/*
* Copyright (C) 2004-2015 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* L2J Server 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
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
package com.l2jserver.gameserver.model;
import java.lang.reflect.Constructor;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
import java.util.logging.Level;
import java.util.logging.Logger;
import javolution.util.FastList;
import com.l2jserver.Config;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.data.sql.impl.TerritoryTable;
import com.l2jserver.gameserver.data.xml.impl.NpcData;
import com.l2jserver.gameserver.datatables.NpcPersonalAIData;
import com.l2jserver.gameserver.model.actor.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
import com.l2jserver.gameserver.model.interfaces.IIdentifiable;
import com.l2jserver.gameserver.model.interfaces.ILocational;
import com.l2jserver.gameserver.model.interfaces.INamable;
import com.l2jserver.gameserver.model.interfaces.IPositionable;
import com.l2jserver.gameserver.model.zone.type.NpcSpawnTerritory;
import com.l2jserver.util.Rnd;
/**
* This class manages the spawn and respawn of a group of L2NpcInstance that are in the same are and have the same type.
* Concept:
* L2NpcInstance can be spawned either in a random position into a location area (if Lox=0 and Locy=0), either at an exact position.
* The heading of the L2NpcInstance can be a random heading if not defined (value= -1) or an exact heading (ex : merchant...).
* @author Nightmare
*/
public class L2Spawn implements IPositionable, IIdentifiable, INamable
{
protected static final Logger _log = Logger.getLogger(L2Spawn.class.getName());
/** String identifier of this spawn */
private String _name;
/** The link on the L2NpcTemplate object containing generic and static properties of this spawn (ex : RewardExp, RewardSP, AggroRange...) */
private L2NpcTemplate _template;
/** The maximum number of L2NpcInstance that can manage this L2Spawn */
private int _maximumCount;
/** The current number of L2NpcInstance managed by this L2Spawn */
private int _currentCount;
/** The current number of SpawnTask in progress or stand by of this L2Spawn */
protected int _scheduledCount;
/** The identifier of the location area where L2NpcInstance can be spwaned */
private int _locationId;
/** The Location of this NPC spawn. */
private Location _location = new Location(0, 0, 0, 0, 0);
/** Link to NPC spawn territory */
private NpcSpawnTerritory _spawnTerritory = null;
/** Minimum respawn delay */
private int _respawnMinDelay;
/** Maximum respawn delay */
private int _respawnMaxDelay;
/** The generic constructor of L2NpcInstance managed by this L2Spawn */
private Constructor extends L2Npc> _constructor;
/** If True a L2NpcInstance is respawned each time that another is killed */
private boolean _doRespawn;
/** If true then spawn is custom */
private boolean _customSpawn;
private static List _spawnListeners = new FastList<>();
private final FastList _spawnedNpcs = new FastList<>();
private Map _lastSpawnPoints;
private boolean _isNoRndWalk = false; // Is no random walk
/** The task launching the function doSpawn() */
class SpawnTask implements Runnable
{
private final L2Npc _oldNpc;
public SpawnTask(L2Npc pOldNpc)
{
_oldNpc = pOldNpc;
}
@Override
public void run()
{
try
{
// doSpawn();
respawnNpc(_oldNpc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "", e);
}
_scheduledCount--;
}
}
/**
* Constructor of L2Spawn.
* Concept:
* Each L2Spawn owns generic and static properties (ex : RewardExp, RewardSP, AggroRange...).
* All of those properties are stored in a different L2NpcTemplate for each type of L2Spawn. Each template is loaded once in the server cache memory (reduce memory use).
* When a new instance of L2Spawn is created, server just create a link between the instance and the template.
* This link is stored in _template Each L2NpcInstance is linked to a L2Spawn that manages its spawn and respawn (delay, location...).
* This link is stored in _spawn of the L2NpcInstance.
* Actions:
*
* - Set the _template of the L2Spawn
* - Calculate the implementationName used to generate the generic constructor of L2NpcInstance managed by this L2Spawn
* - Create the generic constructor of L2NpcInstance managed by this L2Spawn
*
* @param template The L2NpcTemplate to link to this L2Spawn
* @throws SecurityException
* @throws ClassNotFoundException
* @throws NoSuchMethodException
* @throws ClassCastException when template type is not subclass of L2Npc
*/
public L2Spawn(L2NpcTemplate template) throws SecurityException, ClassNotFoundException, NoSuchMethodException, ClassCastException
{
// Set the _template of the L2Spawn
_template = template;
if (_template == null)
{
return;
}
String className = "com.l2jserver.gameserver.model.actor.instance." + _template.getType() + "Instance";
// Create the generic constructor of L2Npc managed by this L2Spawn
_constructor = Class.forName(className).asSubclass(L2Npc.class).getConstructor(L2NpcTemplate.class);
}
/**
* Creates a spawn.
* @param npcId the NPC ID
* @throws ClassCastException
* @throws NoSuchMethodException
* @throws ClassNotFoundException
* @throws SecurityException
*/
public L2Spawn(int npcId) throws SecurityException, ClassNotFoundException, NoSuchMethodException, ClassCastException
{
this(NpcData.getInstance().getTemplate(npcId));
}
/**
* @return the maximum number of L2NpcInstance that this L2Spawn can manage.
*/
public int getAmount()
{
return _maximumCount;
}
/**
* @return the String Identifier of this spawn.
*/
@Override
public String getName()
{
return _name;
}
/**
* Set the String Identifier of this spawn.
* @param name
*/
public void setName(String name)
{
_name = name;
}
/**
* @return the Identifier of the location area where L2NpcInstance can be spwaned.
*/
public int getLocationId()
{
return _locationId;
}
@Override
public Location getLocation()
{
return _location;
}
public Location getLocation(L2Object obj)
{
return ((_lastSpawnPoints == null) || (obj == null) || !_lastSpawnPoints.containsKey(obj.getObjectId())) ? _location : _lastSpawnPoints.get(obj.getObjectId());
}
@Override
public int getX()
{
return _location.getX();
}
/**
* @param obj object to check
* @return the X position of the last spawn point of given NPC.
*/
public int getX(L2Object obj)
{
return getLocation(obj).getX();
}
/**
* Set the X position of the spawn point.
* @param x the x coordinate
*/
@Override
public void setX(int x)
{
_location.setX(x);
}
@Override
public int getY()
{
return _location.getY();
}
/**
* @param obj object to check
* @return the Y position of the last spawn point of given NPC.
*/
public int getY(L2Object obj)
{
return getLocation(obj).getY();
}
/**
* Set the Y position of the spawn point.
* @param y the y coordinate
*/
@Override
public void setY(int y)
{
_location.setY(y);
}
@Override
public int getZ()
{
return _location.getZ();
}
/**
* @param obj object to check
* @return the Z position of the last spawn point of given NPC.
*/
public int getZ(L2Object obj)
{
return getLocation(obj).getZ();
}
/**
* Set the Z position of the spawn point.
* @param z the z coordinate
*/
@Override
public void setZ(int z)
{
_location.setZ(z);
}
/**
* Set the x, y, z position of the spawn point.
* @param x The x coordinate.
* @param y The y coordinate.
* @param z The z coordinate.
*/
@Override
public void setXYZ(int x, int y, int z)
{
setX(x);
setY(y);
setZ(z);
}
/**
* Set the x, y, z position of the spawn point.
* @param loc The location.
*/
@Override
public void setXYZ(ILocational loc)
{
setXYZ(loc.getX(), loc.getY(), loc.getZ());
}
/**
* @return the heading of L2NpcInstance when they are spawned.
*/
@Override
public int getHeading()
{
return _location.getHeading();
}
/**
* Set the heading of L2NpcInstance when they are spawned.
* @param heading
*/
@Override
public void setHeading(int heading)
{
_location.setHeading(heading);
}
/**
* Set the XYZ position of the spawn point.
* @param loc
*/
@Override
public void setLocation(Location loc)
{
_location = loc;
}
/**
* Gets the NPC ID.
* @return the NPC ID
*/
@Override
public int getId()
{
return _template.getId();
}
/**
* @return min respawn delay.
*/
public int getRespawnMinDelay()
{
return _respawnMinDelay;
}
/**
* @return max respawn delay.
*/
public int getRespawnMaxDelay()
{
return _respawnMaxDelay;
}
/**
* Set the maximum number of L2NpcInstance that this L2Spawn can manage.
* @param amount
*/
public void setAmount(int amount)
{
_maximumCount = amount;
}
/**
* Set the Identifier of the location area where L2NpcInstance can be spawned.
* @param id
*/
public void setLocationId(int id)
{
_locationId = id;
}
/**
* Set Minimum Respawn Delay.
* @param date
*/
public void setRespawnMinDelay(int date)
{
_respawnMinDelay = date;
}
/**
* Set Maximum Respawn Delay.
* @param date
*/
public void setRespawnMaxDelay(int date)
{
_respawnMaxDelay = date;
}
/**
* Set the spawn as custom.
* @param custom
*/
public void setCustom(boolean custom)
{
_customSpawn = custom;
}
/**
* @return type of spawn.
*/
public boolean isCustom()
{
return _customSpawn;
}
/**
* Decrease the current number of L2NpcInstance of this L2Spawn and if necessary create a SpawnTask to launch after the respawn Delay. Actions : Decrease the current number of L2NpcInstance of this L2Spawn Check if respawn is possible to prevent multiple respawning
* caused by lag Update the current number of SpawnTask in progress or stand by of this L2Spawn Create a new SpawnTask to launch after the respawn Delay Caution : A respawn is possible ONLY if _doRespawn=True and _scheduledCount +
* _currentCount < _maximumCount
* @param oldNpc
*/
public void decreaseCount(L2Npc oldNpc)
{
// sanity check
if (_currentCount <= 0)
{
return;
}
// Decrease the current number of L2NpcInstance of this L2Spawn
_currentCount--;
// Remove this NPC from list of spawned
_spawnedNpcs.remove(oldNpc);
// Remove spawn point for old NPC
if (_lastSpawnPoints != null)
{
_lastSpawnPoints.remove(oldNpc.getObjectId());
}
// Check if respawn is possible to prevent multiple respawning caused by lag
if (_doRespawn && ((_scheduledCount + _currentCount) < _maximumCount))
{
// Update the current number of SpawnTask in progress or stand by of this L2Spawn
_scheduledCount++;
// Create a new SpawnTask to launch after the respawn Delay
// ClientScheduler.getInstance().scheduleLow(new SpawnTask(npcId), _respawnDelay);
ThreadPoolManager.getInstance().scheduleGeneral(new SpawnTask(oldNpc), hasRespawnRandom() ? Rnd.get(_respawnMinDelay, _respawnMaxDelay) : _respawnMinDelay);
}
}
/**
* Create the initial spawning and set _doRespawn to False, if respawn time set to 0, or set it to True otherwise.
* @return The number of L2NpcInstance that were spawned
*/
public int init()
{
while (_currentCount < _maximumCount)
{
doSpawn();
}
_doRespawn = _respawnMinDelay != 0;
return _currentCount;
}
/**
* Create a L2NpcInstance in this L2Spawn.
* @param val
* @return
*/
public L2Npc spawnOne(boolean val)
{
return doSpawn(val);
}
/**
* @return true if respawn enabled
*/
public boolean isRespawnEnabled()
{
return _doRespawn;
}
/**
* Set _doRespawn to False to stop respawn in this L2Spawn.
*/
public void stopRespawn()
{
_doRespawn = false;
}
/**
* Set _doRespawn to True to start or restart respawn in this L2Spawn.
*/
public void startRespawn()
{
_doRespawn = true;
}
public L2Npc doSpawn()
{
return doSpawn(false);
}
/**
* Create the L2NpcInstance, add it to the world and lauch its OnSpawn action.
* Concept:
* L2NpcInstance can be spawned either in a random position into a location area (if Lox=0 and Locy=0), either at an exact position.
* The heading of the L2NpcInstance can be a random heading if not defined (value= -1) or an exact heading (ex : merchant...).
* Actions for an random spawn into location area: (if Locx=0 and Locy=0)
*
* - Get L2NpcInstance Init parameters and its generate an Identifier
* - Call the constructor of the L2NpcInstance
* - Calculate the random position in the location area (if Locx=0 and Locy=0) or get its exact position from the L2Spawn
* - Set the position of the L2NpcInstance
* - Set the HP and MP of the L2NpcInstance to the max
* - Set the heading of the L2NpcInstance (random heading if not defined : value=-1)
* - Link the L2NpcInstance to this L2Spawn
* - Init other values of the L2NpcInstance (ex : from its L2CharTemplate for INT, STR, DEX...) and add it in the world
* - Launch the action OnSpawn fo the L2NpcInstance
* - Increase the current number of L2NpcInstance managed by this L2Spawn
*
* @param isSummonSpawn
* @return
*/
public L2Npc doSpawn(boolean isSummonSpawn)
{
try
{
// Check if the L2Spawn is not a L2Pet or L2Minion or L2Decoy spawn
if (_template.isType("L2Pet") || _template.isType("L2Decoy") || _template.isType("L2Trap"))
{
_currentCount++;
return null;
}
// Call the constructor of the L2Npc
L2Npc npc = _constructor.newInstance(_template);
npc.setInstanceId(getInstanceId()); // Must be done before object is spawned into visible world
if (isSummonSpawn)
{
npc.setShowSummonAnimation(isSummonSpawn);
}
// Check for certain AI data, overriden in spawnlist
if (_name != null)
{
NpcPersonalAIData.getInstance().initializeNpcParameters(npc, this, _name);
}
return initializeNpcInstance(npc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "NPC " + _template.getId() + " class not found", e);
}
return null;
}
/**
* @param mob
* @return
*/
private L2Npc initializeNpcInstance(L2Npc mob)
{
int newlocx = 0;
int newlocy = 0;
int newlocz = 0;
// If Locx and Locy are not defined, the L2NpcInstance must be spawned in an area defined by location or spawn territory
// New method
if (isTerritoryBased())
{
int[] p = _spawnTerritory.getRandomPoint();
newlocx = p[0];
newlocy = p[1];
newlocz = p[2];
}
// Old method (for backward compatibility)
else if ((getX() == 0) && (getY() == 0))
{
if (getLocationId() == 0)
{
return mob;
}
// Calculate the random position in the location area
final Location location = TerritoryTable.getInstance().getRandomPoint(getLocationId());
// Set the calculated position of the L2NpcInstance
if (location != null)
{
newlocx = location.getX();
newlocy = location.getY();
newlocz = location.getZ();
}
}
else
{
// The L2NpcInstance is spawned at the exact position (Lox, Locy, Locz)
newlocx = getX();
newlocy = getY();
newlocz = getZ();
}
// don't correct z of flying npc's
if (!mob.isFlying())
{
newlocz = GeoData.getInstance().getSpawnHeight(newlocx, newlocy, newlocz);
}
mob.stopAllEffects();
mob.setIsDead(false);
// Reset decay info
mob.setDecayed(false);
// Set the HP and MP of the L2NpcInstance to the max
mob.setCurrentHpMp(mob.getMaxHp(), mob.getMaxMp());
// Clear script variables
if (mob.hasVariables())
{
mob.getVariables().getSet().clear();
}
// Set is not random walk default value
mob.setIsNoRndWalk(isNoRndWalk());
// Set the heading of the L2NpcInstance (random heading if not defined)
if (getHeading() == -1)
{
mob.setHeading(Rnd.nextInt(61794));
}
else
{
mob.setHeading(getHeading());
}
if (mob instanceof L2Attackable)
{
((L2Attackable) mob).setChampion(false);
}
if (Config.L2JMOD_CHAMPION_ENABLE)
{
// Set champion on next spawn
if (mob.isMonster() && !getTemplate().isUndying() && !mob.isRaid() && !mob.isRaidMinion() && (Config.L2JMOD_CHAMPION_FREQUENCY > 0) && (mob.getLevel() >= Config.L2JMOD_CHAMP_MIN_LVL) && (mob.getLevel() <= Config.L2JMOD_CHAMP_MAX_LVL) && (Config.L2JMOD_CHAMPION_ENABLE_IN_INSTANCES || (getInstanceId() == 0)))
{
if (Rnd.get(100) < Config.L2JMOD_CHAMPION_FREQUENCY)
{
((L2Attackable) mob).setChampion(true);
}
}
}
// Reset summoner
mob.setSummoner(null);
// Reset summoned list
mob.resetSummonedNpcs();
// Link the L2NpcInstance to this L2Spawn
mob.setSpawn(this);
// Spawn NPC
mob.spawnMe(newlocx, newlocy, newlocz);
notifyNpcSpawned(mob);
_spawnedNpcs.add(mob);
if (_lastSpawnPoints != null)
{
_lastSpawnPoints.put(mob.getObjectId(), new Location(newlocx, newlocy, newlocz));
}
if (Config.DEBUG)
{
_log.finest("Spawned Mob Id: " + _template.getId() + " , at: X: " + mob.getX() + " Y: " + mob.getY() + " Z: " + mob.getZ());
}
// Increase the current number of L2NpcInstance managed by this L2Spawn
_currentCount++;
return mob;
}
public static void addSpawnListener(SpawnListener listener)
{
synchronized (_spawnListeners)
{
_spawnListeners.add(listener);
}
}
public static void removeSpawnListener(SpawnListener listener)
{
synchronized (_spawnListeners)
{
_spawnListeners.remove(listener);
}
}
public static void notifyNpcSpawned(L2Npc npc)
{
synchronized (_spawnListeners)
{
for (SpawnListener listener : _spawnListeners)
{
listener.npcSpawned(npc);
}
}
}
/**
* Set bounds for random calculation and delay for respawn
* @param delay delay in seconds
* @param randomInterval random interval in seconds
*/
public void setRespawnDelay(int delay, int randomInterval)
{
if (delay != 0)
{
if (delay < 0)
{
_log.warning("respawn delay is negative for spawn:" + this);
}
int minDelay = delay - randomInterval;
int maxDelay = delay + randomInterval;
_respawnMinDelay = Math.max(10, minDelay) * 1000;
_respawnMaxDelay = Math.max(10, maxDelay) * 1000;
}
else
{
_respawnMinDelay = 0;
_respawnMaxDelay = 0;
}
}
public void setRespawnDelay(int delay)
{
setRespawnDelay(delay, 0);
}
public int getRespawnDelay()
{
return (_respawnMinDelay + _respawnMaxDelay) / 2;
}
public boolean hasRespawnRandom()
{
return _respawnMinDelay != _respawnMaxDelay;
}
public void setSpawnTerritory(NpcSpawnTerritory territory)
{
_spawnTerritory = territory;
_lastSpawnPoints = new ConcurrentHashMap<>();
}
public NpcSpawnTerritory getSpawnTerritory()
{
return _spawnTerritory;
}
public boolean isTerritoryBased()
{
return (_spawnTerritory != null) && (_location.getX() == 0) && (_location.getY() == 0);
}
public L2Npc getLastSpawn()
{
if (!_spawnedNpcs.isEmpty())
{
return _spawnedNpcs.getLast();
}
return null;
}
public final FastList getSpawnedNpcs()
{
return _spawnedNpcs;
}
/**
* @param oldNpc
*/
public void respawnNpc(L2Npc oldNpc)
{
if (_doRespawn)
{
oldNpc.refreshID();
initializeNpcInstance(oldNpc);
}
}
public L2NpcTemplate getTemplate()
{
return _template;
}
@Override
public int getInstanceId()
{
return _location.getInstanceId();
}
@Override
public void setInstanceId(int instanceId)
{
_location.setInstanceId(instanceId);
}
@Override
public String toString()
{
return "L2Spawn ID: " + getId() + " " + getLocation();
}
public final boolean isNoRndWalk()
{
return _isNoRndWalk;
}
public final void setIsNoRndWalk(boolean value)
{
_isNoRndWalk = value;
}
}