Run IntelliJ IDEA code formatter

This commit is contained in:
KingRainbow44
2023-03-31 17:19:26 -04:00
Unverified
parent 5bf5fb07a2
commit 15e2f3ca34
917 changed files with 30025 additions and 22441 deletions
@@ -21,11 +21,10 @@ public class SotSManager extends BasePlayerManager {
// NOTE: Spring volume balance *1 = fight prop HP *100
private final Logger logger = Grasscutter.getLogger();
private Timer autoRecoverTimer;
private final boolean enablePriorityHealing = false;
public final static int GlobalMaximumSpringVolume = PlayerProperty.PROP_MAX_SPRING_VOLUME.getMax();
private final Logger logger = Grasscutter.getLogger();
private final boolean enablePriorityHealing = false;
private Timer autoRecoverTimer;
public SotSManager(Player player) {
super(player);
@@ -107,33 +106,6 @@ public class SotSManager extends BasePlayerManager {
});
}
private class AutoRecoverTimerTick extends TimerTask {
// autoRecover checks player setting to see if auto recover is enabled, and refill HP to the predefined level.
public void run() {
refillSpringVolume();
logger.trace("isAutoRecoveryEnabled: " + getIsAutoRecoveryEnabled() + "\tautoRecoverPercentage: " + getAutoRecoveryPercentage());
if (getIsAutoRecoveryEnabled()) {
List<EntityAvatar> activeTeam = player.getTeamManager().getActiveTeam();
// When the statue does not have enough remaining volume:
// Enhanced experience: Enable priority healing
// The current active character will get healed first, then sequential.
// Vanilla experience: Disable priority healing
// Sequential healing based on character index.
int priorityIndex = enablePriorityHealing ? player.getTeamManager().getCurrentCharacterIndex() : -1;
if (priorityIndex >= 0) {
checkAndHealAvatar(activeTeam.get(priorityIndex));
}
for (int i = 0; i < activeTeam.size(); i++) {
if (i != priorityIndex) {
checkAndHealAvatar(activeTeam.get(i));
}
}
}
}
}
public void checkAndHealAvatar(EntityAvatar entity) {
int maxHP = (int) (entity.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP) * 100);
int currentHP = (int) (entity.getFightProperty(FightProperty.FIGHT_PROP_CUR_HP) * 100);
@@ -157,8 +129,8 @@ public class SotSManager extends BasePlayerManager {
logger.trace("Healing avatar " + entity.getAvatar().getAvatarData().getName() + " +" + needHP);
player.getTeamManager().healAvatar(entity.getAvatar(), 0, needHP);
player.getSession().send(new PacketEntityFightPropChangeReasonNotify(entity, FightProperty.FIGHT_PROP_CUR_HP,
((float) needHP / 100), List.of(3), PropChangeReason.PROP_CHANGE_REASON_STATUE_RECOVER,
ChangeHpReason.CHANGE_HP_REASON_ADD_STATUE));
((float) needHP / 100), List.of(3), PropChangeReason.PROP_CHANGE_REASON_STATUE_RECOVER,
ChangeHpReason.CHANGE_HP_REASON_ADD_STATUE));
player.getSession().send(new PacketEntityFightPropUpdateNotify(entity, FightProperty.FIGHT_PROP_CUR_HP));
}
@@ -188,4 +160,31 @@ public class SotSManager extends BasePlayerManager {
setCurrentVolume(currentVolume);
}
}
private class AutoRecoverTimerTick extends TimerTask {
// autoRecover checks player setting to see if auto recover is enabled, and refill HP to the predefined level.
public void run() {
refillSpringVolume();
logger.trace("isAutoRecoveryEnabled: " + getIsAutoRecoveryEnabled() + "\tautoRecoverPercentage: " + getAutoRecoveryPercentage());
if (getIsAutoRecoveryEnabled()) {
List<EntityAvatar> activeTeam = player.getTeamManager().getActiveTeam();
// When the statue does not have enough remaining volume:
// Enhanced experience: Enable priority healing
// The current active character will get healed first, then sequential.
// Vanilla experience: Disable priority healing
// Sequential healing based on character index.
int priorityIndex = enablePriorityHealing ? player.getTeamManager().getCurrentCharacterIndex() : -1;
if (priorityIndex >= 0) {
checkAndHealAvatar(activeTeam.get(priorityIndex));
}
for (int i = 0; i < activeTeam.size(); i++) {
if (i != priorityIndex) {
checkAndHealAvatar(activeTeam.get(i));
}
}
}
}
}
}