Unified javadoc format and related cleanups.

This commit is contained in:
MobiusDevelopment
2020-03-03 23:04:44 +00:00
parent 6d8addc784
commit 18b3e6d3f2
1830 changed files with 14879 additions and 14883 deletions

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@@ -114,7 +114,7 @@ public class ListenerTest extends AbstractNpcAI
}
/**
* Prioritized event notification <br>
* Prioritized event notification<br>
* This method will be invoked as soon as creature from level range between 1 and 10 dies.<br>
* This listener is registered into individual npcs container.
* @param event

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@@ -26,18 +26,15 @@ import org.l2jmobius.gameserver.model.actor.instance.PlayerInstance;
public class ArtefactInstanceAction implements IActionHandler
{
/**
* Manage actions when a player click on the ArtefactInstance.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* Manage actions when a player click on the ArtefactInstance.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <li>Set the NpcInstance as target of the PlayerInstance player (if necessary)</li>
* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
* <li>Send a Server->Client packet ValidateLocation to correct the NpcInstance position and heading on the client</li><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Client packet : Action, AttackRequest</li><BR>
* <BR>
* <li>Send a Server->Client packet ValidateLocation to correct the NpcInstance position and heading on the client</li><br>
* <br>
* <b><u>Example of use</u>:</b><br>
* <li>Client packet : Action, AttackRequest</li>
*/
@Override
public boolean action(PlayerInstance player, WorldObject target, boolean interact)

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@@ -36,27 +36,22 @@ import org.l2jmobius.gameserver.network.serverpackets.MoveToPawn;
public class NpcAction implements IActionHandler
{
/**
* Manage actions when a player click on the Npc.<BR>
* <BR>
* <B><U> Actions on first click on the Npc (Select it)</U> :</B><BR>
* <BR>
* Manage actions when a player click on the Npc.<br>
* <br>
* <b><u>Actions on first click on the Npc (Select it)</u>:</b><br>
* <li>Set the Npc as target of the PlayerInstance player (if necessary)</li>
* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
* <li>If Npc is autoAttackable, send a Server->Client packet StatusUpdate to the PlayerInstance in order to update Npc HP bar</li>
* <li>Send a Server->Client packet ValidateLocation to correct the Npc position and heading on the client</li><BR>
* <BR>
* <B><U> Actions on second click on the Npc (Attack it/Intercat with it)</U> :</B><BR>
* <BR>
* <li>Send a Server->Client packet ValidateLocation to correct the Npc position and heading on the client</li><br>
* <br>
* <b><u>Actions on second click on the Npc (Attack it/Intercat with it)</u>:</b><br>
* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
* <li>If Npc is autoAttackable, notify the PlayerInstance AI with AI_INTENTION_ATTACK (after a height verification)</li>
* <li>If Npc is NOT autoAttackable, notify the PlayerInstance AI with AI_INTENTION_INTERACT (after a distance verification) and show message</li><BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Each group of Server->Client packet must be terminated by a ActionFailed packet in order to avoid that client wait an other packet</B></FONT><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Client packet : Action, AttackRequest</li><BR>
* <BR>
* <li>If Npc is NOT autoAttackable, notify the PlayerInstance AI with AI_INTENTION_INTERACT (after a distance verification) and show message</li><br>
* <font color=#FF0000><b><u>Caution</u>: Each group of Server->Client packet must be terminated by a ActionFailed packet in order to avoid that client wait an other packet</b></font><br>
* <br>
* <b><u>Example of use</u>:</b><br>
* <li>Client packet : Action, AttackRequest</li><br>
* @param player The PlayerInstance that start an action on the Npc
*/
@Override

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@@ -31,25 +31,20 @@ public class PlayerInstanceAction implements IActionHandler
private static final int CURSED_WEAPON_VICTIM_MIN_LEVEL = 21;
/**
* Manage actions when a player click on this PlayerInstance.<BR>
* <BR>
* <B><U> Actions on first click on the PlayerInstance (Select it)</U> :</B><BR>
* <BR>
* Manage actions when a player click on this PlayerInstance.<br>
* <br>
* <b><u>Actions on first click on the PlayerInstance (Select it)</u>:</b><br>
* <li>Set the target of the player</li>
* <li>Send a Server->Client packet MyTargetSelected to the player (display the select window)</li><BR>
* <BR>
* <B><U> Actions on second click on the PlayerInstance (Follow it/Attack it/Intercat with it)</U> :</B><BR>
* <BR>
* <li>Send a Server->Client packet MyTargetSelected to the player (display the select window)</li><br>
* <br>
* <b><u>Actions on second click on the PlayerInstance (Follow it/Attack it/Intercat with it)</u>:</b><br>
* <li>Send a Server->Client packet MyTargetSelected to the player (display the select window)</li>
* <li>If target PlayerInstance has a Private Store, notify the player AI with AI_INTENTION_INTERACT</li>
* <li>If target PlayerInstance is autoAttackable, notify the player AI with AI_INTENTION_ATTACK</li> <BR>
* <BR>
* <li>If target PlayerInstance is NOT autoAttackable, notify the player AI with AI_INTENTION_FOLLOW</li><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Client packet : Action, AttackRequest</li><BR>
* <BR>
* <li>If target PlayerInstance is autoAttackable, notify the player AI with AI_INTENTION_ATTACK</li>
* <li>If target PlayerInstance is NOT autoAttackable, notify the player AI with AI_INTENTION_FOLLOW</li><br>
* <br>
* <b><u>Example of use</u>:</b><br>
* <li>Client packet : Action, AttackRequest</li><br>
* @param player The player that start an action on target PlayerInstance
*/
@Override

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@@ -29,7 +29,7 @@ public class PlayerInstanceActionShift implements IActionShiftHandler
{
if (player.isGM())
{
// Check if the gm already target this l2pcinstance
// Check if the GM already target this l2pcinstance
if (player.getTarget() != target)
{
// Set the target of the PlayerInstance player

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@@ -86,13 +86,13 @@ public class AdminAdmin implements IAdminCommandHandler
else if (command.startsWith("admin_gmliston"))
{
AdminData.getInstance().showGm(activeChar);
BuilderUtil.sendSysMessage(activeChar, "Registered into gm list.");
BuilderUtil.sendSysMessage(activeChar, "Registered into GM list.");
AdminHtml.showAdminHtml(activeChar, "gm_menu.htm");
}
else if (command.startsWith("admin_gmlistoff"))
{
AdminData.getInstance().hideGm(activeChar);
BuilderUtil.sendSysMessage(activeChar, "Removed from gm list.");
BuilderUtil.sendSysMessage(activeChar, "Removed from GM list.");
AdminHtml.showAdminHtml(activeChar, "gm_menu.htm");
}
else if (command.startsWith("admin_silence"))

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@@ -486,7 +486,7 @@ public class AdminEventEngine implements IAdminCommandHandler
sb.append("<td><edit var=\"event_npcid\" width=100 height=20></td></tr>");
sb.append("<tr><td><button value=\"Set number of teams\" action=\"bypass -h admin_event_change_teams_number $event_teams_number\" width=140 height=32 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>");
sb.append("<td><edit var=\"event_teams_number\" width=100 height=20></td></tr>");
sb.append("</table><br><center> <br><br>");
sb.append("</table><br><center><br><br>");
sb.append("<font color=\"LEVEL\">Teams' names:</font><br><table width=100% cellspacing=8>");
for (int i = 1; (i - 1) < teamnumbers; i++) // Team names params
{

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@@ -31,7 +31,7 @@ import org.l2jmobius.gameserver.network.SystemMessageId;
import org.l2jmobius.gameserver.network.serverpackets.NpcHtmlMessage;
/**
* This class handles following admin commands: - gm = turns gm mode on/off
* This class handles following admin commands: - GM = turns GM mode on/off
* @version $Revision: 1.1.2.1 $ $Date: 2005/03/15 21:32:48 $
*/
public class AdminFightCalculator implements IAdminCommandHandler

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@@ -22,7 +22,7 @@ import org.l2jmobius.gameserver.model.actor.instance.PlayerInstance;
import org.l2jmobius.gameserver.util.BuilderUtil;
/**
* This class handles following admin commands: - gm = turns gm mode off
* This class handles following admin commands: - GM = turns GM mode off
* @version $Revision: 1.2.4.4 $ $Date: 2005/04/11 10:06:06 $
*/
public class AdminGm implements IAdminCommandHandler

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@@ -33,7 +33,7 @@ import org.l2jmobius.gameserver.network.serverpackets.NpcHtmlMessage;
import org.l2jmobius.gameserver.util.BuilderUtil;
/**
* This class handles commands for gm to forge packets
* This class handles commands for GM to forge packets
* @author Maktakien, HorridoJoho
*/
public class AdminPForge implements IAdminCommandHandler

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@@ -30,14 +30,14 @@ import org.l2jmobius.gameserver.network.serverpackets.SystemMessage;
import org.l2jmobius.gameserver.util.BuilderUtil;
/**
* <B>Pledge Manipulation:</B><BR>
* <LI>With target in a character without clan:<BR>
* <b>Pledge Manipulation:</b><br>
* <li>With target in a character without clan:<br>
* //pledge create clanname
* <LI>With target in a clan leader:<BR>
* //pledge info<BR>
* //pledge dismiss<BR>
* //pledge setlevel level<BR>
* //pledge rep reputation_points<BR>
* <li>With target in a clan leader:<br>
* //pledge info<br>
* //pledge dismiss<br>
* //pledge setlevel level<br>
* //pledge rep reputation_points
*/
public class AdminPledge implements IAdminCommandHandler
{

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@@ -69,13 +69,12 @@ public class Loto implements IBypassHandler
}
/**
* Open a Loto window on client with the text of the NpcInstance.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* Open a Loto window on client with the text of the NpcInstance.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <li>Get the text of the selected HTML file in function of the npcId and of the page number</li>
* <li>Send a Server->Client NpcHtmlMessage containing the text of the NpcInstance to the PlayerInstance</li>
* <li>Send a Server->Client ActionFailed to the PlayerInstance in order to avoid that the client wait another packet</li><BR>
* <li>Send a Server->Client ActionFailed to the PlayerInstance in order to avoid that the client wait another packet</li><br>
* @param player The PlayerInstance that talk with the NpcInstance
* @param npc Npc loto instance
* @param value The number of the page of the NpcInstance to display

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@@ -78,8 +78,9 @@ public class QuestLink implements IBypassHandler
/**
* Open a choose quest window on client with all quests available of the NpcInstance.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <li>Send a Server->Client NpcHtmlMessage containing the text of the NpcInstance to the PlayerInstance</li>
* <li>Send a Server->Client NpcHtmlMessage containing the text of the NpcInstance to the PlayerInstance</li><br>
* @param player The PlayerInstance that talk with the NpcInstance
* @param npc The table containing quests of the NpcInstance
* @param quests
@@ -231,6 +232,7 @@ public class QuestLink implements IBypassHandler
/**
* Open a quest window on client with the text of the NpcInstance.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <ul>
* <li>Get the text of the quest state in the folder data/scripts/quests/questId/stateId.htm</li>

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@@ -38,7 +38,7 @@ import org.l2jmobius.gameserver.util.Util;
* <li>Fly Radius means the distance between starting point and final point, it must be an integer.</li>
* <li>Fly Course means the movement direction: imagine a compass above player's head, making north player's heading. So if fly course is 180, player will go backwards (good for blink, e.g.).</li>
* </ul>
* By the way, if flyCourse = 360 or 0, player will be moved in in front of him. <br>
* By the way, if flyCourse = 360 or 0, player will be moved in in front of him.<br>
* If target is effector, put in XML self="1", this will make _actor = getEffector(). This, combined with target type, allows more complex actions like flying target's backwards or player's backwards.
* @author DrHouse
*/

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@@ -29,7 +29,7 @@ import org.l2jmobius.gameserver.network.serverpackets.ValidateLocation;
/**
* This Blink effect switches the location of the caster and the target.<br>
* This effect is totally done based on client description. <br>
* This effect is totally done based on client description.<br>
* Assume that geodata checks are done on the skill cast and not needed to repeat here.
* @author Nik
*/

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@@ -22,7 +22,7 @@ import org.l2jmobius.gameserver.model.effects.EffectFlag;
import org.l2jmobius.gameserver.model.effects.EffectType;
/**
* An effect that blocks the player (NPC?) control. <br>
* An effect that blocks the player (NPC?) control.<br>
* It prevents moving, casting, social actions, etc.
* @author Nik
*/

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@@ -21,7 +21,7 @@ import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.effects.EffectFlag;
/**
* Effect that blocks damage and heals to HP/MP. <BR>
* Effect that blocks damage and heals to HP/MP.<br>
* Regeneration or DOT shouldn't be blocked, Vampiric Rage and Balance Life as well.
* @author Nik
*/

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@@ -26,7 +26,7 @@ import org.l2jmobius.gameserver.model.stats.Stat;
/**
* An effect that changes damage taken from an attack.<br>
* The retail implementation seems to be altering whatever damage is taken after the attack has been done and not when attack is being done. <br>
* The retail implementation seems to be altering whatever damage is taken after the attack has been done and not when attack is being done.<br>
* Exceptions for this effect appears to be DOT effects and terrain damage, they are unaffected by this stat.<br>
* As for example in retail this effect does reduce reflected damage taken (because it is received damage), as well as it does not decrease reflected damage done,<br>
* because reflected damage is being calculated with the original attack damage and not this altered one.<br>

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@@ -34,10 +34,10 @@ import org.l2jmobius.gameserver.model.stats.Formulas;
import org.l2jmobius.gameserver.model.stats.Stat;
/**
* Physical Attack effect implementation. <br>
* Current formulas were tested to be the best matching retail, damage appears to be identical: <br>
* For melee skills: 70 * graciaSkillBonus1.10113 * (patk * lvlmod + power) * crit * ss * skillpowerbonus / pdef <br>
* For ranged skills: 70 * (patk * lvlmod + power + patk + power) * crit * ss * skillpower / pdef <br>
* Physical Attack effect implementation.<br>
* Current formulas were tested to be the best matching retail, damage appears to be identical:<br>
* For melee skills: 70 * graciaSkillBonus1.10113 * (patk * lvlmod + power) * crit * ss * skillpowerbonus / pdef<br>
* For ranged skills: 70 * (patk * lvlmod + power + patk + power) * crit * ss * skillpower / pdef<br>
* @author Nik
*/
public class PhysicalAttack extends AbstractEffect

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@@ -29,7 +29,7 @@ import org.l2jmobius.gameserver.model.stats.Formulas;
import org.l2jmobius.gameserver.model.stats.Stat;
/**
* Physical Attack effect implementation. <br>
* Physical Attack effect implementation.<br>
* <b>Note</b>: Initial formula taken from PhysicalAttack.
* @author Adry_85, Nik
*/

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@@ -33,7 +33,7 @@ import org.l2jmobius.gameserver.model.stats.Formulas;
import org.l2jmobius.gameserver.model.stats.Stat;
/**
* Physical Attack effect implementation. <br>
* Physical Attack effect implementation.<br>
* <b>Note</b>: Initial formula taken from PhysicalAttack.
* @author Adry_85, Nik
*/

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@@ -27,7 +27,7 @@ import org.l2jmobius.gameserver.model.zone.ZoneId;
/**
* Not Friend affect object implementation. Based on Gracia Final retail tests.<br>
* Such are considered flagged/karma players (except party/clan/ally). Doesn't matter if in command channel.<br>
* In arena such are considered clan/ally/command channel (except party). <br>
* In arena such are considered clan/ally/command channel (except party).<br>
* In peace zone such are considered monsters.<br>
* Monsters consider such all players, npcs (Citizens, Guild Masters, Merchants, Guards, etc. except monsters). Doesn't matter if in peace zone or arena.
* @author Nik

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@@ -62,7 +62,7 @@ public abstract class AbstractInstance extends AbstractNpcAI
}
/**
* Get instance world associated with {@code player}.<br>
* Get instance world associated with {@code player}.
* @param player player who wants get instance world
* @return instance world if found, otherwise null
*/
@@ -229,8 +229,7 @@ public abstract class AbstractInstance extends AbstractNpcAI
}
/**
* Sets instance to finish state. <br>
* See {@link Instance#finishInstance()} for more details.
* Sets instance to finish state.<br>
* @param player player used for determine current instance world
*/
protected void finishInstance(PlayerInstance player)
@@ -244,7 +243,6 @@ public abstract class AbstractInstance extends AbstractNpcAI
/**
* Sets instance to finish state.<br>
* See {@link Instance#finishInstance(int)} for more details.
* @param player player used for determine current instance world
* @param delay finish delay in minutes
*/