mirror of
https://github.com/mcMMO-Dev/mcMMO.git
synced 2025-08-03 13:05:30 +02:00
More major refactoring. My OCD is better now.
This commit is contained in:
176
src/main/java/com/gmail/nossr50/skills/runnables/BleedTimer.java
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176
src/main/java/com/gmail/nossr50/skills/runnables/BleedTimer.java
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package com.gmail.nossr50.skills.runnables;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Map.Entry;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.skills.utilities.CombatTools;
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public class BleedTimer implements Runnable {
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private final static int MAX_BLEED_TICKS = 10;
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private static Map<LivingEntity, Integer> bleedList = new HashMap<LivingEntity, Integer>();
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private static Map<LivingEntity, Integer> bleedAddList = new HashMap<LivingEntity, Integer>();
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private static List<LivingEntity> bleedRemoveList = new ArrayList<LivingEntity>();
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private static boolean lock = false;
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@Override
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public void run() {
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updateBleedList();
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bleedSimulate();
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}
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private void bleedSimulate() {
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lock = true;
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for (Entry<LivingEntity, Integer> entry : bleedList.entrySet()) {
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LivingEntity entity = entry.getKey();
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if (entry.getValue() <= 0 || entity.isDead()) {
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remove(entity);
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break;
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}
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// Player bleed simulation
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if (entity instanceof Player) {
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Player player = (Player) entity;
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if (!player.isOnline()) {
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continue;
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}
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//Never kill with Bleeding
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if (player.getHealth() - 1 > 0) {
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CombatTools.dealDamage(player, 1);
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}
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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"));
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}
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}
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// Bleed monsters/animals
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else {
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CombatTools.dealDamage(entity, 2);
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entry.setValue(entry.getValue() - 1);
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}
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}
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// Unlock list now that we are done
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lock = false;
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}
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private void updateBleedList() {
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if (lock) {
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mcMMO.p.getLogger().warning("mcBleedTimer attempted to update the bleedList but the list was locked!");
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}
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else {
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bleedList.keySet().removeAll(bleedRemoveList);
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bleedRemoveList.clear();
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bleedList.putAll(bleedAddList);
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bleedAddList.clear();
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}
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}
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/**
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* Instantly Bleed out a LivingEntity
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*
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* @param entity LivingEntity to bleed out
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*/
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public static void bleedOut(LivingEntity entity) {
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if (bleedList.containsKey(entity)) {
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CombatTools.dealDamage(entity, bleedList.get(entity) * 2);
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bleedList.remove(entity);
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}
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}
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/**
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* Remove a LivingEntity from the bleedList if it is in it
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*
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* @param entity LivingEntity to remove
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*/
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public static void remove(LivingEntity entity) {
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if (lock) {
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if (!bleedRemoveList.contains(entity)) {
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bleedRemoveList.add(entity);
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}
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}
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else {
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if (bleedList.containsKey(entity)) {
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bleedList.remove(entity);
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}
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}
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}
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/**
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* Add a LivingEntity to the bleedList if it is not in it.
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*
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* @param entity LivingEntity to add
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* @param ticks Number of bleeding ticks
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*/
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public static void add(LivingEntity entity, int ticks) {
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int newTicks = ticks;
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if (lock) {
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if (bleedAddList.containsKey(entity)) {
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newTicks += bleedAddList.get(entity);
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if (newTicks > MAX_BLEED_TICKS) {
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newTicks = MAX_BLEED_TICKS;
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}
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bleedAddList.put(entity, newTicks);
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}
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else {
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if (newTicks > MAX_BLEED_TICKS) {
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newTicks = MAX_BLEED_TICKS;
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}
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bleedAddList.put(entity, newTicks);
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}
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}
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else {
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if (bleedList.containsKey(entity)) {
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newTicks += bleedList.get(entity);
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if (newTicks > MAX_BLEED_TICKS) {
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newTicks = MAX_BLEED_TICKS;
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}
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bleedList.put(entity, newTicks);
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// Need to find a better way to ensure that the entity stays in bleedList
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// when some ticks are added but already marked for removal.
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// Suggestion: Why not use Iterator.remove() and drop the lock boolean?
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if (bleedRemoveList.contains(entity)) {
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bleedRemoveList.remove(entity);
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}
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}
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else {
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if (newTicks > MAX_BLEED_TICKS) {
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newTicks = MAX_BLEED_TICKS;
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}
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bleedList.put(entity, newTicks);
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}
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}
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}
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/**
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* Check to see if a LivingEntity is in the bleedList
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*
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* @param entity LivingEntity to check if in the bleedList
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* @return true if in the list, false if not
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*/
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public static boolean contains(LivingEntity entity) {
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return (bleedList.containsKey(entity) || bleedAddList.containsKey(entity));
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}
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}
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44
src/main/java/com/gmail/nossr50/skills/runnables/GainXp.java
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44
src/main/java/com/gmail/nossr50/skills/runnables/GainXp.java
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package com.gmail.nossr50.skills.runnables;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.skills.utilities.SkillTools;
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import com.gmail.nossr50.skills.utilities.SkillType;
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public class GainXp implements Runnable {
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private Player player;
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private PlayerProfile profile;
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private double baseXp;
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private SkillType skillType;
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private LivingEntity target;
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private int baseHealth;
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public GainXp(Player player, PlayerProfile profile, SkillType skillType, double baseXp, LivingEntity target) {
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this.player = player;
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this.profile = profile;
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this.skillType = skillType;
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this.baseXp = baseXp;
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this.target = target;
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baseHealth = target.getHealth();
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}
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@Override
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public void run() {
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int health = target.getHealth();
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int damage = baseHealth - health;
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//May avoid negative xp, we don't know what other plugins do with the entity health
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if (damage <= 0) {
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return;
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}
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//Don't reward the player for overkills
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if (health < 0) {
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damage += health;
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}
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SkillTools.xpProcessing(player, profile, skillType, (int) (damage * baseXp));
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}
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}
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@@ -0,0 +1,39 @@
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package com.gmail.nossr50.skills.runnables;
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import org.bukkit.entity.Player;
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import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.skills.utilities.AbilityType;
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import com.gmail.nossr50.skills.utilities.SkillTools;
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import com.gmail.nossr50.skills.utilities.SkillType;
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import com.gmail.nossr50.util.Users;
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public class SkillMonitor implements Runnable {
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@Override
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public void run() {
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long curTime = System.currentTimeMillis();
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for (Player player : mcMMO.p.getServer().getOnlinePlayers()) {
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PlayerProfile profile = Users.getProfile(player);
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/*
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* MONITOR SKILLS
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*/
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for (SkillType skill : SkillType.values()) {
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if (skill.getTool() != null && skill.getAbility() != null) {
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SkillTools.monitorSkill(player, profile, curTime, skill);
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}
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}
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/*
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* COOLDOWN MONITORING
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*/
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for (AbilityType ability : AbilityType.values()) {
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if (ability.getCooldown() > 0) {
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SkillTools.watchCooldown(player, profile, ability);
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}
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}
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}
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}
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}
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