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Lightning: Added Documentation
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1 changed files with 64 additions and 5 deletions
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@ -108,6 +108,13 @@ public class Lightning {
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ParticleEffect.RED_DUST.display((float) 0, (float) 255, (float) 255, 0.1F, 0, l, 256D);
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}
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/** Progresses the instance of this ability by 1 tick.
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* This is the heart of the ability, it checks if it needs to
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* remove itself, and handles the initial Lightning Arc generation.
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*
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* Once all of the arcs have been created then this ability instance
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* gets removed, but the BukkitRunnables continue until they remove
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* themselves. **/
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private void progress() {
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if (player.isDead() || !player.isOnline()) {
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removeWithTasks();
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@ -188,6 +195,7 @@ public class Lightning {
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}
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}
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/** Checks if a block is transparent, also considers the ARC_ON_ICE config option **/
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public boolean isTransparent(Player player, Block block) {
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if (Arrays.asList(Methods.transparentToEarthbending).contains(block.getTypeId())) {
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if(Methods.isRegionProtectedFromBuild(player, "Lightning", block.getLocation()))
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@ -200,6 +208,10 @@ public class Lightning {
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return false;
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}
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/**
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* Damages an entity, and may cause paralysis depending on the config.
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* @param lent: the LivingEntity that is being damaged
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*/
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public void electrocute(LivingEntity lent) {
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lent.getWorld().playSound(lent.getLocation(), Sound.CREEPER_HISS, 1, 0);
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player.getWorld().playSound(player.getLocation(), Sound.CREEPER_HISS, 1, 0);
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@ -229,6 +241,7 @@ public class Lightning {
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}
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}
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/** Removes the instance of this ability and cancels any current runnables **/
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public void removeWithTasks() {
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for(int i = 0; i < tasks.size(); i++) {
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tasks.get(i).cancel();
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@ -236,10 +249,12 @@ public class Lightning {
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}
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remove();
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}
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public void remove() {
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/** Removes this ability instance **/
public void remove() {
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instances.remove(this);
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}
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/** Removes every instance of this ability **/
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public static void removeAll() {
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for (int i = 0; i < instances.size(); i++) {
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instances.get(i).remove();
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@ -247,11 +262,13 @@ public class Lightning {
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}
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}
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/** Progresses every instance of this ability by 1 tick **/
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public static void progressAll() {
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for (int i = 0; i < instances.size(); i++)
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instances.get(i).progress();
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}
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/** Returns an instance of this ability if it was initialized by player **/
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public static Lightning getLightning(Player player) {
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for(Lightning light : instances) {
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if(light.player == player)
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@ -260,16 +277,19 @@ public class Lightning {
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return null;
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}
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/** Checks if a location contains an ice block **/
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public static boolean isIce(Location loc) {
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Material mat = loc.getBlock().getType();
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return mat == Material.ICE || mat == Material.PACKED_ICE;
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}
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/** Checks if a location contains a water block **/
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public static boolean isWater(Location loc) {
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Material mat = loc.getBlock().getType();
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return mat == Material.WATER || mat == Material.STATIONARY_WATER;
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}
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/** Checks if a location is ice or water **/
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public static boolean isWaterOrIce(Location loc) {
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return isIce(loc) || isWater(loc);
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}
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@ -279,6 +299,10 @@ public class Lightning {
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+ "charged, release sneak to discharge the lightning to the targetted location.";
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}
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/** An Arc represents a Lightning arc for the specific ability.
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* These Arcs contain a list of Particles that are used to display
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* the entire arc. Arcs can also generate a list of subarcs that
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* chain off of their own instance.**/
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public class Arc {
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private ArrayList<Location> points;
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private ArrayList<AnimLocation> animLocs;
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@ -298,6 +322,16 @@ public class Lightning {
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animCounter = 0;
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}
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/** Runs an arc generation algorithm by first creating two points,
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* the starting point and the ending point. Next, it creates a point
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* in the middle that has an offset relative to the beginning and
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* end points. Now that the arc is split into 3 points, we continue this
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* processes by generating middle points in the two halfs of this arc.
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* This process continues based on @times
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*
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* @param times: The amount of times that the arc will be split in half
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* @param times causes O(n^2) complexity
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* **/
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public void generatePoints(int times) {
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for(int i = 0; i < times; i++) {
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for(int j = 0; j < points.size() - 1; j += 2) {
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@ -320,6 +354,12 @@ public class Lightning {
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}
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}
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/** Randomly generates subarcs off of this arc.
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* @param chance - The chance that an arc will be generated
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* for each specific point in the arc.
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* Note: if you generate a lot of points then chance will need to be lowered.
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* @param range: The length of each subarc.
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* **/
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public ArrayList<Arc> generateArcs(double chance, double range) {
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ArrayList<Arc> arcs = new ArrayList<Arc>();
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for(int i = 0; i < animLocs.size(); i++) {
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@ -340,6 +380,7 @@ public class Lightning {
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return arcs;
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}
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/** Stops this Arc from further animating or doing damage. **/
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public void cancel() {
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for(int i = 0; i < particles.size(); i++) {
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particles.get(i).cancel();
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@ -350,10 +391,12 @@ public class Lightning {
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}
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}
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/** Gets every point that makes up this arc. **/
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public ArrayList<Location> getPoints() {
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return points;
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}
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/** Below are accessor and mutators**/
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public void setPoints(ArrayList<Location> points) {
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this.points = points;
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}
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@ -392,6 +435,9 @@ public class Lightning {
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}
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/** Represents a Lightning Arc Point particle animation.
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* This basically just holds a location and counts the
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* amount of times that a particle has been animated. **/
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public class AnimLocation {
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private Location loc;
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private int animCounter;
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@ -418,6 +464,13 @@ public class Lightning {
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}
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}
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/** A Runnable Particle that continuously displays itself
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* until it reaches a certain time limit.
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*
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* These LightningParticles do the actual checking for player collision
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* and handle damaging any entities. These Runnables also
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* check to see if they reach water, in which case they will generate
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* subarcs to branch out.**/
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public class LightningParticle extends BukkitRunnable {
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private Arc arc;
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private Location loc;
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@ -429,11 +482,16 @@ public class Lightning {
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arc.particles.add(this);
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}
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/** Cancels this Runnable**/
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public void cancel() {
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super.cancel();
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tasks.remove(this);
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}
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/**
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* Animates the Location, checks for water/player collision
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* and also deals with any chain subarcs.
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*/
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public void run() {
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ParticleEffect.RED_DUST.display((float) 0, (float) 255, (float) 255, 0.1F, 0, loc, 256D);
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count++;
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@ -508,6 +566,7 @@ public class Lightning {
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}
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}
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/** Below are all of the accessor/mutator methods **/
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public Player getPlayer() {
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return player;
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}
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