Reworked GameTime task manager.

This commit is contained in:
MobiusDevelopment
2022-07-16 22:11:41 +00:00
parent beb1aa0b77
commit b4b76176de
406 changed files with 7608 additions and 5919 deletions

View File

@@ -175,7 +175,6 @@ public class EffectMasterHandler
EffectHandler.getInstance().registerHandler("HealOverTime", HealOverTime::new);
EffectHandler.getInstance().registerHandler("HealPercent", HealPercent::new);
EffectHandler.getInstance().registerHandler("Hide", Hide::new);
EffectHandler.getInstance().registerHandler("HitAtNight", HitAtNight::new);
EffectHandler.getInstance().registerHandler("HitNumber", HitNumber::new);
EffectHandler.getInstance().registerHandler("Hp", Hp::new);
EffectHandler.getInstance().registerHandler("HpByLevel", HpByLevel::new);
@@ -333,6 +332,7 @@ public class EffectMasterHandler
EffectHandler.getInstance().registerHandler("SpModify", SpModify::new);
EffectHandler.getInstance().registerHandler("Spoil", Spoil::new);
EffectHandler.getInstance().registerHandler("StatAddForLevel", StatAddForLevel::new);
EffectHandler.getInstance().registerHandler("StatAddForNight", StatAddForNight::new);
EffectHandler.getInstance().registerHandler("StatBonusSkillCritical", StatBonusSkillCritical::new);
EffectHandler.getInstance().registerHandler("StatBonusSpeed", StatBonusSpeed::new);
EffectHandler.getInstance().registerHandler("StatByMoveType", StatByMoveType::new);

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@@ -1,47 +0,0 @@
/*
* This file is part of the L2J Mobius project.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
import org.l2jmobius.gameserver.model.stats.Stat;
import org.l2jmobius.gameserver.taskmanager.GameTimeTaskManager;
/**
* @author Mobius
*/
public class HitAtNight extends AbstractStatEffect
{
public HitAtNight(StatSet params)
{
super(params, Stat.HIT_AT_NIGHT);
}
@Override
public void onStart(Creature effector, Creature effected, Skill skill, Item item)
{
GameTimeTaskManager.getInstance().addShadowSenseCharacter(effected);
}
@Override
public void onExit(Creature effector, Creature effected, Skill skill)
{
GameTimeTaskManager.getInstance().removeShadowSenseCharacter(effected);
}
}

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@@ -0,0 +1,130 @@
/*
* This file is part of the L2J Mobius project.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.atomic.AtomicBoolean;
import org.l2jmobius.gameserver.enums.StatModifierType;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.events.Containers;
import org.l2jmobius.gameserver.model.events.EventType;
import org.l2jmobius.gameserver.model.events.ListenersContainer;
import org.l2jmobius.gameserver.model.events.impl.OnDayNightChange;
import org.l2jmobius.gameserver.model.events.listeners.ConsumerEventListener;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
import org.l2jmobius.gameserver.model.stats.Stat;
import org.l2jmobius.gameserver.network.SystemMessageId;
import org.l2jmobius.gameserver.network.serverpackets.SystemMessage;
import org.l2jmobius.gameserver.taskmanager.GameTimeTaskManager;
/**
* @author Mobius
*/
public class StatAddForNight extends AbstractEffect
{
private static final AtomicBoolean DAY_TIME = new AtomicBoolean(GameTimeTaskManager.getInstance().isNight());
private static final Set<Creature> NIGHT_STAT_CHARACTERS = ConcurrentHashMap.newKeySet();
private static final int SHADOW_SENSE = 294;
private final Stat _stat;
private final int _amount;
protected final StatModifierType _mode;
public StatAddForNight(StatSet params)
{
_stat = params.getEnum("stat", Stat.class);
_amount = params.getInt("amount");
_mode = params.getEnum("mode", StatModifierType.class, StatModifierType.DIFF);
// Init a global day-night change listener.
final ListenersContainer container = Containers.Global();
container.addListener(new ConsumerEventListener(container, EventType.ON_DAY_NIGHT_CHANGE, (OnDayNightChange event) -> onDayNightChange(event), this));
}
@Override
public void onStart(Creature effector, Creature effected, Skill skill, Item item)
{
NIGHT_STAT_CHARACTERS.add(effected);
}
@Override
public void onExit(Creature effector, Creature effected, Skill skill)
{
NIGHT_STAT_CHARACTERS.remove(effected);
}
@Override
public void pump(Creature effected, Skill skill)
{
// Not night.
if (!GameTimeTaskManager.getInstance().isNight())
{
return;
}
// Apply stat.
switch (_mode)
{
case DIFF:
{
effected.getStat().mergeAdd(_stat, _amount);
break;
}
case PER:
{
effected.getStat().mergeMul(_stat, (_amount / 100) + 1);
break;
}
}
}
public void onDayNightChange(OnDayNightChange event)
{
synchronized (DAY_TIME)
{
final boolean isNight = event.isNight();
// Run only once per daytime change.
if (isNight == DAY_TIME.get())
{
return;
}
DAY_TIME.set(isNight);
// System message for Shadow Sense.
final SystemMessage msg = new SystemMessage(isNight ? SystemMessageId.IT_IS_NOW_MIDNIGHT_AND_THE_EFFECT_OF_S1_CAN_BE_FELT : SystemMessageId.IT_IS_DAWN_AND_THE_EFFECT_OF_S1_WILL_NOW_DISAPPEAR);
msg.addSkillName(SHADOW_SENSE);
for (Creature creature : NIGHT_STAT_CHARACTERS)
{
// Pump again.
creature.getStat().recalculateStats(true);
// Send Shadow Sense message when player has skill.
if (creature.getKnownSkill(SHADOW_SENSE) != null)
{
creature.sendPacket(msg);
}
}
}
}
}

View File

@@ -6462,9 +6462,9 @@
<operateType>P</operateType>
<magicCriticalRate>5</magicCriticalRate>
<effects>
<effect name="HitAtNight">
<effect name="StatAddForNight">
<stat>ACCURACY_COMBAT</stat>
<amount>3</amount>
<mode>DIFF</mode>
</effect>
</effects>
</skill>

View File

@@ -146,7 +146,6 @@ Heal: Increases current HP by a given amount.
HealOverTime: Increases current HP by a given amount over time.
HealPercent: Increases current HP by a given percentage amount.
Hide: Hide effect.
HitAtNight: Used by Shadow Sense to modify Accuracy at night. (l2jmobius)
HitNumber: Polearm attack max hit creatures.
HpByLevel: recovers certain amount of HP, but current implementation is wrong... final amount should be computed from skill power and character level difference
HpCpHealCritical: HpCp heal effects always trigger Magic Critical Hit.
@@ -301,6 +300,7 @@ SpeedLimit: Increase a character's max Speed limit. (l2jmobius)
SpModify: Bonus SP stat.
Spoil: Spoils a mob activating its extra sweep drop.
StatAddForLevel: Adds a fixed amount of a Stat for a specific player level. (l2jmobius)
StatAddForNight: Modify a specific stat at night time. (l2jmobius)
StatBonusSkillCritical: Changes skill critical rate to depend on the specified base stat.
StatBonusSpeed: Changes Speed stat to depend on the specified base stat.
StatByMoveType: Adds stat based on your movement type (standing, running, walking).