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https://github.com/songoda/UltimateTimber.git
synced 2024-11-13 22:05:11 +01:00
Added animation type CRUMBLE
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parent
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commit
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@ -7,7 +7,6 @@ import org.bukkit.block.Block;
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import org.bukkit.entity.FallingBlock;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.util.Vector;
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import java.util.Collection;
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@ -9,7 +9,6 @@ import com.songoda.ultimatetimber.tree.TreeBlock;
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import com.songoda.ultimatetimber.tree.TreeBlockSet;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.World;
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import org.bukkit.block.Block;
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import org.bukkit.enchantments.Enchantment;
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import org.bukkit.entity.FallingBlock;
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@ -0,0 +1,96 @@
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package com.songoda.ultimatetimber.animation;
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import com.songoda.ultimatetimber.UltimateTimber;
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import com.songoda.ultimatetimber.adapter.VersionAdapter;
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import com.songoda.ultimatetimber.manager.ConfigurationManager;
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import com.songoda.ultimatetimber.tree.DetectedTree;
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import com.songoda.ultimatetimber.tree.FallingTreeBlock;
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import com.songoda.ultimatetimber.tree.ITreeBlock;
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import com.songoda.ultimatetimber.tree.TreeBlock;
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import com.songoda.ultimatetimber.tree.TreeBlockSet;
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import com.songoda.ultimatetimber.tree.TreeDefinition;
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import org.bukkit.block.Block;
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import org.bukkit.entity.Player;
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import org.bukkit.scheduler.BukkitRunnable;
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import org.bukkit.util.Vector;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.Comparator;
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import java.util.List;
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public class TreeAnimationCrumble extends TreeAnimation {
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public TreeAnimationCrumble(DetectedTree detectedTree, Player player) {
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super(TreeAnimationType.CRUMBLE, detectedTree, player);
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}
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@Override
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public void playAnimation(Runnable whenFinished) {
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UltimateTimber ultimateTimber = UltimateTimber.getInstance();
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VersionAdapter versionAdapter = ultimateTimber.getVersionAdapter();
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boolean useCustomSound = ConfigurationManager.Setting.USE_CUSTOM_SOUNDS.getBoolean();
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boolean useCustomParticles = ConfigurationManager.Setting.USE_CUSTOM_PARTICLES.getBoolean();
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// Order blocks by y-axis, lowest first, but shuffled randomly
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int currentY = -1;
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List<List<ITreeBlock<Block>>> treeBlocks = new ArrayList<>();
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List<ITreeBlock<Block>> currentPartition = new ArrayList<>();
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List<ITreeBlock<Block>> orderedDetectedTreeBlocks = new ArrayList<>(this.detectedTree.getDetectedTreeBlocks().getAllTreeBlocks());
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orderedDetectedTreeBlocks.sort(Comparator.comparingInt(x -> x.getLocation().getBlockY()));
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for (ITreeBlock<Block> treeBlock : orderedDetectedTreeBlocks) {
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if (currentY != treeBlock.getLocation().getBlockY()) {
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Collections.shuffle(currentPartition);
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treeBlocks.add(new ArrayList<>(currentPartition));
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currentPartition.clear();
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currentY = treeBlock.getLocation().getBlockY();
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}
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currentPartition.add(treeBlock);
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}
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Collections.shuffle(currentPartition);
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treeBlocks.add(new ArrayList<>(currentPartition));
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Player p = this.player;
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TreeDefinition td = this.detectedTree.getTreeDefinition();
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boolean hst = this.hasSilkTouch;
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new BukkitRunnable() {
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@Override
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public void run() {
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if (!treeBlocks.isEmpty()) {
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List<ITreeBlock<Block>> partition = treeBlocks.get(0);
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for (int i = 0; i < 3 && !partition.isEmpty(); i++) {
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ITreeBlock<Block> treeBlock = partition.remove(0);
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FallingTreeBlock fallingTreeBlock = TreeAnimationCrumble.this.convertToFallingBlock((TreeBlock)treeBlock);
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if (fallingTreeBlock == null)
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continue;
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versionAdapter.toggleGravityFallingBlock(fallingTreeBlock.getBlock(), true);
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fallingTreeBlock.getBlock().setVelocity(Vector.getRandom().setY(0).subtract(new Vector(0.5, 0, 0.5)).multiply(0.15));
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TreeAnimationCrumble.this.fallingTreeBlocks.add(fallingTreeBlock);
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if (TreeAnimationCrumble.this.fallingTreeBlocks == null)
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TreeAnimationCrumble.this.fallingTreeBlocks = new TreeBlockSet<>(fallingTreeBlock);
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if (useCustomSound)
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versionAdapter.playLandingSound(treeBlock);
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if (useCustomParticles)
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versionAdapter.playFallingParticles(td, treeBlock);
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}
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if (partition.isEmpty()) {
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treeBlocks.remove(0);
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}
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}
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if (treeBlocks.isEmpty() && TreeAnimationCrumble.this.fallingTreeBlocks.getAllTreeBlocks().isEmpty()) {
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whenFinished.run();
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this.cancel();
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}
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}
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}.runTaskTimer(ultimateTimber, 0, 1);
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}
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}
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@ -48,17 +48,14 @@ public class TreeAnimationDisintegrate extends TreeAnimation {
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List<ITreeBlock<Block>> toDestroy = new ArrayList<>();
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if (!orderedLogBlocks.isEmpty()) {
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ITreeBlock<Block> treeBlock = orderedLogBlocks.get(0);
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orderedLogBlocks.remove(treeBlock);
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ITreeBlock<Block> treeBlock = orderedLogBlocks.remove(0);
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toDestroy.add(treeBlock);
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} else if (!leafBlocks.isEmpty()) {
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ITreeBlock<Block> treeBlock = leafBlocks.get(0);
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leafBlocks.remove(treeBlock);
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ITreeBlock<Block> treeBlock = leafBlocks.remove(0);
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toDestroy.add(treeBlock);
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if (!leafBlocks.isEmpty()) {
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treeBlock = leafBlocks.get(0);
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leafBlocks.remove(treeBlock);
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treeBlock = leafBlocks.remove(0);
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toDestroy.add(treeBlock);
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}
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}
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@ -6,6 +6,6 @@ package com.songoda.ultimatetimber.animation;
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public enum TreeAnimationType {
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FANCY,
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DISINTIGRATE,
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CHAOS,
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CRUMBLE,
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NONE
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}
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@ -3,6 +3,7 @@ package com.songoda.ultimatetimber.manager;
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import com.songoda.ultimatetimber.UltimateTimber;
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import com.songoda.ultimatetimber.adapter.VersionAdapter;
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import com.songoda.ultimatetimber.animation.TreeAnimation;
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import com.songoda.ultimatetimber.animation.TreeAnimationCrumble;
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import com.songoda.ultimatetimber.animation.TreeAnimationDisintegrate;
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import com.songoda.ultimatetimber.animation.TreeAnimationFancy;
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import com.songoda.ultimatetimber.animation.TreeAnimationNone;
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@ -79,6 +80,9 @@ public class TreeAnimationManager extends Manager implements Listener, Runnable
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case "DISINTEGRATE":
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this.registerTreeAnimation(new TreeAnimationDisintegrate(detectedTree, player));
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break;
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case "CRUMBLE":
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this.registerTreeAnimation(new TreeAnimationCrumble(detectedTree, player));
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break;
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case "NONE":
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this.registerTreeAnimation(new TreeAnimationNone(detectedTree, player));
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break;
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@ -117,11 +117,11 @@ use-custom-particles: true
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bonus-loot-multiplier: 2
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# The type of animation to use for tree toppling
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# Types: FANCY, DISINTEGRATE, NONE
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# Types: FANCY, DISINTEGRATE, CRUMBLE, NONE
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tree-animation-type: FANCY
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# If the tree-animation-type is FANCY, make the blocks stick to the ground
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# Does nothing if tree-animation-type is not FANCY
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# If the tree-animation-type is FANCY or CRUMBLE, make the blocks stick to the ground
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# Does nothing if tree-animation-type is not FANCY or CRUMBLE
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# Default: false
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scatter-tree-blocks-on-ground: false
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@ -118,10 +118,11 @@ use-custom-particles: true
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bonus-loot-multiplier: 2
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# The type of animation to use for tree toppling
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# Types: FANCY, DISINTEGRATE, NONE
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# Types: FANCY, DISINTEGRATE, CRUMBLE, NONE
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tree-animation-type: FANCY
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# If the tree-animation-type uses falling block entities, make the falling blocks stick to the ground
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# If the tree-animation-type is FANCY or CRUMBLE, make the blocks stick to the ground
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# Does nothing if tree-animation-type is not FANCY or CRUMBLE
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# Default: false
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scatter-tree-blocks-on-ground: false
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