CircleOffsetAndLoopOperation class

Пакет: com.hypixel.hytale.builtin.buildertools.scriptedbrushes.operations.sequential.flowcontrol.loops

Файл: com/hypixel/hytale/builtin/buildertools/scriptedbrushes/operations/sequential/flowcontrol/loops/CircleOffsetAndLoopOperation.java

extends: SequenceBrushOperation

Поля (6)

МодификаторыТипИмя
final int MAX_REPETITIONS
return
int var1
int var2
double var3
Vector3i var5

Методы (8)

МодификаторыВозвратСигнатура
private int doubleToNearestIntint doubleToNearestInt(double var1)
for for(int var5 = 0; var5 < var1; var5++)
if if(this.rotateArg)
if if(this.flipArg)
if if(this.repetitionsRemaining == -1)
if if(this.numberOfCirclePointsArg > 100)
if if(this.repetitionsRemaining == 0)
abstract super super("Loop Previous And Set Offset In Circle", "Loops specified instructions and changes the offset after each loop in order to execute around a circle", false)

Исходный код

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class="kw">package com.hypixel.hytale.builtin.buildertools.scriptedbrushes.operations.sequential.flowcontrol.loops;

class="kw">import com.hypixel.hytale.builtin.buildertools.scriptedbrushes.BrushConfig;
class="kw">import com.hypixel.hytale.builtin.buildertools.scriptedbrushes.BrushConfigCommandExecutor;
class="kw">import com.hypixel.hytale.builtin.buildertools.scriptedbrushes.operations.system.SequenceBrushOperation;
class="kw">import com.hypixel.hytale.codec.Codec;
class="kw">import com.hypixel.hytale.codec.KeyedCodec;
class="kw">import com.hypixel.hytale.codec.builder.BuilderCodec;
class="kw">import com.hypixel.hytale.component.ComponentAccessor;
class="kw">import com.hypixel.hytale.component.Ref;
class="kw">import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
class="kw">import it.unimi.dsi.fastutil.objects.ObjectArrayList;
class="kw">import java.util.List;
class="kw">import javax.annotation.Nonnull;
class="kw">import org.joml.Vector3i;
class="kw">import org.joml.Vector3ic;

class="kw">public class CircleOffsetAndLoopOperation class="kw">extends SequenceBrushOperation {
   class="kw">public class="kw">static class="kw">final int MAX_REPETITIONS = 100;
   class="kw">public class="kw">static class="kw">final int IDLE_STATE = -1;
   class="kw">public class="kw">static class="kw">final double TWO_PI = Math.PI * 2;
   class="kw">public class="kw">static class="kw">final BuilderCodec<CircleOffsetAndLoopOperation> CODEC = BuilderCodec.builder(
         CircleOffsetAndLoopOperation.class, CircleOffsetAndLoopOperation::new
      )
      .append(new KeyedCodec<>("StoredIndexName", Codec.STRING), (var0, var1) -> var0.indexNameArg = var1, var0 -> var0.indexNameArg)
      .documentation("The name of the previously stored index to begin the loop at. Note: This can only be an index previous to the current.")
      .add()
      .<Integer>append(
         new KeyedCodec<>("NumberOfCirclePoints", Codec.INTEGER), (var0, var1) -> var0.numberOfCirclePointsArg = var1, var0 -> var0.numberOfCirclePointsArg
      )
      .documentation("The amount of equidistant points on the circle to loop at")
      .add()
      .<Integer>append(new KeyedCodec<>("CircleRadius", Codec.INTEGER), (var0, var1) -> var0.circleRadiusArg = var1, var0 -> var0.circleRadiusArg)
      .documentation("The radius of the circle")
      .add()
      .<Boolean>append(new KeyedCodec<>("FlipDirection", Codec.BOOLEAN, true), (var0, var1) -> var0.flipArg = var1, var0 -> var0.flipArg)
      .documentation("Whether to invert the direction of the circle. Useful for non-zero offset modifiers.")
      .add()
      .<Boolean>append(new KeyedCodec<>("RotateDirection", Codec.BOOLEAN, true), (var0, var1) -> var0.rotateArg = var1, var0 -> var0.rotateArg)
      .documentation("Whether to invert the direction of the circle. Useful for non-zero offset modifiers.")
      .add()
      .documentation("Loops specified instructions and changes the offset after each loop in order to execute around a circle")
      .build();
   @Nonnull
   class="kw">public String indexNameArg = "Undefined";
   @Nonnull
   class="kw">public Integer numberOfCirclePointsArg = 3;
   @Nonnull
   class="kw">public Integer circleRadiusArg = 5;
   class="kw">public boolean flipArg = false;
   class="kw">public boolean rotateArg = false;
   class="kw">private int repetitionsRemaining = -1;
   @Nonnull
   class="kw">private List<Vector3i> offsetsInCircle = new ObjectArrayList();
   @Nonnull
   class="kw">private class="kw">final Vector3i offsetWhenFirstReachedOperation = new Vector3i();
   @Nonnull
   class="kw">private class="kw">final Vector3i previousCircleOffset = new Vector3i();

   class="kw">public CircleOffsetAndLoopOperation() {
      super(
         "Loop Previous And Set Offset In Circle",
         "Loops specified instructions and changes the offset after each loop in order to execute around a circle",
         false
      );
   }

   @Override
   class="kw">public void resetInternalState() {
      this.repetitionsRemaining = -1;
      this.offsetsInCircle.clear();
      this.offsetWhenFirstReachedOperation.zero();
      this.previousCircleOffset.zero();
      int var1 = this.numberOfCirclePointsArg;
      int var2 = this.circleRadiusArg;
      double var3 = (Math.PI * 2) / var1;

      for (int var5 = 0; var5 < var1; var5++) {
         if (this.rotateArg) {
            this.offsetsInCircle
               .add(new Vector3i(this.doubleToNearestInt(var2 * Math.cos(var3 * var5)) * -1, 0, this.doubleToNearestInt(var2 * Math.sin(var3 * var5)) * -1));
         } else {
            this.offsetsInCircle
               .add(new Vector3i(this.doubleToNearestInt(var2 * Math.cos(var3 * var5)), 0, this.doubleToNearestInt(var2 * Math.sin(var3 * var5))));
         }
      }

      if (this.flipArg) {
         this.offsetsInCircle = this.offsetsInCircle.reversed();
      }
   }

   class="kw">private int doubleToNearestInt(double var1) {
      class="kw">return (int)Math.floor(var1 + 0.5);
   }

   @Override
   class="kw">public void modifyBrushConfig(
      @Nonnull Ref<EntityStore> var1, @Nonnull BrushConfig var2, @Nonnull BrushConfigCommandExecutor var3, @Nonnull ComponentAccessor<EntityStore> var4
   ) {
      if (this.repetitionsRemaining == -1) {
         this.resetInternalState();
         this.offsetWhenFirstReachedOperation.set(var2.getOriginOffset());
         if (this.numberOfCirclePointsArg > 100) {
            var2.setErrorFlag("Cannot have more than 100 repetitions");
            class="kw">return;
         }

         this.repetitionsRemaining = this.numberOfCirclePointsArg;
      }

      if (this.repetitionsRemaining == 0) {
         this.repetitionsRemaining = -1;
         var2.setOriginOffset(this.offsetWhenFirstReachedOperation);
      } else {
         Vector3i var5 = var2.getOriginOffset()
            .sub(this.previousCircleOffset)
            .add(new Vector3i((Vector3ic)this.offsetsInCircle.get(this.repetitionsRemaining - 1)));
         this.previousCircleOffset.set((Vector3ic)this.offsetsInCircle.get(this.repetitionsRemaining - 1));
         var2.setOriginOffset(var5);
         var3.loadOperatingIndex(this.indexNameArg, false);
         this.repetitionsRemaining--;
      }
   }
}