Added "8-slot SETUP expand" item on the CashShop. Solved a concurrency issue on the fameGainByQuest method. Refactored many resource freeing modules throughout the source code. Implemented dynamic deployment of worlds and channels on the server system. Only creation of channels and worlds are available on this feature. Added a dedicated worker for schedules requested on EventManager. Fixed a potential cause for deadlocks on the channel schedulers' system. Refactored many schedules used by the EventManager and Channel, futher improving overall scheduling performance on the server.
148 lines
3.7 KiB
JavaScript
148 lines
3.7 KiB
JavaScript
/*
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This file is part of the OdinMS Maple Story Server
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Copyright (C) 2008 Patrick Huy <patrick.huy@frz.cc>
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Matthias Butz <matze@odinms.de>
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Jan Christian Meyer <vimes@odinms.de>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as
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published by the Free Software Foundation version 3 as published by
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the Free Software Foundation. You may not use, modify or distribute
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this program under any other version of the GNU Affero General Public
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License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* @author AngelSL
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*
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* 4th Job Rush Quest.
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* Based on Kerning City PQ script by Stereo
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*/
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var exitMap;
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var instanceId;
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var minPlayers = 3;
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function init() {
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instanceId = 1;
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}
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function monsterValue(eim, mobId) {
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return 1;
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}
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function setup() {
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exitMap = em.getChannelServer().getMapFactory().getMap(105090700); // <exit>
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var instanceName = "4jrush" + instanceId;
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var eim = em.newInstance(instanceName);
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var mf = eim.getMapFactory();
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instanceId++;
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var map = mf.getMap(910500100);
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map.addMapTimer(20*60);
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em.schedule("timeOut", 20 * 60000);
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return eim;
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}
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function afterSetup(eim) {}
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function playerEntry(eim, player) {
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var map = eim.getMapInstance(910500100);
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player.changeMap(map, map.getPortal(0));
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}
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function playerDead(eim, player) {
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}
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function playerRevive(eim, player) {
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var party = eim.getPlayers();
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for (var i = 0; i < party.size(); i++) {
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playerExit(eim, party.get(i));
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}
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eim.dispose();
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}
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function playerDisconnected(eim, player) {
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var party = eim.getPlayers();
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for (var i = 0; i < party.size(); i++) {
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if (party.get(i).equals(player)) {
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removePlayer(eim, player);
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}
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else {
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playerExit(eim, party.get(i));
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}
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}
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eim.dispose();
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}
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function leftParty(eim, player) {
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// If only 2 players are left, uncompletable:
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var party = eim.getPlayers();
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if (true) {
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for (var i = 0; i < party.size(); i++) {
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playerExit(eim,party.get(i));
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}
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eim.dispose();
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}
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else
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playerExit(eim, player);
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}
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function disbandParty(eim) {
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//boot whole party and end
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var party = eim.getPlayers();
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for (var i = 0; i < party.size(); i++) {
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playerExit(eim, party.get(i));
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}
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eim.dispose();
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}
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function playerUnregistered(eim, player) {}
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function playerExit(eim, player) {
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eim.unregisterPlayer(player);
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player.changeMap(exitMap, exitMap.getPortal(0));
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}
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//for offline players
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function removePlayer(eim, player) {
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eim.unregisterPlayer(player);
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player.getMap().removePlayer(player);
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player.setMap(exitMap);
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}
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function clearPQ(eim) {
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//KPQ does nothing special with winners
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var party = eim.getPlayers();
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for (var i = 0; i < party.size(); i++) {
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playerExit(eim, party.get(i));
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}
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eim.dispose();
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}
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function monsterKilled(mob, eim) {}
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function allMonstersDead(eim) {}
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function cancelSchedule() {}
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function timeOut() {
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var iter = em.getInstances().iterator();
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while (iter.hasNext()) {
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var eim = iter.next();
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if (eim.getPlayerCount() > 0) {
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var pIter = eim.getPlayers().iterator();
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while (pIter.hasNext()) {
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playerExit(eim, pIter.next());
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}
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}
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eim.dispose();
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}
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}
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