forked from Upstream/mmocore
Trigger delays fixed
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3928c688b3
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cc9a22d828
@ -150,7 +150,7 @@ public class PlayerQuests {
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// close current objective progress if quest is active
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if (hasCurrent())
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current.closeObjectiveProgress();
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current.getProgress().close();
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// apply newer quest
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current = quest == null ? null : quest.generateNewProgress(playerData);
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@ -43,16 +43,12 @@ public class QuestProgress {
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return quest.getObjectives().get(objective);
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}
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public void closeObjectiveProgress() {
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objectiveProgress.close();
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}
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public void completeObjective() {
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objective++;
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closeObjectiveProgress();
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objectiveProgress.close();
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// apply triggers
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objectiveProgress.getObjective().getTriggers().forEach(trigger -> trigger.apply(getPlayer()));
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objectiveProgress.getObjective().getTriggers().forEach(trigger -> trigger.schedule(getPlayer()));
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// end quest
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if (objective >= quest.getObjectives().size())
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@ -10,7 +10,7 @@ public abstract class Trigger {
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private final long delay;
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public Trigger(MMOLineConfig config) {
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delay = config.contains("delay") ? (long) (config.getDouble("delay") * 20) : 0;
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delay = config.contains("delay") ? (long) (config.getDouble("delay") * 20.) : 0;
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}
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public boolean hasDelay() {
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@ -22,8 +22,16 @@ public abstract class Trigger {
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}
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public void schedule(PlayerData player) {
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if (delay <= 0)
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apply(player);
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else
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Bukkit.getScheduler().scheduleSyncDelayedTask(MMOCore.plugin, () -> apply(player), delay);
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}
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/*
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* this method must not be used directly when executing triggers after quest
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* objectives for example, because this method does NOT take into account
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* trigger delay
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*/
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public abstract void apply(PlayerData player);
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}
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