TF-ProjectKorra/src/com/projectkorra/projectkorra/earthbending/EarthSmash.java
Christopher Martin 787b303c9f
1.9.1 (#1145)
## Additions
* Adds a built-in bending board sidebar to visualize bound abilities and cooldowns.
  * The board respects worlds where bending is disabled.
  * Players can use the command `/pk board` to toggle the visibility of their board.
  * Includes an API that community developers can use in BendingBoardManager.
  * Adds the `"Properties.BendingBoard"` config option to enable or disable the board server.
  * Adds language file configuration options to control BendingBoard visuals.
    * `"Board.Title"`
      * Controls the title at the top of the board.
      * Supports the standard Minecraft color codes.
    * `"Board.SelectionPrefix"`
      * Controls the prefix shown corresponding to your current hot bar slot.
      * Supports the standard Minecraft color codes.
    * `"Board.EmptySlot"`
      * Controls what is shown for empty slots.
      * Supports the standard Minecraft color codes.
      * `{slot_number}` can be used as a placeholder for the slot number.
    * `"Board.MiscSeparator"`
      * Controls the separation between hot bar binds and temporary cooldowns such as Combos.
      * Supports the standard Minecraft color codes.
* Adds support for KingdomsX version 1.10.19.1
* Adds ability permission check to passive abilities. They should now respect their `bending.ability.<ability name>` permissions.
* Adds `AbilityVelocityAffectEntityEvent`
  * A cancellable event that will fire whenever an ability would alter the velocity of an entity.
* Adds the `Abilities.Earth.EarthSmash.Shoot.CollisionRadius` configuration option
  * Sets the collision radius of shot EarthSmash.

## Fixes
* Fixes FireBlast going through liquids.
* Fixes duplication involving waterlogged containers.
* Fixes being able to not enter the name of a Preset when using the `/pk preset create <name>` command.
* Fixes getDayFactor() not being applied correctly and occasionally producing the wrong value.
* Fixes a rounding issue with some Fire ability damage configuration options.
* Fixes an error when attempting to start EarthGrab.
* Fixes PhaseChange error when melting snow.
* Fixes a memory/process leak in how cooldowns were removed.
  * A player's cooldowns could only be removed when they were online. If a player's cooldown expired while they weren't online, their cooldown would attempt to revert every tick until the player rejoined. This has been resolved so cooldowns can revert while a player is offline.
  * A side effect of this fix is that it is now possible for `PlayerCooldownChangeEvents` to fire while their corresponding Player is offline.
* Fixes an issue with `MultiAbilityManager#hasMultiAbilityBound` where it would return true if any MultiAbility is bound, not if the specified MultiAbility was bound.

## Misc Changes
* Updates Towny version to 0.96.2.0
* DensityShift sand blocks can now be used as a bendable source.
* Changes AvatarState so that its cooldown is applied when the ability ends instead of when it starts.
* Changes togglable abilities such as AvatarState, Illumination, and TremorSense to visually show when they are enabled in the BendingBoard and on BendingPreview in the same way as the ChiBlocking Stances.
* Updated the text of some ability descriptions and instructions.
* Adds new cache to PhaseChange to greatly improve the performance of water/ice updates.
2021-06-07 16:58:29 -07:00

985 lines
31 KiB
Java

package com.projectkorra.projectkorra.earthbending;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import org.bukkit.Effect;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.block.data.BlockData;
import org.bukkit.entity.Entity;
import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player;
import org.bukkit.util.Vector;
import com.projectkorra.projectkorra.BendingPlayer;
import com.projectkorra.projectkorra.GeneralMethods;
import com.projectkorra.projectkorra.ability.EarthAbility;
import com.projectkorra.projectkorra.ability.ElementalAbility;
import com.projectkorra.projectkorra.attribute.Attribute;
import com.projectkorra.projectkorra.command.Commands;
import com.projectkorra.projectkorra.util.ClickType;
import com.projectkorra.projectkorra.util.DamageHandler;
import com.projectkorra.projectkorra.util.ParticleEffect;
import com.projectkorra.projectkorra.util.TempBlock;
public class EarthSmash extends EarthAbility {
public static enum State {
START, LIFTING, LIFTED, GRABBED, SHOT, FLYING, REMOVED
}
@Attribute("AllowGrab")
private boolean allowGrab;
@Attribute("AllowFlight")
private boolean allowFlight;
private int animationCounter;
private int progressCounter;
private int requiredBendableBlocks;
private int maxBlocksToPassThrough;
private long delay;
@Attribute(Attribute.COOLDOWN)
private long cooldown;
@Attribute(Attribute.CHARGE_DURATION)
private long chargeTime;
@Attribute(Attribute.DURATION)
private long duration;
@Attribute("Flight" + Attribute.DURATION)
private long flightDuration;
private long flightStartTime;
private long shootAnimationInterval;
private long flightAnimationInterval;
private long liftAnimationInterval;
@Attribute(Attribute.SELECT_RANGE)
private double selectRange;
@Attribute("GrabRange")
private double grabRange;
@Attribute("ShootRange")
private double shootRange;
@Attribute(Attribute.DAMAGE)
private double damage;
@Attribute(Attribute.KNOCKBACK)
private double knockback;
@Attribute(Attribute.KNOCKUP)
private double knockup;
@Attribute(Attribute.SPEED)
private double flightSpeed;
private double grabbedDistance;
private double grabDetectionRadius;
private double hitRadius;
private double flightDetectionRadius;
private State state;
private Block origin;
private Location location;
private Location destination;
private ArrayList<Entity> affectedEntities;
private ArrayList<BlockRepresenter> currentBlocks;
private ArrayList<TempBlock> affectedBlocks;
public EarthSmash(final Player player, final ClickType type) {
super(player);
this.state = State.START;
this.requiredBendableBlocks = getConfig().getInt("Abilities.Earth.EarthSmash.RequiredBendableBlocks");
this.maxBlocksToPassThrough = getConfig().getInt("Abilities.Earth.EarthSmash.MaxBlocksToPassThrough");
this.setFields();
this.affectedEntities = new ArrayList<>();
this.currentBlocks = new ArrayList<>();
this.affectedBlocks = new ArrayList<>();
if (type == ClickType.SHIFT_DOWN || type == ClickType.SHIFT_UP && !player.isSneaking()) {
final EarthSmash flySmash = flyingInSmashCheck(player);
if (flySmash != null) {
flySmash.state = State.FLYING;
flySmash.player = player;
flySmash.setFields();
flySmash.flightStartTime = System.currentTimeMillis();
return;
}
EarthSmash grabbedSmash = this.aimingAtSmashCheck(player, State.LIFTED);
if (grabbedSmash == null) {
if (this.bPlayer.isOnCooldown(this)) {
return;
}
grabbedSmash = this.aimingAtSmashCheck(player, State.SHOT);
}
if (grabbedSmash != null) {
grabbedSmash.state = State.GRABBED;
grabbedSmash.grabbedDistance = 0;
if (grabbedSmash.location.getWorld().equals(player.getWorld())) {
grabbedSmash.grabbedDistance = grabbedSmash.location.distance(player.getEyeLocation());
}
grabbedSmash.player = player;
grabbedSmash.setFields();
return;
}
this.start();
} else if (type == ClickType.LEFT_CLICK && player.isSneaking()) {
for (final EarthSmash smash : getAbilities(EarthSmash.class)) {
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.location.getWorld().playEffect(smash.location, Effect.GHAST_SHOOT, 0, 10);
}
}
return;
} else if (type == ClickType.RIGHT_CLICK && player.isSneaking()) {
final EarthSmash grabbedSmash = this.aimingAtSmashCheck(player, State.GRABBED);
if (grabbedSmash != null) {
player.teleport(grabbedSmash.location.clone().add(0, 2, 0));
grabbedSmash.state = State.FLYING;
grabbedSmash.player = player;
grabbedSmash.setFields();
grabbedSmash.flightStartTime = System.currentTimeMillis();
}
return;
}
}
public void setFields() {
final BendingPlayer bPlayer = BendingPlayer.getBendingPlayer(this.player);
this.shootAnimationInterval = getConfig().getLong("Abilities.Earth.EarthSmash.Shoot.AnimationInterval");
this.flightAnimationInterval = getConfig().getLong("Abilities.Earth.EarthSmash.Flight.AnimationInterval");
this.liftAnimationInterval = getConfig().getLong("Abilities.Earth.EarthSmash.LiftAnimationInterval");
this.grabDetectionRadius = getConfig().getDouble("Abilities.Earth.EarthSmash.Grab.DetectionRadius");
this.flightDetectionRadius = getConfig().getDouble("Abilities.Earth.EarthSmash.Flight.DetectionRadius");
this.hitRadius = getConfig().getDouble("Abilities.Earth.EarthSmash.Shoot.CollisionRadius");
this.allowGrab = getConfig().getBoolean("Abilities.Earth.EarthSmash.Grab.Enabled");
this.allowFlight = getConfig().getBoolean("Abilities.Earth.EarthSmash.Flight.Enabled");
this.selectRange = getConfig().getDouble("Abilities.Earth.EarthSmash.SelectRange");
this.grabRange = getConfig().getDouble("Abilities.Earth.EarthSmash.Grab.Range");
this.shootRange = getConfig().getDouble("Abilities.Earth.EarthSmash.Shoot.Range");
this.damage = getConfig().getDouble("Abilities.Earth.EarthSmash.Damage");
this.knockback = getConfig().getDouble("Abilities.Earth.EarthSmash.Knockback");
this.knockup = getConfig().getDouble("Abilities.Earth.EarthSmash.Knockup");
this.flightSpeed = getConfig().getDouble("Abilities.Earth.EarthSmash.Flight.Speed");
this.chargeTime = getConfig().getLong("Abilities.Earth.EarthSmash.ChargeTime");
this.cooldown = getConfig().getLong("Abilities.Earth.EarthSmash.Cooldown");
this.flightDuration = getConfig().getLong("Abilities.Earth.EarthSmash.Flight.Duration");
this.duration = getConfig().getLong("Abilities.Earth.EarthSmash.Duration");
if (bPlayer.isAvatarState()) {
this.selectRange = getConfig().getDouble("Abilities.Avatar.AvatarState.Earth.EarthSmash.SelectRange");
this.grabRange = getConfig().getDouble("Abilities.Avatar.AvatarState.Earth.EarthSmash.GrabRange");
this.chargeTime = getConfig().getLong("Abilities.Avatar.AvatarState.Earth.EarthSmash.ChargeTime");
this.cooldown = getConfig().getLong("Abilities.Avatar.AvatarState.Earth.EarthSmash.Cooldown");
this.damage = getConfig().getDouble("Abilities.Avatar.AvatarState.Earth.EarthSmash.Damage");
this.knockback = getConfig().getDouble("Abilities.Avatar.AvatarState.Earth.EarthSmash.Knockback");
this.flightSpeed = getConfig().getDouble("Abilities.Avatar.AvatarState.Earth.EarthSmash.FlightSpeed");
this.flightDuration = getConfig().getLong("Abilities.Avatar.AvatarState.Earth.EarthSmash.FlightTimer");
this.shootRange = getConfig().getDouble("Abilities.Avatar.AvatarState.Earth.EarthSmash.ShootRange");
}
}
@Override
public void progress() {
this.progressCounter++;
if (this.state == State.LIFTED && this.duration > 0 && System.currentTimeMillis() - this.getStartTime() > this.duration) {
this.remove();
return;
}
if (this.state == State.START) {
if (!this.bPlayer.canBend(this)) {
this.remove();
return;
}
} else if (this.state == State.START || this.state == State.FLYING || this.state == State.GRABBED) {
if (!this.bPlayer.canBendIgnoreCooldowns(this)) {
this.remove();
return;
}
}
if (this.state == State.START && this.progressCounter > 1) {
if (!this.player.isSneaking()) {
if (System.currentTimeMillis() - this.getStartTime() >= this.chargeTime) {
this.origin = this.getEarthSourceBlock(this.selectRange);
if (this.origin == null) {
this.remove();
return;
} else if (TempBlock.isTempBlock(this.origin) && !isBendableEarthTempBlock(this.origin)) {
this.remove();
return;
}
this.bPlayer.addCooldown(this);
this.location = this.origin.getLocation();
this.state = State.LIFTING;
} else {
this.remove();
return;
}
} else if (System.currentTimeMillis() - this.getStartTime() > this.chargeTime) {
final Location tempLoc = this.player.getEyeLocation().add(this.player.getEyeLocation().getDirection().normalize().multiply(1.2));
tempLoc.add(0, 0.3, 0);
ParticleEffect.SMOKE_NORMAL.display(tempLoc, 4, 0.3, 0.1, 0.3, 0);
}
} else if (this.state == State.LIFTING) {
if (System.currentTimeMillis() - this.delay >= this.liftAnimationInterval) {
this.delay = System.currentTimeMillis();
this.animateLift();
}
} else if (this.state == State.GRABBED) {
if (this.player.isSneaking()) {
this.revert();
final Location oldLoc = this.location.clone();
this.location = this.player.getEyeLocation().add(this.player.getEyeLocation().getDirection().normalize().multiply(this.grabbedDistance));
// Check to make sure the new location is available to move to.
for (final Block block : this.getBlocks()) {
if (!ElementalAbility.isAir(block.getType()) && !this.isTransparent(block)) {
this.location = oldLoc;
break;
}
}
this.draw();
return;
} else {
this.state = State.LIFTED;
return;
}
} else if (this.state == State.SHOT) {
if (System.currentTimeMillis() - this.delay >= this.shootAnimationInterval) {
this.delay = System.currentTimeMillis();
if (GeneralMethods.isRegionProtectedFromBuild(this, this.location)) {
this.remove();
return;
}
this.revert();
this.location.add(GeneralMethods.getDirection(this.location, this.destination).normalize().multiply(1));
if (this.location.distanceSquared(this.destination) < 4) {
this.remove();
return;
}
// If an earthsmash runs into too many blocks we should remove it.
int badBlocksFound = 0;
for (final Block block : this.getBlocks()) {
if (!ElementalAbility.isAir(block.getType()) && (!this.isTransparent(block) || block.getType() == Material.WATER)) {
badBlocksFound++;
}
}
if (badBlocksFound > this.maxBlocksToPassThrough) {
this.remove();
return;
}
this.shootingCollisionDetection();
this.draw();
this.smashToSmashCollisionDetection();
}
return;
} else if (this.state == State.FLYING) {
if (!this.player.isSneaking()) {
this.remove();
return;
} else if (System.currentTimeMillis() - this.delay >= this.flightAnimationInterval) {
this.delay = System.currentTimeMillis();
if (GeneralMethods.isRegionProtectedFromBuild(this, this.location)) {
this.remove();
return;
}
this.revert();
this.destination = this.player.getEyeLocation().clone().add(this.player.getEyeLocation().getDirection().normalize().multiply(this.shootRange));
final Vector direction = GeneralMethods.getDirection(this.location, this.destination).normalize();
final List<Entity> entities = GeneralMethods.getEntitiesAroundPoint(this.location.clone().add(0, 2, 0), this.flightDetectionRadius);
if (entities.size() == 0) {
this.remove();
return;
}
for (final Entity entity : entities) {
if (GeneralMethods.isRegionProtectedFromBuild(this, entity.getLocation()) || ((entity instanceof Player) && Commands.invincible.contains(((Player) entity).getName()))) {
continue;
}
GeneralMethods.setVelocity(this, entity, direction.clone().multiply(this.flightSpeed));
}
// These values tend to work well when dealing with a person aiming upward or downward.
if (direction.getY() < -0.35) {
this.location = this.player.getLocation().clone().add(0, -3.2, 0);
} else if (direction.getY() > 0.35) {
this.location = this.player.getLocation().clone().add(0, -1.7, 0);
} else {
this.location = this.player.getLocation().clone().add(0, -2.2, 0);
}
this.draw();
}
if (System.currentTimeMillis() - this.flightStartTime > this.flightDuration) {
this.remove();
return;
}
}
}
/**
* 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.
*/
public void animateLift() {
if (this.animationCounter < 4) {
this.revert();
this.location.add(0, 1, 0);
// Remove the blocks underneath the rising smash.
if (this.animationCounter == 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++) {
final Block block = this.location.clone().add(x, y, z).getBlock();
if (GeneralMethods.isRegionProtectedFromBuild(this, block.getLocation())) {
this.remove();
return;
}
if (this.isEarthbendable(block)) {
totalBendableBlocks++;
}
}
}
}
if (totalBendableBlocks < this.requiredBendableBlocks) {
this.remove();
return;
}
// Make sure there is a clear path upward otherwise remove.
for (int y = 0; y <= 3; y++) {
final Block tempBlock = this.location.clone().add(0, y, 0).getBlock();
if (!this.isTransparent(tempBlock) && !ElementalAbility.isAir(tempBlock.getType())) {
this.remove();
return;
}
}
// Design what this EarthSmash looks like by using BlockRepresenters.
final Location tempLoc = this.location.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) {
final Block block = tempLoc.clone().add(x, y, z).getBlock();
this.currentBlocks.add(new BlockRepresenter(x, y, z, this.selectMaterialForRepresenter(block.getType()), block.getBlockData()));
}
}
}
}
// 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) {
final Block block = this.location.clone().add(x, -2, z).getBlock();
if (this.isEarthbendable(block)) {
addTempAirBlock(block);
}
}
// Remove the first level of dirt.
final Block block = this.location.clone().add(x, -1, z).getBlock();
if (this.isEarthbendable(block)) {
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 must readjust the location back to what it originally was.
*/
this.location.add(0, -1, 0);
}
// Move any entities that are above the rock.
final List<Entity> entities = GeneralMethods.getEntitiesAroundPoint(this.location, 2.5);
for (final Entity entity : entities) {
final org.bukkit.util.Vector velocity = entity.getVelocity();
GeneralMethods.setVelocity(this, entity, velocity.add(new Vector(0, 0.36, 0)));
}
this.location.getWorld().playEffect(this.location, Effect.GHAST_SHOOT, 0, 7);
this.draw();
} else {
this.state = State.LIFTED;
}
this.animationCounter++;
}
/**
* Redraws the blocks for this instance of EarthSmash.
*/
public void draw() {
if (this.currentBlocks.size() == 0) {
this.remove();
return;
}
for (final BlockRepresenter blockRep : this.currentBlocks) {
final Block block = this.location.clone().add(blockRep.getX(), blockRep.getY(), blockRep.getZ()).getBlock();
if (block.getType().equals(Material.SAND) || block.getType().equals(Material.GRAVEL)) { // Check if block can be affected by gravity.
}
if (this.player != null && this.isTransparent(block)) {
this.affectedBlocks.add(new TempBlock(block, blockRep.getType()));
getPreventEarthbendingBlocks().add(block);
}
}
}
public void revert() {
this.checkRemainingBlocks();
for (int i = 0; i < this.affectedBlocks.size(); i++) {
final TempBlock tblock = this.affectedBlocks.get(i);
getPreventEarthbendingBlocks().remove(tblock.getBlock());
tblock.revertBlock();
this.affectedBlocks.remove(i);
i--;
}
}
/**
* 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.
*
* 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.
*/
public void checkRemainingBlocks() {
for (int i = 0; i < this.currentBlocks.size(); i++) {
final BlockRepresenter brep = this.currentBlocks.get(i);
final Block block = this.location.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)) {
this.currentBlocks.remove(i);
i--;
}
}
}
@Override
public void remove() {
super.remove();
this.state = State.REMOVED;
this.revert();
}
/**
* 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.
*/
public List<Block> getBlocks() {
final 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 (this.location != null) {
blocks.add(this.location.getWorld().getBlockAt(this.location.clone().add(x, y, z)));
}
}
}
}
}
return blocks;
}
/**
* Gets the blocks surrounding the EarthSmash's loc. This method returns all
* the blocks surrounding the loc, including dirt and air.
*/
public List<Block> getBlocksIncludingInner() {
final 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 (this.location != null) {
blocks.add(this.location.getWorld().getBlockAt(this.location.clone().add(x, y, z)));
}
}
}
}
return blocks;
}
/**
* Switches the Sand Material and Gravel to SandStone and stone
* respectively, since gravel and sand cannot be bent due to gravity.
*/
public static Material selectMaterial(final Material mat) {
if (mat == Material.SAND) {
return Material.SANDSTONE;
} else if (mat == Material.GRAVEL) {
return Material.STONE;
} else {
return mat;
}
}
public Material selectMaterialForRepresenter(final Material mat) {
final Material tempMat = selectMaterial(mat);
final Random rand = new Random();
if (!isEarthbendable(tempMat, true, true, true) && !this.isMetalbendable(tempMat)) {
if (this.currentBlocks.size() < 1) {
return Material.DIRT;
} else {
return this.currentBlocks.get(rand.nextInt(this.currentBlocks.size())).getType();
}
}
return tempMat;
}
/**
* 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.
*/
private EarthSmash aimingAtSmashCheck(final Player player, final State reqState) {
if (!this.allowGrab) {
return null;
}
final List<Block> blocks = GeneralMethods.getBlocksAroundPoint(GeneralMethods.getTargetedLocation(player, this.grabRange, getTransparentMaterials()), 1);
for (final EarthSmash smash : getAbilities(EarthSmash.class)) {
if (reqState == null || smash.state == reqState) {
for (final Block block : blocks) {
if (block == null || smash.getLocation() == null) {
continue;
}
if (block.getLocation().getWorld() == smash.location.getWorld() && block.getLocation().distanceSquared(smash.location) <= Math.pow(this.grabDetectionRadius, 2)) {
return smash;
}
}
}
}
return null;
}
/**
* This method handles any collision between an EarthSmash and the
* surrounding entities, the method only applies to earthsmashes that have
* already been shot.
*/
public void shootingCollisionDetection() {
final List<Entity> entities = GeneralMethods.getEntitiesAroundPoint(this.location, this.hitRadius);
for (final Entity entity : entities) {
if (entity instanceof LivingEntity && entity != this.player && !this.affectedEntities.contains(entity)) {
if (GeneralMethods.isRegionProtectedFromBuild(this, entity.getLocation()) || ((entity instanceof Player) && Commands.invincible.contains(((Player) entity).getName()))) {
continue;
}
this.affectedEntities.add(entity);
final double damage = this.currentBlocks.size() / 13.0 * this.damage;
DamageHandler.damageEntity(entity, damage, this);
final Vector travelVec = GeneralMethods.getDirection(this.location, entity.getLocation());
GeneralMethods.setVelocity(this, entity, travelVec.setY(this.knockup).normalize().multiply(this.knockback));
}
}
}
/**
* 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.
*/
public void smashToSmashCollisionDetection() {
for (final EarthSmash smash : getAbilities(EarthSmash.class)) {
if (smash.location != null && smash != this && smash.location.getWorld() == this.location.getWorld() && smash.location.distanceSquared(this.location) < Math.pow(this.flightDetectionRadius, 2)) {
smash.remove();
this.remove();
return;
}
}
}
/**
* 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.
*/
private static EarthSmash flyingInSmashCheck(final Player player) {
for (final EarthSmash smash : getAbilities(EarthSmash.class)) {
if (!smash.allowFlight) {
continue;
}
// Check to see if the player is standing on top of the smash.
if (smash.state == State.LIFTED) {
if (smash.location.getWorld().equals(player.getWorld()) && smash.location.clone().add(0, 2, 0).distanceSquared(player.getLocation()) <= Math.pow(smash.flightDetectionRadius, 2)) {
return smash;
}
}
}
return null;
}
/**
* 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.
*/
public class BlockRepresenter {
private int x, y, z;
private Material type;
private BlockData data;
public BlockRepresenter(final int x, final int y, final int z, final Material type, final BlockData data) {
this.x = x;
this.y = y;
this.z = z;
this.type = type;
this.data = data;
}
public int getX() {
return this.x;
}
public int getY() {
return this.y;
}
public int getZ() {
return this.z;
}
public Material getType() {
return this.type;
}
public BlockData getData() {
return this.data;
}
public void setX(final int x) {
this.x = x;
}
public void setY(final int y) {
this.y = y;
}
public void setZ(final int z) {
this.z = z;
}
public void setType(final Material type) {
this.type = type;
}
public void setData(final BlockData data) {
this.data = data;
}
@Override
public String toString() {
return this.x + ", " + this.y + ", " + this.z + ", " + this.type.toString();
}
}
public class Pair<F, S> {
private F first; // first member of pair.
private S second; // second member of pair.
public Pair(final F first, final S second) {
this.first = first;
this.second = second;
}
public void setFirst(final F first) {
this.first = first;
}
public void setSecond(final S second) {
this.second = second;
}
public F getFirst() {
return this.first;
}
public S getSecond() {
return this.second;
}
}
@Override
public String getName() {
return "EarthSmash";
}
@Override
public Location getLocation() {
return this.location;
}
@Override
public long getCooldown() {
return this.cooldown;
}
@Override
public boolean isSneakAbility() {
return true;
}
@Override
public boolean isHarmlessAbility() {
return false;
}
@Override
public List<Location> getLocations() {
final ArrayList<Location> locations = new ArrayList<>();
for (final TempBlock tblock : this.affectedBlocks) {
locations.add(tblock.getLocation());
}
return locations;
}
public boolean isAllowGrab() {
return this.allowGrab;
}
public void setAllowGrab(final boolean allowGrab) {
this.allowGrab = allowGrab;
}
public boolean isAllowFlight() {
return this.allowFlight;
}
public void setAllowFlight(final boolean allowFlight) {
this.allowFlight = allowFlight;
}
public int getAnimationCounter() {
return this.animationCounter;
}
public void setAnimationCounter(final int animationCounter) {
this.animationCounter = animationCounter;
}
public int getProgressCounter() {
return this.progressCounter;
}
public void setProgressCounter(final int progressCounter) {
this.progressCounter = progressCounter;
}
public int getRequiredBendableBlocks() {
return this.requiredBendableBlocks;
}
public void setRequiredBendableBlocks(final int requiredBendableBlocks) {
this.requiredBendableBlocks = requiredBendableBlocks;
}
public int getMaxBlocksToPassThrough() {
return this.maxBlocksToPassThrough;
}
public void setMaxBlocksToPassThrough(final int maxBlocksToPassThrough) {
this.maxBlocksToPassThrough = maxBlocksToPassThrough;
}
public long getDelay() {
return this.delay;
}
public void setDelay(final long delay) {
this.delay = delay;
}
public long getChargeTime() {
return this.chargeTime;
}
public void setChargeTime(final long chargeTime) {
this.chargeTime = chargeTime;
}
public long getDuration() {
return this.duration;
}
public void setDuration(final long duration) {
this.duration = duration;
}
public long getFlightDuration() {
return this.flightDuration;
}
public void setFlightDuration(final long flightDuration) {
this.flightDuration = flightDuration;
}
public long getFlightStartTime() {
return this.flightStartTime;
}
public void setFlightStartTime(final long flightStartTime) {
this.flightStartTime = flightStartTime;
}
public long getShootAnimationInterval() {
return this.shootAnimationInterval;
}
public void setShootAnimationInterval(final long shootAnimationInterval) {
this.shootAnimationInterval = shootAnimationInterval;
}
public long getFlightAnimationInterval() {
return this.flightAnimationInterval;
}
public void setFlightAnimationInterval(final long flightAnimationInterval) {
this.flightAnimationInterval = flightAnimationInterval;
}
public long getLiftAnimationInterval() {
return this.liftAnimationInterval;
}
public void setLiftAnimationInterval(final long liftAnimationInterval) {
this.liftAnimationInterval = liftAnimationInterval;
}
public double getGrabRange() {
return this.grabRange;
}
public void setGrabRange(final double grabRange) {
this.grabRange = grabRange;
}
public double getSelectRange() {
return this.selectRange;
}
public void setSelectRange(final double selectRange) {
this.selectRange = selectRange;
}
public double getShootRange() {
return this.shootRange;
}
public void setShootRange(final double shootRange) {
this.shootRange = shootRange;
}
public double getDamage() {
return this.damage;
}
public void setDamage(final double damage) {
this.damage = damage;
}
public double getKnockback() {
return this.knockback;
}
public void setKnockback(final double knockback) {
this.knockback = knockback;
}
public double getKnockup() {
return this.knockup;
}
public void setKnockup(final double knockup) {
this.knockup = knockup;
}
public double getFlightSpeed() {
return this.flightSpeed;
}
public void setFlightSpeed(final double flightSpeed) {
this.flightSpeed = flightSpeed;
}
public double getGrabbedDistance() {
return this.grabbedDistance;
}
public void setGrabbedDistance(final double grabbedDistance) {
this.grabbedDistance = grabbedDistance;
}
public double getGrabDetectionRadius() {
return this.grabDetectionRadius;
}
public void setGrabDetectionRadius(final double grabDetectionRadius) {
this.grabDetectionRadius = grabDetectionRadius;
}
public double getFlightDetectionRadius() {
return this.flightDetectionRadius;
}
public void setFlightDetectionRadius(final double flightDetectionRadius) {
this.flightDetectionRadius = flightDetectionRadius;
}
public State getState() {
return this.state;
}
public void setState(final State state) {
this.state = state;
}
public Block getOrigin() {
return this.origin;
}
public void setOrigin(final Block origin) {
this.origin = origin;
}
public Location getDestination() {
return this.destination;
}
public void setDestination(final Location destination) {
this.destination = destination;
}
public ArrayList<Entity> getAffectedEntities() {
return this.affectedEntities;
}
public ArrayList<BlockRepresenter> getCurrentBlocks() {
return this.currentBlocks;
}
public ArrayList<TempBlock> getAffectedBlocks() {
return this.affectedBlocks;
}
public void setCooldown(final long cooldown) {
this.cooldown = cooldown;
}
public void setLocation(final Location location) {
this.location = location;
}
}