public void registerMonster(Monster m) { if (!monsters.containsKey(m.getId())) { monsters.put(m.getId(), m); } }
public void spawnNearPlayers() { Monster monster = null; float prob, rand; int count; HashMap<String, Player> players = registry.getPlayerManager().getPlayers(); Player player = null; Integer spawnCoolDown = null; for (String key : players.keySet()) { player = (Player) players.get(key); // check for spawning Melvin if (registry.currentTime >= nextBossOrcSpawn && nextBossOrcSpawn != 0) { // to spawn melvin, player must have 40 AP, be within a range on the map and be on the // surface if (player.getMapX() >= 2000 && player.getMapX() <= 5000 && player.getLevel() >= 10 && player.getMapY() == this.findFloor(player.getMapX())) { spawnBossOrc(player); } } if (spawnCoolDowns.containsKey(key)) { spawnCoolDown = spawnCoolDowns.get(key); } else { spawnCoolDown = new Integer(0); spawnCoolDowns.put(key, spawnCoolDown); } spawnCoolDown--; if (spawnCoolDown < 0) { int x = player.getMapX(); int y = player.getMapY(); int groundLevel = registry.getBlockManager().getLevelByY(y); count = -groundLevel; try { for (String key2 : monsters.keySet()) { monster = (Monster) monsters.get(key2); if (monster.getCenterPoint().distance(player.getCenterPoint()) < MonsterManager.mobSpawnRangeMax * 3 / 2) { if (monster.getTouchDamage() > 0 && !monster.getName().equals("BlueThorn") && !monster.getName().equals("VineThorn")) { count++; } } } } catch (ConcurrentModificationException concEx) { // another thread was trying to modify monsters while iterating // we'll continue and the new item can be grabbed on the next update } if (count < 4) { for (MonsterType monsterType : MonsterType.values()) { if (count < 4) { rand = Rand.getFloat(); prob = getShouldSpawn(monsterType, groundLevel); if (prob > 0.0f) { if ((prob - count * spawnRatioDiff) > 0.005f) { prob += -count * spawnRatioDiff; } else { prob = 0.005f; } } if (rand <= prob) { // System.out.println("spawn near player " + monsterType.name()); spawn(monsterType.name(), "Roaming", x, y); count++; } } } } else { // EIError.debugMsg("too many to spawn"); spawnCoolDown = 20; } } } }