Files
sweetgum-server/scripts/event/4jberserk.js
ronancpl 8aadf7c369 Dynamic World/Channel deployment + Channel scheduler update
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.
2018-07-23 20:45:41 -03:00

181 lines
4.6 KiB
JavaScript

/*
This file is part of the OdinMS Maple Story Server
Copyright (C) 2008 Patrick Huy <patrick.huy@frz.cc>
Matthias Butz <matze@odinms.de>
Jan Christian Meyer <vimes@odinms.de>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation version 3 as published by
the Free Software Foundation. You may not use, modify or distribute
this program under any other version of the GNU Affero General Public
License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
var exitMap;
var instanceId;
var minPlayers = 3;
function init() {
instanceId = 1;
}
function monsterValue(eim, mobId) {
return 1;
}
function setup() {
exitMap = em.getChannelServer().getMapFactory().getMap(105090800); // <exit>
var instanceName = "4jberserk" + instanceId;
var eim = em.newInstance(instanceName);
var mf = eim.getMapFactory();
instanceId++;
var map = mf.getMap(910500200);
map.addMapTimer(3*60);
em.schedule("timeOut", 20 * 60000);
//you can't warp up to the rocks until all rogs are dead, I think?
eim.setProperty("canWarp","false");
return eim;
}
function afterSetup(eim) {}
function playerEntry(eim, player) {
var map = eim.getMapInstance(910500200);
player.changeMap(map, map.getPortal(0));
//TODO: hold time across map changes
//player.getClient().getSession().write(tools.MaplePacketCreator.getClock(1800));
}
function playerDead(eim, player) {
}
function playerRevive(eim, player) {
//if (eim.isLeader(player)) { //check for party leader
//boot whole party and end
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
/*/}
else { //boot dead player
// If only 2 players are left, uncompletable:
var party = eim.getPlayers();
if (party.size() <= minPlayers) {
for (var i = 0; i < party.size(); i++) {
playerExit(eim,party.get(i));
}
eim.dispose();
}
else
playerExit(eim, player);
}*/
}
function playerDisconnected(eim, player) {
//if (eim.isLeader(player)) { //check for party leader
//boot whole party and end
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
if (party.get(i).equals(player)) {
removePlayer(eim, player);
}
else {
playerExit(eim, party.get(i));
}
}
eim.dispose();
/*/}
else { //boot d/ced player
// If only 2 players are left, uncompletable:
var party = eim.getPlayers();
if (party.size() < minPlayers) {
for (var i = 0; i < party.size(); i++) {
playerExit(eim,party.get(i));
}
eim.dispose();
}
else
playerExit(eim, player);
}*/
}
function leftParty(eim, player) {
// If only 2 players are left, uncompletable:
var party = eim.getPlayers();
if (true) {
for (var i = 0; i < party.size(); i++) {
playerExit(eim,party.get(i));
}
eim.dispose();
}
else
playerExit(eim, player);
}
function disbandParty(eim) {
//boot whole party and end
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++) {
playerExit(eim, party.get(i));
}
eim.dispose();
}
function playerUnregistered(eim, player) {}
function playerExit(eim, player) {
eim.unregisterPlayer(player);
player.changeMap(exitMap, exitMap.getPortal(0));
}
//for offline players
function removePlayer(eim, player) {
eim.unregisterPlayer(player);
player.getMap().removePlayer(player);
player.setMap(exitMap);
}
function clearPQ(eim) {
var party = eim.getPlayers();
for (var i = 0; i < party.size(); i++)
playerExit(eim, party.get(i));
eim.dispose();
}
function monsterKilled(mob, eim) {}
function allMonstersDead(eim) {
eim.setProperty("canWarp","true");
}
function cancelSchedule() {}
function timeOut() {
var iter = em.getInstances().iterator();
while (iter.hasNext()) {
var eim = iter.next();
if (eim.getPlayerCount() > 0) {
var pIter = eim.getPlayers().iterator();
while (pIter.hasNext())
playerExit(eim, pIter.next());
}
eim.dispose();
}
}