geforkt von Mirrors/Paper
bd1d0bf426
Particle packets contain a boolean which marks the particle to either force or show normal to the receiver. Spigot has been sending all particles with the force boolean which overrides client particle settings. Related changes in this commit; - Add a force option to the ParticleBuilder API, which defaults to true to keep spigot consistent with existing api. - Add a new spawnParticle method to support this mode as a parameter. Of course kept existing api methods the same so as to not break them. Let me know if changes are needed.
480 Zeilen
18 KiB
Diff
480 Zeilen
18 KiB
Diff
From ff3c644d6400800a4beba62ff9529f9f74a9282c 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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Adds an option to control the force mode of the particle.
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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..f7aa162f
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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 +1,378 @@
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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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+ 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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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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+ */
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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, SPELL_MOB and SPELL_MOB_AMBIENT.
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+ */
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+ public ParticleBuilder color(Color color) {
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+ return color(color.getRed(), color.getGreen(), color.getBlue());
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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, SPELL_MOB and SPELL_MOB_AMBIENT.
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+ */
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+ public ParticleBuilder color(int r, int g, int b) {
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+ if (particle != Particle.REDSTONE && particle != Particle.SPELL_MOB && particle != Particle.SPELL_MOB_AMBIENT) {
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+ throw new IllegalStateException("Color may only be set on REDSTONE, SPELL_MOB, or SPELL_MOB_AMBIENT");
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+ }
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+ offsetX = convertColorValue(r);
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+ offsetY = convertColorValue(g);
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+ offsetZ = convertColorValue(b);
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+ return this;
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+ }
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+
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+ private static double convertColorValue(double value) {
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+ if (value <= 0.0D) {
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+ value = -1.0D;
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+ }
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+
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+ return value / 255.0D;
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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 9794c13e..cc9c2c5e 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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@@ -71,4 +71,13 @@ public enum Particle {
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public Class<?> getDataType() {
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return dataType;
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}
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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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+ 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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diff --git a/src/main/java/org/bukkit/World.java b/src/main/java/org/bukkit/World.java
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index 3b81f81e..114e81dd 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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@@ -1775,7 +1775,57 @@ 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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// Spigot start
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public class Spigot
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--
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2.16.1.windows.1
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