Format EarthSmash File

This commit is contained in:
Nathan Braun 2015-08-20 14:25:46 -07:00
parent 6bf6dd4868
commit 636add6e4b

View file

@ -66,14 +66,14 @@ public class EarthSmash {
private ArrayList<TempBlock> affectedBlocks = new ArrayList<TempBlock>();
public EarthSmash(Player player, ClickType type) {
if(!GeneralMethods.hasPermission(player, "EarthSmash"))
if (!GeneralMethods.hasPermission(player, "EarthSmash"))
return;
this.player = player;
bplayer = GeneralMethods.getBendingPlayer(player.getName());
this.time = System.currentTimeMillis();
if(type == ClickType.SHIFT_DOWN || type == ClickType.SHIFT_UP && !player.isSneaking()) {
if (type == ClickType.SHIFT_DOWN || type == ClickType.SHIFT_UP && !player.isSneaking()) {
grabRange = GRAB_RANGE;
chargeTime = CHARGE_TIME;
cooldown = MAIN_COOLDOWN;
@ -83,7 +83,7 @@ public class EarthSmash {
flySpeed = FLYING_PLAYER_SPEED;
flightRemove = FLYING_REMOVE_TIMER;
shootRange = TRAVEL_RANGE;
if(AvatarState.isAvatarState(player)) {
if (AvatarState.isAvatarState(player)) {
grabRange = AvatarState.getValue(grabRange);
chargeTime = AvatarState.getValue(chargeTime);
cooldown = 0;
@ -96,7 +96,7 @@ public class EarthSmash {
}
EarthSmash flySmash = flyingInSmashCheck(player);
if(flySmash != null) {
if (flySmash != null) {
flySmash.state = State.FLYING;
flySmash.player = player;
flySmash.flightStart = System.currentTimeMillis();
@ -110,35 +110,31 @@ public class EarthSmash {
}
grabbedSmash = aimingAtSmashCheck(player, State.SHOT);
}
if(grabbedSmash != null) {
if (grabbedSmash != null) {
grabbedSmash.state = State.GRABBED;
grabbedSmash.grabbedRange = grabbedSmash.loc.distance(player.getEyeLocation());
grabbedSmash.player = player;
return;
}
}
else if(type == ClickType.LEFT_CLICK && player.isSneaking()) {
for(EarthSmash smash : instances) {
if(smash.state == State.GRABBED && smash.player == player) {
} else if (type == ClickType.LEFT_CLICK && player.isSneaking()) {
for (EarthSmash smash : instances) {
if (smash.state == State.GRABBED && smash.player == player) {
smash.state = State.SHOT;
smash.destination = player.getEyeLocation().clone().add
(player.getEyeLocation().getDirection().normalize().multiply(smash.shootRange));
smash.destination = player.getEyeLocation().clone().add(player.getEyeLocation().getDirection().normalize().multiply(smash.shootRange));
smash.loc.getWorld().playEffect(smash.loc, Effect.GHAST_SHOOT, 0, 10);
}
}
return;
}
else if(type == ClickType.RIGHT_CLICK && player.isSneaking()) {
} else if (type == ClickType.RIGHT_CLICK && player.isSneaking()) {
EarthSmash grabbedSmash = aimingAtSmashCheck(player, State.GRABBED);
if(grabbedSmash != null) {
if (grabbedSmash != null) {
player.teleport(grabbedSmash.loc.clone().add(0, 2, 0));
grabbedSmash.state = State.FLYING;
grabbedSmash.player = player;
grabbedSmash.flightStart = System.currentTimeMillis();
}
return;
}
else {
} else {
return;
}
instances.add(this);
@ -146,70 +142,62 @@ public class EarthSmash {
public void progress() {
progressCounter++;
if(state == State.LIFTED && REMOVE_TIMER > 0 && System.currentTimeMillis() - time > REMOVE_TIMER) {
if (state == State.LIFTED && REMOVE_TIMER > 0 && System.currentTimeMillis() - time > REMOVE_TIMER) {
remove();
return;
}
if(state == State.START || state == State.FLYING || state == State.GRABBED) {
if(player.isDead() || !player.isOnline()) {
if (state == State.START || state == State.FLYING || state == State.GRABBED) {
if (player.isDead() || !player.isOnline()) {
remove();
return;
}
}
else if(state == State.START) {
} else if (state == State.START) {
String ability = GeneralMethods.getBoundAbility(player);
if(ability == null || !ability.equalsIgnoreCase("EarthSmash") || bplayer.isOnCooldown("EarthSmash")) {
if (ability == null || !ability.equalsIgnoreCase("EarthSmash") || bplayer.isOnCooldown("EarthSmash")) {
remove();
return;
}
}
else if(state == State.START || state == State.FLYING || state == State.GRABBED) {
if(!GeneralMethods.canBend(player.getName(), "EarthSmash")) {
} else if (state == State.START || state == State.FLYING || state == State.GRABBED) {
if (!GeneralMethods.canBend(player.getName(), "EarthSmash")) {
remove();
return;
}
}
if(state == State.START && progressCounter > 1) {
if(!player.isSneaking()) {
if(System.currentTimeMillis() - time > chargeTime) {
if (state == State.START && progressCounter > 1) {
if (!player.isSneaking()) {
if (System.currentTimeMillis() - time > chargeTime) {
origin = EarthMethods.getEarthSourceBlock(player, grabRange);
if(origin == null){
if (origin == null) {
remove();
return;
}
bplayer.addCooldown("EarthSmash", cooldown);
loc = origin.getLocation();
state = State.LIFTING;
}
else {
} else {
remove();
return;
}
}
else if(System.currentTimeMillis() - time > chargeTime) {
Location tempLoc = player.getEyeLocation().add(player.getEyeLocation()
.getDirection().normalize().multiply(1.2));
} else if (System.currentTimeMillis() - time > chargeTime) {
Location tempLoc = player.getEyeLocation().add(player.getEyeLocation().getDirection().normalize().multiply(1.2));
tempLoc.add(0, 0.3, 0);
ParticleEffect.SMOKE.display(tempLoc, 0.3F, 0.1F, 0.3F, 0, 4);
}
}
else if(state == State.LIFTING) {
if(System.currentTimeMillis() - delay >= LIFT_ANIMATION_COOLDOWN) {
} else if (state == State.LIFTING) {
if (System.currentTimeMillis() - delay >= LIFT_ANIMATION_COOLDOWN) {
delay = System.currentTimeMillis();
animateLift();
}
}
else if(state == State.GRABBED) {
if(player.isSneaking()) {
} else if (state == State.GRABBED) {
if (player.isSneaking()) {
revert();
Location oldLoc = loc.clone();
loc = player.getEyeLocation().add(
player.getEyeLocation().getDirection().normalize().multiply(grabbedRange));
loc = player.getEyeLocation().add(player.getEyeLocation().getDirection().normalize().multiply(grabbedRange));
//Check to make sure the new location is available to move to
for(Block block : getBlocks())
if(block.getType() != Material.AIR && !EarthMethods.isTransparentToEarthbending(player, block)) {
for (Block block : getBlocks())
if (block.getType() != Material.AIR && !EarthMethods.isTransparentToEarthbending(player, block)) {
loc = oldLoc;
break;
}
@ -217,33 +205,30 @@ public class EarthSmash {
AirMethods.removeAirSpouts(loc, 2, player);
draw();
return;
}
else {
} else {
state = State.LIFTED;
return;
}
}
else if(state == State.SHOT) {
if(System.currentTimeMillis() - delay >= SHOOTING_ANIMATION_COOLDOWN) {
} else if (state == State.SHOT) {
if (System.currentTimeMillis() - delay >= SHOOTING_ANIMATION_COOLDOWN) {
delay = System.currentTimeMillis();
if(GeneralMethods.isRegionProtectedFromBuild(player, "EarthSmash", loc)) {
if (GeneralMethods.isRegionProtectedFromBuild(player, "EarthSmash", loc)) {
remove();
return;
}
revert();
loc.add(GeneralMethods.getDirection(loc, destination).normalize().multiply(1));
if(loc.distanceSquared(destination) < 4) {
if (loc.distanceSquared(destination) < 4) {
remove();
return;
}
// If an earthsmash runs into too many blocks we should remove it
int badBlocksFound = 0;
for(Block block : getBlocks())
if(block.getType() != Material.AIR &&
(!EarthMethods.isTransparentToEarthbending(player, block) || block.getType() == Material.WATER || block.getType() == Material.STATIONARY_WATER))
for (Block block : getBlocks())
if (block.getType() != Material.AIR && (!EarthMethods.isTransparentToEarthbending(player, block) || block.getType() == Material.WATER || block.getType() == Material.STATIONARY_WATER))
badBlocksFound++;
if(badBlocksFound > MAX_BLOCKS_TO_PASS_THROUGH) {
if (badBlocksFound > MAX_BLOCKS_TO_PASS_THROUGH) {
remove();
return;
}
@ -254,42 +239,38 @@ public class EarthSmash {
smashToSmashCollisionDetection();
}
return;
}
else if(state == State.FLYING) {
if(!player.isSneaking()){
} else if (state == State.FLYING) {
if (!player.isSneaking()) {
remove();
return;
}
else if(System.currentTimeMillis() - delay >= FLYING_ANIMATION_COOLDOWN)
{
} else if (System.currentTimeMillis() - delay >= FLYING_ANIMATION_COOLDOWN) {
delay = System.currentTimeMillis();
if(GeneralMethods.isRegionProtectedFromBuild(player, "EarthSmash", loc)) {
if (GeneralMethods.isRegionProtectedFromBuild(player, "EarthSmash", loc)) {
remove();
return;
}
revert();
destination = player.getEyeLocation().clone().add
(player.getEyeLocation().getDirection().normalize().multiply(shootRange));
destination = player.getEyeLocation().clone().add(player.getEyeLocation().getDirection().normalize().multiply(shootRange));
Vector direction = GeneralMethods.getDirection(loc, destination).normalize();
List<Entity> entities = GeneralMethods.getEntitiesAroundPoint(loc.clone().add(0,2,0), FLIGHT_DETECTION_RADIUS);
if(entities.size() == 0){
List<Entity> entities = GeneralMethods.getEntitiesAroundPoint(loc.clone().add(0, 2, 0), FLIGHT_DETECTION_RADIUS);
if (entities.size() == 0) {
remove();
return;
}
for(Entity entity : entities)
for (Entity entity : entities)
entity.setVelocity(direction.clone().multiply(flySpeed));
//These values tend to work well when dealing with a person aiming upward or downward.
if(direction.getY() < -0.35)
loc = player.getLocation().clone().add(0,-3.2,0);
else if(direction.getY() > 0.35)
loc = player.getLocation().clone().add(0,-1.7,0);
if (direction.getY() < -0.35)
loc = player.getLocation().clone().add(0, -3.2, 0);
else if (direction.getY() > 0.35)
loc = player.getLocation().clone().add(0, -1.7, 0);
else
loc = player.getLocation().clone().add(0,-2.2,0);
loc = player.getLocation().clone().add(0, -2.2, 0);
draw();
}
if(System.currentTimeMillis() - flightStart > flightRemove){
if (System.currentTimeMillis() - flightStart > flightRemove) {
remove();
return;
}
@ -297,87 +278,87 @@ public class EarthSmash {
}
@SuppressWarnings("deprecation")
public void animateLift()
{
public void animateLift() {
/**
* Begins animating the EarthSmash from the ground. The lift animation consists
* of 3 steps, and each one has to design the shape in the ground that removes the
* earthbendable material. We also need to make sure that there is a clear path for
* the EarthSmash to rise, and that there is enough earthbendable material for it to be created.
* Begins animating the EarthSmash from the ground. The lift animation
* consists of 3 steps, and each one has to design the shape in the
* ground that removes the earthbendable material. We also need to make
* sure that there is a clear path for the EarthSmash to rise, and that
* there is enough earthbendable material for it to be created.
*/
if(animCounter < 4) {
if (animCounter < 4) {
revert();
loc.add(0,1,0);
loc.add(0, 1, 0);
//Remove the blocks underneath the rising smash
if(animCounter == 0) {
if (animCounter == 0) {
//Check all of the blocks and make sure that they can be removed AND make sure there is enough dirt
int totalBendableBlocks = 0;
for(int x = -1; x <= 1; x++)
for(int y = -2; y <= -1; y++)
for(int z = -1; z <= 1; z++) {
Block block = loc.clone().add(x,y,z).getBlock();
if(GeneralMethods.isRegionProtectedFromBuild(player, "EarthSmash", block.getLocation())) {
for (int x = -1; x <= 1; x++)
for (int y = -2; y <= -1; y++)
for (int z = -1; z <= 1; z++) {
Block block = loc.clone().add(x, y, z).getBlock();
if (GeneralMethods.isRegionProtectedFromBuild(player, "EarthSmash", block.getLocation())) {
remove();
return;
}
if(isEarthbendableMaterial(block.getType()))
if (isEarthbendableMaterial(block.getType()))
totalBendableBlocks++;
}
if(totalBendableBlocks < REQUIRED_BENDABLE_BLOCKS) {
if (totalBendableBlocks < REQUIRED_BENDABLE_BLOCKS) {
remove();
return;
}
//Make sure there is a clear path upward otherwise remove
for(int y = 0; y <= 3; y++) {
Block tempBlock = loc.clone().add(0,y,0).getBlock();
if(!EarthMethods.isTransparentToEarthbending(player, tempBlock) && tempBlock.getType() != Material.AIR) {
for (int y = 0; y <= 3; y++) {
Block tempBlock = loc.clone().add(0, y, 0).getBlock();
if (!EarthMethods.isTransparentToEarthbending(player, tempBlock) && tempBlock.getType() != Material.AIR) {
remove();
return;
}
}
//Design what this EarthSmash looks like by using BlockRepresenters
Location tempLoc = loc.clone().add(0,-2,0);
for(int x = -1; x <= 1; x++)
for(int y = -1; y <= 1; y++)
for(int z = -1; z <= 1; z++)
if((Math.abs(x) + Math.abs(y) + Math.abs(z)) % 2 == 0) {
Block block = tempLoc.clone().add(x,y,z).getBlock();
Location tempLoc = loc.clone().add(0, -2, 0);
for (int x = -1; x <= 1; x++)
for (int y = -1; y <= 1; y++)
for (int z = -1; z <= 1; z++)
if ((Math.abs(x) + Math.abs(y) + Math.abs(z)) % 2 == 0) {
Block block = tempLoc.clone().add(x, y, z).getBlock();
currentBlocks.add(new BlockRepresenter(x, y, z, selectMaterialForRepresenter(block.getType()), block.getData()));
}
//Remove the design of the second level of removed dirt
for(int x = -1; x <= 1; x++)
for(int z = -1; z <= 1; z++) {
if((Math.abs(x) + Math.abs(z)) % 2 == 1) {
Block block = loc.clone().add(x,-2,z).getBlock();
if(isEarthbendableMaterial(block.getType()))
for (int x = -1; x <= 1; x++)
for (int z = -1; z <= 1; z++) {
if ((Math.abs(x) + Math.abs(z)) % 2 == 1) {
Block block = loc.clone().add(x, -2, z).getBlock();
if (isEarthbendableMaterial(block.getType()))
EarthMethods.addTempAirBlock(block);
}
//Remove the first level of dirt
Block block = loc.clone().add(x,-1,z).getBlock();
if(isEarthbendableMaterial(block.getType()))
EarthMethods.addTempAirBlock(block);
Block block = loc.clone().add(x, -1, z).getBlock();
if (isEarthbendableMaterial(block.getType()))
EarthMethods.addTempAirBlock(block);
}
/*
* We needed to calculate all of the blocks based on the location being 1 above the initial
* bending block, however we want to animate it starting from the original bending block.
* We needed to calculate all of the blocks based on the
* location being 1 above the initial bending block, however we
* want to animate it starting from the original bending block.
* We must readjust the location back to what it originally was.
*/
loc.add(0,-1,0);
loc.add(0, -1, 0);
}
//Move any entities that are above the rock
List<Entity> entities = GeneralMethods.getEntitiesAroundPoint(loc, 2.5);
for(Entity entity : entities) {
for (Entity entity : entities) {
org.bukkit.util.Vector velocity = entity.getVelocity();
entity.setVelocity(velocity.add(new Vector(0,0.36,0)));
entity.setVelocity(velocity.add(new Vector(0, 0.36, 0)));
}
loc.getWorld().playEffect(loc, Effect.GHAST_SHOOT, 0, 7);
draw();
}
else {
} else {
state = State.LIFTED;
}
animCounter++;
@ -387,13 +368,13 @@ public class EarthSmash {
/**
* Redraws the blocks for this instance of EarthSmash.
*/
if(currentBlocks.size() == 0) {
if (currentBlocks.size() == 0) {
remove();
return;
}
for(BlockRepresenter blockRep : currentBlocks) {
Block block = loc.clone().add(blockRep.getX(),blockRep.getY(),blockRep.getZ()).getBlock();
if(player != null && EarthMethods.isTransparentToEarthbending(player,block)) {
for (BlockRepresenter blockRep : currentBlocks) {
Block block = loc.clone().add(blockRep.getX(), blockRep.getY(), blockRep.getZ()).getBlock();
if (player != null && EarthMethods.isTransparentToEarthbending(player, block)) {
affectedBlocks.add(new TempBlock(block, blockRep.getType(), blockRep.getData()));
EarthMethods.tempNoEarthbending.add(block);
}
@ -402,7 +383,7 @@ public class EarthSmash {
public void revert() {
checkRemainingBlocks();
for(int i = 0; i < affectedBlocks.size(); i++) {
for (int i = 0; i < affectedBlocks.size(); i++) {
TempBlock tblock = affectedBlocks.get(i);
EarthMethods.tempNoEarthbending.remove(tblock.getBlock());
tblock.revertBlock();
@ -414,20 +395,19 @@ public class EarthSmash {
public void checkRemainingBlocks() {
/**
* Checks to see which of the blocks are still attached to the
* EarthSmash, remember that blocks can be broken or used in other abilities
* so we need to double check and remove any that are not still attached.
* EarthSmash, remember that blocks can be broken or used in other
* abilities so we need to double check and remove any that are not
* still attached.
*
* Also when we remove the blocks from instances, movedearth, or tempair
* we should do it on a delay because tempair takes a couple seconds before
* the block shows up in that map.
* we should do it on a delay because tempair takes a couple seconds
* before the block shows up in that map.
*/
for(int i = 0; i < currentBlocks.size(); i++) {
for (int i = 0; i < currentBlocks.size(); i++) {
BlockRepresenter brep = currentBlocks.get(i);
final Block block = loc.clone().add(brep.getX(), brep.getY(), brep.getZ()).getBlock();
// Check for grass because sometimes the dirt turns into grass.
if(block.getType() != brep.getType()
&& (block.getType() != Material.GRASS)
&& (block.getType() != Material.COBBLESTONE)) {
if (block.getType() != brep.getType() && (block.getType() != Material.GRASS) && (block.getType() != Material.COBBLESTONE)) {
currentBlocks.remove(i);
i--;
}
@ -442,48 +422,52 @@ public class EarthSmash {
public List<Block> getBlocks() {
/**
* Gets the blocks surrounding the EarthSmash's loc.
* This method ignores the blocks that should be Air, and only returns the ones that are dirt.
* Gets the blocks surrounding the EarthSmash's loc. This method ignores
* the blocks that should be Air, and only returns the ones that are
* dirt.
*/
List<Block> blocks = new ArrayList<Block>();
for(int x = -1; x <= 1; x++)
for(int y = -1; y <= 1; y++)
for(int z = -1; z <= 1; z++)
if((Math.abs(x) + Math.abs(y) + Math.abs(z)) % 2 == 0) //Give it the cool shape
if(loc != null)
blocks.add(loc.getWorld().getBlockAt(loc.clone().add(x,y,z)));
for (int x = -1; x <= 1; x++)
for (int y = -1; y <= 1; y++)
for (int z = -1; z <= 1; z++)
if ((Math.abs(x) + Math.abs(y) + Math.abs(z)) % 2 == 0) //Give it the cool shape
if (loc != null)
blocks.add(loc.getWorld().getBlockAt(loc.clone().add(x, y, z)));
return blocks;
}
public List<Block> getBlocksIncludingInner() {
/**
* Gets the blocks surrounding the EarthSmash's loc.
* This method returns all the blocks surrounding the loc, including dirt and air.
* Gets the blocks surrounding the EarthSmash's loc. This method returns
* all the blocks surrounding the loc, including dirt and air.
*/
List<Block> blocks = new ArrayList<Block>();
for(int x = -1; x <= 1; x++)
for(int y = -1; y <= 1; y++)
for(int z = -1; z <= 1; z++)
if(loc != null)
blocks.add(loc.getWorld().getBlockAt(loc.clone().add(x,y,z)));
for (int x = -1; x <= 1; x++)
for (int y = -1; y <= 1; y++)
for (int z = -1; z <= 1; z++)
if (loc != null)
blocks.add(loc.getWorld().getBlockAt(loc.clone().add(x, y, z)));
return blocks;
}
public static Material selectMaterial(Material mat) {
/**
* Switches the Sand Material and Gravel to SandStone and stone respectively,
* since gravel and sand cannot be bent due to gravity.
* Switches the Sand Material and Gravel to SandStone and stone
* respectively, since gravel and sand cannot be bent due to gravity.
*/
if(mat == Material.SAND) return Material.SANDSTONE;
else if(mat == Material.GRAVEL) return Material.STONE;
else return mat;
if (mat == Material.SAND)
return Material.SANDSTONE;
else if (mat == Material.GRAVEL)
return Material.STONE;
else
return mat;
}
public Material selectMaterialForRepresenter(Material mat) {
Material tempMat = selectMaterial(mat);
Random rand = new Random();
if(!isEarthbendableMaterial(tempMat)) {
if(currentBlocks.size() < 1)
if (!isEarthbendableMaterial(tempMat)) {
if (currentBlocks.size() < 1)
return Material.DIRT;
else
return currentBlocks.get(rand.nextInt(currentBlocks.size())).getType();
@ -493,18 +477,18 @@ public class EarthSmash {
private EarthSmash aimingAtSmashCheck(Player player, State reqState) {
/**
* Determines if a player is trying to grab an EarthSmash.
* A player is trying to grab an EarthSmash if they are staring at it and holding shift.
* Determines if a player is trying to grab an EarthSmash. A player is
* trying to grab an EarthSmash if they are staring at it and holding
* shift.
*/
if(!ALLOW_GRAB)
if (!ALLOW_GRAB)
return null;
@SuppressWarnings("deprecation")
List<Block> blocks = player.getLineOfSight(EarthMethods.getTransparentEarthbending(), (int) Math.round(grabRange));
for(EarthSmash smash : instances) {
if(reqState == null || smash.state == reqState)
for(Block block : blocks)
if(block.getLocation().getWorld() == smash.loc.getWorld() &&
block.getLocation().distanceSquared(smash.loc) <= Math.pow(GRAB_DETECTION_RADIUS, 2))
for (EarthSmash smash : instances) {
if (reqState == null || smash.state == reqState)
for (Block block : blocks)
if (block.getLocation().getWorld() == smash.loc.getWorld() && block.getLocation().distanceSquared(smash.loc) <= Math.pow(GRAB_DETECTION_RADIUS, 2))
return smash;
}
return null;
@ -512,14 +496,13 @@ public class EarthSmash {
public void shootingCollisionDetection() {
/**
* This method handles any collision between an EarthSmash and the surrounding entities,
* the method only applies to earthsmashes that have already been shot.
* This method handles any collision between an EarthSmash and the
* surrounding entities, the method only applies to earthsmashes that
* have already been shot.
*/
List<Entity> entities = GeneralMethods.getEntitiesAroundPoint(loc, FLIGHT_DETECTION_RADIUS);
for(Entity entity : entities)
if(entity instanceof LivingEntity
&& entity != player
&& !affectedEntities.contains(entity)) {
for (Entity entity : entities)
if (entity instanceof LivingEntity && entity != player && !affectedEntities.contains(entity)) {
affectedEntities.add(entity);
double damage = currentBlocks.size() / 13 * this.damage;
GeneralMethods.damageEntity(player, entity, damage);
@ -527,19 +510,21 @@ public class EarthSmash {
entity.setVelocity(travelVec.setY(knockup).normalize().multiply(knockback));
}
}
public void smashToSmashCollisionDetection() {
/**
* EarthSmash to EarthSmash collision can only happen when one of the Smashes have
* been shot by a player. If we find out that one of them have collided then we want to return
* since a smash can only remove 1 at a time.
* EarthSmash to EarthSmash collision can only happen when one of the
* Smashes have been shot by a player. If we find out that one of them
* have collided then we want to return since a smash can only remove 1
* at a time.
*/
for(int i = 0; i < instances.size(); i++) {
for (int i = 0; i < instances.size(); i++) {
EarthSmash smash = instances.get(i);
if(smash.loc != null) {
if(smash != this && smash.loc.getWorld() == loc.getWorld() &&smash.loc.distanceSquared(loc) < Math.pow(FLIGHT_DETECTION_RADIUS, 2)) {
if (smash.loc != null) {
if (smash != this && smash.loc.getWorld() == loc.getWorld() && smash.loc.distanceSquared(loc) < Math.pow(FLIGHT_DETECTION_RADIUS, 2)) {
smash.remove();
remove();
i-=2;
i -= 2;
return;
}
}
@ -548,17 +533,17 @@ public class EarthSmash {
private static EarthSmash flyingInSmashCheck(Player player) {
/**
* Determines whether or not a player is trying to fly ontop of an EarthSmash.
* A player is considered "flying" if they are standing ontop of the earthsmash and holding shift.
* Determines whether or not a player is trying to fly ontop of an
* EarthSmash. A player is considered "flying" if they are standing
* ontop of the earthsmash and holding shift.
*/
if(!ALLOW_FLIGHT)
if (!ALLOW_FLIGHT)
return null;
for(EarthSmash smash : instances) {
for (EarthSmash smash : instances) {
//Check to see if the player is standing on top of the smash.
if(smash.state == State.LIFTED) {
if(smash.loc.getWorld().equals(player.getWorld())
&& smash.loc.clone().add(0,2,0).distanceSquared(player.getLocation()) <= Math.pow(FLIGHT_DETECTION_RADIUS, 2)) {
if (smash.state == State.LIFTED) {
if (smash.loc.getWorld().equals(player.getWorld()) && smash.loc.clone().add(0, 2, 0).distanceSquared(player.getLocation()) <= Math.pow(FLIGHT_DETECTION_RADIUS, 2)) {
return smash;
}
}
@ -575,12 +560,12 @@ public class EarthSmash {
}
public static void progressAll() {
for(int i = 0; i < instances.size(); i++)
for (int i = 0; i < instances.size(); i++)
instances.get(i).progress();
}
public static void removeAll() {
for(int i = 0; i < instances.size(); i++) {
for (int i = 0; i < instances.size(); i++) {
instances.get(i).remove();
i--;
}
@ -588,15 +573,17 @@ public class EarthSmash {
public class BlockRepresenter {
/**
* A BlockRepresenter is used to keep track of each of
* the individual types of blocks that are attached to an EarthSmash.
* Without the representer then an EarthSmash can only be made up of 1 material
* at a time. For example, an ESmash that is entirely dirt, coalore, or sandstone.
* Using the representer will allow all the materials to be mixed together.
* A BlockRepresenter is used to keep track of each of the individual
* types of blocks that are attached to an EarthSmash. Without the
* representer then an EarthSmash can only be made up of 1 material at a
* time. For example, an ESmash that is entirely dirt, coalore, or
* sandstone. Using the representer will allow all the materials to be
* mixed together.
*/
private int x, y, z;
private Material type;
private byte data;
public BlockRepresenter(int x, int y, int z, Material type, byte data) {
this.x = x;
this.y = y;
@ -604,6 +591,7 @@ public class EarthSmash {
this.type = type;
this.data = data;
}
public int getX() {
return x;
}
@ -650,29 +638,29 @@ public class EarthSmash {
}
public class Pair<F, S> {
private F first; //first member of pair
private S second; //second member of pair
private F first; //first member of pair
private S second; //second member of pair
public Pair(F first, S second) {
this.first = first;
this.second = second;
}
public Pair(F first, S second) {
this.first = first;
this.second = second;
}
public void setFirst(F first) {
this.first = first;
}
public void setFirst(F first) {
this.first = first;
}
public void setSecond(S second) {
this.second = second;
}
public void setSecond(S second) {
this.second = second;
}
public F getFirst() {
return first;
}
public F getFirst() {
return first;
}
public S getSecond() {
return second;
}
public S getSecond() {
return second;
}
}
public Player getPlayer() {
@ -689,7 +677,7 @@ public class EarthSmash {
public void setCooldown(long cooldown) {
this.cooldown = cooldown;
if(player != null)
if (player != null)
bplayer.addCooldown("EarthSmash", cooldown);
}