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synced 2024-11-01 16:19:53 +01:00
Use an iterator rather than that stupid lock boolean.
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commit
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@ -1,15 +1,13 @@
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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.Iterator;
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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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import com.gmail.nossr50.util.ParticleEffectUtils;
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@ -17,28 +15,18 @@ import com.gmail.nossr50.util.ParticleEffectUtils;
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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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for (Iterator<Entry<LivingEntity, Integer>> bleedIterator = bleedList.entrySet().iterator(); bleedIterator.hasNext();) {
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Entry<LivingEntity, Integer> entry = bleedIterator.next();
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LivingEntity entity = entry.getKey();
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if (entry.getValue() <= 0 || !entity.isValid()) {
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remove(entity);
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break;
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bleedIterator.remove();
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continue;
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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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@ -49,7 +37,7 @@ public class BleedTimer implements Runnable {
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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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ParticleEffectUtils.playBleedEffect(player);
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ParticleEffectUtils.playBleedEffect(entity);
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}
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entry.setValue(entry.getValue() - 1);
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@ -58,29 +46,12 @@ public class BleedTimer implements Runnable {
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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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ParticleEffectUtils.playBleedEffect(entity);
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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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@ -101,17 +72,10 @@ public class BleedTimer implements Runnable {
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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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@ -122,41 +86,12 @@ public class BleedTimer implements Runnable {
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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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bleedAddList.put(entity, Math.min(newTicks, MAX_BLEED_TICKS));
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}
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else {
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bleedAddList.put(entity, Math.min(newTicks, MAX_BLEED_TICKS));
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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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bleedList.put(entity, Math.min(newTicks, MAX_BLEED_TICKS));
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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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// TODO: Actually implement this suggestion?
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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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bleedList.put(entity, Math.min(newTicks, MAX_BLEED_TICKS));
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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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