mcMMO/src/main/java/com/gmail/nossr50/runnables/BleedTimer.java

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package com.gmail.nossr50.runnables;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player;
import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.util.Combat;
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public class BleedTimer implements Runnable {
private final static int MAX_BLEED_TICKS = 10;
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private static Map<LivingEntity, Integer> bleedList = new HashMap<LivingEntity, Integer>();
private static Map<LivingEntity, Integer> bleedAddList = new HashMap<LivingEntity, Integer>();
private static List<LivingEntity> bleedRemoveList = new ArrayList<LivingEntity>();
private static boolean lock = false;
@Override
public void run() {
updateBleedList();
bleedSimulate();
}
private void bleedSimulate() {
lock = true;
for (Entry<LivingEntity, Integer> entry : bleedList.entrySet()) {
LivingEntity entity = entry.getKey();
if (entry.getValue() <= 0 || entity.isDead()) {
remove(entity);
break;
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}
// Player bleed simulation
if (entity instanceof Player) {
Player player = (Player) entity;
if (!player.isOnline()) {
continue;
}
//Never kill with Bleeding
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if (player.getHealth() - 1 > 0) {
Combat.dealDamage(player, 1);
}
entry.setValue(entry.getValue() - 1);
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if (entry.getValue() <= 0) {
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player.sendMessage(LocaleLoader.getString("Swords.Combat.Bleeding.Stopped"));
}
}
// Bleed monsters/animals
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else {
Combat.dealDamage(entity, 2);
entry.setValue(entry.getValue() - 1);
}
}
// Unlock list now that we are done
lock = false;
}
private void updateBleedList() {
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if (lock) {
mcMMO.p.getLogger().warning("mcBleedTimer attempted to update the bleedList but the list was locked!");
}
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else {
bleedList.keySet().removeAll(bleedRemoveList);
bleedRemoveList.clear();
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bleedList.putAll(bleedAddList);
bleedAddList.clear();
}
}
/**
* Instantly Bleed out a LivingEntity
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*
* @param entity LivingEntity to bleed out
*/
public static void bleedOut(LivingEntity entity) {
if (bleedList.containsKey(entity)) {
Combat.dealDamage(entity, bleedList.get(entity) * 2);
bleedList.remove(entity);
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}
}
/**
* Remove a LivingEntity from the bleedList if it is in it
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*
* @param entity LivingEntity to remove
*/
public static void remove(LivingEntity entity) {
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if (lock) {
if (!bleedRemoveList.contains(entity)) {
bleedRemoveList.add(entity);
}
}
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else {
if (bleedList.containsKey(entity)) {
bleedList.remove(entity);
}
}
}
/**
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* Add a LivingEntity to the bleedList if it is not in it.
*
* @param entity LivingEntity to add
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* @param ticks Number of bleeding ticks
*/
public static void add(LivingEntity entity, int ticks) {
int newTicks = ticks;
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if (lock) {
if (bleedAddList.containsKey(entity)) {
newTicks += bleedAddList.get(entity);
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if (newTicks > MAX_BLEED_TICKS) {
newTicks = MAX_BLEED_TICKS;
}
bleedAddList.put(entity, newTicks);
}
else {
if (newTicks > MAX_BLEED_TICKS) {
newTicks = MAX_BLEED_TICKS;
}
bleedAddList.put(entity, newTicks);
}
}
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else {
if (bleedList.containsKey(entity)) {
newTicks += bleedList.get(entity);
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if (newTicks > MAX_BLEED_TICKS) {
newTicks = MAX_BLEED_TICKS;
}
bleedList.put(entity, newTicks);
// Need to find a better way to ensure that the entity stays in bleedList
// when some ticks are added but already marked for removal.
// Suggestion: Why not use Iterator.remove() and drop the lock boolean?
if (bleedRemoveList.contains(entity)) {
bleedRemoveList.remove(entity);
}
}
else {
if (newTicks > MAX_BLEED_TICKS) {
newTicks = MAX_BLEED_TICKS;
}
bleedList.put(entity, newTicks);
}
}
}
/**
* Check to see if a LivingEntity is in the bleedList
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*
* @param entity LivingEntity to check if in the bleedList
* @return true if in the list, false if not
*/
public static boolean contains(LivingEntity entity) {
return (bleedList.containsKey(entity) || bleedAddList.containsKey(entity));
}
}