Java tutorial
/* * Copyright 2015 Demigods RPG * Copyright 2015 Alexander Chauncey * Copyright 2015 Alex Bennett * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.demigodsrpg.aspect.bloodlust; import com.censoredsoftware.library.bukkitutil.ItemUtil; import com.demigodsrpg.ability.Ability; import com.demigodsrpg.ability.AbilityResult; import com.demigodsrpg.aspect.Aspect; import com.demigodsrpg.aspect.Groups; import com.demigodsrpg.data.DGData; import com.demigodsrpg.data.model.PlayerModel; import com.google.common.util.concurrent.AtomicDouble; import org.bukkit.Bukkit; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.entity.LivingEntity; import org.bukkit.entity.Player; import org.bukkit.event.player.PlayerInteractEvent; import org.bukkit.inventory.ItemStack; import java.util.ArrayList; import java.util.Collections; import java.util.List; import java.util.concurrent.atomic.AtomicInteger; public class BloodlustAspectII implements Aspect { @Override public Group getGroup() { return Groups.BLOODLUST_ASPECT; } @Override public ItemStack getItem() { return ItemUtil.create(Material.GOLD_SWORD, name(), Collections.singletonList(getInfo()), null); } @Override public int getId() { return 11; } @Override public String getInfo() { return "Expert level power over bloodlust."; } @Override public Tier getTier() { return Tier.II; } @Override public String name() { return "Bloodrage"; } @Ability(name = "Deathblow", command = "deathblow", info = "Deal massive amounts of damage, increasing with each kill.", cost = 3500, cooldown = 200000, type = Ability.Type.ULTIMATE) public AbilityResult deathblowAbility(PlayerInteractEvent event) { final Player player = event.getPlayer(); PlayerModel model = DGData.PLAYER_R.fromPlayer(player); final AtomicDouble damage = new AtomicDouble(10.0); final AtomicInteger deaths = new AtomicInteger(0); final List<LivingEntity> targets = new ArrayList<LivingEntity>(); final Location startloc = player.getLocation(); for (LivingEntity e : player.getWorld().getLivingEntities()) { if (e.getLocation().toVector().isInSphere(player.getLocation().toVector(), 35) && !targets.contains(e)) // jumps to the nearest entity { if (e instanceof Player && DGData.PLAYER_R.fromPlayer((Player) e).getFaction().equals(model.getFaction())) continue; targets.add(e); } } if (targets.size() == 0) { player.sendMessage("There are no targets to attack."); return AbilityResult.OTHER_FAILURE; } final double savedHealth = player.getHealth(); for (int i = 0; i < targets.size(); i++) { final int ii = i; Bukkit.getServer().getScheduler().scheduleSyncDelayedTask(DGData.PLUGIN, () -> { player.teleport(targets.get(ii)); player.setHealth(savedHealth); player.getLocation().setPitch(targets.get(ii).getLocation().getPitch()); player.getLocation().setYaw(targets.get(ii).getLocation().getYaw()); if (targets.get(ii).getHealth() - damage.doubleValue() <= 0.0) { damage.set(10.0 + deaths.incrementAndGet() * 1.2); player.sendMessage(getGroup().getColor() + "Damage is now " + damage.doubleValue()); } targets.get(ii).damage(damage.doubleValue(), player); }, i * 10); } Bukkit.getServer().getScheduler().scheduleSyncDelayedTask(DGData.PLUGIN, () -> { player.teleport(startloc); player.setHealth(savedHealth); player.sendMessage(targets.size() + " targets were struck with the power of bloodlust."); }, targets.size() * 10); return AbilityResult.SUCCESS; } }