Factions3/src/com/massivecraft/factions/FLocation.java

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package com.massivecraft.factions;
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import java.util.HashSet;
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import java.util.LinkedHashSet;
import java.util.Set;
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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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import org.bukkit.block.Block;
import org.bukkit.entity.Player;
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import com.massivecraft.factions.util.MiscUtil;
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public class FLocation
{
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private String worldName = "world";
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private int x = 0;
private int z = 0;
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// TODO: It would be wise to ask yourself is there is a better solution to creating loads of new object
// This object is create many times.
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//----------------------------------------------//
// Constructors
//----------------------------------------------//
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public FLocation()
{
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}
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public FLocation(String worldName, int x, int z)
{
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this.worldName = worldName;
this.x = x;
this.z = z;
}
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public FLocation(Location location)
{
this( location.getWorld().getName(), blockToChunk(location.getBlockX()), blockToChunk(location.getBlockZ()) );
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}
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public FLocation(Player player)
{
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this(player.getLocation());
}
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public FLocation(FPlayer fplayer)
{
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this(fplayer.getPlayer());
}
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public FLocation(Block block)
{
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this(block.getLocation());
}
//----------------------------------------------//
// Getters and Setters
//----------------------------------------------//
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public String getWorldName()
{
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return worldName;
}
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public World getWorld()
{
return Bukkit.getWorld(worldName);
}
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public void setWorldName(String worldName)
{
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this.worldName = worldName;
}
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public long getX()
{
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return x;
}
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public void setX(int x)
{
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this.x = x;
}
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public long getZ()
{
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return z;
}
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public void setZ(int z)
{
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this.z = z;
}
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public String getCoordString()
{
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return ""+x+","+z;
}
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@Override
public String toString() {
return "["+this.getWorldName()+","+this.getCoordString()+"]";
}
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//----------------------------------------------//
// Block/Chunk/Region Value Transformation
//----------------------------------------------//
// bit-shifting is used because it's much faster than standard division and multiplication
public static int blockToChunk(int blockVal)
{ // 1 chunk is 16x16 blocks
return blockVal >> 4; // ">> 4" == "/ 16"
}
public static int blockToRegion(int blockVal)
{ // 1 region is 512x512 blocks
return blockVal >> 9; // ">> 9" == "/ 512"
}
public static int chunkToRegion(int chunkVal)
{ // 1 region is 32x32 chunks
return chunkVal >> 5; // ">> 5" == "/ 32"
}
public static int chunkToBlock(int chunkVal)
{
return chunkVal << 4; // "<< 4" == "* 16"
}
public static int regionToBlock(int regionVal)
{
return regionVal << 9; // "<< 9" == "* 512"
}
public static int regionToChunk(int regionVal)
{
return regionVal << 5; // "<< 5" == "* 32"
}
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//----------------------------------------------//
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// Misc Geometry
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//----------------------------------------------//
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public FLocation getRelative(int dx, int dz)
{
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return new FLocation(this.worldName, this.x + dx, this.z + dz);
}
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public double getDistanceTo(FLocation that)
{
double dx = that.x - this.x;
double dz = that.z - this.z;
return Math.sqrt(dx*dx+dz*dz);
}
//----------------------------------------------//
// Some Geometry
//----------------------------------------------//
public Set<FLocation> getCircle(double radius)
{
Set<FLocation> ret = new LinkedHashSet<FLocation>();
if (radius <= 0) return ret;
int xfrom = (int) Math.floor(this.x - radius);
int xto = (int) Math.ceil(this.x + radius);
int zfrom = (int) Math.floor(this.z - radius);
int zto = (int) Math.ceil(this.z + radius);
for (int x=xfrom; x<=xto; x++)
{
for (int z=zfrom; z<=zto; z++)
{
FLocation potential = new FLocation(this.worldName, x, z);
if (this.getDistanceTo(potential) <= radius)
{
ret.add(potential);
}
}
}
return ret;
}
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public static HashSet<FLocation> getArea(FLocation from, FLocation to)
{
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HashSet<FLocation> ret = new HashSet<FLocation>();
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for (long x : MiscUtil.range(from.getX(), to.getX()))
{
for (long z : MiscUtil.range(from.getZ(), to.getZ()))
{
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ret.add(new FLocation(from.getWorldName(), (int)x, (int)z));
}
}
return ret;
}
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//----------------------------------------------//
// Comparison
//----------------------------------------------//
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@Override
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public int hashCode()
{
// should be fast, with good range and few hash collisions: (x * 512) + z + worldName.hashCode
return (this.x << 9) + this.z + (this.worldName != null ? this.worldName.hashCode() : 0);
}
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@Override
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public boolean equals(Object obj)
{
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if (obj == this)
return true;
if (!(obj instanceof FLocation))
return false;
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FLocation that = (FLocation) obj;
return this.x == that.x && this.z == that.z && ( this.worldName==null ? that.worldName==null : this.worldName.equals(that.worldName) );
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}
}