2012-03-13 11:54:51 +01:00
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package com.massivecraft.factions.util;
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2014-04-04 20:55:21 +02:00
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import com.massivecraft.factions.FLocation;
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2019-09-14 21:13:01 +02:00
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import com.massivecraft.factions.FactionsPlugin;
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2012-03-13 11:54:51 +01:00
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import org.bukkit.Bukkit;
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import org.bukkit.Location;
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import org.bukkit.World;
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2014-04-04 20:55:21 +02:00
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import java.util.logging.Level;
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2012-03-13 11:54:51 +01:00
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/*
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* reference diagram, task should move in this pattern out from chunk 0 in the center.
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* 8 [>][>][>][>][>] etc.
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* [^][6][>][>][>][>][>][6]
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* [^][^][4][>][>][>][4][v]
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* [^][^][^][2][>][2][v][v]
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* [^][^][^][^][0][v][v][v]
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* [^][^][^][1][1][v][v][v]
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* [^][^][3][<][<][3][v][v]
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* [^][5][<][<][<][<][5][v]
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* [7][<][<][<][<][<][<][7]
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*/
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2014-04-04 20:55:21 +02:00
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public abstract class SpiralTask implements Runnable {
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2014-08-05 17:17:27 +02:00
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2019-09-15 11:02:53 +02:00
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// general task-related reference data
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private transient World world = null;
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private transient boolean readyToGo = false;
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private transient int taskID = -1;
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private transient int limit = 0;
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// values for the spiral pattern routine
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private transient int x = 0;
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private transient int z = 0;
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private transient boolean isZLeg = false;
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private transient boolean isNeg = false;
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private transient int length = -1;
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private transient int current = 0;
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@SuppressWarnings("LeakingThisInConstructor")
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public SpiralTask(FLocation fLocation, int radius) {
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// limit is determined based on spiral leg length for given radius; see insideRadius()
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this.limit = (radius - 1) * 2;
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this.world = Bukkit.getWorld(fLocation.getWorldName());
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if (this.world == null) {
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FactionsPlugin.getInstance().log(Level.WARNING, "[SpiralTask] A valid world must be specified!");
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this.stop();
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return;
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}
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this.x = (int) fLocation.getX();
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this.z = (int) fLocation.getZ();
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this.readyToGo = true;
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// get this party started
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this.setTaskID(Bukkit.getServer().getScheduler().scheduleSyncRepeatingTask(FactionsPlugin.getInstance(), this, 2, 2));
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}
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private static long now() {
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return System.currentTimeMillis();
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}
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/*
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* This is where the necessary work is done; you'll need to override this method with whatever you want
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* done at each chunk in the spiral pattern.
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* Return false if the entire task needs to be aborted, otherwise return true to continue.
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*/
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public abstract boolean work();
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/*
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* Returns an FLocation pointing at the current chunk X and Z values.
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*/
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public final FLocation currentFLocation() {
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return new FLocation(world.getName(), x, z);
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}
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/*
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* Returns a Location pointing at the current chunk X and Z values.
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* note that the Location is at the corner of the chunk, not the center.
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*/
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public final Location currentLocation() {
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return new Location(world, FLocation.chunkToBlock(x), 65.0, FLocation.chunkToBlock(z));
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}
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/*
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* Returns current chunk X and Z values.
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*/
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public final int getX() {
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return x;
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}
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/*
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* Below are the guts of the class, which you normally wouldn't need to mess with.
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*/
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public final int getZ() {
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return z;
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}
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public final void setTaskID(int ID) {
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if (ID == -1) {
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this.stop();
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}
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taskID = ID;
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}
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public final void run() {
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if (!this.valid() || !readyToGo) {
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return;
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}
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// this is set so it only does one iteration at a time, no matter how frequently the timer fires
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readyToGo = false;
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// make sure we're still inside the specified radius
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if (!this.insideRadius()) {
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return;
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}
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// track this to keep one iteration from dragging on too long and possibly choking the system
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long loopStartTime = now();
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// keep going until the task has been running for 20ms or more, then stop to take a breather
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while (now() < loopStartTime + 20) {
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// run the primary task on the current X/Z coordinates
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if (!this.work()) {
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this.finish();
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return;
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}
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// move on to next chunk in spiral
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if (!this.moveToNext()) {
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return;
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}
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}
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// ready for the next iteration to run
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readyToGo = true;
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}
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// step through chunks in spiral pattern from center; returns false if we're done, otherwise returns true
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public final boolean moveToNext() {
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if (!this.valid()) {
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return false;
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}
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// make sure we don't need to turn down the next leg of the spiral
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if (current < length) {
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current++;
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// if we're outside the radius, we're done
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if (!this.insideRadius()) {
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return false;
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}
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} else { // one leg/side of the spiral down...
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current = 0;
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isZLeg ^= true;
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// every second leg (between X and Z legs, negative or positive), length increases
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if (isZLeg) {
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isNeg ^= true;
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length++;
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}
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}
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// move one chunk further in the appropriate direction
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if (isZLeg) {
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z += (isNeg) ? -1 : 1;
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} else {
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x += (isNeg) ? -1 : 1;
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}
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return true;
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}
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public final boolean insideRadius() {
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boolean inside = current < limit;
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if (!inside) {
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this.finish();
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}
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return inside;
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}
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// for successful completion
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public void finish() {
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2019-09-14 21:13:01 +02:00
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// FactionsPlugin.getInstance().log("SpiralTask successfully completed!");
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2019-09-15 11:02:53 +02:00
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this.stop();
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}
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// we're done, whether finished or cancelled
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public final void stop() {
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if (!this.valid()) {
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return;
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}
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readyToGo = false;
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Bukkit.getServer().getScheduler().cancelTask(taskID);
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taskID = -1;
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}
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// is this task still valid/workable?
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public final boolean valid() {
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return taskID != -1;
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}
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2012-03-13 11:54:51 +01:00
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}
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