/*
* Copyright (C) 2004-2013 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.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.datatables.TerritoryTable;
import com.l2jserver.gameserver.idfactory.IdFactory;
import com.l2jserver.gameserver.model.actor.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
import com.l2jserver.gameserver.model.interfaces.IIdentifiable;
import com.l2jserver.gameserver.model.interfaces.IPositionable;
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
{
protected static final Logger _log = Logger.getLogger(L2Spawn.class.getName());
/** 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);
/** Minimum respawn delay */
private int _respawnMinDelay;
/** Maximum respawn delay */
private int _respawnMaxDelay;
private int _instanceId = 0;
/** The generic constructor of L2NpcInstance managed by this L2Spawn */
private Constructor> _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 L2Npc _lastSpawn;
private static List _spawnListeners = new FastList<>();
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 mobTemplate The L2NpcTemplate to link to this L2Spawn
* @throws SecurityException
* @throws ClassNotFoundException
* @throws NoSuchMethodException
*/
public L2Spawn(L2NpcTemplate mobTemplate) throws SecurityException, ClassNotFoundException, NoSuchMethodException
{
// Set the _template of the L2Spawn
_template = mobTemplate;
if (_template == null)
{
return;
}
// Create the generic constructor of L2NpcInstance managed by this L2Spawn
Class>[] parameters =
{
int.class,
Class.forName("com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate")
};
_constructor = Class.forName("com.l2jserver.gameserver.model.actor.instance." + _template.getType() + "Instance").getConstructor(parameters);
}
/**
* @return the maximum number of L2NpcInstance that this L2Spawn can manage.
*/
public int getAmount()
{
return _maximumCount;
}
/**
* @return the Identifier of the location area where L2NpcInstance can be spwaned.
*/
public int getLocationId()
{
return _locationId;
}
@Override
public Location getLocation()
{
return _location;
}
@Override
public int getX()
{
return _location.getX();
}
/**
* Set the X position of the spawn point.
* @param x the x coordinate
*/
public void setX(int x)
{
_location.setX(x);
}
@Override
public int getY()
{
return _location.getY();
}
/**
* Set the Y position of the spawn point.
* @param y the y coordinate
*/
public void setY(int y)
{
_location.setY(y);
}
@Override
public int getZ()
{
return _location.getZ();
}
/**
* Set the Z position of the spawn point.
* @param z the z coordinate
*/
public void setZ(int z)
{
_location.setZ(z);
}
/**
* @return the heading of L2NpcInstance when they are spawned.
*/
public int getHeading()
{
return _location.getHeading();
}
/**
* Set the heading of L2NpcInstance when they are spawned.
* @param heading
*/
public void setHeading(int heading)
{
_location.setHeading(heading);
}
/**
* Set the XYZ position of the spawn point.
* @param loc
*/
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--;
// 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)
{
L2Npc mob = null;
try
{
// Check if the L2Spawn is not a L2Pet or L2Minion or L2Decoy spawn
if (_template.isType("L2Pet") || _template.isType("L2Decoy") || _template.isType("L2Trap") || _template.isType("L2EffectPoint"))
{
_currentCount++;
return mob;
}
// Get L2NpcInstance Init parameters and its generate an Identifier
Object[] parameters =
{
IdFactory.getInstance().getNextId(),
_template
};
// Call the constructor of the L2NpcInstance
// (can be a L2ArtefactInstance, L2FriendlyMobInstance, L2GuardInstance, L2MonsterInstance, L2SiegeGuardInstance, L2BoxInstance,
// L2FeedableBeastInstance, L2TamedBeastInstance, L2FolkInstance or L2TvTEventNpcInstance)
Object tmp = _constructor.newInstance(parameters);
((L2Object) tmp).setInstanceId(_instanceId); // Must be done before object is spawned into visible world
if (isSummonSpawn && (tmp instanceof L2Character))
{
((L2Character) tmp).setShowSummonAnimation(isSummonSpawn);
}
// Check if the Instance is a L2NpcInstance
if (!(tmp instanceof L2Npc))
{
return mob;
}
mob = (L2Npc) tmp;
return initializeNpcInstance(mob);
}
catch (Exception e)
{
_log.log(Level.WARNING, "NPC " + _template.getId() + " class not found", e);
}
return mob;
}
/**
* @param mob
* @return
*/
private L2Npc initializeNpcInstance(L2Npc mob)
{
int newlocx, newlocy, newlocz;
// If Locx=0 and Locy=0, the L2NpcInstance must be spawned in an area defined by location
if ((getX() == 0) && (getY() == 0))
{
if (getLocationId() == 0)
{
return mob;
}
// Calculate the random position in the location area
int p[] = TerritoryTable.getInstance().getRandomPoint(getLocationId());
// Set the calculated position of the L2NpcInstance
newlocx = p[0];
newlocy = p[1];
newlocz = GeoData.getInstance().getSpawnHeight(newlocx, newlocy, p[2], p[3], this);
}
else
{
// The L2NpcInstance is spawned at the exact position (Lox, Locy, Locz)
newlocx = getX();
newlocy = getY();
if (Config.GEODATA > 0)
{
newlocz = GeoData.getInstance().getSpawnHeight(newlocx, newlocy, getZ(), getZ(), this);
}
else
{
newlocz = getZ();
}
}
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());
// Set default value
mob.setScriptValue(0);
// 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 instanceof L2MonsterInstance) && !getTemplate().isQuestMonster() && !mob.isRaid() && !((L2MonsterInstance) 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)))
{
int random = Rnd.get(100);
if (random < Config.L2JMOD_CHAMPION_FREQUENCY)
{
((L2Attackable) mob).setChampion(true);
}
}
}
// Link the L2NpcInstance to this L2Spawn
mob.setSpawn(this);
// Init other values of the L2NpcInstance (ex : from its L2CharTemplate for INT, STR, DEX...) and add it in the world as a visible object
mob.spawnMe(newlocx, newlocy, newlocz);
L2Spawn.notifyNpcSpawned(mob);
_lastSpawn = mob;
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 L2Npc getLastSpawn()
{
return _lastSpawn;
}
/**
* @param oldNpc
*/
public void respawnNpc(L2Npc oldNpc)
{
if (_doRespawn)
{
oldNpc.refreshID();
initializeNpcInstance(oldNpc);
}
}
public L2NpcTemplate getTemplate()
{
return _template;
}
public int getInstanceId()
{
return _instanceId;
}
public void setInstanceId(int instanceId)
{
_instanceId = instanceId;
}
@Override
public String toString()
{
return "L2Spawn [_template=" + getId() + ", _locX=" + getX() + ", _locY=" + getY() + ", _locZ=" + getZ() + ", _heading=" + getHeading() + "]";
}
public final boolean isNoRndWalk()
{
return _isNoRndWalk;
}
public final void setIsNoRndWalk(boolean value)
{
_isNoRndWalk = value;
}
}