Jump to content
  • 0

check if player.isDead() method


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

7 answers to this question

Recommended Posts

  • 0
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
  • 0
Posted

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;
}

  • 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
  • 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
  • 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
  • 0
Posted

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.

  • 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
Guest
This topic is now closed to further replies.


  • Posts

    • It has been a while since I updated this thread. I am currently actively working on a full-scale port of the shader library to ensure the fast and accurate transfer of all effects. I have decompiled the original game and created a tool that fully logs the entire *Lineage 2 Interlude* particle system. This allows me to extract the original formulas hardcoded into the game, resulting in a high-fidelity port. For instance, *Lineage 2* uses an `appRnd` system that generates unique randomization patterns for different skills, giving them distinct visual characteristics; there are countless formulas and technical nuances like this. Ultimately, I will derive all the key formulas and replicate the geometry with high precision. Twelve basic geometry formulas have already been ported. The effect was created in 10 minutes using a .uc file, HLSL formulas, and SpriteEmitter particle blending formulas.   https://prnt.sc/_3UDLQVX_Y-_
    • Good luck my friend! 😃
    • try this one instead. The one he shared affects every single NPC/player character in the game, the one I posted only affects player characters  https://drive.google.com/file/d/1UtccbD9e50x3WEnQBab2PTZnBHwpcGYM/view?usp=sharing or perhaps i misunderstood; if you could please post a full explanation of the problem you're having with the files, unfortunately i think whatever you're using to translate to english is a bit bad nevermind, i got what you mean, here's the fix   https://drive.google.com/file/d/1av7OHaGSdnVQtcBgb9MhtiIkxVXy3P2y/view?usp=sharing   CanIngnoreCollision=True CanBeIngnoredCollision=True  
    • <dailyReward days="28" autoOpen="true" minimumOnlineTimeSeconds="30" oneRewardPerIP="true" resetIfMissDay="true">   For now, I have these settings in the XML—this is the V1 version I created, though I plan to make further improvements over time. Of course, I’ll also add more protections—MAC, HWID, and perhaps others like account-based restrictions—to make it more secure. We can also implement non-tradable items to further enhance the system's security. I’ll keep posting updates and refining both the system and the interface. I might make a video tomorrow; if you look at the top, you'll see the "auto-open" feature can be toggled on or off, allowing users to rely solely on the `.daily` command. Cheers! Note: If I sell it in this state, I’ll provide support and roll out updates to users. I’m not forcing anyone to buy anything; I’d even provide the patch files so that anyone with the necessary skills can add features, modify it, or improve it further.
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..