PaperMC/Spigot-API-Patches/Expand-World.spawnParticle-API-and-add-Builder.patch
Aikar 05dfa62d32 Paper 1.13.1 Update
Updated Upstream (Bukkit/CraftBukkit/Spigot)

Bukkit Changes:
2dcc44dc SPIGOT-4307: Fix hacky API for banners on shields
e0fc6572 SPIGOT-4309: Add "forced" display of particles
efeeab2f Add index to README.md for easier navigation
f502bc6f Update to Minecraft 1.13.1

CraftBukkit Changes:
d0bb0a1d Fix some tests randomly failing
997d378d Fix client stall in specific teleportation scenarios
b3dc2366 SPIGOT-4307: Fix hacky API for banners on shields
2a271162 SPIGOT-4301: Fix more invalid enchants
5d0d83bb SPIGOT-4309: Add "forced" display of particles
a6772578 Add additional tests for CraftBlockData
ce1af0c3 Update to Minecraft 1.13.1

Spigot Changes:
2440e189 Rebuild patches
4ecffced Update to Minecraft 1.13.1
2018-08-26 14:11:49 -04:00

529 lines
No EOL
20 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
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.
Adds an option to control the force mode of the particle.
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 000000000..feebfb653
--- /dev/null
+++ b/src/main/java/com/destroystokyo/paper/ParticleBuilder.java
@@ -0,0 +0,0 @@
+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 javax.annotation.Nullable;
+import java.util.Collection;
+import java.util.List;
+
+/**
+ * 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(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.
+ */
+ 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
+ */
+ public Particle particle() {
+ return particle;
+ }
+
+ /**
+ * Changes what particle will be sent
+ * @param particle The particle
+ * @return a reference to this object.
+ */
+ public ParticleBuilder particle(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.
+ */
+ 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.
+ */
+ 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.
+ */
+ 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.
+ */
+ public ParticleBuilder receivers(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.
+ */
+ 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.
+ */
+ 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.
+ */
+ 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.
+ */
+ 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.
+ */
+ 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
+ */
+ 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.
+ */
+ public ParticleBuilder source(Player source) {
+ this.source = source;
+ return this;
+ }
+
+ /**
+ * @return Location of where the particle will spawn
+ */
+ 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.
+ */
+ public ParticleBuilder location(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.
+ */
+ public ParticleBuilder location(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.
+ */
+ 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.
+ */
+ 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.
+ */
+ 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
+ */
+ 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.
+ */
+ public <T> ParticleBuilder data(T data) {
+ this.data = data;
+ return this;
+ }
+
+ /**
+ * 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.
+ */
+ public ParticleBuilder force(boolean force) {
+ this.force = force;
+ return this;
+ }
+
+ /**
+ * Sets the particle Color.
+ * Only valid for REDSTONE, SPELL_MOB and SPELL_MOB_AMBIENT.
+ * @param color the new particle color
+ * @return a reference to this object.
+ */
+ public ParticleBuilder color(Color color) {
+ return color(color.getRed(), color.getGreen(), color.getBlue());
+ }
+
+ /**
+ * Sets the particle Color.
+ * Only valid for REDSTONE, SPELL_MOB and SPELL_MOB_AMBIENT.
+ * @param r red color component
+ * @param g green color component
+ * @param b blue color component
+ * @return a reference to this object.
+ */
+ public ParticleBuilder color(int r, int g, int b) {
+ if (particle != Particle.REDSTONE && particle != Particle.SPELL_MOB && particle != Particle.SPELL_MOB_AMBIENT) {
+ throw new IllegalStateException("Color may only be set on REDSTONE, SPELL_MOB, or SPELL_MOB_AMBIENT");
+ }
+ offsetX = convertColorValue(r);
+ offsetY = convertColorValue(g);
+ offsetZ = convertColorValue(b);
+ return this;
+ }
+
+ private static double convertColorValue(double value) {
+ if (value <= 0.0D) {
+ value = -1.0D;
+ }
+
+ return value / 255.0D;
+ }
+}
diff --git a/src/main/java/org/bukkit/Particle.java b/src/main/java/org/bukkit/Particle.java
index 4d0acaf5b..255efab76 100644
--- a/src/main/java/org/bukkit/Particle.java
+++ b/src/main/java/org/bukkit/Particle.java
@@ -0,0 +0,0 @@ public enum Particle {
SMOKE_LARGE,
SPELL,
SPELL_INSTANT,
- SPELL_MOB,
- SPELL_MOB_AMBIENT,
+ SPELL_MOB(DustOptions.class), // Paper
+ SPELL_MOB_AMBIENT(DustOptions.class), // Paper
SPELL_WITCH,
DRIP_WATER,
DRIP_LAVA,
@@ -0,0 +0,0 @@ public enum Particle {
return dataType;
}
+ // Paper start - Particle API expansion
+ /**
+ * Creates a {@link com.destroystokyo.paper.ParticleBuilder}
+ *
+ * @return a {@link com.destroystokyo.paper.ParticleBuilder} for the particle
+ */
+ 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 0fb55b071..a8d97c519 100644
--- a/src/main/java/org/bukkit/World.java
+++ b/src/main/java/org/bukkit/World.java
@@ -0,0 +0,0 @@ public interface World extends PluginMessageRecipient, Metadatable {
* the type of this depends on {@link Particle#getDataType()}
* @param <T> Type
*/
- public <T> void spawnParticle(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, T data);
+ public default <T> void spawnParticle(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, 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 <T> Type
+ */
+ public default <T> void spawnParticle(Particle particle, List<Player> receivers, Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, 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 <T> 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 <T> void spawnParticle(Particle particle, List<Player> receivers, Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, T data, boolean force);
+ // Paper end
+
/**
* Spawns the particle (the number of times specified by count)
--