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forked from Clones/Controlify

more rumble effects

- new continuous rumble
- block break rumble
- item break rumble
- fix damage rumble
This commit is contained in:
isXander
2023-04-04 23:38:56 +01:00
parent 19f2d00a3b
commit 4940b04f09
14 changed files with 414 additions and 120 deletions

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@ -0,0 +1,145 @@
package dev.isxander.controlify.rumble;
import org.apache.commons.lang3.Validate;
import java.util.Arrays;
import java.util.Objects;
import java.util.function.Function;
public final class BasicRumbleEffect implements RumbleEffect {
private final RumbleState[] keyframes;
private int tick = 0;
private boolean finished;
private int priority = 0;
public BasicRumbleEffect(RumbleState[] keyframes) {
this.keyframes = keyframes;
}
@Override
public RumbleState nextState() {
tick++;
if (tick >= keyframes.length)
finished = true;
return keyframes[tick - 1];
}
@Override
public boolean isFinished() {
return finished;
}
@Override
public int priority() {
return priority;
}
public BasicRumbleEffect prioritised(int priority) {
this.priority = priority;
return this;
}
public RumbleState[] states() {
return keyframes;
}
@Override
public boolean equals(Object obj) {
if (obj == this) return true;
if (obj == null || obj.getClass() != this.getClass()) return false;
var that = (BasicRumbleEffect) obj;
return Arrays.equals(this.states(), that.states())
&& this.priority() == that.priority();
}
@Override
public int hashCode() {
return Objects.hash(Arrays.hashCode(this.states()), this.priority());
}
@Override
public String toString() {
return "RumbleEffect[" +
"states=" + Arrays.toString(this.states()) + ',' +
"priority=" + this.priority() + ']';
}
/**
* Creates a rumble effect where the state is determined by the tick.
*
* @param stateFunction the function that takes a tick and returns the state for that tick.
* @param durationTicks how many ticks the effect should last for.
*/
public static BasicRumbleEffect byTick(Function<Integer, RumbleState> stateFunction, int durationTicks) {
RumbleState[] states = new RumbleState[durationTicks];
for (int i = 0; i < durationTicks; i++) {
states[i] = stateFunction.apply(i);
}
return new BasicRumbleEffect(states);
}
/**
* Creates a rumble effect from a function that takes a time value from 0, start, to 1, end, and returns that tick.
*
* @param stateFunction the function that takes the time value and returns the state for that tick.
* @param durationTicks how many ticks the effect should last for.
*/
public static BasicRumbleEffect byTime(Function<Float, RumbleState> stateFunction, int durationTicks) {
return BasicRumbleEffect.byTick(tick -> stateFunction.apply((float) tick / (float) durationTicks), durationTicks);
}
/**
* Creates a rumble effect that has a constant state.
*
* @param strong the strong motor magnitude.
* @param weak the weak motor magnitude
* @param durationTicks how many ticks the effect should last for.
*/
public static BasicRumbleEffect constant(float strong, float weak, int durationTicks) {
return BasicRumbleEffect.byTick(tick -> new RumbleState(strong, weak), durationTicks);
}
public static BasicRumbleEffect empty(int durationTicks) {
return BasicRumbleEffect.byTick(tick -> new RumbleState(0f, 0f), durationTicks);
}
public static BasicRumbleEffect join(BasicRumbleEffect... effects) {
int totalTicks = 0;
for (BasicRumbleEffect effect : effects) {
totalTicks += effect.states().length;
}
RumbleState[] states = new RumbleState[totalTicks];
int currentTick = 0;
for (BasicRumbleEffect effect : effects) {
for (RumbleState state : effect.states()) {
states[currentTick] = state;
currentTick++;
}
}
return new BasicRumbleEffect(states);
}
public BasicRumbleEffect join(BasicRumbleEffect other) {
return BasicRumbleEffect.join(this, other);
}
public BasicRumbleEffect repeat(int count) {
Validate.isTrue(count > 0, "count must be greater than 0");
if (count == 1) return this;
BasicRumbleEffect effect = this;
for (int i = 0; i < count - 1; i++) {
effect = BasicRumbleEffect.join(effect, this);
}
return effect;
}
public ContinuousRumbleEffect continuous() {
int lastIndex = this.states().length - 1;
return new ContinuousRumbleEffect(index -> this.states()[index % lastIndex], this.priority());
}
}

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@ -0,0 +1,43 @@
package dev.isxander.controlify.rumble;
import java.util.function.Function;
public class ContinuousRumbleEffect implements RumbleEffect {
private final Function<Integer, RumbleState> stateFunction;
private final int priority;
private int tick;
private boolean stopped;
public ContinuousRumbleEffect(Function<Integer, RumbleState> stateFunction) {
this(stateFunction, 0);
}
public ContinuousRumbleEffect(Function<Integer, RumbleState> stateFunction, int priority) {
this.stateFunction = stateFunction;
this.priority = priority;
}
@Override
public RumbleState nextState() {
tick++;
return stateFunction.apply(tick - 1);
}
public void stop() {
stopped = true;
}
public int currentTick() {
return tick;
}
@Override
public boolean isFinished() {
return stopped;
}
@Override
public int priority() {
return this.priority;
}
}

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@ -1,77 +1,9 @@
package dev.isxander.controlify.rumble;
import org.apache.commons.lang3.Validate;
public interface RumbleEffect {
RumbleState nextState();
import java.util.function.Function;
boolean isFinished();
public record RumbleEffect(RumbleState[] states) {
/**
* Creates a rumble effect where the state is determined by the tick.
* @param stateFunction the function that takes a tick and returns the state for that tick.
* @param durationTicks how many ticks the effect should last for.
*/
public static RumbleEffect byTick(Function<Integer, RumbleState> stateFunction, int durationTicks) {
RumbleState[] states = new RumbleState[durationTicks];
for (int i = 0; i < durationTicks; i++) {
states[i] = stateFunction.apply(i);
}
return new RumbleEffect(states);
}
/**
* Creates a rumble effect from a function that takes a time value from 0, start, to 1, end, and returns that tick.
* @param stateFunction the function that takes the time value and returns the state for that tick.
* @param durationTicks how many ticks the effect should last for.
*/
public static RumbleEffect byTime(Function<Float, RumbleState> stateFunction, int durationTicks) {
return RumbleEffect.byTick(tick -> stateFunction.apply((float) tick / (float) durationTicks), durationTicks);
}
/**
* Creates a rumble effect that has a constant state.
* @param strong the strong motor magnitude.
* @param weak the weak motor magnitude
* @param durationTicks how many ticks the effect should last for.
*/
public static RumbleEffect constant(float strong, float weak, int durationTicks) {
return RumbleEffect.byTick(tick -> new RumbleState(strong, weak), durationTicks);
}
public static RumbleEffect empty(int durationTicks) {
return RumbleEffect.byTick(tick -> new RumbleState(0f, 0f), durationTicks);
}
public static RumbleEffect join(RumbleEffect... effects) {
int totalTicks = 0;
for (RumbleEffect effect : effects) {
totalTicks += effect.states().length;
}
RumbleState[] states = new RumbleState[totalTicks];
int currentTick = 0;
for (RumbleEffect effect : effects) {
for (RumbleState state : effect.states()) {
states[currentTick] = state;
currentTick++;
}
}
return new RumbleEffect(states);
}
public RumbleEffect join(RumbleEffect other) {
return RumbleEffect.join(this, other);
}
public RumbleEffect repeat(int count) {
Validate.isTrue(count > 0, "count must be greater than 0");
if (count == 1) return this;
RumbleEffect effect = this;
for (int i = 0; i < count - 1; i++) {
effect = RumbleEffect.join(effect, this);
}
return effect;
}
int priority();
}

View File

@ -3,7 +3,6 @@ package dev.isxander.controlify.rumble;
public class RumbleManager {
private final RumbleCapable controller;
private RumbleEffect playingEffect;
private int currentPlayingTick;
public RumbleManager(RumbleCapable controller) {
this.controller = controller;
@ -14,7 +13,6 @@ public class RumbleManager {
return;
playingEffect = effect;
currentPlayingTick = 0;
}
public boolean isPlaying() {
@ -27,20 +25,18 @@ public class RumbleManager {
controller.setRumble(0f, 0f);
playingEffect = null;
currentPlayingTick = 0;
}
public void tick() {
if (playingEffect == null)
return;
if (currentPlayingTick >= playingEffect.states().length) {
if (playingEffect.isFinished()) {
stopCurrentEffect();
return;
}
RumbleState state = playingEffect.states()[currentPlayingTick];
RumbleState state = playingEffect.nextState();
controller.setRumble(state.strong(), state.weak());
currentPlayingTick++;
}
}