Code style changes.

This commit is contained in:
MobiusDev
2016-04-26 19:21:19 +00:00
parent 6a13705766
commit fc070c9238
768 changed files with 3338 additions and 4252 deletions

View File

@@ -129,7 +129,7 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
L2PcInstance player = null;
if (target instanceof L2PcInstance)
{
player = ((L2PcInstance) target);
player = (L2PcInstance) target;
}
else if (target instanceof L2Summon)
{
@@ -486,16 +486,16 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
if ((dist_2 <= (castRange * castRange)) && (castRange > 70) && !_actor.isSkillDisabled(sk) && (_actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)) && !sk.isPassive())
{
final L2Object OldTarget = _actor.getTarget();
if ((sk.isContinuous() && !sk.isDebuff()) || (sk.hasEffectType(L2EffectType.HEAL)))
if ((sk.isContinuous() && !sk.isDebuff()) || sk.hasEffectType(L2EffectType.HEAL))
{
boolean useSkillSelf = true;
if ((sk.hasEffectType(L2EffectType.HEAL)) && (_actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5)))
if (sk.hasEffectType(L2EffectType.HEAL) && (_actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5)))
{
useSkillSelf = false;
break;
}
if ((sk.isContinuous() && !sk.isDebuff()) && _actor.isAffectedBySkill(sk.getId()))
if (sk.isContinuous() && !sk.isDebuff() && _actor.isAffectedBySkill(sk.getId()))
{
useSkillSelf = false;
}
@@ -514,7 +514,7 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
}
// Check if the L2SiegeGuardInstance is attacking, knows the target and can't run
if (!(_actor.isAttackingNow()) && (_actor.getRunSpeed() == 0) && (_actor.getKnownList().knowsObject(attackTarget)))
if (!_actor.isAttackingNow() && (_actor.getRunSpeed() == 0) && _actor.getKnownList().knowsObject(attackTarget))
{
// Cancel the target
_actor.getKnownList().removeKnownObject(attackTarget);
@@ -530,30 +530,26 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
final double homeY = attackTarget.getY() - sGuard.getSpawn().getY();
// Check if the L2SiegeGuardInstance isn't too far from it's home location
if ((((dx * dx) + (dy * dy)) > 10000) && (((homeX * homeX) + (homeY * homeY)) > 3240000) && (_actor.getKnownList().knowsObject(attackTarget)))
if ((((dx * dx) + (dy * dy)) > 10000) && (((homeX * homeX) + (homeY * homeY)) > 3240000) && _actor.getKnownList().knowsObject(attackTarget))
{
// Cancel the target
_actor.getKnownList().removeKnownObject(attackTarget);
_actor.setTarget(null);
setIntention(AI_INTENTION_IDLE, null, null);
}
else
// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
// Temporary hack for preventing guards jumping off towers,
// before replacing this with effective geodata checks and AI modification
else if ((dz * dz) < (170 * 170))
{
// Temporary hack for preventing guards jumping off towers,
// before replacing this with effective geodata checks and AI modification
if ((dz * dz) < (170 * 170))
if (_selfAnalysis.isMage)
{
if (_selfAnalysis.isMage)
{
range = _selfAnalysis.maxCastRange - 50;
}
if (_actor.getWalkSpeed() <= 0)
{
return;
}
moveToPawn(attackTarget, attackTarget.isMoving() ? range - 70 : range);
range = _selfAnalysis.maxCastRange - 50;
}
if (_actor.getWalkSpeed() <= 0)
{
return;
}
moveToPawn(attackTarget, attackTarget.isMoving() ? range - 70 : range);
}
}
}
@@ -603,16 +599,16 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
if (((castRange * castRange) >= dist_2) && !sk.isPassive() && (_actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)) && !_actor.isSkillDisabled(sk))
{
final L2Object OldTarget = _actor.getTarget();
if ((sk.isContinuous() && !sk.isDebuff()) || (sk.hasEffectType(L2EffectType.HEAL)))
if ((sk.isContinuous() && !sk.isDebuff()) || sk.hasEffectType(L2EffectType.HEAL))
{
boolean useSkillSelf = true;
if ((sk.hasEffectType(L2EffectType.HEAL)) && (_actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5)))
if (sk.hasEffectType(L2EffectType.HEAL) && (_actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5)))
{
useSkillSelf = false;
break;
}
if ((sk.isContinuous() && !sk.isDebuff()) && _actor.isAffectedBySkill(sk.getId()))
if (sk.isContinuous() && !sk.isDebuff() && _actor.isAffectedBySkill(sk.getId()))
{
useSkillSelf = false;
}