mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2026-05-23 17:19:50 +08:00
Run IntelliJ IDEA code formatter
This commit is contained in:
@@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user