Welcome to MaxCheaters.com

Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads

  • 0

Help check if player.isDead() method


Go to solution Solved by melron,

Question

Posted (edited)

Hello again! XD .

 

Well i created a zone with auto-revive  when a player is dead inside zone.

But i want check if players is dead before auto-revive..

Because even he get res before cooldown of auto-revive, after cooldown he teleport to revived-location even he is alive :/.

 

i want check if player isDead before auto-revive to avoid if he is alive to revive .

 

i hope you understand :) 

Code i use: 

Spoiler

        public void onDieInside(final L2Character character)
        { 
            if (character instanceof L2PcInstance)
            {
                final L2PcInstance activeChar = ((L2PcInstance) character);

                if(Config.revive)
                {
                    ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
                    {
                        @Override
                        public void run()
                        {
                            activeChar.doRevive();
                            heal(activeChar);
                            int[] loc = Config.spawn_loc[Rnd.get(Config.spawn_loc.length)];
                            activeChar.teleToLocation(loc[0]+Rnd.get(-Config.radius,Config.radius), loc[1]+Rnd.get(-Config.radius,Config.radius), loc[2]);
                        }
                    },Config.revive_delay*1000);    
                } 
            }

 

Also i tried something like this but nothing:

Spoiler

        public void onDieInside(final L2Character character)
        { 
            if (character instanceof L2PcInstance)
            {
                final L2PcInstance activeChar = ((L2PcInstance) character);
                try
                {
                    Thread.sleep(600);
                }
                catch (InterruptedException e)
                {
                    // TODO Auto-generated catch block
                    e.printStackTrace();
                }
                if(Config.revive && activeChar.isDead())
                {
                    ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
                    {
                        @Override
                        public void run()
                        {
                            activeChar.doRevive();
                            heal(activeChar);
                            int[] loc = Config.spawn_loc[Rnd.get(Config.spawn_loc.length)];
                            activeChar.teleToLocation(loc[0]+Rnd.get(-Config.radius,Config.radius), loc[1]+Rnd.get(-Config.radius,Config.radius), loc[2]);
                        }
                    },Config.revive_delay*1000);    
                } 
            }

 

 

Help!! i tried to find similar code to find a solution but couldnt!

Edited by Irrelevant

Share this post


Link to post
Share on other sites

7 answers to this question

Recommended Posts

  • 0
  • Solution
Posted (edited)

You don't have to code anything inside the zone's method since the feature is about the player instance. You could make a manager to handle all these actions but this is just another case.

 

Lets begin about the basics. The zone, should only call a method in the player instance without any check for dead/alive since this call will be executed inside of Zone#onDieInside.

So,

 	@Override
 	protected void onDieInside(final L2Character character)
 	{
+		final L2PcInstance player = character.getActingPlayer();
+		if (player == null)
+			return;
+		
+		if (!Config.revive)
+			return;
+		
+		player.startAutoReviveTask();
 	}
 	
 	@Override

 

 

The player instance now will handle the next actions by itself.

The concept is:

  • Before start the task scheduler, you should check if the speficic scheudler is already running.
  • When the scheduler fires the runnable, you should just check if the player is dead or not.
  • If the player will be revived without the auto revive task, just cancel the auto revive.

So,

 

Index: head-src/com/l2jfrozen/gameserver/model/actor/instance/L2PcInstance.java
===================================================================
@@ -15415,6 +15469,7 @@
 	public void doRevive()
 	{
 		super.doRevive();
+		resetAutoReviveTask();
 		updateEffectIcons();
 		sendPacket(new EtcStatusUpdate(this));
 		_reviveRequested = 0;

@@ -19644,4 +19705,41 @@
 		_currentPetSkill = new SkillDat(currentSkill, ctrlPressed, shiftPressed);
 	}
 	
+	// The task
+	private ScheduledFuture<?> _autoReviveTask = null;
+	
+	public void startAutoReviveTask()
+	{
+		// Before initiate the auto revive task, check if another scheduler is active
+		resetAutoReviveTask();
+		
+		// Start the task
+		_autoReviveTask = ThreadPoolManager.getInstance().scheduleGeneral(() -> doAutoRevive(), TimeUnit.SECONDS.toMillis(Config.revive_delay));
+	}
+	
+	private void resetAutoReviveTask()
+	{
+		// If is not running, do nothing
+		if (_autoReviveTask == null)
+			return;
+		
+		_autoReviveTask.cancel(true);
+		_autoReviveTask = null;
+	}
+	
+	private void doAutoRevive()
+	{
+		// Check for any possible scenario if the player is alive
+		if (!isDead())
+			return;
+		
+		doRevive();
+		heal();
+		teleToLocation(Rnd.get(Config.spawn_loc), false);
+	}
+	
+	private void heal()
+	{
+		// Heal the instance
+	}

 

 

And the last thing, get the Rnd#get which is generic from aCis sources which is returning a random element of the given list class as parameter.

 

Index: head-src/com/l2jfrozen/util/random/Rnd.java
===================================================================
--- head-src/com/l2jfrozen/util/random/Rnd.java	(revision 1118)
+++ head-src/com/l2jfrozen/util/random/Rnd.java	(working copy)
@@ -23,7 +23,19 @@
  */
 public final class Rnd
 {
+	
+ 	/**
+	 * Returns a randomly selected element taken from the given array.
+	 * @param <T> type of array elements.
+	 * @param array an array.
+	 * @return a randomly selected element.
+	 */
+	public static final <T> T get(T[] array)
+	{
+		return array[get(array.length)];
+	}
+	

 

With this version of Rnd#get, you can do this:

teleToLocation(Rnd.get(Config.spawn_loc), false);

instead of 

int[] loc = Config.spawn_loc[Rnd.get(Config.spawn_loc.length)];
teleToLocation(loc[0]+Rnd.get(-Config.radius,Config.radius), loc[1]+Rnd.get(-Config.radius,Config.radius), loc[2]);

 

Edited by melron
  • Thanks 1

Share this post


Link to post
Share on other sites
  • 0

Store this runnable into a ScheduledFuture<?> . Let's say you call this reviveTask. Upon Player#doRevive call you should cancel this task.

 

if (reviveTask != null)
{
reviveTask.cancel(false);
reviveTask = null;
}

Share this post


Link to post
Share on other sites
  • 0
Posted (edited)
7 hours ago, Zake said:

Store this runnable into a ScheduledFuture<?> . Let's say you call this reviveTask. Upon Player#doRevive call you should cancel this task.

 

if (reviveTask != null)
{
reviveTask.cancel(false);
reviveTask = null;
}

like that?

 

Spoiler

public class L2PartyEventZone extends L2ZoneType
{
    
    public L2PartyEventZone (final int id)
    {
        super (id);
    }
+    protected ScheduledFuture<?> reviveTask;

 


 

 

        @Override
        public void onDieInside(final L2Character character)
        {
            if (character instanceof L2PcInstance)
            {
                final L2PcInstance activeChar = ((L2PcInstance) character);
    if(Config.revive)
                {

-                ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
+               reviveTask = ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
                    {
                        @Override
                        public void run()
                        {
                           activeChar.doRevive();
+                           if (reviveTask != null)
+                            {
+                            reviveTask.cancel(false);
+                            reviveTask = null;
+                            }
                            heal(activeChar);

 

Edited by Irrelevant

Share this post


Link to post
Share on other sites
  • 0
Posted (edited)

No, not really. At first , fields should be private in most cases. Furthermore, upon death (method onDieInside in your file) you should say something like

 

if (reviveTask == null)

reviveTask == ThreadPoolManager.getInstance().scheduleblabla()

 

Also, as i already mentioned above. You should cancel the task inside the method doRevive(L2PcInstance.java)

Edited by Zake

Share this post


Link to post
Share on other sites
  • 0
Posted (edited)
1 hour ago, Zake said:

No, not really. At first , fields should be private in most cases. Furthermore, upon death (method onDieInside in your file) you should say something like

 

if (reviveTask == null)

reviveTask == ThreadPoolManager.getInstance().scheduleblabla()

 

Also, as i already mentioned above. You should cancel the task inside the method doRevive(L2PcInstance.java)

like that in l2PcInstance?

Spoiler

 

 

    /** The _donator. */
    private boolean _donator = false;
    
+    /**Auto Revive*/
+    public ScheduledFuture<?> reviveTask;

 

 

 

@@@

 

 

 

 

    @Override
    public void doRevive()
    {
        super.doRevive();
        updateEffectIcons();
        sendPacket(new EtcStatusUpdate(this));
        _reviveRequested = 0;
        _revivePower = 0;
        
+        if (isInsideZone(L2Character.ZONE_PARTYEVENT))
+                        
+                        if (reviveTask != null)
+                        {
+                        reviveTask.cancel(false);
+                        reviveTask = null;
+                       }
+                        doRevive();
+        }

 

 

 

and in zone like that? 

Spoiler

public class L2PartyEventZone extends L2ZoneType
{
    
    public L2PartyEventZone (final int id)
    {
        super (id);
    }
+    private ScheduledFuture<?> reviveTask;

 


 

 

        @Override
        public void onDieInside(final L2Character character)
        {
            if (character instanceof L2PcInstance)
            {
                final L2PcInstance activeChar = ((L2PcInstance) character);
    if(Config.revive)
                {

-                ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()

+               if (reviveTask == null)
+               reviveTask = ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
                    {
                        @Override
                        public void run()
                        {
                           activeChar.doRevive();
                            heal(activeChar);



NOPE, i tried it! :/ 

Edited by Irrelevant

Share this post


Link to post
Share on other sites
  • 0

reviveTask should be linked with players so you have to store this in L2PcInstance and not random classes. Also you don't need to check if a player is in a custom zone in doRevive() method, all you need is to cancel revive task.

Share this post


Link to post
Share on other sites
  • 0
Posted (edited)
2 hours ago, melron said:

You don't have to code anything inside the zone's method since the feature is about the player instance. You could make a manager to handle all these actions but this is just another case.

 

 

 

 

 

 

DUDE <3 . I dont have words to thank you!! Awesome  for 1 more time!!!!!! THANK YOU! :hug
 

Edited by Irrelevant

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.