2
0

L2WorldRegion.java 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454
  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 net.sf.l2j.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 net.sf.l2j.Config;
  25. import net.sf.l2j.gameserver.ThreadPoolManager;
  26. import net.sf.l2j.gameserver.ai.L2AttackableAI;
  27. import net.sf.l2j.gameserver.datatables.SpawnTable;
  28. import net.sf.l2j.gameserver.model.actor.L2Attackable;
  29. import net.sf.l2j.gameserver.model.actor.L2Character;
  30. import net.sf.l2j.gameserver.model.actor.L2Npc;
  31. import net.sf.l2j.gameserver.model.actor.L2Playable;
  32. import net.sf.l2j.gameserver.model.zone.L2ZoneType;
  33. import net.sf.l2j.gameserver.model.zone.type.L2DerbyTrackZone;
  34. import net.sf.l2j.gameserver.model.zone.type.L2PeaceZone;
  35. import net.sf.l2j.gameserver.model.zone.type.L2TownZone;
  36. /**
  37. * This class ...
  38. *
  39. * @version $Revision: 1.3.4.4 $ $Date: 2005/03/27 15:29:33 $
  40. */
  41. public final class L2WorldRegion
  42. {
  43. private static Logger _log = Logger.getLogger(L2WorldRegion.class.getName());
  44. /** L2ObjectHashSet(L2PlayableInstance) containing L2PlayableInstance of all player & summon in game in this L2WorldRegion */
  45. private Map<Integer,L2Playable> _allPlayable;
  46. /** L2ObjectHashSet(L2Object) containing L2Object visible in this L2WorldRegion */
  47. private Map<Integer,L2Object> _visibleObjects;
  48. private List<L2WorldRegion> _surroundingRegions;
  49. private int _tileX, _tileY;
  50. private Boolean _active = false;
  51. private ScheduledFuture<?> _neighborsTask = null;
  52. private final FastList<L2ZoneType> _zones;
  53. public L2WorldRegion(int pTileX, int pTileY)
  54. {
  55. _allPlayable = new FastMap<Integer, L2Playable>().setShared(true);
  56. _visibleObjects = new FastMap<Integer, L2Object>().setShared(true);
  57. _surroundingRegions = new ArrayList<L2WorldRegion>();
  58. _tileX = pTileX;
  59. _tileY = pTileY;
  60. // default a newly initialized region to inactive, unless always on is specified
  61. if (Config.GRIDS_ALWAYS_ON)
  62. _active = true;
  63. else
  64. _active = false;
  65. _zones = new FastList<L2ZoneType>();
  66. }
  67. public FastList<L2ZoneType> getZones()
  68. {
  69. return _zones;
  70. }
  71. public void addZone(L2ZoneType zone)
  72. {
  73. _zones.add(zone);
  74. }
  75. public void removeZone(L2ZoneType zone)
  76. {
  77. _zones.remove(zone);
  78. }
  79. public void revalidateZones(L2Character character)
  80. {
  81. // do NOT update the world region while the character is still in the process of teleporting
  82. // Once the teleport is COMPLETED, revalidation occurs safely, at that time.
  83. if (character.isTeleporting())
  84. return;
  85. for (L2ZoneType z : getZones())
  86. {
  87. if(z != null) z.revalidateInZone(character);
  88. }
  89. }
  90. public void removeFromZones(L2Character character)
  91. {
  92. for (L2ZoneType z : getZones())
  93. {
  94. if(z != null) z.removeCharacter(character);
  95. }
  96. }
  97. public boolean containsZone(int zoneId)
  98. {
  99. for (L2ZoneType z : getZones())
  100. {
  101. if (z.getId() == zoneId)
  102. {
  103. return true;
  104. }
  105. }
  106. return false;
  107. }
  108. public boolean checkEffectRangeInsidePeaceZone(L2Skill skill, final int x, final int y, final int z)
  109. {
  110. final int range = skill.getEffectRange();
  111. final int up = y + range;
  112. final int down = y - range;
  113. final int left = x + range;
  114. final int right = x - range;
  115. for (L2ZoneType e : getZones())
  116. {
  117. if ((e instanceof L2TownZone && ((L2TownZone)e).isPeaceZone()) || e instanceof L2DerbyTrackZone || e instanceof L2PeaceZone)
  118. {
  119. if (e.isInsideZone(x, up, z))
  120. return false;
  121. if (e.isInsideZone(x, down, z))
  122. return false;
  123. if (e.isInsideZone(left, y, z))
  124. return false;
  125. if (e.isInsideZone(right, y, z))
  126. return false;
  127. if (e.isInsideZone(x, y, z))
  128. return false;
  129. }
  130. }
  131. return true;
  132. }
  133. public void onDeath(L2Character character)
  134. {
  135. for (L2ZoneType z : getZones())
  136. {
  137. if(z != null) z.onDieInside(character);
  138. }
  139. }
  140. public void onRevive(L2Character character)
  141. {
  142. for (L2ZoneType z : getZones())
  143. {
  144. if(z != null) z.onReviveInside(character);
  145. }
  146. }
  147. /** Task of AI notification */
  148. public class NeighborsTask implements Runnable
  149. {
  150. private boolean _isActivating;
  151. public NeighborsTask(boolean isActivating)
  152. {
  153. _isActivating = isActivating;
  154. }
  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. //synchronized (_visibleObjects)
  181. {
  182. for(L2Object o: vObj)
  183. {
  184. if (o instanceof L2Attackable)
  185. {
  186. c++;
  187. L2Attackable mob = (L2Attackable)o;
  188. // Set target to null and cancel Attack or Cast
  189. mob.setTarget(null);
  190. // Stop movement
  191. mob.stopMove(null);
  192. // Stop all active skills effects in progress on the L2Character
  193. mob.stopAllEffects();
  194. mob.clearAggroList();
  195. mob.getKnownList().removeAllKnownObjects();
  196. mob.getAI().setIntention(net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE);
  197. // stop the ai tasks
  198. ((L2AttackableAI) mob.getAI()).stopAITask();
  199. }
  200. }
  201. }
  202. _log.fine(c+ " mobs were turned off");
  203. }
  204. else
  205. {
  206. Collection<L2Object> vObj = _visibleObjects.values();
  207. //synchronized (_visibleObjects)
  208. {
  209. for(L2Object o: vObj)
  210. {
  211. if (o instanceof L2Attackable)
  212. {
  213. c++;
  214. // Start HP/MP/CP Regeneration task
  215. ((L2Attackable)o).getStatus().startHpMpRegeneration();
  216. }
  217. else if (o instanceof L2Npc)
  218. ((L2Npc)o).startRandomAnimationTimer();
  219. }
  220. }
  221. //KnownListUpdateTaskManager.getInstance().updateRegion(this, true, true);
  222. _log.fine(c+ " mobs were turned on");
  223. }
  224. }
  225. public Boolean isActive()
  226. {
  227. return _active;
  228. }
  229. // check if all 9 neighbors (including self) are inactive or active but with no players.
  230. // returns true if the above condition is met.
  231. public Boolean areNeighborsEmpty()
  232. {
  233. // if this region is occupied, return false.
  234. if (isActive() && !_allPlayable.isEmpty())
  235. return false;
  236. // if any one of the neighbors is occupied, return false
  237. for (L2WorldRegion neighbor: _surroundingRegions)
  238. if (neighbor.isActive() && !neighbor._allPlayable.isEmpty())
  239. return false;
  240. // in all other cases, return true.
  241. return true;
  242. }
  243. /**
  244. * this function turns this region's AI and geodata on or off
  245. * @param value
  246. */
  247. public void setActive(boolean value)
  248. {
  249. if (_active == value)
  250. return;
  251. _active = value;
  252. // turn the AI on or off to match the region's activation.
  253. switchAI(value);
  254. // TODO
  255. // turn the geodata on or off to match the region's activation.
  256. if(value)
  257. _log.fine("Starting Grid " + _tileX + ","+ _tileY);
  258. else
  259. _log.fine("Stoping Grid " + _tileX + ","+ _tileY);
  260. }
  261. /** Immediately sets self as active and starts a timer to set neighbors as active
  262. * this timer is to avoid turning on neighbors in the case when a person just
  263. * teleported into a region and then teleported out immediately...there is no
  264. * reason to activate all the neighbors in that case.
  265. */
  266. private void startActivation()
  267. {
  268. // first set self to active and do self-tasks...
  269. setActive(true);
  270. // if the timer to deactivate neighbors is running, cancel it.
  271. synchronized(this)
  272. {
  273. if(_neighborsTask !=null)
  274. {
  275. _neighborsTask.cancel(true);
  276. _neighborsTask = null;
  277. }
  278. // then, set a timer to activate the neighbors
  279. _neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(true), 1000*Config.GRID_NEIGHBOR_TURNON_TIME);
  280. }
  281. }
  282. /** starts a timer to set neighbors (including self) as inactive
  283. * this timer is to avoid turning off neighbors in the case when a person just
  284. * moved out of a region that he may very soon return to. There is no reason
  285. * to turn self & neighbors off in that case.
  286. */
  287. private void startDeactivation()
  288. {
  289. // if the timer to activate neighbors is running, cancel it.
  290. synchronized(this)
  291. {
  292. if(_neighborsTask !=null)
  293. {
  294. _neighborsTask.cancel(true);
  295. _neighborsTask = null;
  296. }
  297. // start a timer to "suggest" a deactivate to self and neighbors.
  298. // suggest means: first check if a neighbor has L2PcInstances in it. If not, deactivate.
  299. _neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(false), 1000*Config.GRID_NEIGHBOR_TURNOFF_TIME);
  300. }
  301. }
  302. /**
  303. * Add the L2Object in the L2ObjectHashSet(L2Object) _visibleObjects containing L2Object visible in this L2WorldRegion <BR>
  304. * If L2Object is a L2PcInstance, Add the L2PcInstance in the L2ObjectHashSet(L2PcInstance) _allPlayable
  305. * containing L2PcInstance of all player in game in this L2WorldRegion <BR>
  306. * Assert : object.getCurrentWorldRegion() == this
  307. */
  308. public void addVisibleObject(L2Object object)
  309. {
  310. if (Config.ASSERT) assert object.getWorldRegion() == this;
  311. if (object == null) return;
  312. _visibleObjects.put(object.getObjectId(),object);
  313. if (object instanceof L2Playable)
  314. {
  315. _allPlayable.put(object.getObjectId(),(L2Playable) object);
  316. // if this is the first player to enter the region, activate self & neighbors
  317. if ((_allPlayable.size() == 1) && (!Config.GRIDS_ALWAYS_ON))
  318. startActivation();
  319. }
  320. }
  321. /**
  322. * Remove the L2Object from the L2ObjectHashSet(L2Object) _visibleObjects in this L2WorldRegion <BR><BR>
  323. *
  324. * If L2Object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayable of this L2WorldRegion <BR>
  325. * Assert : object.getCurrentWorldRegion() == this || object.getCurrentWorldRegion() == null
  326. */
  327. public void removeVisibleObject(L2Object object)
  328. {
  329. if (Config.ASSERT) assert object.getWorldRegion() == this || object.getWorldRegion() == null;
  330. if (object == null) return;
  331. _visibleObjects.remove(object.getObjectId());
  332. if (object instanceof L2Playable)
  333. {
  334. _allPlayable.remove(object.getObjectId());
  335. if (_allPlayable.isEmpty() && !Config.GRIDS_ALWAYS_ON)
  336. startDeactivation();
  337. }
  338. }
  339. public void addSurroundingRegion(L2WorldRegion region)
  340. {
  341. _surroundingRegions.add(region);
  342. }
  343. /**
  344. * Return the FastList _surroundingRegions containing all L2WorldRegion around the current L2WorldRegion
  345. */
  346. public List<L2WorldRegion> getSurroundingRegions()
  347. {
  348. return _surroundingRegions;
  349. }
  350. public Map<Integer,L2Playable> getVisiblePlayable()
  351. {
  352. return _allPlayable;
  353. }
  354. public Map<Integer,L2Object> getVisibleObjects()
  355. {
  356. return _visibleObjects;
  357. }
  358. public String getName()
  359. {
  360. return "(" + _tileX + ", " + _tileY + ")";
  361. }
  362. /**
  363. * Deleted all spawns in the world.
  364. */
  365. public void deleteVisibleNpcSpawns()
  366. {
  367. _log.fine("Deleting all visible NPC's in Region: " + getName());
  368. Collection<L2Object> vNPC = _visibleObjects.values();
  369. //synchronized (_visibleObjects)
  370. {
  371. for (L2Object obj : vNPC)
  372. {
  373. if (obj instanceof L2Npc)
  374. {
  375. L2Npc target = (L2Npc) obj;
  376. target.deleteMe();
  377. L2Spawn spawn = target.getSpawn();
  378. if (spawn != null)
  379. {
  380. spawn.stopRespawn();
  381. SpawnTable.getInstance().deleteSpawn(spawn, false);
  382. }
  383. _log.finest("Removed NPC " + target.getObjectId());
  384. }
  385. }
  386. }
  387. _log.info("All visible NPC's deleted in Region: " + getName());
  388. }
  389. }