Remove LazyLocation and declare that Tasks are not Utils.
This commit is contained in:
@ -1,24 +0,0 @@
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package com.massivecraft.factions.util;
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import com.massivecraft.factions.ConfServer;
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import com.massivecraft.factions.FPlayerColl;
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import com.massivecraft.factions.Factions;
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public class AutoLeaveTask implements Runnable
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{
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double rate;
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public AutoLeaveTask()
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{
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this.rate = ConfServer.autoLeaveRoutineRunsEveryXMinutes;
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}
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public void run()
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{
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FPlayerColl.get().autoLeaveOnInactivityRoutine();
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// maybe setting has been changed? if so, restart task at new rate
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if (this.rate != ConfServer.autoLeaveRoutineRunsEveryXMinutes)
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Factions.get().startAutoLeaveTask(true);
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}
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}
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@ -1,31 +0,0 @@
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package com.massivecraft.factions.util;
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import com.massivecraft.factions.ConfServer;
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import com.massivecraft.factions.FactionColl;
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import com.massivecraft.factions.Factions;
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public class EconLandRewardTask implements Runnable
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{
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double rate;
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public EconLandRewardTask()
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{
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this.rate = ConfServer.econLandRewardTaskRunsEveryXMinutes;
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}
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@Override
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public void run()
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{
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FactionColl.get().econLandRewardRoutine();
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// TODO: This technique is TPS dependent and wrong.
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// Instead of restarting a TPS dependent task the task should poll every once in a while for the system millis.
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// With such a setup the need for restarts are gone.
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// maybe setting has been changed? if so, restart task at new rate
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if (this.rate != ConfServer.econLandRewardTaskRunsEveryXMinutes)
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{
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Factions.get().startEconLandRewardTask(true);
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}
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}
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}
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@ -1,107 +0,0 @@
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package com.massivecraft.factions.util;
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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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/*
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* This class provides a lazy-load Location, so that World doesn't need to be initialized
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* yet when an object of this class is created, only when the Location is first accessed.
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*/
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public class LazyLocation
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{
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private Location location = null;
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private String worldName;
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private double x;
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private double y;
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private double z;
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private float pitch;
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private float yaw;
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public LazyLocation(Location loc)
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{
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setLocation(loc);
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}
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public LazyLocation(final String worldName, final double x, final double y, final double z)
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{
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this(worldName, x, y, z, 0, 0);
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}
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public LazyLocation(final String worldName, final double x, final double y, final double z, final float yaw, final float pitch)
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{
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this.worldName = worldName;
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this.x = x;
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this.y = y;
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this.z = z;
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this.yaw = yaw;
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this.pitch = pitch;
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}
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// This returns the actual Location
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public final Location getLocation()
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{
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// make sure Location is initialized before returning it
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initLocation();
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return location;
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}
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// change the Location
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public final void setLocation(Location loc)
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{
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this.location = loc;
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this.worldName = loc.getWorld().getName();
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this.x = loc.getX();
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this.y = loc.getY();
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this.z = loc.getZ();
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this.yaw = loc.getYaw();
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this.pitch = loc.getPitch();
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}
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// This initializes the Location
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private void initLocation()
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{
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// if location is already initialized, simply return
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if (location != null) return;
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// get World; hopefully it's initialized at this point
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World world = Bukkit.getWorld(worldName);
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if (world == null) return;
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// store the Location for future calls, and pass it on
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location = new Location(world, x, y, z, yaw, pitch);
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}
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public final String getWorldName()
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{
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return worldName;
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}
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public final double getX()
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{
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return x;
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}
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public final double getY()
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{
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return y;
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}
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public final double getZ()
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{
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return z;
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}
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public final double getPitch()
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{
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return pitch;
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}
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public final double getYaw()
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{
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return yaw;
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}
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}
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@ -1,216 +0,0 @@
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package com.massivecraft.factions.util;
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import java.util.logging.Level;
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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 com.massivecraft.factions.Factions;
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import com.massivecraft.mcore.ps.PS;
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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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public abstract class SpiralTask implements Runnable
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{
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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") 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()
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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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{
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Factions.get().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)chunk.getChunkX();
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this.z = (int)chunk.getChunkZ();
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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(Factions.get(), this, 2, 2));
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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 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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}
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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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{
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return new Location(world, this.x * 16, 65.0, this.z * 16);
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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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{
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return x;
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}
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public final int getZ()
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{
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return z;
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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 void setTaskID(int ID)
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{
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if (ID == -1)
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this.stop();
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taskID = ID;
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}
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public final void run()
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{
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if (!this.valid() || !readyToGo) return;
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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()) return;
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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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{
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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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{
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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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// 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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{
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if ( ! this.valid()) return false;
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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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{
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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()) return false;
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}
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else
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{ // 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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{
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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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return true;
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}
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public final boolean insideRadius()
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{
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boolean inside = current < limit;
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if (!inside)
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this.finish();
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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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{
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// P.p.log("SpiralTask successfully completed!");
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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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{
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if (!this.valid()) return;
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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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{
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return taskID != -1;
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}
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private static long now()
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{
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return System.currentTimeMillis();
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}
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}
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