Lightning: Added Documentation

This commit is contained in:
nathank33 2015-01-30 17:43:31 -08:00
parent e75f270d7e
commit e2ec2d26e3

View file

@ -108,6 +108,13 @@ public class Lightning {
ParticleEffect.RED_DUST.display((float) 0, (float) 255, (float) 255, 0.1F, 0, l, 256D);
}
/** Progresses the instance of this ability by 1 tick.
* This is the heart of the ability, it checks if it needs to
* remove itself, and handles the initial Lightning Arc generation.
*
* Once all of the arcs have been created then this ability instance
* gets removed, but the BukkitRunnables continue until they remove
* themselves. **/
private void progress() {
if (player.isDead() || !player.isOnline()) {
removeWithTasks();
@ -188,6 +195,7 @@ public class Lightning {
}
}
/** Checks if a block is transparent, also considers the ARC_ON_ICE config option **/
public boolean isTransparent(Player player, Block block) {
if (Arrays.asList(Methods.transparentToEarthbending).contains(block.getTypeId())) {
if(Methods.isRegionProtectedFromBuild(player, "Lightning", block.getLocation()))
@ -200,6 +208,10 @@ public class Lightning {
return false;
}
/**
* Damages an entity, and may cause paralysis depending on the config.
* @param lent: the LivingEntity that is being damaged
*/
public void electrocute(LivingEntity lent) {
lent.getWorld().playSound(lent.getLocation(), Sound.CREEPER_HISS, 1, 0);
player.getWorld().playSound(player.getLocation(), Sound.CREEPER_HISS, 1, 0);
@ -229,6 +241,7 @@ public class Lightning {
}
}
/** Removes the instance of this ability and cancels any current runnables **/
public void removeWithTasks() {
for(int i = 0; i < tasks.size(); i++) {
tasks.get(i).cancel();
@ -236,22 +249,26 @@ public class Lightning {
}
remove();
}
public void remove() {
/** Removes this ability instance **/ public void remove() {
instances.remove(this);
}
/** Removes every instance of this ability **/
public static void removeAll() {
for (int i = 0; i < instances.size(); i++) {
instances.get(i).remove();
i--;
}
}
/** Progresses every instance of this ability by 1 tick **/
public static void progressAll() {
for (int i = 0; i < instances.size(); i++)
instances.get(i).progress();
}
/** Returns an instance of this ability if it was initialized by player **/
public static Lightning getLightning(Player player) {
for(Lightning light : instances) {
if(light.player == player)
@ -259,17 +276,20 @@ public class Lightning {
}
return null;
}
/** Checks if a location contains an ice block **/
public static boolean isIce(Location loc) {
Material mat = loc.getBlock().getType();
return mat == Material.ICE || mat == Material.PACKED_ICE;
}
/** Checks if a location contains a water block **/
public static boolean isWater(Location loc) {
Material mat = loc.getBlock().getType();
return mat == Material.WATER || mat == Material.STATIONARY_WATER;
}
/** Checks if a location is ice or water **/
public static boolean isWaterOrIce(Location loc) {
return isIce(loc) || isWater(loc);
}
@ -279,6 +299,10 @@ public class Lightning {
+ "charged, release sneak to discharge the lightning to the targetted location.";
}
/** An Arc represents a Lightning arc for the specific ability.
* These Arcs contain a list of Particles that are used to display
* the entire arc. Arcs can also generate a list of subarcs that
* chain off of their own instance.**/
public class Arc {
private ArrayList<Location> points;
private ArrayList<AnimLocation> animLocs;
@ -298,6 +322,16 @@ public class Lightning {
animCounter = 0;
}
/** Runs an arc generation algorithm by first creating two points,
* the starting point and the ending point. Next, it creates a point
* in the middle that has an offset relative to the beginning and
* end points. Now that the arc is split into 3 points, we continue this
* processes by generating middle points in the two halfs of this arc.
* This process continues based on @times
*
* @param times: The amount of times that the arc will be split in half
* @param times causes O(n^2) complexity
* **/
public void generatePoints(int times) {
for(int i = 0; i < times; i++) {
for(int j = 0; j < points.size() - 1; j += 2) {
@ -320,6 +354,12 @@ public class Lightning {
}
}
/** Randomly generates subarcs off of this arc.
* @param chance - The chance that an arc will be generated
* for each specific point in the arc.
* Note: if you generate a lot of points then chance will need to be lowered.
* @param range: The length of each subarc.
* **/
public ArrayList<Arc> generateArcs(double chance, double range) {
ArrayList<Arc> arcs = new ArrayList<Arc>();
for(int i = 0; i < animLocs.size(); i++) {
@ -340,6 +380,7 @@ public class Lightning {
return arcs;
}
/** Stops this Arc from further animating or doing damage. **/
public void cancel() {
for(int i = 0; i < particles.size(); i++) {
particles.get(i).cancel();
@ -349,11 +390,13 @@ public class Lightning {
subArc.cancel();
}
}
/** Gets every point that makes up this arc. **/
public ArrayList<Location> getPoints() {
return points;
}
/** Below are accessor and mutators**/
public void setPoints(ArrayList<Location> points) {
this.points = points;
}
@ -392,6 +435,9 @@ public class Lightning {
}
/** Represents a Lightning Arc Point particle animation.
* This basically just holds a location and counts the
* amount of times that a particle has been animated. **/
public class AnimLocation {
private Location loc;
private int animCounter;
@ -418,6 +464,13 @@ public class Lightning {
}
}
/** A Runnable Particle that continuously displays itself
* until it reaches a certain time limit.
*
* These LightningParticles do the actual checking for player collision
* and handle damaging any entities. These Runnables also
* check to see if they reach water, in which case they will generate
* subarcs to branch out.**/
public class LightningParticle extends BukkitRunnable {
private Arc arc;
private Location loc;
@ -429,11 +482,16 @@ public class Lightning {
arc.particles.add(this);
}
/** Cancels this Runnable**/
public void cancel() {
super.cancel();
tasks.remove(this);
}
/**
* Animates the Location, checks for water/player collision
* and also deals with any chain subarcs.
*/
public void run() {
ParticleEffect.RED_DUST.display((float) 0, (float) 255, (float) 255, 0.1F, 0, loc, 256D);
count++;
@ -508,6 +566,7 @@ public class Lightning {
}
}
/** Below are all of the accessor/mutator methods **/
public Player getPlayer() {
return player;
}