EXP system & Mob buffs/diseases optimization

Solved a problem within EXP distribution system that would hand out less overall EXP than the expected when the amount to be earned is low.
Optimized mob buffs and diseases, now using a dedicated thread to process all status expirations on a batch.
Refactored MonitoredLockTypes names to something more easily identificable.
Added a delay on mob effect applications, to be registered in after the cast animation time.
Fixed Flame Thrower acting passively when a attacking skill is used by the player.
This commit is contained in:
ronancpl
2018-06-30 22:48:02 -03:00
parent dac5c43635
commit 94425ba616
57 changed files with 926 additions and 608 deletions

View File

@@ -3877,12 +3877,13 @@ public class MaplePacketCreator {
}
public static byte[] applyMonsterStatus(final int oid, final MonsterStatusEffect mse, final List<Integer> reflection) {
Map<MonsterStatus, Integer> stati = mse.getStati();
final MaplePacketLittleEndianWriter mplew = new MaplePacketLittleEndianWriter();
mplew.writeShort(SendOpcode.APPLY_MONSTER_STATUS.getValue());
mplew.writeInt(oid);
mplew.writeLong(0);
writeIntMask(mplew, mse.getStati());
for (Map.Entry<MonsterStatus, Integer> stat : mse.getStati().entrySet()) {
writeIntMask(mplew, stati);
for (Map.Entry<MonsterStatus, Integer> stat : stati.entrySet()) {
mplew.writeShort(stat.getValue());
if (mse.isMonsterSkill()) {
mplew.writeShort(mse.getMobSkill().getSkillId());
@@ -3892,7 +3893,7 @@ public class MaplePacketCreator {
}
mplew.writeShort(-1); // might actually be the buffTime but it's not displayed anywhere
}
int size = mse.getStati().size(); // size
int size = stati.size(); // size
if (reflection != null) {
for (Integer ref : reflection) {
mplew.writeInt(ref);