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Last active December 4, 2018 17:03
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A simple cooldown system with charges.
package com.comphenix.example;
import java.util.HashMap;
import java.util.Map;
import java.util.concurrent.TimeUnit;
import org.bukkit.entity.Player;
public class Ability {
/**
* Contains the number of charges and cooldown.
* @author Kristian Stangeland
*/
public static class Status {
private int charges;
private long cooldown;
private boolean recharged;
public Status(int charges) {
this.charges = charges;
this.cooldown = 0;
this.recharged = true;
}
/**
* Retrieve the number of times the current player can use this ability before initiating a new cooldown.
* @return Number of charges.
*/
public int getCharges() {
return charges;
}
/**
* Set the number of valid charges left
* @param charges - the new number of charges.
*/
public void setCharges(int charges) {
this.charges = charges;
}
/**
* Determine if this ability has been recharged when the cooldown last expired.
* @return TRUE if it has, FALSE otherwise.
*/
public boolean isRecharged() {
return recharged;
}
/**
* Set if this ability has been recharged when the cooldown last expired.
* @param recharged - whether or not the ability has been recharged.
*/
public void setRecharged(boolean recharged) {
this.recharged = recharged;
}
/**
* Lock the current ability for the duration of the cooldown.
* @param delay - the number of milliseconds to wait.
*/
public void setCooldown(long delay, TimeUnit unit) {
this.cooldown = System.currentTimeMillis() + TimeUnit.MILLISECONDS.convert(delay, unit);
}
/**
* Determine if the cooldown has expired.
* @return TRUE if it has, FALSE otherwise.
*/
public boolean isExpired() {
long rem = getRemainingTime(TimeUnit.MILLISECONDS);
return rem < 0;
}
/**
* Retrieve the of milliseconds until the cooldown expires.
* @param unit - the unit of the resulting time.
* @return Number of milliseconds until expiration.
*/
public long getRemainingTime(TimeUnit unit) {
return unit.convert(cooldown - System.currentTimeMillis(), TimeUnit.MILLISECONDS);
}
}
private Map<String, Status> playerStatus = new HashMap<String, Status>();
private final int defaultCharges;
private final long defaultDelay;
public Ability(int defaultCharges) {
this(defaultCharges, 5, TimeUnit.SECONDS);
}
public Ability(int defaultCharges, int defaultDelay, TimeUnit unit) {
this.defaultCharges = defaultCharges;
this.defaultDelay = TimeUnit.MILLISECONDS.convert(defaultDelay, unit);
}
/**
* Retrieve the cooldown time and charge count for a given player.
* @param player - the player.
* @return Associated status.
*/
public Status getStatus(Player player) {
Status status = playerStatus.get(player.getName());
if (status == null) {
status = createStatus(player);
playerStatus.put(player.getName(), status);
} else {
checkStatus(player, status);
}
return status;
}
/**
* Attempt to use this ability. The player must have at least once charge for this operation
* to be successful. The player's charge count will be decremented by the given amount.
* <p>
* Otherwise, initiate the recharging cooldown and return FALSE.
* @param player - the player.
* @param charges - the number of charges to consume.
* @return TRUE if the operation was successful, FALSE otherwise.
*/
public boolean tryUse(Player player) {
return tryUse(player, 1, defaultDelay, TimeUnit.MILLISECONDS);
}
/**
* Attempt to use this ability. The player must have at least once charge for this operation
* to be successful. The player's charge count will be decremented by the given amount.
* <p>
* Otherwise, initiate the recharging cooldown and return FALSE.
* @param player - the player.
* @param delay - the duration of the potential cooldown.
* @param unit - the unit of the delay parameter.
* @return TRUE if the operation was successful, FALSE otherwise.
*/
public boolean tryUse(Player player, long delay, TimeUnit unit) {
return tryUse(player, delay, unit);
}
/**
* Attempt to use this ability. The player must have at least once charge for this operation
* to be successful. The player's charge count will be decremented by the given amount.
* <p>
* Otherwise, initiate the recharging cooldown and return FALSE.
* @param player - the player.
* @param charges - the number of charges to consume.
* @param delay - the duration of the potential cooldown.
* @param unit - the unit of the delay parameter.
* @return TRUE if the operation was successful, FALSE otherwise.
*/
public boolean tryUse(Player player, int charges, long delay, TimeUnit unit) {
Status status = getStatus(player);
int current = status.getCharges();
// Check cooldown
if (!status.isExpired())
return false;
if (current <= charges) {
status.setRecharged(false);
status.setCharges(0);
status.setCooldown(delay, unit);
} else {
status.setCharges(current - charges);
}
return current > 0;
}
private void checkStatus(Player player, Status status) {
if (!status.isRecharged() && status.isExpired()) {
rechargeStatus(player, status);
}
}
/**
* Invoked when a status must be recharged.
* @param player - the player to recharge.
* @param status - the status to update.
* @return The updated status.
*/
protected Status rechargeStatus(Player player, Status status) {
status.setRecharged(true);
status.setCharges(defaultCharges);
return status;
}
/**
* Invoked when we need to create a status object for a player.
* @param player - the player to create for.
* @return The new status object.
*/
protected Status createStatus(Player player) {
return new Status(defaultCharges);
}
}
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