forked from SteamWar/SteamWar
Give the rebuildable reward designs unique touches
Rewards whose look the basic designs can build now carry a touch the builder cannot make: bursts on jumping, landing or sneaking, footprints, a line to nearby players with the same reward, a December extra, aimed enchanting glyphs, a heartbeat, a jump-beat wing or an orbiting shape. BodyMotion tracks the jump, land and sneak events the touches react to.
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/*
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* This file is a part of the SteamWar software.
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*
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* Copyright (C) 2026 SteamWar.de-Serverteam
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package de.steamwar.lobby.particle.elements.touch;
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import de.steamwar.lobby.particle.ParticleElement;
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import de.steamwar.lobby.particle.ParticleTickData;
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import de.steamwar.lobby.particle.elements.DelegatingParticleElement;
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import org.bukkit.Location;
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// A flat ring of points around the location, all at once, for bursts
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public class Ring extends DelegatingParticleElement {
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private final double radius;
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private final int points;
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public Ring(ParticleElement particleElement, double radius, int points) {
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super(particleElement);
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this.radius = radius;
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this.points = points;
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}
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@Override
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public void tick(ParticleTickData particleTickData) {
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Location center = particleTickData.getLocation();
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for (int i = 0; i < points; i++) {
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double angle = 2 * Math.PI * i / points;
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particleElement.tick(particleTickData.withLocation(center.clone().add(Math.cos(angle) * radius, 0, Math.sin(angle) * radius)));
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}
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}
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}
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