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