L2WorldRegion.java 12 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package com.l2jserver.gameserver.model;
  16. import java.util.ArrayList;
  17. import java.util.Collection;
  18. import java.util.List;
  19. import java.util.Map;
  20. import java.util.concurrent.ScheduledFuture;
  21. import java.util.logging.Logger;
  22. import javolution.util.FastList;
  23. import javolution.util.FastMap;
  24. import com.l2jserver.Config;
  25. import com.l2jserver.gameserver.ThreadPoolManager;
  26. import com.l2jserver.gameserver.datatables.SpawnTable;
  27. import com.l2jserver.gameserver.model.actor.L2Attackable;
  28. import com.l2jserver.gameserver.model.actor.L2Character;
  29. import com.l2jserver.gameserver.model.actor.L2Npc;
  30. import com.l2jserver.gameserver.model.actor.L2Playable;
  31. import com.l2jserver.gameserver.model.actor.L2Vehicle;
  32. import com.l2jserver.gameserver.model.skills.L2Skill;
  33. import com.l2jserver.gameserver.model.zone.L2ZoneType;
  34. import com.l2jserver.gameserver.model.zone.type.L2PeaceZone;
  35. public final class L2WorldRegion
  36. {
  37. private static Logger _log = Logger.getLogger(L2WorldRegion.class.getName());
  38. /** L2ObjectHashSet(L2PlayableInstance) containing L2PlayableInstance of all player & summon in game in this L2WorldRegion */
  39. private final Map<Integer, L2Playable> _allPlayable;
  40. /** L2ObjectHashSet(L2Object) containing L2Object visible in this L2WorldRegion */
  41. private final Map<Integer, L2Object> _visibleObjects;
  42. private final List<L2WorldRegion> _surroundingRegions;
  43. private final int _tileX, _tileY;
  44. private boolean _active = false;
  45. private ScheduledFuture<?> _neighborsTask = null;
  46. private final FastList<L2ZoneType> _zones;
  47. public L2WorldRegion(int pTileX, int pTileY)
  48. {
  49. _allPlayable = new FastMap<Integer, L2Playable>().shared();
  50. _visibleObjects = new FastMap<Integer, L2Object>().shared();
  51. _surroundingRegions = new ArrayList<L2WorldRegion>();
  52. _tileX = pTileX;
  53. _tileY = pTileY;
  54. // default a newly initialized region to inactive, unless always on is specified
  55. if (Config.GRIDS_ALWAYS_ON)
  56. _active = true;
  57. else
  58. _active = false;
  59. _zones = new FastList<L2ZoneType>();
  60. }
  61. public FastList<L2ZoneType> getZones()
  62. {
  63. return _zones;
  64. }
  65. public void addZone(L2ZoneType zone)
  66. {
  67. _zones.add(zone);
  68. }
  69. public void removeZone(L2ZoneType zone)
  70. {
  71. _zones.remove(zone);
  72. }
  73. public void revalidateZones(L2Character character)
  74. {
  75. // do NOT update the world region while the character is still in the process of teleporting
  76. // Once the teleport is COMPLETED, revalidation occurs safely, at that time.
  77. if (character.isTeleporting())
  78. return;
  79. for (L2ZoneType z : getZones())
  80. {
  81. if (z != null)
  82. z.revalidateInZone(character);
  83. }
  84. }
  85. public void removeFromZones(L2Character character)
  86. {
  87. for (L2ZoneType z : getZones())
  88. {
  89. if (z != null)
  90. z.removeCharacter(character);
  91. }
  92. }
  93. public boolean containsZone(int zoneId)
  94. {
  95. for (L2ZoneType z : getZones())
  96. {
  97. if (z.getId() == zoneId)
  98. {
  99. return true;
  100. }
  101. }
  102. return false;
  103. }
  104. public boolean checkEffectRangeInsidePeaceZone(L2Skill skill, final int x, final int y, final int z)
  105. {
  106. final int range = skill.getEffectRange();
  107. final int up = y + range;
  108. final int down = y - range;
  109. final int left = x + range;
  110. final int right = x - range;
  111. for (L2ZoneType e : getZones())
  112. {
  113. if (e instanceof L2PeaceZone)
  114. {
  115. if (e.isInsideZone(x, up, z))
  116. return false;
  117. if (e.isInsideZone(x, down, z))
  118. return false;
  119. if (e.isInsideZone(left, y, z))
  120. return false;
  121. if (e.isInsideZone(right, y, z))
  122. return false;
  123. if (e.isInsideZone(x, y, z))
  124. return false;
  125. }
  126. }
  127. return true;
  128. }
  129. public void onDeath(L2Character character)
  130. {
  131. for (L2ZoneType z : getZones())
  132. {
  133. if (z != null)
  134. z.onDieInside(character);
  135. }
  136. }
  137. public void onRevive(L2Character character)
  138. {
  139. for (L2ZoneType z : getZones())
  140. {
  141. if (z != null)
  142. z.onReviveInside(character);
  143. }
  144. }
  145. /** Task of AI notification */
  146. public class NeighborsTask implements Runnable
  147. {
  148. private final boolean _isActivating;
  149. public NeighborsTask(boolean isActivating)
  150. {
  151. _isActivating = isActivating;
  152. }
  153. @Override
  154. public void run()
  155. {
  156. if (_isActivating)
  157. {
  158. // for each neighbor, if it's not active, activate.
  159. for (L2WorldRegion neighbor : getSurroundingRegions())
  160. neighbor.setActive(true);
  161. }
  162. else
  163. {
  164. if (areNeighborsEmpty())
  165. setActive(false);
  166. // check and deactivate
  167. for (L2WorldRegion neighbor : getSurroundingRegions())
  168. if (neighbor.areNeighborsEmpty())
  169. neighbor.setActive(false);
  170. }
  171. }
  172. }
  173. private void switchAI(boolean isOn)
  174. {
  175. int c = 0;
  176. if (!isOn)
  177. {
  178. Collection<L2Object> vObj = _visibleObjects.values();
  179. for (L2Object o : vObj)
  180. {
  181. if (o instanceof L2Attackable)
  182. {
  183. c++;
  184. L2Attackable mob = (L2Attackable) o;
  185. // Set target to null and cancel Attack or Cast
  186. mob.setTarget(null);
  187. // Stop movement
  188. mob.stopMove(null);
  189. // Stop all active skills effects in progress on the L2Character
  190. mob.stopAllEffects();
  191. mob.clearAggroList();
  192. mob.getAttackByList().clear();
  193. mob.getKnownList().removeAllKnownObjects();
  194. // stop the ai tasks
  195. if (mob.hasAI())
  196. {
  197. mob.getAI().setIntention(com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE);
  198. mob.getAI().stopAITask();
  199. }
  200. }
  201. else if (o instanceof L2Vehicle)
  202. {
  203. c++;
  204. ((L2Vehicle) o).getKnownList().removeAllKnownObjects();
  205. }
  206. }
  207. _log.fine(c + " mobs were turned off");
  208. }
  209. else
  210. {
  211. Collection<L2Object> vObj = _visibleObjects.values();
  212. for (L2Object o : vObj)
  213. {
  214. if (o instanceof L2Attackable)
  215. {
  216. c++;
  217. // Start HP/MP/CP Regeneration task
  218. ((L2Attackable) o).getStatus().startHpMpRegeneration();
  219. }
  220. else if (o instanceof L2Npc)
  221. ((L2Npc) o).startRandomAnimationTimer();
  222. }
  223. _log.fine(c + " mobs were turned on");
  224. }
  225. }
  226. public boolean isActive()
  227. {
  228. return _active;
  229. }
  230. // check if all 9 neighbors (including self) are inactive or active but with no players.
  231. // returns true if the above condition is met.
  232. public boolean areNeighborsEmpty()
  233. {
  234. // if this region is occupied, return false.
  235. if (isActive() && !_allPlayable.isEmpty())
  236. return false;
  237. // if any one of the neighbors is occupied, return false
  238. for (L2WorldRegion neighbor : _surroundingRegions)
  239. if (neighbor.isActive() && !neighbor._allPlayable.isEmpty())
  240. return false;
  241. // in all other cases, return true.
  242. return true;
  243. }
  244. /**
  245. * this function turns this region's AI and geodata on or off
  246. * @param value
  247. */
  248. public void setActive(boolean value)
  249. {
  250. if (_active == value)
  251. return;
  252. _active = value;
  253. // turn the AI on or off to match the region's activation.
  254. switchAI(value);
  255. // TODO
  256. // turn the geodata on or off to match the region's activation.
  257. if (value)
  258. _log.fine("Starting Grid " + _tileX + "," + _tileY);
  259. else
  260. _log.fine("Stoping Grid " + _tileX + "," + _tileY);
  261. }
  262. /** Immediately sets self as active and starts a timer to set neighbors as active
  263. * this timer is to avoid turning on neighbors in the case when a person just
  264. * teleported into a region and then teleported out immediately...there is no
  265. * reason to activate all the neighbors in that case.
  266. */
  267. private void startActivation()
  268. {
  269. // first set self to active and do self-tasks...
  270. setActive(true);
  271. // if the timer to deactivate neighbors is running, cancel it.
  272. synchronized (this)
  273. {
  274. if (_neighborsTask != null)
  275. {
  276. _neighborsTask.cancel(true);
  277. _neighborsTask = null;
  278. }
  279. // then, set a timer to activate the neighbors
  280. _neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(true), 1000 * Config.GRID_NEIGHBOR_TURNON_TIME);
  281. }
  282. }
  283. /** starts a timer to set neighbors (including self) as inactive
  284. * this timer is to avoid turning off neighbors in the case when a person just
  285. * moved out of a region that he may very soon return to. There is no reason
  286. * to turn self & neighbors off in that case.
  287. */
  288. private void startDeactivation()
  289. {
  290. // if the timer to activate neighbors is running, cancel it.
  291. synchronized (this)
  292. {
  293. if (_neighborsTask != null)
  294. {
  295. _neighborsTask.cancel(true);
  296. _neighborsTask = null;
  297. }
  298. // start a timer to "suggest" a deactivate to self and neighbors.
  299. // suggest means: first check if a neighbor has L2PcInstances in it. If not, deactivate.
  300. _neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(false), 1000 * Config.GRID_NEIGHBOR_TURNOFF_TIME);
  301. }
  302. }
  303. /**
  304. * Add the L2Object in the L2ObjectHashSet(L2Object) _visibleObjects containing L2Object visible in this L2WorldRegion <BR>
  305. * If L2Object is a L2PcInstance, Add the L2PcInstance in the L2ObjectHashSet(L2PcInstance) _allPlayable
  306. * containing L2PcInstance of all player in game in this L2WorldRegion <BR>
  307. * Assert : object.getCurrentWorldRegion() == this
  308. * @param object
  309. */
  310. public void addVisibleObject(L2Object object)
  311. {
  312. if (object == null)
  313. return;
  314. assert object.getWorldRegion() == this;
  315. _visibleObjects.put(object.getObjectId(), object);
  316. if (object instanceof L2Playable)
  317. {
  318. _allPlayable.put(object.getObjectId(), (L2Playable) object);
  319. // if this is the first player to enter the region, activate self & neighbors
  320. if ((_allPlayable.size() == 1) && (!Config.GRIDS_ALWAYS_ON))
  321. startActivation();
  322. }
  323. }
  324. /**
  325. * Remove the L2Object from the L2ObjectHashSet(L2Object) _visibleObjects in this L2WorldRegion <BR><BR>
  326. *
  327. * If L2Object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayable of this L2WorldRegion <BR>
  328. * Assert : object.getCurrentWorldRegion() == this || object.getCurrentWorldRegion() == null
  329. * @param object
  330. */
  331. public void removeVisibleObject(L2Object object)
  332. {
  333. if (object == null)
  334. return;
  335. assert object.getWorldRegion() == this || object.getWorldRegion() == null;
  336. _visibleObjects.remove(object.getObjectId());
  337. if (object instanceof L2Playable)
  338. {
  339. _allPlayable.remove(object.getObjectId());
  340. if (_allPlayable.isEmpty() && !Config.GRIDS_ALWAYS_ON)
  341. startDeactivation();
  342. }
  343. }
  344. public void addSurroundingRegion(L2WorldRegion region)
  345. {
  346. _surroundingRegions.add(region);
  347. }
  348. /**
  349. * @return the FastList _surroundingRegions containing all L2WorldRegion around the current L2WorldRegion
  350. */
  351. public List<L2WorldRegion> getSurroundingRegions()
  352. {
  353. return _surroundingRegions;
  354. }
  355. public Map<Integer, L2Playable> getVisiblePlayable()
  356. {
  357. return _allPlayable;
  358. }
  359. public Map<Integer, L2Object> getVisibleObjects()
  360. {
  361. return _visibleObjects;
  362. }
  363. public String getName()
  364. {
  365. return "(" + _tileX + ", " + _tileY + ")";
  366. }
  367. /**
  368. * Deleted all spawns in the world.
  369. */
  370. public void deleteVisibleNpcSpawns()
  371. {
  372. _log.fine("Deleting all visible NPC's in Region: " + getName());
  373. Collection<L2Object> vNPC = _visibleObjects.values();
  374. for (L2Object obj : vNPC)
  375. {
  376. if (obj instanceof L2Npc)
  377. {
  378. L2Npc target = (L2Npc) obj;
  379. target.deleteMe();
  380. L2Spawn spawn = target.getSpawn();
  381. if (spawn != null)
  382. {
  383. spawn.stopRespawn();
  384. SpawnTable.getInstance().deleteSpawn(spawn, false);
  385. }
  386. _log.finest("Removed NPC " + target.getObjectId());
  387. }
  388. }
  389. _log.info("All visible NPC's deleted in Region: " + getName());
  390. }
  391. }