Use new RandomAnimationTask.

This commit is contained in:
MobiusDev
2018-04-26 22:19:32 +00:00
parent 841d3213fd
commit fee32f388d
7 changed files with 223 additions and 143 deletions

View File

@@ -1620,13 +1620,7 @@ public class L2Attackable extends L2Npc
@Override
public boolean hasRandomAnimation()
{
return (Config.MAX_MONSTER_ANIMATION > 0) && isRandomAnimationEnabled() && !(this instanceof L2GrandBossInstance);
}
@Override
public boolean isMob()
{
return true; // This means we use MAX_MONSTER_ANIMATION instead of MAX_NPC_ANIMATION
return ((Config.MAX_MONSTER_ANIMATION > 0) && isRandomAnimationEnabled() && !(this instanceof L2GrandBossInstance));
}
public void setCommandChannelTimer(CommandChannelTimer commandChannelTimer)

View File

@@ -16,8 +16,6 @@
*/
package com.l2jmobius.gameserver.model.actor;
import static com.l2jmobius.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import java.util.Collection;
import java.util.Collections;
import java.util.List;
@@ -65,6 +63,7 @@ import com.l2jmobius.gameserver.model.actor.instance.L2TrainerInstance;
import com.l2jmobius.gameserver.model.actor.instance.L2WarehouseInstance;
import com.l2jmobius.gameserver.model.actor.stat.NpcStat;
import com.l2jmobius.gameserver.model.actor.status.NpcStatus;
import com.l2jmobius.gameserver.model.actor.tasks.npc.RandomAnimationTask;
import com.l2jmobius.gameserver.model.actor.templates.L2NpcTemplate;
import com.l2jmobius.gameserver.model.entity.Castle;
import com.l2jmobius.gameserver.model.entity.Fort;
@@ -138,7 +137,7 @@ public class L2Npc extends L2Character
private boolean _isTalkable = getTemplate().isTalkable();
private final boolean _isFakePlayer = getTemplate().isFakePlayer();
protected RandomAnimationTask _rAniTask = null;
protected RandomAnimationTask _rAniTask;
private int _currentLHandId; // normally this shouldn't change from the template, but there exist exceptions
private int _currentRHandId; // normally this shouldn't change from the template, but there exist exceptions
private int _currentEnchant; // normally this shouldn't change from the template, but there exist exceptions
@@ -241,48 +240,35 @@ public class L2Npc extends L2Character
return getTemplate().getAISkills(AISkillScope.SHORT_RANGE);
}
/** Task launching the function onRandomAnimation() */
protected static class RandomAnimationTask implements Runnable
public void startRandomAnimationTask()
{
private final L2Npc _npc;
protected RandomAnimationTask(L2Npc npc)
if (!hasRandomAnimation())
{
_npc = npc;
return;
}
@Override
public void run()
if (_rAniTask == null)
{
try
synchronized (this)
{
if (_npc.isMob())
if (_rAniTask == null)
{
// Cancel further animation timers until intention is changed to ACTIVE again.
if (_npc.getAI().getIntention() != AI_INTENTION_ACTIVE)
{
return;
}
_rAniTask = new RandomAnimationTask(this);
}
else
{
if (!_npc.isInActiveRegion())
{
return;
}
}
if (!(_npc.isDead() || _npc.isStunned() || _npc.isSleeping() || _npc.isParalyzed()))
{
_npc.onRandomAnimation(Rnd.get(2, 3));
}
_npc.startRandomAnimationTask();
}
catch (Exception e)
{
}
}
_rAniTask.startRandomAnimationTimer();
}
public void stopRandomAnimationTask()
{
final RandomAnimationTask rAniTask = _rAniTask;
if (rAniTask != null)
{
rAniTask.stopRandomAnimationTimer();
_rAniTask = null;
}
}
/**
@@ -300,27 +286,6 @@ public class L2Npc extends L2Character
}
}
/**
* Create a RandomAnimation Task that will be launched after the calculated delay.
*/
public void startRandomAnimationTask()
{
if (!hasRandomAnimation())
{
return;
}
final int minWait = isMob() ? Config.MIN_MONSTER_ANIMATION : Config.MIN_NPC_ANIMATION;
final int maxWait = isMob() ? Config.MAX_MONSTER_ANIMATION : Config.MAX_NPC_ANIMATION;
// Calculate the delay before the next animation
final int interval = Rnd.get(minWait, maxWait) * 1000;
// Create a RandomAnimation Task that will be launched after the calculated delay
_rAniTask = new RandomAnimationTask(this);
ThreadPool.schedule(_rAniTask, interval);
}
/**
* @return true if the server allows Random Animation.
*/
@@ -1460,11 +1425,6 @@ public class L2Npc extends L2Character
}
}
public boolean isMob() // rather delete this check
{
return false; // This means we use MAX_NPC_ANIMATION instead of MAX_MONSTER_ANIMATION
}
// Two functions to change the appearance of the equipped weapons on the NPC
// This is only useful for a few NPCs and is most likely going to be called from AI
public void setLHandId(int newWeaponId)

View File

@@ -0,0 +1,104 @@
/*
* 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 com.l2jmobius.gameserver.model.actor.tasks.npc;
import static com.l2jmobius.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.l2jmobius.Config;
import com.l2jmobius.commons.concurrent.ThreadPool;
import com.l2jmobius.commons.util.Rnd;
import com.l2jmobius.gameserver.model.actor.L2Npc;
/**
* @author Nik
*/
public class RandomAnimationTask implements Runnable
{
private static final Logger LOGGER = Logger.getLogger(RandomAnimationTask.class.getName());
private final L2Npc _npc;
private boolean _stopTask;
public RandomAnimationTask(L2Npc npc)
{
_npc = npc;
}
@Override
public void run()
{
if (_stopTask)
{
return;
}
try
{
if (!_npc.isInActiveRegion())
{
return;
}
// Cancel further animation timers until intention is changed to ACTIVE again.
if (_npc.isAttackable() && (_npc.getAI().getIntention() != AI_INTENTION_ACTIVE))
{
return;
}
if (!(_npc.isDead() || _npc.isStunned() || _npc.isSleeping() || _npc.isParalyzed()))
{
_npc.onRandomAnimation(Rnd.get(2, 3));
}
startRandomAnimationTimer();
}
catch (Exception e)
{
LOGGER.log(Level.SEVERE, "Execution of RandomAnimationTask has failed.", e);
}
}
/**
* Create a RandomAnimation Task that will be launched after the calculated delay.
*/
public void startRandomAnimationTimer()
{
if (!_npc.hasRandomAnimation() || _stopTask)
{
return;
}
final int minWait = _npc.isAttackable() ? Config.MIN_MONSTER_ANIMATION : Config.MIN_NPC_ANIMATION;
final int maxWait = _npc.isAttackable() ? Config.MAX_MONSTER_ANIMATION : Config.MAX_NPC_ANIMATION;
// Calculate the delay before the next animation
final int interval = Rnd.get(minWait, maxWait) * 1000;
// Create a RandomAnimation Task that will be launched after the calculated delay
ThreadPool.schedule(this, interval);
}
/**
* Stops the task from continuing and blocks it from continuing ever again. You need to create new task if you want to start it again.
*/
public void stopRandomAnimationTimer()
{
_stopTask = true;
}
}