L2WorldRegion.java 13 KB

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  1. /*
  2. * Copyright (C) 2004-2014 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.Collection;
  22. import java.util.List;
  23. import java.util.Map;
  24. import java.util.concurrent.ScheduledFuture;
  25. import java.util.logging.Logger;
  26. import javolution.util.FastList;
  27. import javolution.util.FastMap;
  28. import com.l2jserver.Config;
  29. import com.l2jserver.gameserver.ThreadPoolManager;
  30. import com.l2jserver.gameserver.datatables.SpawnTable;
  31. import com.l2jserver.gameserver.model.actor.L2Attackable;
  32. import com.l2jserver.gameserver.model.actor.L2Character;
  33. import com.l2jserver.gameserver.model.actor.L2Npc;
  34. import com.l2jserver.gameserver.model.actor.L2Playable;
  35. import com.l2jserver.gameserver.model.actor.L2Vehicle;
  36. import com.l2jserver.gameserver.model.skills.Skill;
  37. import com.l2jserver.gameserver.model.zone.L2ZoneType;
  38. import com.l2jserver.gameserver.model.zone.type.L2PeaceZone;
  39. public final class L2WorldRegion
  40. {
  41. private static final Logger _log = Logger.getLogger(L2WorldRegion.class.getName());
  42. /** Map containing all playable characters in game in this world region. */
  43. private final Map<Integer, L2Playable> _allPlayable;
  44. /** Map containing visible objects in this world region. */
  45. private final Map<Integer, L2Object> _visibleObjects;
  46. private final List<L2WorldRegion> _surroundingRegions;
  47. private final int _tileX, _tileY;
  48. private boolean _active = false;
  49. private ScheduledFuture<?> _neighborsTask = null;
  50. private final List<L2ZoneType> _zones;
  51. public L2WorldRegion(int pTileX, int pTileY)
  52. {
  53. _allPlayable = new FastMap<Integer, L2Playable>().shared();
  54. _visibleObjects = new FastMap<Integer, L2Object>().shared();
  55. _surroundingRegions = new ArrayList<>();
  56. _tileX = pTileX;
  57. _tileY = pTileY;
  58. // default a newly initialized region to inactive, unless always on is specified
  59. if (Config.GRIDS_ALWAYS_ON)
  60. {
  61. _active = true;
  62. }
  63. else
  64. {
  65. _active = false;
  66. }
  67. _zones = new FastList<>();
  68. }
  69. public List<L2ZoneType> getZones()
  70. {
  71. return _zones;
  72. }
  73. public void addZone(L2ZoneType zone)
  74. {
  75. _zones.add(zone);
  76. }
  77. public void removeZone(L2ZoneType zone)
  78. {
  79. _zones.remove(zone);
  80. }
  81. public void revalidateZones(L2Character character)
  82. {
  83. // do NOT update the world region while the character is still in the process of teleporting
  84. // Once the teleport is COMPLETED, revalidation occurs safely, at that time.
  85. if (character.isTeleporting())
  86. {
  87. return;
  88. }
  89. for (L2ZoneType z : getZones())
  90. {
  91. if (z != null)
  92. {
  93. z.revalidateInZone(character);
  94. }
  95. }
  96. }
  97. public void removeFromZones(L2Character character)
  98. {
  99. for (L2ZoneType z : getZones())
  100. {
  101. if (z != null)
  102. {
  103. z.removeCharacter(character);
  104. }
  105. }
  106. }
  107. public boolean containsZone(int zoneId)
  108. {
  109. for (L2ZoneType z : getZones())
  110. {
  111. if (z.getId() == zoneId)
  112. {
  113. return true;
  114. }
  115. }
  116. return false;
  117. }
  118. public boolean checkEffectRangeInsidePeaceZone(Skill skill, final int x, final int y, final int z)
  119. {
  120. final int range = skill.getEffectRange();
  121. final int up = y + range;
  122. final int down = y - range;
  123. final int left = x + range;
  124. final int right = x - range;
  125. for (L2ZoneType e : getZones())
  126. {
  127. if (e instanceof L2PeaceZone)
  128. {
  129. if (e.isInsideZone(x, up, z))
  130. {
  131. return false;
  132. }
  133. if (e.isInsideZone(x, down, z))
  134. {
  135. return false;
  136. }
  137. if (e.isInsideZone(left, y, z))
  138. {
  139. return false;
  140. }
  141. if (e.isInsideZone(right, y, z))
  142. {
  143. return false;
  144. }
  145. if (e.isInsideZone(x, y, z))
  146. {
  147. return false;
  148. }
  149. }
  150. }
  151. return true;
  152. }
  153. public void onDeath(L2Character character)
  154. {
  155. for (L2ZoneType z : getZones())
  156. {
  157. if (z != null)
  158. {
  159. z.onDieInside(character);
  160. }
  161. }
  162. }
  163. public void onRevive(L2Character character)
  164. {
  165. for (L2ZoneType z : getZones())
  166. {
  167. if (z != null)
  168. {
  169. z.onReviveInside(character);
  170. }
  171. }
  172. }
  173. /** Task of AI notification */
  174. public class NeighborsTask implements Runnable
  175. {
  176. private final boolean _isActivating;
  177. public NeighborsTask(boolean isActivating)
  178. {
  179. _isActivating = isActivating;
  180. }
  181. @Override
  182. public void run()
  183. {
  184. if (_isActivating)
  185. {
  186. // for each neighbor, if it's not active, activate.
  187. for (L2WorldRegion neighbor : getSurroundingRegions())
  188. {
  189. neighbor.setActive(true);
  190. }
  191. }
  192. else
  193. {
  194. if (areNeighborsEmpty())
  195. {
  196. setActive(false);
  197. }
  198. // check and deactivate
  199. for (L2WorldRegion neighbor : getSurroundingRegions())
  200. {
  201. if (neighbor.areNeighborsEmpty())
  202. {
  203. neighbor.setActive(false);
  204. }
  205. }
  206. }
  207. }
  208. }
  209. private void switchAI(boolean isOn)
  210. {
  211. int c = 0;
  212. if (!isOn)
  213. {
  214. Collection<L2Object> vObj = _visibleObjects.values();
  215. for (L2Object o : vObj)
  216. {
  217. if (o instanceof L2Attackable)
  218. {
  219. c++;
  220. L2Attackable mob = (L2Attackable) o;
  221. // Set target to null and cancel Attack or Cast
  222. mob.setTarget(null);
  223. // Stop movement
  224. mob.stopMove(null);
  225. // Stop all active skills effects in progress on the L2Character
  226. mob.stopAllEffects();
  227. mob.clearAggroList();
  228. mob.getAttackByList().clear();
  229. mob.getKnownList().removeAllKnownObjects();
  230. // stop the ai tasks
  231. if (mob.hasAI())
  232. {
  233. mob.getAI().setIntention(com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE);
  234. mob.getAI().stopAITask();
  235. }
  236. }
  237. else if (o instanceof L2Vehicle)
  238. {
  239. c++;
  240. ((L2Vehicle) o).getKnownList().removeAllKnownObjects();
  241. }
  242. }
  243. _log.fine(c + " mobs were turned off");
  244. }
  245. else
  246. {
  247. Collection<L2Object> vObj = _visibleObjects.values();
  248. for (L2Object o : vObj)
  249. {
  250. if (o instanceof L2Attackable)
  251. {
  252. c++;
  253. // Start HP/MP/CP Regeneration task
  254. ((L2Attackable) o).getStatus().startHpMpRegeneration();
  255. }
  256. else if (o instanceof L2Npc)
  257. {
  258. ((L2Npc) o).startRandomAnimationTimer();
  259. }
  260. }
  261. _log.fine(c + " mobs were turned on");
  262. }
  263. }
  264. public boolean isActive()
  265. {
  266. return _active;
  267. }
  268. // check if all 9 neighbors (including self) are inactive or active but with no players.
  269. // returns true if the above condition is met.
  270. public boolean areNeighborsEmpty()
  271. {
  272. // if this region is occupied, return false.
  273. if (isActive() && !_allPlayable.isEmpty())
  274. {
  275. return false;
  276. }
  277. // if any one of the neighbors is occupied, return false
  278. for (L2WorldRegion neighbor : _surroundingRegions)
  279. {
  280. if (neighbor.isActive() && !neighbor._allPlayable.isEmpty())
  281. {
  282. return false;
  283. }
  284. }
  285. // in all other cases, return true.
  286. return true;
  287. }
  288. /**
  289. * this function turns this region's AI and geodata on or off
  290. * @param value
  291. */
  292. public void setActive(boolean value)
  293. {
  294. if (_active == value)
  295. {
  296. return;
  297. }
  298. _active = value;
  299. // turn the AI on or off to match the region's activation.
  300. switchAI(value);
  301. // TODO
  302. // turn the geodata on or off to match the region's activation.
  303. if (value)
  304. {
  305. _log.fine("Starting Grid " + _tileX + "," + _tileY);
  306. }
  307. else
  308. {
  309. _log.fine("Stoping Grid " + _tileX + "," + _tileY);
  310. }
  311. }
  312. /**
  313. * 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.
  314. */
  315. private void startActivation()
  316. {
  317. // first set self to active and do self-tasks...
  318. setActive(true);
  319. // if the timer to deactivate neighbors is running, cancel it.
  320. synchronized (this)
  321. {
  322. if (_neighborsTask != null)
  323. {
  324. _neighborsTask.cancel(true);
  325. _neighborsTask = null;
  326. }
  327. // then, set a timer to activate the neighbors
  328. _neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(true), 1000 * Config.GRID_NEIGHBOR_TURNON_TIME);
  329. }
  330. }
  331. /**
  332. * 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.
  333. */
  334. private void startDeactivation()
  335. {
  336. // if the timer to activate neighbors is running, cancel it.
  337. synchronized (this)
  338. {
  339. if (_neighborsTask != null)
  340. {
  341. _neighborsTask.cancel(true);
  342. _neighborsTask = null;
  343. }
  344. // start a timer to "suggest" a deactivate to self and neighbors.
  345. // suggest means: first check if a neighbor has L2PcInstances in it. If not, deactivate.
  346. _neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(false), 1000 * Config.GRID_NEIGHBOR_TURNOFF_TIME);
  347. }
  348. }
  349. /**
  350. * Add the L2Object in the L2ObjectHashSet(L2Object) _visibleObjects containing L2Object visible in this L2WorldRegion <BR>
  351. * If L2Object is a L2PcInstance, Add the L2PcInstance in the L2ObjectHashSet(L2PcInstance) _allPlayable containing L2PcInstance of all player in game in this L2WorldRegion <BR>
  352. * Assert : object.getCurrentWorldRegion() == this
  353. * @param object
  354. */
  355. public void addVisibleObject(L2Object object)
  356. {
  357. if (object == null)
  358. {
  359. return;
  360. }
  361. assert object.getWorldRegion() == this;
  362. _visibleObjects.put(object.getObjectId(), object);
  363. if (object instanceof L2Playable)
  364. {
  365. _allPlayable.put(object.getObjectId(), (L2Playable) object);
  366. // if this is the first player to enter the region, activate self & neighbors
  367. if ((_allPlayable.size() == 1) && (!Config.GRIDS_ALWAYS_ON))
  368. {
  369. startActivation();
  370. }
  371. }
  372. }
  373. /**
  374. * 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>
  375. * Assert : object.getCurrentWorldRegion() == this || object.getCurrentWorldRegion() == null
  376. * @param object
  377. */
  378. public void removeVisibleObject(L2Object object)
  379. {
  380. if (object == null)
  381. {
  382. return;
  383. }
  384. assert (object.getWorldRegion() == this) || (object.getWorldRegion() == null);
  385. _visibleObjects.remove(object.getObjectId());
  386. if (object instanceof L2Playable)
  387. {
  388. _allPlayable.remove(object.getObjectId());
  389. if (_allPlayable.isEmpty() && !Config.GRIDS_ALWAYS_ON)
  390. {
  391. startDeactivation();
  392. }
  393. }
  394. }
  395. public void addSurroundingRegion(L2WorldRegion region)
  396. {
  397. _surroundingRegions.add(region);
  398. }
  399. /**
  400. * @return the FastList _surroundingRegions containing all L2WorldRegion around the current L2WorldRegion
  401. */
  402. public List<L2WorldRegion> getSurroundingRegions()
  403. {
  404. return _surroundingRegions;
  405. }
  406. public Map<Integer, L2Playable> getVisiblePlayable()
  407. {
  408. return _allPlayable;
  409. }
  410. public Map<Integer, L2Object> getVisibleObjects()
  411. {
  412. return _visibleObjects;
  413. }
  414. public String getName()
  415. {
  416. return "(" + _tileX + ", " + _tileY + ")";
  417. }
  418. /**
  419. * Deleted all spawns in the world.
  420. */
  421. public void deleteVisibleNpcSpawns()
  422. {
  423. _log.fine("Deleting all visible NPC's in Region: " + getName());
  424. Collection<L2Object> vNPC = _visibleObjects.values();
  425. for (L2Object obj : vNPC)
  426. {
  427. if (obj instanceof L2Npc)
  428. {
  429. L2Npc target = (L2Npc) obj;
  430. target.deleteMe();
  431. L2Spawn spawn = target.getSpawn();
  432. if (spawn != null)
  433. {
  434. spawn.stopRespawn();
  435. SpawnTable.getInstance().deleteSpawn(spawn, false);
  436. }
  437. _log.finest("Removed NPC " + target.getObjectId());
  438. }
  439. }
  440. _log.info("All visible NPC's deleted in Region: " + getName());
  441. }
  442. }