Header added
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@@ -1,3 +1,11 @@
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.mobileAI.Threads;
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import engine.gameManager.ConfigManager;
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@@ -13,9 +21,11 @@ public class MobAIThread implements Runnable{
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public static int AI_PULSE_MOB_THRESHOLD = 200;
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public static int AI_PATROL_DIVISOR = 15;
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public static float AI_CAST_FREQUENCY;
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// Thread constructor
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public MobAIThread() {
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//cache config value for mobile casting delay
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AI_CAST_FREQUENCY = Float.parseFloat(ConfigManager.MB_AI_CAST_FREQUENCY.getValue());
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@@ -6,23 +6,13 @@
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.mobileAI.Threads;
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import engine.gameManager.ZoneManager;
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import engine.objects.Mob;
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import engine.objects.Zone;
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import org.pmw.tinylog.Logger;
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/**
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* Thread blocks until MagicBane dispatch messages are
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* enqueued then processes them in FIFO order. The collection
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* is thread safe.
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* <p>
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* Any large messages not time sensitive such as load object
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* sent to more than a single individual should be spawned
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* individually on a DispatchMessageThread.
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*/
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public class MobRespawnThread implements Runnable {
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@@ -37,8 +27,7 @@ public class MobRespawnThread implements Runnable {
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while (true) {
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try {
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for (Zone zone : ZoneManager.getAllZones()) {
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for (Zone zone : ZoneManager.getAllZones())
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if (zone.respawnQue.isEmpty() == false && zone.lastRespawn + 100 < System.currentTimeMillis()) {
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Mob respawner = zone.respawnQue.iterator().next();
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@@ -50,7 +39,6 @@ public class MobRespawnThread implements Runnable {
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zone.respawnQue.remove(respawner);
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zone.lastRespawn = System.currentTimeMillis();
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}
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}
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} catch (Exception e) {
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Logger.error(e);
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}
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