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package com.massivecraft.factions.task ;
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import java.util.logging.Level ;
import org.bukkit.Bukkit ;
import org.bukkit.Location ;
import org.bukkit.World ;
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import com.massivecraft.factions.Factions ;
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import com.massivecraft.mcore.ps.PS ;
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/ *
* 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 ]
* /
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 ;
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// @SuppressWarnings("LeakingThisInConstructor") This actually triggers a warning in Eclipse xD Could we find another way to suppress the error please? :)
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public SpiralTask ( PS chunk , int radius )
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{
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chunk = chunk . getChunk ( true ) ;
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// limit is determined based on spiral leg length for given radius; see insideRadius()
this . limit = ( radius - 1 ) * 2 ;
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this . world = Bukkit . getWorld ( chunk . getWorld ( ) ) ;
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if ( this . world = = null )
{
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Factions . get ( ) . log ( Level . WARNING , " [SpiralTask] A valid world must be specified! " ) ;
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this . stop ( ) ;
return ;
}
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this . x = ( int ) chunk . getChunkX ( ) ;
this . z = ( int ) chunk . getChunkZ ( ) ;
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this . readyToGo = true ;
// get this party started
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this . setTaskID ( Bukkit . getServer ( ) . getScheduler ( ) . scheduleSyncRepeatingTask ( Factions . get ( ) , this , 2 , 2 ) ) ;
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}
/ *
* 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 ( ) ;
/ *
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* Returns a PS pointing at the current chunk X and Z values .
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* /
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public final PS currentChunk ( )
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{
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return PS . valueOf ( this . world . getName ( ) , null , null , null , null , null , null , this . x , this . z , null , null , null , null , null ) ;
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}
/ *
* 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 ( )
{
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return new Location ( world , this . x * 16 , 65 . 0 , this . z * 16 ) ;
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}
/ *
* Returns current chunk X and Z values .
* /
public final int getX ( )
{
return x ;
}
public final int getZ ( )
{
return z ;
}
/ *
* Below are the guts of the class , which you normally wouldn ' t need to mess with .
* /
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 ( )
{
// P.p.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 ;
}
private static long now ( )
{
return System . currentTimeMillis ( ) ;
}
}