Saber-Factions/src/main/java/com/massivecraft/factions/util/SpiralTask.java

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package com.massivecraft.factions.util;
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import com.massivecraft.factions.FLocation;
import com.massivecraft.factions.FactionsPlugin;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.World;
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import java.util.logging.Level;
/*
* reference diagram, task should move in this pattern out from chunk 0 in the center.
* 8 [>][>][>][>][>] etc.
* [^][6][>][>][>][>][>][6]
* [^][^][4][>][>][>][4][v]
* [^][^][^][2][>][2][v][v]
* [^][^][^][^][0][v][v][v]
* [^][^][^][1][1][v][v][v]
* [^][^][3][<][<][3][v][v]
* [^][5][<][<][<][<][5][v]
* [7][<][<][<][<][<][<][7]
*/
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public abstract class SpiralTask implements Runnable {
// general task-related reference data
private transient World world = null;
private transient boolean readyToGo = false;
private transient int taskID = -1;
private transient int limit = 0;
// values for the spiral pattern routine
private transient int x = 0;
private transient int z = 0;
private transient boolean isZLeg = false;
private transient boolean isNeg = false;
private transient int length = -1;
private transient int current = 0;
@SuppressWarnings("LeakingThisInConstructor")
public SpiralTask(FLocation fLocation, int radius) {
// limit is determined based on spiral leg length for given radius; see insideRadius()
this.limit = (radius - 1) * 2;
this.world = Bukkit.getWorld(fLocation.getWorldName());
if (this.world == null) {
FactionsPlugin.getInstance().log(Level.WARNING, "[SpiralTask] A valid world must be specified!");
this.stop();
return;
}
this.x = (int) fLocation.getX();
this.z = (int) fLocation.getZ();
this.readyToGo = true;
// get this party started
this.setTaskID(Bukkit.getServer().getScheduler().scheduleSyncRepeatingTask(FactionsPlugin.getInstance(), this, 2, 2));
}
private static long now() {
return System.currentTimeMillis();
}
/*
* This is where the necessary work is done; you'll need to override this method with whatever you want
* done at each chunk in the spiral pattern.
* Return false if the entire task needs to be aborted, otherwise return true to continue.
*/
public abstract boolean work();
/*
* Returns an FLocation pointing at the current chunk X and Z values.
*/
public final FLocation currentFLocation() {
return new FLocation(world.getName(), x, z);
}
/*
* Returns a Location pointing at the current chunk X and Z values.
* note that the Location is at the corner of the chunk, not the center.
*/
public final Location currentLocation() {
return new Location(world, FLocation.chunkToBlock(x), 65.0, FLocation.chunkToBlock(z));
}
/*
* Returns current chunk X and Z values.
*/
public final int getX() {
return x;
}
/*
* Below are the guts of the class, which you normally wouldn't need to mess with.
*/
public final int getZ() {
return z;
}
public final void setTaskID(int ID) {
if (ID == -1) {
this.stop();
}
taskID = ID;
}
public final void run() {
if (!this.valid() || !readyToGo) {
return;
}
// this is set so it only does one iteration at a time, no matter how frequently the timer fires
readyToGo = false;
// make sure we're still inside the specified radius
if (!this.insideRadius()) {
return;
}
// track this to keep one iteration from dragging on too long and possibly choking the system
long loopStartTime = now();
// keep going until the task has been running for 20ms or more, then stop to take a breather
while (now() < loopStartTime + 20) {
// run the primary task on the current X/Z coordinates
if (!this.work()) {
this.finish();
return;
}
// move on to next chunk in spiral
if (!this.moveToNext()) {
return;
}
}
// ready for the next iteration to run
readyToGo = true;
}
// step through chunks in spiral pattern from center; returns false if we're done, otherwise returns true
public final boolean moveToNext() {
if (!this.valid()) {
return false;
}
// make sure we don't need to turn down the next leg of the spiral
if (current < length) {
current++;
// if we're outside the radius, we're done
if (!this.insideRadius()) {
return false;
}
} else { // one leg/side of the spiral down...
current = 0;
isZLeg ^= true;
// every second leg (between X and Z legs, negative or positive), length increases
if (isZLeg) {
isNeg ^= true;
length++;
}
}
// move one chunk further in the appropriate direction
if (isZLeg) {
z += (isNeg) ? -1 : 1;
} else {
x += (isNeg) ? -1 : 1;
}
return true;
}
public final boolean insideRadius() {
boolean inside = current < limit;
if (!inside) {
this.finish();
}
return inside;
}
// for successful completion
public void finish() {
// FactionsPlugin.getInstance().log("SpiralTask successfully completed!");
this.stop();
}
// we're done, whether finished or cancelled
public final void stop() {
if (!this.valid()) {
return;
}
readyToGo = false;
Bukkit.getServer().getScheduler().cancelTask(taskID);
taskID = -1;
}
// is this task still valid/workable?
public final boolean valid() {
return taskID != -1;
}
}