L2WorldRegion.java 12 KB

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  1. /*
  2. * Copyright (C) 2004-2015 L2J Server
  3. *
  4. * This file is part of L2J Server.
  5. *
  6. * L2J Server is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J Server is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package com.l2jserver.gameserver.model;
  20. import java.util.ArrayList;
  21. import java.util.List;
  22. import java.util.Map;
  23. import java.util.concurrent.ConcurrentHashMap;
  24. import java.util.concurrent.CopyOnWriteArrayList;
  25. import java.util.concurrent.ScheduledFuture;
  26. import java.util.logging.Logger;
  27. import com.l2jserver.Config;
  28. import com.l2jserver.gameserver.ThreadPoolManager;
  29. import com.l2jserver.gameserver.datatables.SpawnTable;
  30. import com.l2jserver.gameserver.model.actor.L2Attackable;
  31. import com.l2jserver.gameserver.model.actor.L2Character;
  32. import com.l2jserver.gameserver.model.actor.L2Npc;
  33. import com.l2jserver.gameserver.model.actor.L2Playable;
  34. import com.l2jserver.gameserver.model.actor.L2Vehicle;
  35. import com.l2jserver.gameserver.model.skills.Skill;
  36. import com.l2jserver.gameserver.model.zone.L2ZoneType;
  37. import com.l2jserver.gameserver.model.zone.type.L2PeaceZone;
  38. public final class L2WorldRegion
  39. {
  40. private static final Logger _log = Logger.getLogger(L2WorldRegion.class.getName());
  41. /** Map containing all playable characters in game in this world region. */
  42. private final Map<Integer, L2Playable> _allPlayable = new ConcurrentHashMap<>();
  43. /** Map containing visible objects in this world region. */
  44. private final Map<Integer, L2Object> _visibleObjects = new ConcurrentHashMap<>();
  45. private final List<L2WorldRegion> _surroundingRegions = new ArrayList<>();
  46. private final int _tileX, _tileY;
  47. private boolean _active = false;
  48. private ScheduledFuture<?> _neighborsTask = null;
  49. private final List<L2ZoneType> _zones = new CopyOnWriteArrayList<>();
  50. public L2WorldRegion(int pTileX, int pTileY)
  51. {
  52. _tileX = pTileX;
  53. _tileY = pTileY;
  54. // default a newly initialized region to inactive, unless always on is specified
  55. _active = Config.GRIDS_ALWAYS_ON;
  56. }
  57. public List<L2ZoneType> getZones()
  58. {
  59. return _zones;
  60. }
  61. public void addZone(L2ZoneType zone)
  62. {
  63. _zones.add(zone);
  64. }
  65. public void removeZone(L2ZoneType zone)
  66. {
  67. _zones.remove(zone);
  68. }
  69. public void revalidateZones(L2Character character)
  70. {
  71. // do NOT update the world region while the character is still in the process of teleporting
  72. // Once the teleport is COMPLETED, revalidation occurs safely, at that time.
  73. if (character.isTeleporting())
  74. {
  75. return;
  76. }
  77. for (L2ZoneType z : getZones())
  78. {
  79. if (z != null)
  80. {
  81. z.revalidateInZone(character);
  82. }
  83. }
  84. }
  85. public void removeFromZones(L2Character character)
  86. {
  87. for (L2ZoneType z : getZones())
  88. {
  89. if (z != null)
  90. {
  91. z.removeCharacter(character);
  92. }
  93. }
  94. }
  95. public boolean containsZone(int zoneId)
  96. {
  97. for (L2ZoneType z : getZones())
  98. {
  99. if (z.getId() == zoneId)
  100. {
  101. return true;
  102. }
  103. }
  104. return false;
  105. }
  106. public boolean checkEffectRangeInsidePeaceZone(Skill skill, final int x, final int y, final int z)
  107. {
  108. final int range = skill.getEffectRange();
  109. final int up = y + range;
  110. final int down = y - range;
  111. final int left = x + range;
  112. final int right = x - range;
  113. for (L2ZoneType e : getZones())
  114. {
  115. if (e instanceof L2PeaceZone)
  116. {
  117. if (e.isInsideZone(x, up, z))
  118. {
  119. return false;
  120. }
  121. if (e.isInsideZone(x, down, z))
  122. {
  123. return false;
  124. }
  125. if (e.isInsideZone(left, y, z))
  126. {
  127. return false;
  128. }
  129. if (e.isInsideZone(right, y, z))
  130. {
  131. return false;
  132. }
  133. if (e.isInsideZone(x, y, z))
  134. {
  135. return false;
  136. }
  137. }
  138. }
  139. return true;
  140. }
  141. public void onDeath(L2Character character)
  142. {
  143. for (L2ZoneType z : getZones())
  144. {
  145. if (z != null)
  146. {
  147. z.onDieInside(character);
  148. }
  149. }
  150. }
  151. public void onRevive(L2Character character)
  152. {
  153. for (L2ZoneType z : getZones())
  154. {
  155. if (z != null)
  156. {
  157. z.onReviveInside(character);
  158. }
  159. }
  160. }
  161. /** Task of AI notification */
  162. public class NeighborsTask implements Runnable
  163. {
  164. private final boolean _isActivating;
  165. public NeighborsTask(boolean isActivating)
  166. {
  167. _isActivating = isActivating;
  168. }
  169. @Override
  170. public void run()
  171. {
  172. if (_isActivating)
  173. {
  174. // for each neighbor, if it's not active, activate.
  175. for (L2WorldRegion neighbor : getSurroundingRegions())
  176. {
  177. neighbor.setActive(true);
  178. }
  179. }
  180. else
  181. {
  182. if (areNeighborsEmpty())
  183. {
  184. setActive(false);
  185. }
  186. // check and deactivate
  187. for (L2WorldRegion neighbor : getSurroundingRegions())
  188. {
  189. if (neighbor.areNeighborsEmpty())
  190. {
  191. neighbor.setActive(false);
  192. }
  193. }
  194. }
  195. }
  196. }
  197. private void switchAI(boolean isOn)
  198. {
  199. int c = 0;
  200. if (!isOn)
  201. {
  202. for (L2Object o : _visibleObjects.values())
  203. {
  204. if (o instanceof L2Attackable)
  205. {
  206. c++;
  207. L2Attackable mob = (L2Attackable) o;
  208. // Set target to null and cancel Attack or Cast
  209. mob.setTarget(null);
  210. // Stop movement
  211. mob.stopMove(null);
  212. // Stop all active skills effects in progress on the L2Character
  213. mob.stopAllEffects();
  214. mob.clearAggroList();
  215. mob.getAttackByList().clear();
  216. mob.getKnownList().removeAllKnownObjects();
  217. // stop the ai tasks
  218. if (mob.hasAI())
  219. {
  220. mob.getAI().setIntention(com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE);
  221. mob.getAI().stopAITask();
  222. }
  223. }
  224. else if (o instanceof L2Vehicle)
  225. {
  226. c++;
  227. ((L2Vehicle) o).getKnownList().removeAllKnownObjects();
  228. }
  229. }
  230. _log.fine(c + " mobs were turned off");
  231. }
  232. else
  233. {
  234. for (L2Object o : _visibleObjects.values())
  235. {
  236. if (o instanceof L2Attackable)
  237. {
  238. c++;
  239. // Start HP/MP/CP Regeneration task
  240. ((L2Attackable) o).getStatus().startHpMpRegeneration();
  241. }
  242. else if (o instanceof L2Npc)
  243. {
  244. ((L2Npc) o).startRandomAnimationTimer();
  245. }
  246. }
  247. _log.fine(c + " mobs were turned on");
  248. }
  249. }
  250. public boolean isActive()
  251. {
  252. return _active;
  253. }
  254. // check if all 9 neighbors (including self) are inactive or active but with no players.
  255. // returns true if the above condition is met.
  256. public boolean areNeighborsEmpty()
  257. {
  258. // if this region is occupied, return false.
  259. if (isActive() && !_allPlayable.isEmpty())
  260. {
  261. return false;
  262. }
  263. // if any one of the neighbors is occupied, return false
  264. for (L2WorldRegion neighbor : _surroundingRegions)
  265. {
  266. if (neighbor.isActive() && !neighbor._allPlayable.isEmpty())
  267. {
  268. return false;
  269. }
  270. }
  271. // in all other cases, return true.
  272. return true;
  273. }
  274. /**
  275. * this function turns this region's AI and geodata on or off
  276. * @param value
  277. */
  278. public void setActive(boolean value)
  279. {
  280. if (_active == value)
  281. {
  282. return;
  283. }
  284. _active = value;
  285. // turn the AI on or off to match the region's activation.
  286. switchAI(value);
  287. // TODO
  288. // turn the geodata on or off to match the region's activation.
  289. if (value)
  290. {
  291. _log.fine("Starting Grid " + _tileX + "," + _tileY);
  292. }
  293. else
  294. {
  295. _log.fine("Stoping Grid " + _tileX + "," + _tileY);
  296. }
  297. }
  298. /**
  299. * Immediately sets self as active and starts a timer to set neighbors as active this timer is to avoid turning on neighbors in the case when a person just teleported into a region and then teleported out immediately...there is no reason to activate all the neighbors in that case.
  300. */
  301. private void startActivation()
  302. {
  303. // first set self to active and do self-tasks...
  304. setActive(true);
  305. // if the timer to deactivate neighbors is running, cancel it.
  306. synchronized (this)
  307. {
  308. if (_neighborsTask != null)
  309. {
  310. _neighborsTask.cancel(true);
  311. _neighborsTask = null;
  312. }
  313. // then, set a timer to activate the neighbors
  314. _neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(true), 1000 * Config.GRID_NEIGHBOR_TURNON_TIME);
  315. }
  316. }
  317. /**
  318. * starts a timer to set neighbors (including self) as inactive this timer is to avoid turning off neighbors in the case when a person just moved out of a region that he may very soon return to. There is no reason to turn self & neighbors off in that case.
  319. */
  320. private void startDeactivation()
  321. {
  322. // if the timer to activate neighbors is running, cancel it.
  323. synchronized (this)
  324. {
  325. if (_neighborsTask != null)
  326. {
  327. _neighborsTask.cancel(true);
  328. _neighborsTask = null;
  329. }
  330. // start a timer to "suggest" a deactivate to self and neighbors.
  331. // suggest means: first check if a neighbor has L2PcInstances in it. If not, deactivate.
  332. _neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(false), 1000 * Config.GRID_NEIGHBOR_TURNOFF_TIME);
  333. }
  334. }
  335. /**
  336. * Add the L2Object in the L2ObjectHashSet(L2Object) _visibleObjects containing L2Object visible in this L2WorldRegion <BR>
  337. * If L2Object is a L2PcInstance, Add the L2PcInstance in the L2ObjectHashSet(L2PcInstance) _allPlayable containing L2PcInstance of all player in game in this L2WorldRegion <BR>
  338. * Assert : object.getCurrentWorldRegion() == this
  339. * @param object
  340. */
  341. public void addVisibleObject(L2Object object)
  342. {
  343. if (object == null)
  344. {
  345. return;
  346. }
  347. assert object.getWorldRegion() == this;
  348. _visibleObjects.put(object.getObjectId(), object);
  349. if (object instanceof L2Playable)
  350. {
  351. _allPlayable.put(object.getObjectId(), (L2Playable) object);
  352. // if this is the first player to enter the region, activate self & neighbors
  353. if ((_allPlayable.size() == 1) && (!Config.GRIDS_ALWAYS_ON))
  354. {
  355. startActivation();
  356. }
  357. }
  358. }
  359. /**
  360. * Remove the L2Object from the L2ObjectHashSet(L2Object) _visibleObjects in this L2WorldRegion. If L2Object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayable of this L2WorldRegion <BR>
  361. * Assert : object.getCurrentWorldRegion() == this || object.getCurrentWorldRegion() == null
  362. * @param object
  363. */
  364. public void removeVisibleObject(L2Object object)
  365. {
  366. if (object == null)
  367. {
  368. return;
  369. }
  370. assert (object.getWorldRegion() == this) || (object.getWorldRegion() == null);
  371. _visibleObjects.remove(object.getObjectId());
  372. if (object instanceof L2Playable)
  373. {
  374. _allPlayable.remove(object.getObjectId());
  375. if (_allPlayable.isEmpty() && !Config.GRIDS_ALWAYS_ON)
  376. {
  377. startDeactivation();
  378. }
  379. }
  380. }
  381. public void addSurroundingRegion(L2WorldRegion region)
  382. {
  383. _surroundingRegions.add(region);
  384. }
  385. /**
  386. * @return the FastList _surroundingRegions containing all L2WorldRegion around the current L2WorldRegion
  387. */
  388. public List<L2WorldRegion> getSurroundingRegions()
  389. {
  390. return _surroundingRegions;
  391. }
  392. public Map<Integer, L2Playable> getVisiblePlayable()
  393. {
  394. return _allPlayable;
  395. }
  396. public Map<Integer, L2Object> getVisibleObjects()
  397. {
  398. return _visibleObjects;
  399. }
  400. public String getName()
  401. {
  402. return "(" + _tileX + ", " + _tileY + ")";
  403. }
  404. /**
  405. * Deleted all spawns in the world.
  406. */
  407. public void deleteVisibleNpcSpawns()
  408. {
  409. _log.fine("Deleting all visible NPC's in Region: " + getName());
  410. for (L2Object obj : _visibleObjects.values())
  411. {
  412. if (obj instanceof L2Npc)
  413. {
  414. L2Npc target = (L2Npc) obj;
  415. target.deleteMe();
  416. L2Spawn spawn = target.getSpawn();
  417. if (spawn != null)
  418. {
  419. spawn.stopRespawn();
  420. SpawnTable.getInstance().deleteSpawn(spawn, false);
  421. }
  422. _log.finest("Removed NPC " + target.getObjectId());
  423. }
  424. }
  425. _log.info("All visible NPC's deleted in Region: " + getName());
  426. }
  427. }