Proper naming for GameTimeTaskManager in comments.
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@@ -473,7 +473,7 @@ abstract class AbstractAI implements Ctrl
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return;
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeTaskManager
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_accessor.moveTo(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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// May result to make monsters stop moving.
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@@ -527,7 +527,7 @@ abstract class AbstractAI implements Ctrl
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_clientMoving = true;
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_clientMovingToPawnOffset = 0;
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeTaskManager
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_accessor.moveTo(x, y, z);
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// Send a Server->Client packet CharMoveToLocation to the actor and all PlayerInstance in its _knownPlayers
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@@ -5261,19 +5261,19 @@ public abstract class Creature extends WorldObject implements ISkillsHolder
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}
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/**
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* Calculate movement data for a move to location action and add the Creature to movingObjects of GameTimeController (only called by AI Accessor).<br>
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* Calculate movement data for a move to location action and add the Creature to movingObjects of GameTimeTaskManager (only called by AI Accessor).<br>
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* <br>
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* <b><u>Concept</u>:</b><br>
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* <br>
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* At the beginning of the move action, all properties of the movement are stored in the MoveData object called <b>_move</b> of the Creature. The position of the start point and of the destination permit to estimated in function of the movement speed the time to achieve the destination.<br>
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* All Creature in movement are identified in <b>movingObjects</b> of GameTimeController that will call the updatePosition method of those Creature each 0.1s.<br>
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* All Creature in movement are identified in <b>movingObjects</b> of GameTimeTaskManager that will call the updatePosition method of those Creature each 0.1s.<br>
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* <br>
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* <b><u>Actions</u>:</b><br>
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* <li>Get current position of the Creature</li>
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* <li>Calculate distance (dx,dy) between current position and destination including offset</li>
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* <li>Create and Init a MoveData object</li>
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* <li>Set the Creature _move object to MoveData object</li>
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* <li>Add the Creature to movingObjects of the GameTimeController</li>
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* <li>Add the Creature to movingObjects of the GameTimeTaskManager</li>
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* <li>Create a task to notify the AI that Creature arrives at a check point of the movement</li><br>
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* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T send Server->Client packet MoveToPawn/CharMoveToLocation </b></font><br>
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* <br>
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@@ -5581,8 +5581,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder
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// Set the Creature _move object to MoveData object
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_move = m;
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// Add the Creature to movingObjects of the GameTimeController
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// The GameTimeController manage objects movement
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// Add the Creature to movingObjects of the GameTimeTaskManager
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// The GameTimeTaskManager manage objects movement
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GameTimeTaskManager.getInstance().registerMovingObject(this);
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// Create a task to notify the AI that Creature arrives at a check point of the movement
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@@ -5591,7 +5591,7 @@ public abstract class Creature extends WorldObject implements ISkillsHolder
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ThreadPool.schedule(new NotifyAITask(CtrlEvent.EVT_ARRIVED_REVALIDATE), 2000);
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}
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// the CtrlEvent.EVT_ARRIVED will be sent when the character will actually arrive to destination by GameTimeController
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// the CtrlEvent.EVT_ARRIVED will be sent when the character will actually arrive to destination by GameTimeTaskManager
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}
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/**
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@@ -5661,8 +5661,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder
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// Set the Creature _move object to MoveData object
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_move = m;
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// Add the Creature to movingObjects of the GameTimeController
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// The GameTimeController manage objects movement
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// Add the Creature to movingObjects of the GameTimeTaskManager
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// The GameTimeTaskManager manage objects movement
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GameTimeTaskManager.getInstance().registerMovingObject(this);
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// Create a task to notify the AI that Creature arrives at a check point of the movement
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@@ -5671,7 +5671,7 @@ public abstract class Creature extends WorldObject implements ISkillsHolder
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ThreadPool.schedule(new NotifyAITask(CtrlEvent.EVT_ARRIVED_REVALIDATE), 2000);
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}
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// the CtrlEvent.EVT_ARRIVED will be sent when the character will actually arrive to destination by GameTimeController
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// the CtrlEvent.EVT_ARRIVED will be sent when the character will actually arrive to destination by GameTimeTaskManager
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// Send a Server->Client packet CharMoveToLocation to the actor and all PlayerInstance in its _knownPlayers
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broadcastMoveToLocation();
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@@ -97,8 +97,8 @@ public class BoatInstance extends Creature
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// Set the Creature _move object to MoveData object
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_move = m;
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// Add the Creature to movingObjects of the GameTimeController
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// The GameTimeController manage objects movement
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// Add the Creature to movingObjects of the GameTimeTaskManager
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// The GameTimeTaskManager manage objects movement
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GameTimeTaskManager.getInstance().registerMovingObject(this);
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}
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@@ -78,12 +78,12 @@ public class GameTimeTaskManager
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}
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/**
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* Add a Creature to movingObjects of GameTimeController.<br>
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* Add a Creature to movingObjects of GameTimeTaskManager.<br>
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* <br>
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* <b><u>Concept</u>:</b><br>
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* <br>
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* All Creature in movement are identified in <b>movingObjects</b> of GameTimeController.
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* @param creature The Creature to add to movingObjects of GameTimeController
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* All Creature in movement are identified in <b>movingObjects</b> of GameTimeTaskManager.
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* @param creature The Creature to add to movingObjects of GameTimeTaskManager
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*/
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public void registerMovingObject(Creature creature)
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{
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@@ -96,11 +96,11 @@ public class GameTimeTaskManager
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}
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/**
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* Move all Creatures contained in movingObjects of GameTimeController.<br>
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* Move all Creatures contained in movingObjects of GameTimeTaskManager.<br>
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* <br>
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* <b><u>Concept</u>:</b><br>
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* <br>
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* All Creature in movement are identified in <b>movingObjects</b> of GameTimeController.<br>
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* All Creature in movement are identified in <b>movingObjects</b> of GameTimeTaskManager.<br>
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* <br>
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* <b><u>Actions</u>:</b><br>
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* <li>Update the position of each Creature</li>
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@@ -150,7 +150,7 @@ public class GameTimeTaskManager
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public TimerThread()
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{
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super("GameTimeController");
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super("GameTimeTaskManager");
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setDaemon(true);
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setPriority(MAX_PRIORITY);
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}
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