Create ThankfulChestAnimation.java
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package mineplex.core.treasure.animation.animations;
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import java.util.List;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.Sound;
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import org.bukkit.entity.ArmorStand;
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import org.bukkit.inventory.ItemStack;
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import mineplex.core.common.util.UtilAlg;
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import mineplex.core.common.util.UtilParticle;
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import mineplex.core.common.util.UtilParticle.ParticleType;
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import mineplex.core.common.util.UtilParticle.ViewDist;
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import mineplex.core.treasure.TreasureLocation;
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import mineplex.core.treasure.animation.TreasureOpenAnimation;
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import mineplex.core.treasure.types.Treasure;
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public class MythicalChestAnimation extends TreasureOpenAnimation
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{
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private static final ItemStack HELMET = new ItemStack(Material.CHEST);
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private static final int RADIUS = 3;
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private static final double OFFSET_THETA = Math.PI / 10;
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private static final double DELTA_THETA = Math.PI / 40;
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private static final double TOTAL_THETA = 2 * Math.PI;
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private double _deltaTheta;
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private double _totalTheta;
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public MythicalChestAnimation(Treasure treasure, TreasureLocation treasureLocation)
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{
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super(treasure, treasureLocation);
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}
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@Override
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protected void onStart()
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{
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changeFloor(Material.WOOL, 12, Material.WOOL, 4);
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List<Location> chests = getTreasureLocation().getChestLocations();
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_deltaTheta = Math.PI * 2 / (double) chests.size();
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for (Location location : chests)
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{
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ArmorStand stand = spawnArmourStand(location);
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stand.setHelmet(HELMET);
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}
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}
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@Override
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public void onTick()
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{
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_totalTheta += DELTA_THETA;
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int index = 0;
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for (ArmorStand stand : _stands)
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{
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Location location = getTreasureLocation().getChest().clone();
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double x = RADIUS * Math.cos(_totalTheta + OFFSET_THETA + index * _deltaTheta);
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double z = RADIUS * Math.sin(_totalTheta + OFFSET_THETA + index * _deltaTheta);
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location.add(x, 0, z);
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location.setYaw(UtilAlg.GetYaw(UtilAlg.getTrajectory(location, getTreasureLocation().getChest())));
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stand.teleport(location);
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UtilParticle.PlayParticleToAll(ParticleType.HAPPY_VILLAGER, location.add(0, 1, 0), 0.25F, 0.25F, 0.25F, 0.1F, 1, ViewDist.NORMAL);
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index++;
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}
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if (_totalTheta >= TOTAL_THETA)
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{
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for (ArmorStand stand : _stands)
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{
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Location location = stand.getLocation();
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stand.getWorld().playSound(location, Sound.ANVIL_LAND, 1, 0.8F);
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UtilParticle.PlayParticleToAll(ParticleType.LARGE_EXPLODE, location, 0, 0, 0, 0.1F, 1, ViewDist.NORMAL);
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UtilParticle.PlayParticleToAll(ParticleType.HAPPY_VILLAGER, location, 0.8F, 0.8F, 0.8F, 0.1F, 20, ViewDist.NORMAL);
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stand.remove();
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createChestAt(location, Material.CHEST);
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}
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setRunning(false);
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}
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}
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@Override
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protected void onFinish()
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{
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}
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}
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