Simplified EffectList class name.
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@ -61,9 +61,9 @@ import com.l2jmobius.gameserver.network.serverpackets.ShortBuffStatusUpdate;
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* Methods may resemble List interface, although it doesn't implement such interface.
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* @author Zoey76
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*/
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public final class CharEffectList
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public final class EffectList
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{
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private static final Logger LOGGER = Logger.getLogger(CharEffectList.class.getName());
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private static final Logger LOGGER = Logger.getLogger(EffectList.class.getName());
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/** Queue containing all effects from buffs for this effect list. */
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private volatile Queue<BuffInfo> _actives = new ConcurrentLinkedQueue<>();
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/** List containing all passives for this effect list. They bypass most of the actions and they are not included in most operations. */
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@ -99,7 +99,7 @@ public final class CharEffectList
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* Constructor for effect list.
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* @param owner the creature that owns this effect list
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*/
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public CharEffectList(Creature owner)
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public EffectList(Creature owner)
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{
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_owner = owner;
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}
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@ -68,7 +68,7 @@ import com.l2jmobius.gameserver.instancemanager.QuestManager;
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import com.l2jmobius.gameserver.instancemanager.TimersManager;
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import com.l2jmobius.gameserver.instancemanager.ZoneManager;
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import com.l2jmobius.gameserver.model.AccessLevel;
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import com.l2jmobius.gameserver.model.CharEffectList;
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import com.l2jmobius.gameserver.model.EffectList;
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import com.l2jmobius.gameserver.model.CreatureContainer;
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import com.l2jmobius.gameserver.model.Hit;
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import com.l2jmobius.gameserver.model.Location;
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@ -232,7 +232,7 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
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private volatile Map<Integer, IgnoreSkillHolder> _ignoreSkillEffects;
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/** Creatures effect list. */
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private final CharEffectList _effectList = new CharEffectList(this);
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private final EffectList _effectList = new EffectList(this);
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/** The creature that summons this character. */
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private Creature _summoner = null;
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@ -345,7 +345,7 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
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setIsInvul(true);
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}
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public final CharEffectList getEffectList()
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public final EffectList getEffectList()
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{
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return _effectList;
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}
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@ -4675,7 +4675,7 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
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* Check if target is affected with special buff
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* @param flag int
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* @return boolean
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* @see CharEffectList#isAffected(EffectFlag)
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* @see EffectList#isAffected(EffectFlag)
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*/
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public boolean isAffected(EffectFlag flag)
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{
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@ -36,7 +36,7 @@ import java.util.stream.Stream;
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import com.l2jmobius.Config;
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import com.l2jmobius.gameserver.enums.AttributeType;
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import com.l2jmobius.gameserver.enums.Position;
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import com.l2jmobius.gameserver.model.CharEffectList;
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import com.l2jmobius.gameserver.model.EffectList;
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import com.l2jmobius.gameserver.model.actor.Creature;
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import com.l2jmobius.gameserver.model.items.instance.ItemInstance;
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import com.l2jmobius.gameserver.model.skills.AbnormalType;
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@ -773,7 +773,7 @@ public class CreatureStat
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resetStats();
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// Collect all necessary effects
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final CharEffectList effectList = _creature.getEffectList();
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final EffectList effectList = _creature.getEffectList();
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final Stream<BuffInfo> passives = effectList.getPassives().stream().filter(BuffInfo::isInUse).filter(info -> info.getSkill().checkConditions(SkillConditionScope.PASSIVE, _creature, _creature));
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final Stream<BuffInfo> options = effectList.getOptions().stream().filter(BuffInfo::isInUse);
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final Stream<BuffInfo> effectsStream = Stream.concat(effectList.getEffects().stream().filter(BuffInfo::isInUse), Stream.concat(passives, options));
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@ -25,7 +25,7 @@ import java.util.concurrent.ScheduledFuture;
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import com.l2jmobius.Config;
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import com.l2jmobius.commons.concurrent.ThreadPool;
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import com.l2jmobius.gameserver.GameTimeController;
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import com.l2jmobius.gameserver.model.CharEffectList;
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import com.l2jmobius.gameserver.model.EffectList;
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import com.l2jmobius.gameserver.model.actor.Creature;
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import com.l2jmobius.gameserver.model.actor.Summon;
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import com.l2jmobius.gameserver.model.effects.AbstractEffect;
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@ -290,7 +290,7 @@ public final class BuffInfo
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* Stops all the effects for this buff info.<br>
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* Removes effects stats.<br>
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* <b>It will not remove the buff info from the effect list</b>.<br>
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* Instead call {@link CharEffectList#stopSkillEffects(boolean, Skill)}
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* Instead call {@link EffectList#stopSkillEffects(boolean, Skill)}
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* @param removed if {@code true} the skill will be handled as removed
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*/
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public void stopAllEffects(boolean removed)
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