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.BodyMotion;
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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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import org.bukkit.entity.Player;
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import org.bukkit.util.Vector;
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import java.util.HashMap;
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import java.util.Map;
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import java.util.WeakHashMap;
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// A line of particles between nearby players who show the same reward. Each pair is drawn by only one of them.
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public class TeamLink extends DelegatingParticleElement {
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private static final double RANGE = 8;
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private static final double SPACING = 0.5;
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private static final double CHEST = 1.2;
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// Per reward, who showed it in which tick
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private static final Map<String, Map<Player, Long>> SHOWING = new HashMap<>();
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private final String reward;
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public TeamLink(String reward, ParticleElement particleElement) {
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super(particleElement);
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this.reward = reward;
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}
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@Override
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public void tick(ParticleTickData particleTickData) {
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Player player = particleTickData.getPlayer();
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long now = BodyMotion.currentTick();
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Map<Player, Long> showing = SHOWING.computeIfAbsent(reward, key -> new WeakHashMap<>());
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showing.put(player, now);
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Location from = player.getLocation().add(0, CHEST, 0);
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for (Map.Entry<Player, Long> other : showing.entrySet()) {
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Player partner = other.getKey();
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// Still showing it, and drawn by the player with the smaller id only
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if (partner == player || other.getValue() < now - 1 || player.getUniqueId().compareTo(partner.getUniqueId()) > 0) continue;
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Location to = partner.getLocation().add(0, CHEST, 0);
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if (to.getWorld() != from.getWorld() || to.distanceSquared(from) > RANGE * RANGE) continue;
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Vector step = to.toVector().subtract(from.toVector());
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int points = (int) Math.ceil(step.length() / SPACING);
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step.multiply(1.0 / points);
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for (int i = 1; i < points; i++) {
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particleElement.tick(particleTickData.withLocation(from.clone().add(step.clone().multiply(i))));
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}
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}
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}
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}
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