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519 lines
20 KiB
Diff
519 lines
20 KiB
Diff
From 43beb0d7397bc0067f08e4ec41ddfb4d46145f7d Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Tue, 29 Aug 2017 23:58:48 -0400
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Subject: [PATCH] Expand World.spawnParticle API and add Builder
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Adds ability to control who receives it and who is the source/sender (vanish API)
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the standard API is to send the packet to everyone in the world, which is ineffecient.
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This adds a new Builder API which is much friendlier to use.
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diff --git a/src/main/java/com/destroystokyo/paper/ParticleBuilder.java b/src/main/java/com/destroystokyo/paper/ParticleBuilder.java
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new file mode 100644
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index 00000000..50b52d6b
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--- /dev/null
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+++ b/src/main/java/com/destroystokyo/paper/ParticleBuilder.java
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@@ -0,0 +1,416 @@
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+package com.destroystokyo.paper;
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+
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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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+
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+import javax.annotation.Nullable;
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+import java.util.Collection;
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+import java.util.List;
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+
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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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+
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+ public ParticleBuilder(Particle particle) {
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+ this.particle = particle;
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+ }
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+
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+ /**
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+ * Sends the particle to all receiving players (or all).
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+ * This method is safe to use Asynchronously
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+ *
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+ * @return a reference to this object.
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+ */
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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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+ /**
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+ * @return The particle going to be sent
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+ */
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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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+ /**
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+ * Changes what particle will be sent
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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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+ public ParticleBuilder particle(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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+ /**
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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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+ /**
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+ * Example use:
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+ *
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+ * builder.receivers(16);
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+ * if (builder.hasReceivers()) {
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+ * 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()) || (receivers != null && !receivers.isEmpty());
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+ }
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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 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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+ * @return a reference to this object.
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+ */
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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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+ /**
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+ * @param receivers List of players to receive this particle, or null for all players in the world
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+ * @return a reference to this object.
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+ */
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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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+ /**
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+ * @param receivers List of players to receive this particle, or null for all players in the world
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+ * @return a reference to this object.
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+ */
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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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+ /**
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+ * @param receivers List of players to be receive this particle, or null for all players in the world
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+ * @return a reference to this object.
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+ */
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+ public ParticleBuilder receivers(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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+ /**
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+ * Selects all players within a cuboid selection around the particle location, within the specified bounding box.
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+ * If you want a more spherical check, see {@link #receivers(int, 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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+ 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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+ /**
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+ * Selects all players within the specified radius around the particle location.
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+ * If byDistance is false, behavior uses cuboid selection the same as {@link #receivers(int, int)}
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+ * If byDistance is true, radius is tested by distance in a spherical shape
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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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+ 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().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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+ /**
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+ * Selects all players within a cuboid selection around the particle location, within the specified bounding box.
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+ * Allows specifying a different Y size than X and Z
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+ * If you want a more cylinder check, see {@link #receivers(int, int, boolean)}
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+ * If you want a more spherical check, 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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+ 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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+ /**
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+ * Selects all players within the specified radius around the particle location.
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+ * If byDistance is false, behavior uses cuboid selection the same as {@link #receivers(int, int)}
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+ * If byDistance is true, radius is tested by distance on the y plane and on the x/z plane, in a cylinder shape.
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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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+ 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().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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+ /**
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+ * Selects all players within a cuboid selection around the particle location, within the specified bounding box.
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+ * If you want a more cylinder check, see {@link #receivers(int, int, boolean)}
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+ * 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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+ 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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+ /**
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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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+ public Player source() {
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+ return source;
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+ }
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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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+ * @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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+ public ParticleBuilder source(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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+ /**
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+ * @return Location of where the particle will spawn
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+ */
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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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+ /**
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+ * Sets the location of where to spawn the particle
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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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+ public ParticleBuilder location(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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+ /**
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+ * Sets the location of where to spawn the particle
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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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+ public ParticleBuilder location(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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+ /**
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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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+ /**
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+ * Sets the number of particles to spawn
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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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+ 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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+ /**
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+ * Particle offset X. Varies by particle on how this is used
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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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+ * @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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+ * @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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+ /**
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+ * Sets the particle offset. Varies by particle on how this is used
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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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+ 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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+ /**
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+ * Gets the Particle extra data. Varies by particle on how this is used
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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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+ /**
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+ * Sets the particle extra data. Varies by particle on how this is used
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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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+ 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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+ /**
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+ * Gets the particle custom data. Varies by particle on how this is used
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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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+ 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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+ /**
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+ * Sets the particle custom data. Varies by particle on how this is used
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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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+ public <T> ParticleBuilder data(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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+ /**
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+ * Sets whether the particle is forcefully shown to the player.
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+ * If forced, the particle will show faraway, as far as the player's view distance allows.
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+ * If false, the particle will show 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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+ 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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+ /**
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+ * Sets the particle Color.
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+ * Only valid for REDSTONE.
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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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+ public ParticleBuilder color(Color color) {
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+ return color(color, 1);
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+ }
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+
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+ /**
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+ * Sets the particle Color and size.
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+ * Only valid for REDSTONE.
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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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+ public ParticleBuilder color(Color color, float size) {
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+ if (particle != Particle.REDSTONE) {
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+ throw new IllegalStateException("Color may only be set on REDSTONE");
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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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+ /**
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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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+ 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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diff --git a/src/main/java/org/bukkit/Particle.java b/src/main/java/org/bukkit/Particle.java
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index 4d0acaf5..827aa00c 100644
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--- a/src/main/java/org/bukkit/Particle.java
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+++ b/src/main/java/org/bukkit/Particle.java
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@@ -82,6 +82,16 @@ public enum Particle {
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return dataType;
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}
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+ // Paper start - Particle API expansion
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+ /**
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+ * Creates a {@link com.destroystokyo.paper.ParticleBuilder}
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+ *
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+ * @return a {@link com.destroystokyo.paper.ParticleBuilder} for the particle
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+ */
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+ public com.destroystokyo.paper.ParticleBuilder builder() {
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+ return new com.destroystokyo.paper.ParticleBuilder(this);
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+ }
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+ // Paper end
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/**
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* Options which can be applied to redstone dust particles - a particle
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* color and size.
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diff --git a/src/main/java/org/bukkit/World.java b/src/main/java/org/bukkit/World.java
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index 99fbf327..1f63eba8 100644
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--- a/src/main/java/org/bukkit/World.java
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+++ b/src/main/java/org/bukkit/World.java
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@@ -1967,7 +1967,57 @@ public interface World extends PluginMessageRecipient, Metadatable {
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* the type of this depends on {@link Particle#getDataType()}
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* @param <T> Type
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*/
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- public <T> void spawnParticle(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, T data);
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+ 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
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+ /**
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+ * Spawns the particle (the number of times specified by count)
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+ * at the target location. The position of each particle will be
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+ * randomized positively and negatively by the offset parameters
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+ * on each axis.
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+ *
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+ * @param particle the particle to spawn
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+ * @param receivers List of players to receive the particles, or null for all in world
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+ * @param source Source of the particles to be used in visibility checks, or null if no player source
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+ * @param x the position on the x axis to spawn at
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+ * @param y the position on the y axis to spawn at
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+ * @param z the position on the z axis to spawn at
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+ * @param count the number of particles
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+ * @param offsetX the maximum random offset on the X axis
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+ * @param offsetY the maximum random offset on the Y axis
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+ * @param offsetZ the maximum random offset on the Z axis
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+ * @param extra the extra data for this particle, depends on the
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+ * particle used (normally speed)
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+ * @param data the data to use for the particle or null,
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+ * the type of this depends on {@link Particle#getDataType()}
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+ * @param <T> Type
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+ */
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+ 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); }
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+ /**
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+ * Spawns the particle (the number of times specified by count)
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+ * at the target location. The position of each particle will be
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+ * randomized positively and negatively by the offset parameters
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+ * on each axis.
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+ *
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+ * @param particle the particle to spawn
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+ * @param receivers List of players to receive the particles, or null for all in world
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+ * @param source Source of the particles to be used in visibility checks, or null if no player source
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+ * @param x the position on the x axis to spawn at
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+ * @param y the position on the y axis to spawn at
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+ * @param z the position on the z axis to spawn at
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+ * @param count the number of particles
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+ * @param offsetX the maximum random offset on the X axis
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+ * @param offsetY the maximum random offset on the Y axis
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+ * @param offsetZ the maximum random offset on the Z axis
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+ * @param extra the extra data for this particle, depends on the
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+ * particle used (normally speed)
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+ * @param data the data to use for the particle or null,
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+ * the type of this depends on {@link Particle#getDataType()}
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+ * @param <T> Type
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+ * @param force allows the particle to be seen further away from the player
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+ * and shows to players using any vanilla client particle settings
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+ */
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+ 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);
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+ // Paper end
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+
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/**
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* Spawns the particle (the number of times specified by count)
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--
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2.19.1
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