forked from SteamWar/SteamWar
Both wing designs can colour their points from the spine to the tips instead of changing colour over time, and a sparkle setting shows only a share of the points each tick, which also lowers their cost. The angel and phoenix drawn shapes are removed.
96 lines
3.1 KiB
Java
96 lines
3.1 KiB
Java
/*
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* This file is a part of the SteamWar software.
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*
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* Copyright (C) 2025 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;
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import lombok.AllArgsConstructor;
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import lombok.Getter;
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import lombok.RequiredArgsConstructor;
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import org.bukkit.Location;
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import org.bukkit.World;
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import org.bukkit.entity.Player;
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import java.util.List;
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@RequiredArgsConstructor
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@AllArgsConstructor
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@Getter
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public class ParticleTickData {
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private final World world;
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private final Player player;
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private Location location;
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private final double deg;
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private final boolean isMoving;
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private final List<Player> viewers;
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private boolean onlySelf = false;
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private boolean onlyOthers = false;
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// Set for entries placed relative to the body, null for world placement
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private BodyFrame frame;
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// Where a point sits along its shape, from 0 to 1; when set, gradients colour by it instead of by time
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private Double shade;
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public ParticleTickData withLocation(Location location) {
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ParticleTickData particleTickData = copy();
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particleTickData.location = location;
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return particleTickData;
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}
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public ParticleTickData withFrame(BodyFrame frame) {
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ParticleTickData particleTickData = copy();
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particleTickData.frame = frame;
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particleTickData.location = frame.getOrigin().clone();
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return particleTickData;
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}
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public ParticleTickData withShade(double shade) {
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ParticleTickData particleTickData = copy();
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particleTickData.shade = shade;
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return particleTickData;
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}
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// The gradient position for this tick: along the shape when a shade is set, otherwise moving with time
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public double gradientPosition() {
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return shade != null ? Math.min(shade, 0.9999) * 360 : (deg * 10) % 360;
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}
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public ParticleTickData onlySelf() {
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ParticleTickData particleTickData = copy();
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particleTickData.onlySelf = true;
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return particleTickData;
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}
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public ParticleTickData onlyOthers() {
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ParticleTickData particleTickData = copy();
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particleTickData.onlyOthers = true;
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return particleTickData;
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}
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public Location getLocation() {
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if (location == null) {
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return player.getLocation();
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}
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return location;
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}
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public ParticleTickData copy() {
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return new ParticleTickData(world, player, location, deg, isMoving, viewers, onlySelf, onlyOthers, frame, shade);
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}
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}
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