13
0
geforkt von Mirrors/Paper

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.

This adds a new Builder API which is much friendlier to use.
Dieser Commit ist enthalten in:
Aikar 2017-08-29 23:58:48 -04:00
Ursprung 623c56ab78
Commit 2a57740d34
3 geänderte Dateien mit 645 neuen und 1 gelöschten Zeilen

Datei anzeigen

@ -0,0 +1,582 @@
package com.destroystokyo.paper;
import com.google.common.base.Preconditions;
import com.google.common.collect.Lists;
import it.unimi.dsi.fastutil.objects.ObjectArrayList;
import java.util.Collection;
import java.util.List;
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 org.jspecify.annotations.NullMarked;
import org.jspecify.annotations.Nullable;
/**
* Helps prepare a particle to be sent to players.
* <p>
* Usage of the builder is preferred over the super long {@link World#spawnParticle(Particle, Location, int, double, double, double, double, Object)} API
*/
@NullMarked
public class ParticleBuilder implements Cloneable {
private Particle particle;
private @Nullable List<Player> receivers;
private @Nullable Player source;
private @Nullable Location location;
private int count = 1;
private double offsetX = 0, offsetY = 0, offsetZ = 0;
private double extra = 1;
private @Nullable Object data;
private boolean force = true;
public ParticleBuilder(final 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");
}
this.location.getWorld().spawnParticle(
this.particle, this.receivers, this.source,
this.location.getX(), this.location.getY(), this.location.getZ(),
this.count, this.offsetX, this.offsetY, this.offsetZ, this.extra, this.data, this.force
);
return this;
}
/**
* @return The particle going to be sent
*/
public Particle particle() {
return this.particle;
}
/**
* Changes what particle will be sent
*
* @param particle The particle
* @return a reference to this object.
*/
public ParticleBuilder particle(final Particle particle) {
this.particle = particle;
return this;
}
/**
* @return List of players who will receive the particle, or null for all in world
*/
public @Nullable List<Player> receivers() {
return this.receivers;
}
/**
* Example use:
* <p>
* builder.receivers(16); if (builder.hasReceivers()) { sendParticleAsync(builder); }
*
* @return If this particle is going to be sent to someone
*/
public boolean hasReceivers() {
return (this.receivers == null && this.location != null && !this.location.getWorld().getPlayers().isEmpty()) || (
this.receivers != null && !this.receivers.isEmpty());
}
/**
* Sends this particle to all players in the world. This is rather silly, and you should likely not
* be doing this.
* <p>
* 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(final @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(final @Nullable Collection<Player> receivers) {
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(final Player @Nullable... 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(final int radius) {
return this.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(final int radius, final boolean byDistance) {
if (!byDistance) {
return this.receivers(radius, radius, radius);
} else {
if (this.location == null) {
throw new IllegalStateException("Please set location first");
}
this.receivers = Lists.newArrayList();
for (final Player nearbyPlayer : this.location.getWorld()
.getNearbyPlayers(this.location, radius, radius, radius)) {
final Location loc = nearbyPlayer.getLocation();
final double x = NumberConversions.square(this.location.getX() - loc.getX());
final double y = NumberConversions.square(this.location.getY() - loc.getY());
final double z = NumberConversions.square(this.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(final int xzRadius, final int yRadius) {
return this.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.
* @throws IllegalStateException if a location hasn't been specified yet
*/
public ParticleBuilder receivers(final int xzRadius, final int yRadius, final boolean byDistance) {
if (!byDistance) {
return this.receivers(xzRadius, yRadius, xzRadius);
} else {
if (this.location == null) {
throw new IllegalStateException("Please set location first");
}
this.receivers = Lists.newArrayList();
for (final Player nearbyPlayer : this.location.getWorld()
.getNearbyPlayers(this.location, xzRadius, yRadius, xzRadius)) {
final Location loc = nearbyPlayer.getLocation();
if (Math.abs(loc.getY() - this.location.getY()) > yRadius) {
continue;
}
final double x = NumberConversions.square(this.location.getX() - loc.getX());
final double z = NumberConversions.square(this.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(final int xRadius, final int yRadius, final int zRadius) {
if (this.location == null) {
throw new IllegalStateException("Please set location first");
}
return this.receivers(this.location.getWorld().getNearbyPlayers(this.location, xRadius, yRadius, zRadius));
}
/**
* @return The player considered the source of this particle (for Visibility concerns), or null
*/
public @Nullable Player source() {
return this.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(final @Nullable Player source) {
this.source = source;
return this;
}
/**
* @return Location of where the particle will spawn
*/
public @Nullable Location location() {
return this.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(final 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(final World world, final double x, final double y, final double z) {
this.location = new Location(world, x, y, z);
return this;
}
/**
* @return Number of particles to spawn
*/
public int count() {
return this.count;
}
/**
* Sets the number of particles to spawn
*
* @param count Number of particles
* @return a reference to this object.
*/
public ParticleBuilder count(final 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 this.offsetX;
}
/**
* Particle offset Y. Varies by particle on how this is used
*
* @return Particle offset Y.
*/
public double offsetY() {
return this.offsetY;
}
/**
* Particle offset Z. Varies by particle on how this is used
*
* @return Particle offset Z.
*/
public double offsetZ() {
return this.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(final double offsetX, final double offsetY, final 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 this.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(final 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 @Nullable <T> T data() {
//noinspection unchecked
return (T) this.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(final @Nullable T data) {
this.data = data;
return this;
}
/**
* @return whether the particle is forcefully shown to players.
*/
public boolean force() {
return this.force;
}
/**
* 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(final boolean force) {
this.force = force;
return this;
}
/**
* Sets the particle Color.
* Only valid for particles with a data type of {@link Color} or {@link Particle.DustOptions}.
*
* @param color the new particle color
* @return a reference to this object.
*/
public ParticleBuilder color(final @Nullable Color color) {
if (this.particle.getDataType() == Color.class) {
return this.data(color);
}
return this.color(color, 1);
}
/**
* Sets the particle Color and size.
* Only valid for particles with a data type of {@link Particle.DustOptions}.
*
* @param color the new particle color
* @param size the size of the particle
* @return a reference to this object.
*/
public ParticleBuilder color(final @Nullable Color color, final float size) {
if (this.particle.getDataType() != Particle.DustOptions.class && color != null) {
throw new IllegalStateException("The combination of Color and size cannot be set on this particle type.");
}
// We don't officially support reusing these objects, but here we go
if (color == null) {
if (this.data instanceof Particle.DustOptions) {
return this.data(null);
} else {
return this;
}
}
return this.data(new Particle.DustOptions(color, size));
}
/**
* Sets the particle Color.
* Only valid for particles with a data type of {@link Color} or {@link Particle.DustOptions}.
*
* @param r red color component
* @param g green color component
* @param b blue color component
* @return a reference to this object.
*/
public ParticleBuilder color(final int r, final int g, final int b) {
return this.color(Color.fromRGB(r, g, b));
}
/**
* Sets the particle Color.
* Only valid for particles with a data type of {@link Color} or {@link Particle.DustOptions}.
* <p>
* This method detects if the provided color integer is in RGB or ARGB format.
* If the alpha channel is zero, it treats the color as RGB. Otherwise, it treats it as ARGB.
*
* @param color an integer representing the color components. If the highest byte (alpha channel) is zero,
* the color is treated as RGB. Otherwise, it is treated as ARGB.
* @return a reference to this object.
*/
public ParticleBuilder color(final int color) {
final int alpha = (color >> 24) & 0xFF;
if (alpha == 0) {
return this.color(Color.fromRGB(color));
}
return this.color(Color.fromARGB(color));
}
/**
* Sets the particle Color.
* Only valid for particles with a data type of {@link Color} or {@link Particle.DustOptions}.
*
* @param a alpha color component
* @param r red color component
* @param g green color component
* @param b blue color component
* @return a reference to this object.
*/
public ParticleBuilder color(final int a, final int r, final int g, final int b) {
return this.color(Color.fromARGB(a, r, g, b));
}
/**
* Sets the particle Color Transition.
* Only valid for {@link Particle#DUST_COLOR_TRANSITION}.
*
* @param fromColor the new particle from color
* @param toColor the new particle to color
* @return a reference to this object.
* @throws IllegalArgumentException if the particle builder's {@link #particle()} isn't {@link Particle#DUST_COLOR_TRANSITION}.
*/
public ParticleBuilder colorTransition(final Color fromColor, final Color toColor) {
return this.colorTransition(fromColor, toColor, 1);
}
/**
* Sets the particle Color Transition.
* Only valid for {@link Particle#DUST_COLOR_TRANSITION}.
*
* @param fromRed red color component for the "from" color
* @param fromGreen green color component for the "from" color
* @param fromBlue blue color component for the "from" color
* @param toRed red color component for the to color
* @param toGreen green color component for the to color
* @param toBlue blue color component for the to color
* @return a reference to this object.
* @throws IllegalArgumentException if the particle builder's {@link #particle()} isn't {@link Particle#DUST_COLOR_TRANSITION}.
*/
public ParticleBuilder colorTransition(
final int fromRed, final int fromGreen, final int fromBlue,
final int toRed, final int toGreen, final int toBlue
) {
return this.colorTransition(Color.fromRGB(fromRed, fromGreen, fromBlue), Color.fromRGB(toRed, toGreen, toBlue));
}
/**
* Sets the particle Color Transition.
* Only valid for {@link Particle#DUST_COLOR_TRANSITION}.
*
* @param fromRgb an integer representing the red, green, and blue color components for the "from" color
* @param toRgb an integer representing the red, green, and blue color components for the "to" color
* @return a reference to this object.
* @throws IllegalArgumentException if the particle builder's {@link #particle()} isn't {@link Particle#DUST_COLOR_TRANSITION}.
*/
public ParticleBuilder colorTransition(final int fromRgb, final int toRgb) {
return this.colorTransition(Color.fromRGB(fromRgb), Color.fromRGB(toRgb));
}
/**
* Sets the particle Color Transition and size.
* Only valid for {@link Particle#DUST_COLOR_TRANSITION}.
*
* @param fromColor the new particle color for the "from" color.
* @param toColor the new particle color for the "to" color.
* @param size the size of the particle
* @return a reference to this object.
* @throws IllegalArgumentException if the particle builder's {@link #particle()} isn't {@link Particle#DUST_COLOR_TRANSITION}.
*/
public ParticleBuilder colorTransition(final Color fromColor, final Color toColor, final float size) {
Preconditions.checkArgument(fromColor != null, "Cannot define color transition with null fromColor.");
Preconditions.checkArgument(toColor != null, "Cannot define color transition with null toColor.");
Preconditions.checkArgument(this.particle() == Particle.DUST_COLOR_TRANSITION, "Can only define a color transition on particle DUST_COLOR_TRANSITION.");
return this.data(new Particle.DustTransition(fromColor, toColor, size));
}
@Override
public ParticleBuilder clone() {
try {
final ParticleBuilder builder = (ParticleBuilder) super.clone();
if (this.location != null) builder.location = this.location.clone();
if (this.receivers != null) builder.receivers = new ObjectArrayList<>(this.receivers);
return builder;
} catch (final CloneNotSupportedException e) {
throw new AssertionError();
}
}
}

Datei anzeigen

@ -206,6 +206,18 @@ public enum Particle implements Keyed {
return key;
}
// Paper start - Particle API expansion
/**
* Creates a {@link com.destroystokyo.paper.ParticleBuilder}
*
* @return a {@link com.destroystokyo.paper.ParticleBuilder} for the particle
*/
@NotNull
public com.destroystokyo.paper.ParticleBuilder builder() {
return new com.destroystokyo.paper.ParticleBuilder(this);
}
// Paper end
/**
* Options which can be applied to dust particles - a particle
* color and size.

Datei anzeigen

@ -2948,7 +2948,57 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data);
public default <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable 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(@NotNull Particle particle, @Nullable List<Player> receivers, @NotNull Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable 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(@NotNull Particle particle, @Nullable List<Player> receivers, @Nullable Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force);
// Paper end
/**
* Spawns the particle (the number of times specified by count)