L2WorldRegion.java 14 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 com.l2jserver.Config;
  23. import com.l2jserver.gameserver.ThreadPoolManager;
  24. import com.l2jserver.gameserver.ai.L2AttackableAI;
  25. import com.l2jserver.gameserver.datatables.SpawnTable;
  26. import com.l2jserver.gameserver.model.actor.L2Attackable;
  27. import com.l2jserver.gameserver.model.actor.L2Character;
  28. import com.l2jserver.gameserver.model.actor.L2Npc;
  29. import com.l2jserver.gameserver.model.actor.L2Playable;
  30. import com.l2jserver.gameserver.model.actor.L2Vehicle;
  31. import com.l2jserver.gameserver.model.zone.L2ZoneType;
  32. import com.l2jserver.gameserver.model.zone.type.L2DerbyTrackZone;
  33. import com.l2jserver.gameserver.model.zone.type.L2PeaceZone;
  34. import com.l2jserver.gameserver.model.zone.type.L2TownZone;
  35. import javolution.util.FastList;
  36. import javolution.util.FastMap;
  37. /**
  38. * This class ...
  39. *
  40. * @version $Revision: 1.3.4.4 $ $Date: 2005/03/27 15:29:33 $
  41. */
  42. public final class L2WorldRegion
  43. {
  44. private static Logger _log = Logger.getLogger(L2WorldRegion.class.getName());
  45. /** L2ObjectHashSet(L2PlayableInstance) containing L2PlayableInstance of all player & summon in game in this L2WorldRegion */
  46. private Map<Integer,L2Playable> _allPlayable;
  47. /** L2ObjectHashSet(L2Object) containing L2Object visible in this L2WorldRegion */
  48. private Map<Integer,L2Object> _visibleObjects;
  49. private List<L2WorldRegion> _surroundingRegions;
  50. private int _tileX, _tileY;
  51. private Boolean _active = false;
  52. private ScheduledFuture<?> _neighborsTask = null;
  53. private final FastList<L2ZoneType> _zones;
  54. public L2WorldRegion(int pTileX, int pTileY)
  55. {
  56. _allPlayable = new FastMap<Integer, L2Playable>().shared();
  57. _visibleObjects = new FastMap<Integer, L2Object>().shared();
  58. _surroundingRegions = new ArrayList<L2WorldRegion>();
  59. _tileX = pTileX;
  60. _tileY = pTileY;
  61. // default a newly initialized region to inactive, unless always on is specified
  62. if (Config.GRIDS_ALWAYS_ON)
  63. _active = true;
  64. else
  65. _active = false;
  66. _zones = new FastList<L2ZoneType>();
  67. }
  68. public FastList<L2ZoneType> getZones()
  69. {
  70. return _zones;
  71. }
  72. public void addZone(L2ZoneType zone)
  73. {
  74. _zones.add(zone);
  75. }
  76. public void removeZone(L2ZoneType zone)
  77. {
  78. _zones.remove(zone);
  79. }
  80. public void revalidateZones(L2Character character)
  81. {
  82. // do NOT update the world region while the character is still in the process of teleporting
  83. // Once the teleport is COMPLETED, revalidation occurs safely, at that time.
  84. if (character.isTeleporting())
  85. return;
  86. for (L2ZoneType z : getZones())
  87. {
  88. if(z != null) z.revalidateInZone(character);
  89. }
  90. }
  91. public void removeFromZones(L2Character character)
  92. {
  93. for (L2ZoneType z : getZones())
  94. {
  95. if(z != null) z.removeCharacter(character);
  96. }
  97. }
  98. public boolean containsZone(int zoneId)
  99. {
  100. for (L2ZoneType z : getZones())
  101. {
  102. if (z.getId() == zoneId)
  103. {
  104. return true;
  105. }
  106. }
  107. return false;
  108. }
  109. public boolean checkEffectRangeInsidePeaceZone(L2Skill skill, final int x, final int y, final int z)
  110. {
  111. final int range = skill.getEffectRange();
  112. final int up = y + range;
  113. final int down = y - range;
  114. final int left = x + range;
  115. final int right = x - range;
  116. for (L2ZoneType e : getZones())
  117. {
  118. if ((e instanceof L2TownZone && ((L2TownZone)e).isPeaceZone()) || e instanceof L2DerbyTrackZone || e instanceof L2PeaceZone)
  119. {
  120. if (e.isInsideZone(x, up, z))
  121. return false;
  122. if (e.isInsideZone(x, down, z))
  123. return false;
  124. if (e.isInsideZone(left, y, z))
  125. return false;
  126. if (e.isInsideZone(right, y, z))
  127. return false;
  128. if (e.isInsideZone(x, y, z))
  129. return false;
  130. }
  131. }
  132. return true;
  133. }
  134. public void onDeath(L2Character character)
  135. {
  136. for (L2ZoneType z : getZones())
  137. {
  138. if(z != null) z.onDieInside(character);
  139. }
  140. }
  141. public void onRevive(L2Character character)
  142. {
  143. for (L2ZoneType z : getZones())
  144. {
  145. if(z != null) z.onReviveInside(character);
  146. }
  147. }
  148. /** Task of AI notification */
  149. public class NeighborsTask implements Runnable
  150. {
  151. private boolean _isActivating;
  152. public NeighborsTask(boolean isActivating)
  153. {
  154. _isActivating = isActivating;
  155. }
  156. public void run()
  157. {
  158. if (_isActivating)
  159. {
  160. // for each neighbor, if it's not active, activate.
  161. for (L2WorldRegion neighbor: getSurroundingRegions())
  162. neighbor.setActive(true);
  163. }
  164. else
  165. {
  166. if(areNeighborsEmpty())
  167. setActive(false);
  168. // check and deactivate
  169. for (L2WorldRegion neighbor: getSurroundingRegions())
  170. if(neighbor.areNeighborsEmpty())
  171. neighbor.setActive(false);
  172. }
  173. }
  174. }
  175. private void switchAI(Boolean isOn)
  176. {
  177. int c = 0;
  178. if (!isOn)
  179. {
  180. Collection<L2Object> vObj = _visibleObjects.values();
  181. //synchronized (_visibleObjects)
  182. {
  183. for(L2Object o: vObj)
  184. {
  185. if (o instanceof L2Attackable)
  186. {
  187. c++;
  188. L2Attackable mob = (L2Attackable)o;
  189. // Set target to null and cancel Attack or Cast
  190. mob.setTarget(null);
  191. // Stop movement
  192. mob.stopMove(null);
  193. // Stop all active skills effects in progress on the L2Character
  194. mob.stopAllEffects();
  195. mob.clearAggroList();
  196. mob.getAttackByList().clear();
  197. mob.getKnownList().removeAllKnownObjects();
  198. // stop the ai tasks
  199. if (mob.hasAI())
  200. {
  201. mob.getAI().setIntention(com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE);
  202. mob.getAI().stopAITask();
  203. }
  204. }
  205. else if (o instanceof L2Vehicle)
  206. {
  207. c++;
  208. ((L2Vehicle)o).getKnownList().removeAllKnownObjects();
  209. }
  210. }
  211. }
  212. _log.fine(c+ " mobs were turned off");
  213. }
  214. else
  215. {
  216. Collection<L2Object> vObj = _visibleObjects.values();
  217. //synchronized (_visibleObjects)
  218. {
  219. for(L2Object o: vObj)
  220. {
  221. if (o instanceof L2Attackable)
  222. {
  223. c++;
  224. // Start HP/MP/CP Regeneration task
  225. ((L2Attackable)o).getStatus().startHpMpRegeneration();
  226. }
  227. else if (o instanceof L2Npc)
  228. ((L2Npc)o).startRandomAnimationTimer();
  229. }
  230. }
  231. //KnownListUpdateTaskManager.getInstance().updateRegion(this, true, true);
  232. _log.fine(c+ " mobs were turned on");
  233. }
  234. }
  235. public Boolean isActive()
  236. {
  237. return _active;
  238. }
  239. // check if all 9 neighbors (including self) are inactive or active but with no players.
  240. // returns true if the above condition is met.
  241. public Boolean areNeighborsEmpty()
  242. {
  243. // if this region is occupied, return false.
  244. if (isActive() && !_allPlayable.isEmpty())
  245. return false;
  246. // if any one of the neighbors is occupied, return false
  247. for (L2WorldRegion neighbor: _surroundingRegions)
  248. if (neighbor.isActive() && !neighbor._allPlayable.isEmpty())
  249. return false;
  250. // in all other cases, return true.
  251. return true;
  252. }
  253. /**
  254. * this function turns this region's AI and geodata on or off
  255. * @param value
  256. */
  257. public void setActive(boolean value)
  258. {
  259. if (_active == value)
  260. return;
  261. _active = value;
  262. // turn the AI on or off to match the region's activation.
  263. switchAI(value);
  264. // TODO
  265. // turn the geodata on or off to match the region's activation.
  266. if(value)
  267. _log.fine("Starting Grid " + _tileX + ","+ _tileY);
  268. else
  269. _log.fine("Stoping Grid " + _tileX + ","+ _tileY);
  270. }
  271. /** Immediately sets self as active and starts a timer to set neighbors as active
  272. * this timer is to avoid turning on neighbors in the case when a person just
  273. * teleported into a region and then teleported out immediately...there is no
  274. * reason to activate all the neighbors in that case.
  275. */
  276. private void startActivation()
  277. {
  278. // first set self to active and do self-tasks...
  279. setActive(true);
  280. // if the timer to deactivate neighbors is running, cancel it.
  281. synchronized(this)
  282. {
  283. if(_neighborsTask !=null)
  284. {
  285. _neighborsTask.cancel(true);
  286. _neighborsTask = null;
  287. }
  288. // then, set a timer to activate the neighbors
  289. _neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(true), 1000*Config.GRID_NEIGHBOR_TURNON_TIME);
  290. }
  291. }
  292. /** starts a timer to set neighbors (including self) as inactive
  293. * this timer is to avoid turning off neighbors in the case when a person just
  294. * moved out of a region that he may very soon return to. There is no reason
  295. * to turn self & neighbors off in that case.
  296. */
  297. private void startDeactivation()
  298. {
  299. // if the timer to activate neighbors is running, cancel it.
  300. synchronized(this)
  301. {
  302. if(_neighborsTask !=null)
  303. {
  304. _neighborsTask.cancel(true);
  305. _neighborsTask = null;
  306. }
  307. // start a timer to "suggest" a deactivate to self and neighbors.
  308. // suggest means: first check if a neighbor has L2PcInstances in it. If not, deactivate.
  309. _neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(false), 1000*Config.GRID_NEIGHBOR_TURNOFF_TIME);
  310. }
  311. }
  312. /**
  313. * Add the L2Object in the L2ObjectHashSet(L2Object) _visibleObjects containing L2Object visible in this L2WorldRegion <BR>
  314. * If L2Object is a L2PcInstance, Add the L2PcInstance in the L2ObjectHashSet(L2PcInstance) _allPlayable
  315. * containing L2PcInstance of all player in game in this L2WorldRegion <BR>
  316. * Assert : object.getCurrentWorldRegion() == this
  317. */
  318. @SuppressWarnings({ "null", "unused" })
  319. public void addVisibleObject(L2Object object)
  320. {
  321. assert object.getWorldRegion() == this;
  322. if (object == null) return;
  323. _visibleObjects.put(object.getObjectId(),object);
  324. if (object instanceof L2Playable)
  325. {
  326. _allPlayable.put(object.getObjectId(),(L2Playable) object);
  327. // if this is the first player to enter the region, activate self & neighbors
  328. if ((_allPlayable.size() == 1) && (!Config.GRIDS_ALWAYS_ON))
  329. startActivation();
  330. }
  331. }
  332. /**
  333. * Remove the L2Object from the L2ObjectHashSet(L2Object) _visibleObjects in this L2WorldRegion <BR><BR>
  334. *
  335. * If L2Object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayable of this L2WorldRegion <BR>
  336. * Assert : object.getCurrentWorldRegion() == this || object.getCurrentWorldRegion() == null
  337. */
  338. @SuppressWarnings({ "null", "unused" })
  339. public void removeVisibleObject(L2Object object)
  340. {
  341. assert object.getWorldRegion() == this || object.getWorldRegion() == null;
  342. if (object == null) return;
  343. _visibleObjects.remove(object.getObjectId());
  344. if (object instanceof L2Playable)
  345. {
  346. _allPlayable.remove(object.getObjectId());
  347. if (_allPlayable.isEmpty() && !Config.GRIDS_ALWAYS_ON)
  348. startDeactivation();
  349. }
  350. }
  351. public void addSurroundingRegion(L2WorldRegion region)
  352. {
  353. _surroundingRegions.add(region);
  354. }
  355. /**
  356. * Return the FastList _surroundingRegions containing all L2WorldRegion around the current L2WorldRegion
  357. */
  358. public List<L2WorldRegion> getSurroundingRegions()
  359. {
  360. return _surroundingRegions;
  361. }
  362. public Map<Integer,L2Playable> getVisiblePlayable()
  363. {
  364. return _allPlayable;
  365. }
  366. public Map<Integer,L2Object> getVisibleObjects()
  367. {
  368. return _visibleObjects;
  369. }
  370. public String getName()
  371. {
  372. return "(" + _tileX + ", " + _tileY + ")";
  373. }
  374. /**
  375. * Deleted all spawns in the world.
  376. */
  377. public void deleteVisibleNpcSpawns()
  378. {
  379. _log.fine("Deleting all visible NPC's in Region: " + getName());
  380. Collection<L2Object> vNPC = _visibleObjects.values();
  381. //synchronized (_visibleObjects)
  382. {
  383. for (L2Object obj : vNPC)
  384. {
  385. if (obj instanceof L2Npc)
  386. {
  387. L2Npc target = (L2Npc) obj;
  388. target.deleteMe();
  389. L2Spawn spawn = target.getSpawn();
  390. if (spawn != null)
  391. {
  392. spawn.stopRespawn();
  393. SpawnTable.getInstance().deleteSpawn(spawn, false);
  394. }
  395. _log.finest("Removed NPC " + target.getObjectId());
  396. }
  397. }
  398. }
  399. _log.info("All visible NPC's deleted in Region: " + getName());
  400. }
  401. }