/* * This file is a part of the SteamWar software. * * Copyright (C) 2025 SteamWar.de-Serverteam * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with this program. If not, see . */ package de.steamwar.lobby.particle.elements.touch; import de.steamwar.lobby.particle.BodyMotion; import de.steamwar.lobby.particle.ParticleElement; import de.steamwar.lobby.particle.ParticleTickData; import de.steamwar.lobby.particle.elements.DelegatingParticleElement; import org.bukkit.Location; import org.bukkit.entity.Player; import org.bukkit.util.Vector; import java.util.HashMap; import java.util.Map; import java.util.WeakHashMap; // A line of particles between nearby players who show the same link. It starts in one player's particle and blends // into the other's towards them. Each pair is drawn by only one of them. public class TeamLink extends DelegatingParticleElement { public static final double RANGE = 8; private static final double CHEST = 1.2; // Spreads the blend evenly along the line, so it does not flicker from tick to tick private static final double GOLDEN_RATIO = 0.6180339887; private record Showing(long tick, ParticleElement particle) { } // Per link, who showed it in which tick with which particle private static final Map> SHOWING = new HashMap<>(); private final String link; private final double spacing; public TeamLink(String link, ParticleElement particleElement, double spacing) { super(particleElement); this.link = link; this.spacing = spacing; } @Override public void tick(ParticleTickData particleTickData) { Player player = particleTickData.getPlayer(); long now = BodyMotion.currentTick(); Map showing = SHOWING.computeIfAbsent(link, key -> new WeakHashMap<>()); showing.put(player, new Showing(now, particleElement)); Location from = player.getLocation().add(0, CHEST, 0); for (Map.Entry other : showing.entrySet()) { Player partner = other.getKey(); // Still showing it, and drawn by the player with the smaller id only if (partner == player || other.getValue().tick() < now - 1 || player.getUniqueId().compareTo(partner.getUniqueId()) > 0) continue; Location to = partner.getLocation().add(0, CHEST, 0); if (to.getWorld() != from.getWorld() || to.distanceSquared(from) > RANGE * RANGE) continue; Vector step = to.toVector().subtract(from.toVector()); int points = (int) Math.ceil(step.length() / spacing); step.multiply(1.0 / points); for (int i = 1; i < points; i++) { double towardsPartner = (double) i / points; ParticleElement particle = (i * GOLDEN_RATIO) % 1 < towardsPartner ? other.getValue().particle() : particleElement; particle.tick(particleTickData.withLocation(from.clone().add(step.clone().multiply(i)))); } } } }