Added code for making sheep jump. Can be toggled with DiscoParty.doJump. Default Y velocity applied can be set with defaultSheepJump. Sheep jump at same time as they would launch fireworks. TODO: tune jump velocity to make it look natural.

This commit is contained in:
RangerMauve 2013-07-12 08:09:07 -04:00
parent 3fc5d4ae2b
commit 3e06213fc5

View File

@ -1,253 +1,268 @@
package gibstick.bukkit.discosheep; package gibstick.bukkit.discosheep;
import java.util.ArrayList; import java.util.ArrayList;
import java.util.List; import java.util.List;
import java.util.Random; import java.util.Random;
import org.bukkit.Color; import org.bukkit.Color;
import org.bukkit.DyeColor; import org.bukkit.DyeColor;
import org.bukkit.Location; import org.bukkit.Location;
import org.bukkit.Sound; import org.bukkit.Sound;
import org.bukkit.World; import org.bukkit.World;
import org.bukkit.entity.EntityType; import org.bukkit.entity.EntityType;
import org.bukkit.entity.Firework; import org.bukkit.entity.Firework;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import org.bukkit.entity.Sheep; import org.bukkit.entity.Sheep;
import org.bukkit.FireworkEffect; import org.bukkit.FireworkEffect;
import org.bukkit.FireworkEffect.Builder; import org.bukkit.FireworkEffect.Builder;
import org.bukkit.inventory.meta.FireworkMeta; import org.bukkit.inventory.meta.FireworkMeta;
import org.bukkit.util.Vector;
/**
* /**
* @author Georgiy *
*/ * @author Georgiy
public class DiscoParty { */
public class DiscoParty {
private DiscoSheep ds;
private Player player; private DiscoSheep ds;
private ArrayList<Sheep> sheepList = new ArrayList<Sheep>(); private Player player;
private int duration, frequency = 20; private ArrayList<Sheep> sheepList = new ArrayList<Sheep>();
private int numSheep = 5; private int duration, frequency = 20;
static int defaultDuration = 300; // ticks for entire party private int numSheep = 5;
static int defaultPeriod = 10; // ticks per state change static int defaultDuration = 300; // ticks for entire party
static int defaultRadius = 5; static int defaultPeriod = 10; // ticks per state change
static int defaultSheep = 10; static int defaultRadius = 5;
static int maxDuration = 2400; // 120 seconds static int defaultSheep = 10;
static int maxSheep = 100; static float defaultSheepJump = 0.5f;
static int maxRadius = 100; static int maxDuration = 2400; // 120 seconds
static int minPeriod = 5; // 0.25 seconds static int maxSheep = 100;
static int maxPeriod = 40; // 2.0 seconds static int maxRadius = 100;
private boolean doFireworks = false; static int minPeriod = 5; // 0.25 seconds
private int state = 0; static int maxPeriod = 40; // 2.0 seconds
private DiscoUpdater updater; private boolean doFireworks = false;
private static final DyeColor[] discoColours = { private boolean doJump = true;
DyeColor.RED, private int state = 0;
DyeColor.ORANGE, private DiscoUpdater updater;
DyeColor.YELLOW, private static final DyeColor[] discoColours = {
DyeColor.GREEN, DyeColor.RED,
DyeColor.BLUE, DyeColor.ORANGE,
DyeColor.LIGHT_BLUE, DyeColor.YELLOW,
DyeColor.PINK, DyeColor.GREEN,
DyeColor.MAGENTA, DyeColor.BLUE,
DyeColor.LIME, DyeColor.LIGHT_BLUE,
DyeColor.CYAN, DyeColor.PINK,
DyeColor.PURPLE DyeColor.MAGENTA,
}; DyeColor.LIME,
DyeColor.CYAN,
public DiscoParty(DiscoSheep parent, Player player) { DyeColor.PURPLE
this.ds = parent; };
this.player = player;
} public DiscoParty(DiscoSheep parent, Player player) {
this.ds = parent;
List<Sheep> getSheep() { this.player = player;
return sheepList; }
}
List<Sheep> getSheep() {
void spawnSheep(World world, Location loc) { return sheepList;
Sheep newSheep = (Sheep) world.spawnEntity(loc, EntityType.SHEEP); }
newSheep.setMaxHealth(10000);
newSheep.setHealth(10000); void spawnSheep(World world, Location loc) {
newSheep.setColor(discoColours[(int) Math.round(Math.random() * (discoColours.length - 1))]); Sheep newSheep = (Sheep) world.spawnEntity(loc, EntityType.SHEEP);
newSheep.setTarget(player); newSheep.setMaxHealth(10000);
newSheep.setBreed(false); newSheep.setHealth(10000);
getSheep().add(newSheep); newSheep.setColor(discoColours[(int) Math.round(Math.random() * (discoColours.length - 1))]);
} newSheep.setTarget(player);
newSheep.setBreed(false);
// Spawn some number of sheep next to given player getSheep().add(newSheep);
void spawnSheep(int num, int sheepSpawnRadius) { }
Location loc;
World world = player.getWorld(); // Spawn some number of sheep next to given player
void spawnSheep(int num, int sheepSpawnRadius) {
for (int i = 0; i < num; i++) { Location loc;
double x, y, z; World world = player.getWorld();
// random x and z coordinates within a 5 block radius for (int i = 0; i < num; i++) {
// safe y-coordinate double x, y, z;
x = -sheepSpawnRadius + (Math.random() * ((sheepSpawnRadius * 2) + 1)) + player.getLocation().getX();
z = -sheepSpawnRadius + (Math.random() * ((sheepSpawnRadius * 2) + 1)) + player.getLocation().getZ(); // random x and z coordinates within a 5 block radius
y = world.getHighestBlockYAt((int) x, (int) z); // safe y-coordinate
loc = new Location(world, x, y, z); x = -sheepSpawnRadius + (Math.random() * ((sheepSpawnRadius * 2) + 1)) + player.getLocation().getX();
spawnSheep(world, loc); z = -sheepSpawnRadius + (Math.random() * ((sheepSpawnRadius * 2) + 1)) + player.getLocation().getZ();
} y = world.getHighestBlockYAt((int) x, (int) z);
} loc = new Location(world, x, y, z);
spawnSheep(world, loc);
// Mark all sheep in the sheep array for removal, then clear the array }
void removeAllSheep() { }
for (Sheep sheep : getSheep()) {
sheep.setHealth(0); // Mark all sheep in the sheep array for removal, then clear the array
sheep.remove(); void removeAllSheep() {
} for (Sheep sheep : getSheep()) {
getSheep().clear(); sheep.setHealth(0);
} sheep.remove();
}
// Set a random colour for all sheep in array getSheep().clear();
void randomizeSheepColour(Sheep sheep) { }
sheep.setColor(discoColours[(int) Math.round(Math.random() * (discoColours.length - 1))]);
} // Set a random colour for all sheep in array
void randomizeSheepColour(Sheep sheep) {
private Color getColor(int i) { sheep.setColor(discoColours[(int) Math.round(Math.random() * (discoColours.length - 1))]);
Color c = null; }
if (i == 1) {
c = Color.AQUA; void jumpSheep(Sheep sheep) {
} Vector orgVel = sheep.getVelocity();
if (i == 2) { Vector newVel = (new Vector()).copy(orgVel);
c = Color.BLACK; newVel.add(new Vector(0, defaultSheepJump, 0));
} sheep.setVelocity(newVel);
if (i == 3) { }
c = Color.BLUE;
} private Color getColor(int i) {
if (i == 4) { Color c = null;
c = Color.FUCHSIA; if (i == 1) {
} c = Color.AQUA;
if (i == 5) { }
c = Color.GRAY; if (i == 2) {
} c = Color.BLACK;
if (i == 6) { }
c = Color.GREEN; if (i == 3) {
} c = Color.BLUE;
if (i == 7) { }
c = Color.LIME; if (i == 4) {
} c = Color.FUCHSIA;
if (i == 8) { }
c = Color.MAROON; if (i == 5) {
} c = Color.GRAY;
if (i == 9) { }
c = Color.NAVY; if (i == 6) {
} c = Color.GREEN;
if (i == 10) { }
c = Color.OLIVE; if (i == 7) {
} c = Color.LIME;
if (i == 11) { }
c = Color.ORANGE; if (i == 8) {
} c = Color.MAROON;
if (i == 12) { }
c = Color.PURPLE; if (i == 9) {
} c = Color.NAVY;
if (i == 13) { }
c = Color.RED; if (i == 10) {
} c = Color.OLIVE;
if (i == 14) { }
c = Color.SILVER; if (i == 11) {
} c = Color.ORANGE;
if (i == 15) { }
c = Color.TEAL; if (i == 12) {
} c = Color.PURPLE;
if (i == 16) { }
c = Color.WHITE; if (i == 13) {
} c = Color.RED;
if (i == 17) { }
c = Color.YELLOW; if (i == 14) {
} c = Color.SILVER;
}
return c; if (i == 15) {
} c = Color.TEAL;
}
void updateAllSheep() { if (i == 16) {
for (Sheep sheep : getSheep()) { c = Color.WHITE;
randomizeSheepColour(sheep); }
if (doFireworks && state % 8 == 0) { if (i == 17) {
spawnRandomFireworkAtSheep(sheep); c = Color.YELLOW;
} }
}
} return c;
}
void playSounds() {
player.playSound(player.getLocation(), Sound.NOTE_BASS_DRUM, 1.0f, 1.0f); void updateAllSheep() {
if (this.state % 2 == 0) { for (Sheep sheep : getSheep()) {
player.playSound(player.getLocation(), Sound.NOTE_SNARE_DRUM, 1.0f, 1.0f); randomizeSheepColour(sheep);
} if (state % 8 == 0) { // HA HA IT LOOKS LIKE A PENIS
if (this.state % 4 == 0) { if (doFireworks) {
player.playSound(player.getLocation(), Sound.NOTE_STICKS, 1.0f, 1.0f); spawnRandomFireworkAtSheep(sheep);
} }
player.playSound(player.getLocation(), Sound.BURP, 0.5f, (float) Math.random() + 1); if(doJump){
} jumpSheep(sheep);
}
void randomizeFirework(Firework firework) { }
Random r = new Random(); }
Builder effect = FireworkEffect.builder(); }
FireworkMeta meta = firework.getFireworkMeta();
void playSounds() {
// construct [1, 3] random colours player.playSound(player.getLocation(), Sound.NOTE_BASS_DRUM, 1.0f, 1.0f);
int numColours = r.nextInt(3) + 1; if (this.state % 2 == 0) {
Color[] colourArray = new Color[numColours]; player.playSound(player.getLocation(), Sound.NOTE_SNARE_DRUM, 1.0f, 1.0f);
for (int i = 0; i < numColours; i++) { }
colourArray[i] = getColor(r.nextInt(17) + 1); if (this.state % 4 == 0) {
} player.playSound(player.getLocation(), Sound.NOTE_STICKS, 1.0f, 1.0f);
}
// randomize effects player.playSound(player.getLocation(), Sound.BURP, 0.5f, (float) Math.random() + 1);
effect.withColor(colourArray); }
effect.flicker(r.nextDouble() < 0.5);
effect.trail(r.nextDouble() < 0.5); void randomizeFirework(Firework firework) {
effect.with(FireworkEffect.Type.values()[r.nextInt(FireworkEffect.Type.values().length)]); Random r = new Random();
Builder effect = FireworkEffect.builder();
// set random effect and randomize power FireworkMeta meta = firework.getFireworkMeta();
meta.addEffect(effect.build());
meta.setPower(r.nextInt(2)); // construct [1, 3] random colours
int numColours = r.nextInt(3) + 1;
// apply it to the given firework Color[] colourArray = new Color[numColours];
firework.setFireworkMeta(meta); for (int i = 0; i < numColours; i++) {
} colourArray[i] = getColor(r.nextInt(17) + 1);
}
void spawnRandomFireworkAtSheep(Sheep sheep) {
Firework firework = (Firework) sheep.getWorld().spawnEntity(sheep.getEyeLocation(), EntityType.FIREWORK); // randomize effects
randomizeFirework(firework); effect.withColor(colourArray);
} effect.flicker(r.nextDouble() < 0.5);
effect.trail(r.nextDouble() < 0.5);
void update() { effect.with(FireworkEffect.Type.values()[r.nextInt(FireworkEffect.Type.values().length)]);
if (duration > 0) {
updateAllSheep(); // set random effect and randomize power
playSounds(); meta.addEffect(effect.build());
duration -= frequency; meta.setPower(r.nextInt(2));
this.scheduleUpdate();
this.state++; // apply it to the given firework
} else { firework.setFireworkMeta(meta);
this.stopDisco(); }
}
} void spawnRandomFireworkAtSheep(Sheep sheep) {
Firework firework = (Firework) sheep.getWorld().spawnEntity(sheep.getEyeLocation(), EntityType.FIREWORK);
void scheduleUpdate() { randomizeFirework(firework);
updater = new DiscoUpdater(this); }
updater.runTaskLater(ds, this.frequency);
} void update() {
if (duration > 0) {
void startDisco(int duration, int sheepAmount, int radius, int frequency, boolean fireworks) { updateAllSheep();
if (this.duration > 0) { playSounds();
stopDisco(); duration -= frequency;
} this.scheduleUpdate();
this.doFireworks = fireworks; this.state++;
this.spawnSheep(sheepAmount, radius); } else {
this.frequency = frequency; this.stopDisco();
this.duration = duration; }
this.scheduleUpdate(); }
ds.getPartyMap().put(this.player.getName(), this);
} void scheduleUpdate() {
updater = new DiscoUpdater(this);
void stopDisco() { updater.runTaskLater(ds, this.frequency);
removeAllSheep(); }
this.duration = 0;
if (updater != null) { void startDisco(int duration, int sheepAmount, int radius, int frequency, boolean fireworks) {
updater.cancel(); if (this.duration > 0) {
} stopDisco();
updater = null; }
ds.getPartyMap().remove(this.player.getName()); this.doFireworks = fireworks;
} this.spawnSheep(sheepAmount, radius);
} this.frequency = frequency;
this.duration = duration;
this.scheduleUpdate();
ds.getPartyMap().put(this.player.getName(), this);
}
void stopDisco() {
removeAllSheep();
this.duration = 0;
if (updater != null) {
updater.cancel();
}
updater = null;
ds.getPartyMap().remove(this.player.getName());
}
}