ProductionRate added to ConfigManager.
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@@ -1,99 +0,0 @@
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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.devcmd.cmds;
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import engine.Enum.DropRateType;
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import engine.devcmd.AbstractDevCmd;
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import engine.objects.AbstractGameObject;
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import engine.objects.PlayerCharacter;
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import engine.server.MBServerStatics;
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import engine.server.world.WorldServer;
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/**
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*
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* @author Murray
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*
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*/
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public class SetRateCmd extends AbstractDevCmd {
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public SetRateCmd() {
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super("setrate");
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}
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@Override
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protected void _doCmd(PlayerCharacter pc, String[] args, AbstractGameObject target) {
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if (args.length != 2) {
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this.sendUsage(pc);
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return;
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}
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float mod = 0f;
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try {
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mod = Float.parseFloat(args[1]);
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} catch (NumberFormatException e) {
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throwbackError(pc, "Supplied data failed to parse to Float.");
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return;
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}
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if (args[0].equals("exp")){
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DropRateType.EXP_RATE_MOD.rate = mod;
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throwbackInfo(pc, "Experience Rate set to: " + mod);
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} else if (args[0].equals("gold")){
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DropRateType.GOLD_RATE_MOD.rate = mod;
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throwbackInfo(pc, "Gold Rate set to: " + mod);
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} else if (args[0].equals("drop")){
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DropRateType.DROP_RATE_MOD.rate = mod;
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throwbackInfo(pc, "Drop Multiplier Rate set to: " + mod);
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} else if (args[0].equals("hotexp")){
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DropRateType.HOT_EXP_RATE_MOD.rate = mod;
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throwbackInfo(pc, "HOTZONE Experience Rate set to: " + mod);
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} else if (args[0].equals("hotgold")){
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DropRateType.HOT_GOLD_RATE_MOD.rate = mod;
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throwbackInfo(pc, "HOTZONE Gold Rate set to: " + mod);
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} else if (args[0].equals("hotdrop")){
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DropRateType.HOT_DROP_RATE_MOD.rate = mod;
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throwbackInfo(pc, "HOTZONE Drop Multiplier Rate set to: " + mod);
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} else if (args[0].equals("production")){
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MBServerStatics.PRODUCTION_TIME_MULTIPLIER = mod;
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throwbackInfo(pc, "Production Time Multiplier Rate set to: " + mod);
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} else {
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this.sendUsage(pc);
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}
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}
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@Override
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protected String _getUsageString() {
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return "' /setrate {exp|gold|drop|hotexp|hotgold|hotdrop} rate'";
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}
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@Override
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protected String _getHelpString() {
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return "Sets the rates for exp, gold or drops. Accepts a float, defaults to 1.0";
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}
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}
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@@ -73,6 +73,8 @@ public enum ConfigManager {
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MB_HOTZONE_MIN_LEVEL,
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MB_HOTZONE_MIN_LEVEL,
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MB_PRODUCTION_RATE,
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// MagicBot configuration.
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// MagicBot configuration.
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MB_MAGICBOT_SERVERID,
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MB_MAGICBOT_SERVERID,
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@@ -109,7 +109,6 @@ public enum DevCmdManager {
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DevCmdManager.registerDevCmd(new GetCacheCountCmd());
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DevCmdManager.registerDevCmd(new GetCacheCountCmd());
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DevCmdManager.registerDevCmd(new GetRuneDropRateCmd());
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DevCmdManager.registerDevCmd(new GetRuneDropRateCmd());
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DevCmdManager.registerDevCmd(new DecachePlayerCmd());
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DevCmdManager.registerDevCmd(new DecachePlayerCmd());
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DevCmdManager.registerDevCmd(new SetRateCmd());
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DevCmdManager.registerDevCmd(new AuditMobsCmd());
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DevCmdManager.registerDevCmd(new AuditMobsCmd());
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DevCmdManager.registerDevCmd(new ChangeNameCmd());
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DevCmdManager.registerDevCmd(new ChangeNameCmd());
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DevCmdManager.registerDevCmd(new GuildListCmd());
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DevCmdManager.registerDevCmd(new GuildListCmd());
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@@ -13,10 +13,7 @@ import engine.Enum;
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import engine.Enum.ItemContainerType;
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import engine.Enum.ItemContainerType;
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import engine.Enum.ItemType;
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import engine.Enum.ItemType;
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import engine.Enum.OwnerType;
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import engine.Enum.OwnerType;
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import engine.gameManager.BuildingManager;
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import engine.gameManager.*;
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import engine.gameManager.ChatManager;
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import engine.gameManager.DbManager;
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import engine.gameManager.PowersManager;
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import engine.net.ItemProductionManager;
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import engine.net.ItemProductionManager;
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import engine.net.ItemQueue;
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import engine.net.ItemQueue;
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import engine.net.client.ClientConnection;
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import engine.net.client.ClientConnection;
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@@ -202,7 +199,7 @@ public class ItemFactory {
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// is used to determin whether or not an object has
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// is used to determin whether or not an object has
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// compelted rolling. The game object exists previously
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// compelted rolling. The game object exists previously
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// to this, not when 'compelte' is pressed.
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// to this, not when 'compelte' is pressed.
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long upgradeTime = System.currentTimeMillis() + (long)(time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER) ;
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long upgradeTime = System.currentTimeMillis() + (long)(time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue()));
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DateTime dateTime = new DateTime();
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DateTime dateTime = new DateTime();
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dateTime = dateTime.withMillis(upgradeTime);
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dateTime = dateTime.withMillis(upgradeTime);
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@@ -220,7 +217,7 @@ public class ItemFactory {
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pi.setAmount(itemsToRoll);
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pi.setAmount(itemsToRoll);
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pi.setRandom(false);
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pi.setRandom(false);
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER));
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue())));
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ItemProductionManager.send(produced);
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ItemProductionManager.send(produced);
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return ml;
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return ml;
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@@ -620,7 +617,7 @@ public class ItemFactory {
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// is used to determin whether or not an object has
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// is used to determin whether or not an object has
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// compelted rolling. The game object exists previously
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// compelted rolling. The game object exists previously
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// to this, not when 'compelte' is pressed.
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// to this, not when 'compelte' is pressed.
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long upgradeTime = System.currentTimeMillis() + (long)(time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER) ;
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long upgradeTime = System.currentTimeMillis() + (long)(time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue())) ;
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DateTime dateTime = new DateTime();
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DateTime dateTime = new DateTime();
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dateTime = dateTime.withMillis(upgradeTime);
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dateTime = dateTime.withMillis(upgradeTime);
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@@ -637,7 +634,7 @@ public class ItemFactory {
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pi.setProducedItemID(ml.getObjectUUID());
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pi.setProducedItemID(ml.getObjectUUID());
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pi.setAmount(itemsToRoll);
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pi.setAmount(itemsToRoll);
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER));
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue())));
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ItemProductionManager.send(produced);
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ItemProductionManager.send(produced);
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}catch(Exception e){
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}catch(Exception e){
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Logger.error(e);
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Logger.error(e);
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@@ -906,7 +903,7 @@ public class ItemFactory {
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// is used to determin whether or not an object has
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// is used to determin whether or not an object has
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// compelted rolling. The game object exists previously
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// compelted rolling. The game object exists previously
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// to this, not when 'compelte' is pressed.
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// to this, not when 'compelte' is pressed.
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long upgradeTime = System.currentTimeMillis() + (long)(time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER) ;
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long upgradeTime = System.currentTimeMillis() + (long)(time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue())) ;
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DateTime dateTime = new DateTime();
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DateTime dateTime = new DateTime();
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dateTime = dateTime.withMillis(upgradeTime);
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dateTime = dateTime.withMillis(upgradeTime);
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@@ -920,7 +917,7 @@ public class ItemFactory {
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ProducedItem pi = new ProducedItem(toRoll.getObjectUUID(),vendor.getObjectUUID(),toRoll.getItemBaseID(),dateTime,true,prefix, suffix, toRoll.getCustomName(),playerID);
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ProducedItem pi = new ProducedItem(toRoll.getObjectUUID(),vendor.getObjectUUID(),toRoll.getItemBaseID(),dateTime,true,prefix, suffix, toRoll.getCustomName(),playerID);
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pi.setProducedItemID(toRoll.getObjectUUID());
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pi.setProducedItemID(toRoll.getObjectUUID());
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pi.setAmount(itemsToRoll);
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pi.setAmount(itemsToRoll);
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER));
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue())));
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ItemProductionManager.send(produced);
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ItemProductionManager.send(produced);
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return toRoll;
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return toRoll;
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}
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}
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@@ -683,7 +683,6 @@ public class MBServerStatics {
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public static final int DESPAWN_TIMER_ONCE_LOOTED = 5 * 1000;
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public static final int DESPAWN_TIMER_ONCE_LOOTED = 5 * 1000;
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public static final int MAX_COMBAT_HITBOX_RADIUS = 80;
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public static final int MAX_COMBAT_HITBOX_RADIUS = 80;
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public static final int PROC_CHANCE = 5; // %chance to proc
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public static final int PROC_CHANCE = 5; // %chance to proc
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public static float PRODUCTION_TIME_MULTIPLIER = .5f;
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/*
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/*
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* Mob loot -- gold calculations
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* Mob loot -- gold calculations
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