diff options
Diffstat (limited to 'patches/api/0098-Expand-World.spawnParticle-API-and-add-Builder.patch')
-rw-r--r-- | patches/api/0098-Expand-World.spawnParticle-API-and-add-Builder.patch | 685 |
1 files changed, 685 insertions, 0 deletions
diff --git a/patches/api/0098-Expand-World.spawnParticle-API-and-add-Builder.patch b/patches/api/0098-Expand-World.spawnParticle-API-and-add-Builder.patch new file mode 100644 index 0000000000..a35e975da3 --- /dev/null +++ b/patches/api/0098-Expand-World.spawnParticle-API-and-add-Builder.patch @@ -0,0 +1,685 @@ +From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 +From: Aikar <[email protected]> +Date: Tue, 29 Aug 2017 23:58:48 -0400 +Subject: [PATCH] Expand World.spawnParticle API and add Builder + +Adds ability to control who receives it and who is the source/sender (vanish API) +the standard API is to send the packet to everyone in the world, which is ineffecient. + +This adds a new Builder API which is much friendlier to use. + +diff --git a/src/main/java/com/destroystokyo/paper/ParticleBuilder.java b/src/main/java/com/destroystokyo/paper/ParticleBuilder.java +new file mode 100644 +index 0000000000000000000000000000000000000000..52f639b838e8b49952c560f20bacbad0337f279c +--- /dev/null ++++ b/src/main/java/com/destroystokyo/paper/ParticleBuilder.java +@@ -0,0 +1,583 @@ ++package com.destroystokyo.paper; ++ ++import com.google.common.base.Preconditions; ++import com.google.common.collect.Lists; ++import it.unimi.dsi.fastutil.objects.ObjectArrayList; ++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 java.util.Collection; ++import java.util.List; ++import org.jetbrains.annotations.Contract; ++import org.jetbrains.annotations.NotNull; ++import org.jetbrains.annotations.Nullable; ++ ++/** ++ * Helps prepare a particle to be sent to players. ++ * ++ * Usage of the builder is preferred over the super long {@link World#spawnParticle(Particle, Location, int, double, double, double, double, Object)} API ++ */ ++public class ParticleBuilder implements Cloneable { ++ ++ private Particle particle; ++ private List<Player> receivers; ++ private Player source; ++ private Location location; ++ private int count = 1; ++ private double offsetX = 0, offsetY = 0, offsetZ = 0; ++ private double extra = 1; ++ private Object data; ++ private boolean force = true; ++ ++ public ParticleBuilder(@NotNull 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. ++ */ ++ @NotNull ++ public ParticleBuilder spawn() { ++ if (this.location == null) { ++ throw new IllegalStateException("Please specify location for this particle"); ++ } ++ location.getWorld().spawnParticle(particle, receivers, source, ++ location.getX(), location.getY(), location.getZ(), ++ count, offsetX, offsetY, offsetZ, extra, data, force ++ ); ++ return this; ++ } ++ ++ /** ++ * @return The particle going to be sent ++ */ ++ @NotNull ++ public Particle particle() { ++ return particle; ++ } ++ ++ /** ++ * Changes what particle will be sent ++ * ++ * @param particle The particle ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder particle(@NotNull Particle particle) { ++ this.particle = particle; ++ return this; ++ } ++ ++ /** ++ * @return List of players who will receive the particle, or null for all in world ++ */ ++ @Nullable ++ public List<Player> receivers() { ++ return receivers; ++ } ++ ++ /** ++ * Example use: ++ * ++ * builder.receivers(16); if (builder.hasReceivers()) { sendParticleAsync(builder); } ++ * ++ * @return If this particle is going to be sent to someone ++ */ ++ public boolean hasReceivers() { ++ return (receivers == null && !location.getWorld().getPlayers().isEmpty()) || ( ++ receivers != null && !receivers.isEmpty()); ++ } ++ ++ /** ++ * Sends this particle to all players in the world. This is rather silly and you should likely not ++ * be doing this. ++ * ++ * Just be a logical person and use receivers by radius or collection. ++ * ++ * @return a reference to this object. ++ */ ++ @NotNull ++ 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. ++ */ ++ @NotNull ++ public ParticleBuilder receivers(@Nullable List<Player> receivers) { ++ // Had to keep this as we first made API List<> and not Collection, but removing this may break plugins compiled on older jars ++ // TODO: deprecate? ++ this.receivers = receivers != null ? Lists.newArrayList(receivers) : null; ++ return this; ++ } ++ ++ /** ++ * @param receivers List of players to receive this particle, or null for all players in the ++ * world ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder receivers(@Nullable Collection<Player> receivers) { ++ this.receivers = receivers != null ? Lists.newArrayList(receivers) : null; ++ return this; ++ } ++ ++ /** ++ * @param receivers List of players to be receive this particle, or null for all players in the ++ * world ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder receivers(@Nullable Player... receivers) { ++ this.receivers = receivers != null ? Lists.newArrayList(receivers) : null; ++ return this; ++ } ++ ++ /** ++ * Selects all players within a cuboid selection around the particle location, within the ++ * specified bounding box. If you want a more spherical check, see {@link #receivers(int, ++ * boolean)} ++ * ++ * @param radius amount to add on all axis ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder receivers(int radius) { ++ return receivers(radius, radius); ++ } ++ ++ /** ++ * Selects all players within the specified radius around the particle location. If byDistance is ++ * false, behavior uses cuboid selection the same as {@link #receivers(int, int)} If byDistance is ++ * true, radius is tested by distance in a spherical shape ++ * ++ * @param radius amount to add on each axis ++ * @param byDistance true to use a spherical radius, false to use a cuboid ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder receivers(int radius, boolean byDistance) { ++ if (!byDistance) { ++ return receivers(radius, radius, radius); ++ } else { ++ this.receivers = Lists.newArrayList(); ++ for (Player nearbyPlayer : location.getWorld() ++ .getNearbyPlayers(location, radius, radius, radius)) { ++ Location loc = nearbyPlayer.getLocation(); ++ double x = NumberConversions.square(location.getX() - loc.getX()); ++ double y = NumberConversions.square(location.getY() - loc.getY()); ++ double z = NumberConversions.square(location.getZ() - loc.getZ()); ++ if (Math.sqrt(x + y + z) > radius) { ++ continue; ++ } ++ this.receivers.add(nearbyPlayer); ++ } ++ return this; ++ } ++ } ++ ++ /** ++ * Selects all players within a cuboid selection around the particle location, within the ++ * specified bounding box. Allows specifying a different Y size than X and Z If you want a more ++ * cylinder check, see {@link #receivers(int, int, boolean)} If you want a more spherical check, ++ * see {@link #receivers(int, boolean)} ++ * ++ * @param xzRadius amount to add on the x/z axis ++ * @param yRadius amount to add on the y axis ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder receivers(int xzRadius, int yRadius) { ++ return receivers(xzRadius, yRadius, xzRadius); ++ } ++ ++ /** ++ * Selects all players within the specified radius around the particle location. If byDistance is ++ * false, behavior uses cuboid selection the same as {@link #receivers(int, int)} If byDistance is ++ * true, radius is tested by distance on the y plane and on the x/z plane, in a cylinder shape. ++ * ++ * @param xzRadius amount to add on the x/z axis ++ * @param yRadius amount to add on the y axis ++ * @param byDistance true to use a cylinder shape, false to use cuboid ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder receivers(int xzRadius, int yRadius, boolean byDistance) { ++ if (!byDistance) { ++ return receivers(xzRadius, yRadius, xzRadius); ++ } else { ++ this.receivers = Lists.newArrayList(); ++ for (Player nearbyPlayer : location.getWorld() ++ .getNearbyPlayers(location, xzRadius, yRadius, xzRadius)) { ++ Location loc = nearbyPlayer.getLocation(); ++ if (Math.abs(loc.getY() - this.location.getY()) > yRadius) { ++ continue; ++ } ++ double x = NumberConversions.square(location.getX() - loc.getX()); ++ double z = NumberConversions.square(location.getZ() - loc.getZ()); ++ if (x + z > NumberConversions.square(xzRadius)) { ++ continue; ++ } ++ this.receivers.add(nearbyPlayer); ++ } ++ return this; ++ } ++ } ++ ++ /** ++ * Selects all players within a cuboid selection around the particle location, within the ++ * specified bounding box. If you want a more cylinder check, see {@link #receivers(int, int, ++ * boolean)} If you want a more spherical check, see {@link #receivers(int, boolean)} ++ * ++ * @param xRadius amount to add on the x axis ++ * @param yRadius amount to add on the y axis ++ * @param zRadius amount to add on the z axis ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder receivers(int xRadius, int yRadius, int zRadius) { ++ if (location == null) { ++ throw new IllegalStateException("Please set location first"); ++ } ++ return receivers(location.getWorld().getNearbyPlayers(location, xRadius, yRadius, zRadius)); ++ } ++ ++ /** ++ * @return The player considered the source of this particle (for Visibility concerns), or null ++ */ ++ @Nullable ++ public Player source() { ++ return source; ++ } ++ ++ /** ++ * Sets the source of this particle for visibility concerns (Vanish API) ++ * ++ * @param source The player who is considered the source ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder source(@Nullable Player source) { ++ this.source = source; ++ return this; ++ } ++ ++ /** ++ * @return Location of where the particle will spawn ++ */ ++ @Nullable ++ public Location location() { ++ return location; ++ } ++ ++ /** ++ * Sets the location of where to spawn the particle ++ * ++ * @param location The location of the particle ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder location(@NotNull 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. ++ */ ++ @NotNull ++ public ParticleBuilder location(@NotNull World world, double x, double y, double z) { ++ this.location = new Location(world, x, y, z); ++ return this; ++ } ++ ++ /** ++ * @return Number of particles to spawn ++ */ ++ public int count() { ++ return count; ++ } ++ ++ /** ++ * Sets the number of particles to spawn ++ * ++ * @param count Number of particles ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder count(int count) { ++ this.count = count; ++ return this; ++ } ++ ++ /** ++ * Particle offset X. Varies by particle on how this is used ++ * ++ * @return Particle offset X. ++ */ ++ public double offsetX() { ++ return offsetX; ++ } ++ ++ /** ++ * Particle offset Y. Varies by particle on how this is used ++ * ++ * @return Particle offset Y. ++ */ ++ public double offsetY() { ++ return offsetY; ++ } ++ ++ /** ++ * Particle offset Z. Varies by particle on how this is used ++ * ++ * @return Particle offset Z. ++ */ ++ public double offsetZ() { ++ return offsetZ; ++ } ++ ++ /** ++ * Sets the particle offset. Varies by particle on how this is used ++ * ++ * @param offsetX Particle offset X ++ * @param offsetY Particle offset Y ++ * @param offsetZ Particle offset Z ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder offset(double offsetX, double offsetY, double offsetZ) { ++ this.offsetX = offsetX; ++ this.offsetY = offsetY; ++ this.offsetZ = offsetZ; ++ return this; ++ } ++ ++ /** ++ * Gets the Particle extra data. Varies by particle on how this is used ++ * ++ * @return the extra particle data ++ */ ++ public double extra() { ++ return extra; ++ } ++ ++ /** ++ * Sets the particle extra data. Varies by particle on how this is used ++ * ++ * @param extra the extra particle data ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder extra(double extra) { ++ this.extra = extra; ++ return this; ++ } ++ ++ /** ++ * Gets the particle custom data. Varies by particle on how this is used ++ * ++ * @param <T> The Particle data type ++ * @return the ParticleData for this particle ++ */ ++ @Nullable ++ public <T> T data() { ++ //noinspection unchecked ++ return (T) data; ++ } ++ ++ /** ++ * Sets the particle custom data. Varies by particle on how this is used ++ * ++ * @param data The new particle data ++ * @param <T> The Particle data type ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public <T> ParticleBuilder data(@Nullable T data) { ++ this.data = data; ++ return this; ++ } ++ ++ /** ++ * @return whether the particle is forcefully shown to players. ++ */ ++ public boolean force() { ++ return 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. ++ */ ++ @NotNull ++ public ParticleBuilder force(boolean force) { ++ this.force = force; ++ return this; ++ } ++ ++ /** ++ * Sets the particle Color. ++ * Only valid for {@link Particle#DUST}. ++ * ++ * @param color the new particle color ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder color(@Nullable Color color) { ++ return color(color, 1); ++ } ++ ++ /** ++ * Sets the particle Color and size. ++ * Only valid for {@link Particle#DUST}. ++ * ++ * @param color the new particle color ++ * @param size the size of the particle ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder color(@Nullable Color color, float size) { ++ if (particle != Particle.DUST && color != null) { ++ throw new IllegalStateException("Color may only be set on particle DUST."); ++ } ++ ++ // We don't officially support reusing these objects, but here we go ++ if (color == null) { ++ if (data instanceof Particle.DustOptions) { ++ return data(null); ++ } else { ++ return this; ++ } ++ } ++ ++ return data(new Particle.DustOptions(color, size)); ++ } ++ ++ /** ++ * Sets the particle Color. ++ * Only valid for {@link Particle#DUST}. ++ * ++ * @param r red color component ++ * @param g green color component ++ * @param b blue color component ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder color(int r, int g, int b) { ++ return color(Color.fromRGB(r, g, b)); ++ } ++ ++ /** ++ * Sets the particle Color. ++ * Only valid for {@link Particle#DUST}. ++ * ++ * @param rgb an integer representing the red, green, and blue color components ++ * @return a reference to this object. ++ */ ++ @NotNull ++ public ParticleBuilder color(final int rgb) { ++ return color(Color.fromRGB(rgb)); ++ } ++ ++ /** ++ * 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}. ++ */ ++ @NotNull ++ public ParticleBuilder colorTransition(@NotNull final Color fromColor, @NotNull final Color toColor) { ++ return 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}. ++ */ ++ @NotNull ++ public ParticleBuilder colorTransition(final int fromRed, final int fromGreen, final int fromBlue, ++ final int toRed, final int toGreen, final int toBlue) { ++ return 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}. ++ */ ++ @NotNull ++ public ParticleBuilder colorTransition(final int fromRgb, final int toRgb) { ++ return 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}. ++ */ ++ @NotNull ++ public ParticleBuilder colorTransition(@NotNull final Color fromColor, ++ @NotNull 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 data(new Particle.DustTransition(fromColor, toColor, size)); ++ } ++ ++ @NotNull ++ @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(); ++ } ++ } ++} +diff --git a/src/main/java/org/bukkit/Particle.java b/src/main/java/org/bukkit/Particle.java +index de9fd0fadd6d16ffe883a618bf499214878f443d..6f049e9044de4139971312f85ada19fb026fe75f 100644 +--- a/src/main/java/org/bukkit/Particle.java ++++ b/src/main/java/org/bukkit/Particle.java +@@ -194,6 +194,18 @@ 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. +diff --git a/src/main/java/org/bukkit/World.java b/src/main/java/org/bukkit/World.java +index 9cf4823ddf1b8291e8c11c39c02c1fed58c18936..44a74f15bea60ecd8380520e8faaea41a6c261c5 100644 +--- a/src/main/java/org/bukkit/World.java ++++ b/src/main/java/org/bukkit/World.java +@@ -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) |