * (Math.random() - Math.random()));
float zz = (float) (radius * (Math.random() - Math.random()));
@ -298,10 +301,11 @@ public class CompatibleParticleHandler {
}
} else {
// WE NEED MAGIC!
for (int i = 0; i < count; i++) {
for (int i = 0; i < count; ++i) {
float xx = (float) (radius * (Math.random() - Math.random()));
float yy = (float) (radius * (Math.random() - Math.random()));
float zz = (float) (radius * (Math.random() - Math.random()));
Location at = location.clone().add(xx, yy, zz);
LegacyParticleEffects.createParticle(at, LegacyParticleEffects.Type.REDSTONE,
red / 255F, green / 255F, blue / 255F, 1F,
@ -310,16 +314,18 @@ public class CompatibleParticleHandler {
}
}
public static void bonemealSmoke(Location l) {
final org.bukkit.World w = l.getWorld();
w.playEffect(l, Effect.SMOKE, BlockFace.SOUTH_EAST);
w.playEffect(l, Effect.SMOKE, BlockFace.SOUTH);
w.playEffect(l, Effect.SMOKE, BlockFace.SOUTH_WEST);
w.playEffect(l, Effect.SMOKE, BlockFace.EAST);
w.playEffect(l, Effect.SMOKE, BlockFace.SELF);
w.playEffect(l, Effect.SMOKE, BlockFace.WEST);
w.playEffect(l, Effect.SMOKE, BlockFace.NORTH_EAST);
w.playEffect(l, Effect.SMOKE, BlockFace.NORTH);
w.playEffect(l, Effect.SMOKE, BlockFace.NORTH_WEST);
public static void bonemealSmoke(Location loc) {
World world = loc.getWorld();
assert world != null;
world.playEffect(loc, Effect.SMOKE, BlockFace.SOUTH_EAST);
world.playEffect(loc, Effect.SMOKE, BlockFace.SOUTH);
world.playEffect(loc, Effect.SMOKE, BlockFace.SOUTH_WEST);
world.playEffect(loc, Effect.SMOKE, BlockFace.EAST);
world.playEffect(loc, Effect.SMOKE, BlockFace.SELF);
world.playEffect(loc, Effect.SMOKE, BlockFace.WEST);
world.playEffect(loc, Effect.SMOKE, BlockFace.NORTH_EAST);
world.playEffect(loc, Effect.SMOKE, BlockFace.NORTH);
world.playEffect(loc, Effect.SMOKE, BlockFace.NORTH_WEST);
}
}