838 lines
22 KiB
Java
838 lines
22 KiB
Java
/*
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* Copyright (C) 2004-2015 L2J Server
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*
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* This file is part of L2J Server.
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*
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* L2J Server is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J Server is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.gameserver.model;
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import java.lang.reflect.Constructor;
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import java.util.List;
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import java.util.Map;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import javolution.util.FastList;
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import com.l2jserver.Config;
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import com.l2jserver.gameserver.GeoData;
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import com.l2jserver.gameserver.ThreadPoolManager;
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import com.l2jserver.gameserver.data.sql.impl.TerritoryTable;
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import com.l2jserver.gameserver.datatables.NpcPersonalAIData;
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import com.l2jserver.gameserver.idfactory.IdFactory;
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import com.l2jserver.gameserver.model.actor.L2Attackable;
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import com.l2jserver.gameserver.model.actor.L2Npc;
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import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
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import com.l2jserver.gameserver.model.interfaces.IIdentifiable;
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import com.l2jserver.gameserver.model.interfaces.ILocational;
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import com.l2jserver.gameserver.model.interfaces.INamable;
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import com.l2jserver.gameserver.model.interfaces.IPositionable;
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import com.l2jserver.gameserver.model.zone.type.NpcSpawnTerritory;
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import com.l2jserver.util.Rnd;
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/**
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* This class manages the spawn and respawn of a group of L2NpcInstance that are in the same are and have the same type.<br>
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* <B><U>Concept</U>:</B><br>
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* L2NpcInstance can be spawned either in a random position into a location area (if Lox=0 and Locy=0), either at an exact position.<br>
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* The heading of the L2NpcInstance can be a random heading if not defined (value= -1) or an exact heading (ex : merchant...).
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* @author Nightmare
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*/
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public class L2Spawn implements IPositionable, IIdentifiable, INamable
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{
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protected static final Logger _log = Logger.getLogger(L2Spawn.class.getName());
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/** String identifier of this spawn */
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private String _name;
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/** The link on the L2NpcTemplate object containing generic and static properties of this spawn (ex : RewardExp, RewardSP, AggroRange...) */
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private L2NpcTemplate _template;
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/** The maximum number of L2NpcInstance that can manage this L2Spawn */
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private int _maximumCount;
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/** The current number of L2NpcInstance managed by this L2Spawn */
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private int _currentCount;
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/** The current number of SpawnTask in progress or stand by of this L2Spawn */
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protected int _scheduledCount;
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/** The identifier of the location area where L2NpcInstance can be spwaned */
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private int _locationId;
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/** The Location of this NPC spawn. */
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private Location _location = new Location(0, 0, 0, 0, 0);
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/** Link to NPC spawn territory */
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private NpcSpawnTerritory _spawnTerritory = null;
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/** Minimum respawn delay */
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private int _respawnMinDelay;
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/** Maximum respawn delay */
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private int _respawnMaxDelay;
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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private Constructor<? extends L2Npc> _constructor;
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/** If True a L2NpcInstance is respawned each time that another is killed */
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private boolean _doRespawn;
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/** If true then spawn is custom */
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private boolean _customSpawn;
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private static List<SpawnListener> _spawnListeners = new FastList<>();
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private final FastList<L2Npc> _spawnedNpcs = new FastList<>();
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private Map<Integer, Location> _lastSpawnPoints;
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private boolean _isNoRndWalk = false; // Is no random walk
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/** The task launching the function doSpawn() */
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class SpawnTask implements Runnable
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{
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private final L2Npc _oldNpc;
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public SpawnTask(L2Npc pOldNpc)
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{
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_oldNpc = pOldNpc;
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}
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@Override
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public void run()
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{
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try
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{
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// doSpawn();
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respawnNpc(_oldNpc);
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}
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catch (Exception e)
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{
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_log.log(Level.WARNING, "", e);
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}
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_scheduledCount--;
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}
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}
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/**
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* Constructor of L2Spawn.<br>
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* <B><U>Concept</U>:</B><br>
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* Each L2Spawn owns generic and static properties (ex : RewardExp, RewardSP, AggroRange...).<br>
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* All of those properties are stored in a different L2NpcTemplate for each type of L2Spawn. Each template is loaded once in the server cache memory (reduce memory use).<br>
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* When a new instance of L2Spawn is created, server just create a link between the instance and the template.<br>
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* This link is stored in <B>_template</B> Each L2NpcInstance is linked to a L2Spawn that manages its spawn and respawn (delay, location...).<br>
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* This link is stored in <B>_spawn</B> of the L2NpcInstance.<br>
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* <B><U> Actions</U>:</B><br>
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* <ul>
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* <li>Set the _template of the L2Spawn</li>
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* <li>Calculate the implementationName used to generate the generic constructor of L2NpcInstance managed by this L2Spawn</li>
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* <li>Create the generic constructor of L2NpcInstance managed by this L2Spawn</li>
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* </ul>
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* @param template The L2NpcTemplate to link to this L2Spawn
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* @throws SecurityException
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* @throws ClassNotFoundException
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* @throws NoSuchMethodException
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* @throws ClassCastException when template type is not subclass of L2Npc
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*/
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public L2Spawn(L2NpcTemplate template) throws SecurityException, ClassNotFoundException, NoSuchMethodException, ClassCastException
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{
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// Set the _template of the L2Spawn
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_template = template;
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if (_template == null)
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{
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return;
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}
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String className = "com.l2jserver.gameserver.model.actor.instance." + _template.getType() + "Instance";
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// Create the generic constructor of L2Npc managed by this L2Spawn
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_constructor = Class.forName(className).asSubclass(L2Npc.class).getConstructor(int.class, L2NpcTemplate.class);
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}
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/**
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* @return the maximum number of L2NpcInstance that this L2Spawn can manage.
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*/
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public int getAmount()
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{
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return _maximumCount;
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}
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/**
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* @return the String Identifier of this spawn.
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*/
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@Override
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public String getName()
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{
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return _name;
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}
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/**
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* Set the String Identifier of this spawn.
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* @param name
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*/
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public void setName(String name)
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{
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_name = name;
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}
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/**
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* @return the Identifier of the location area where L2NpcInstance can be spwaned.
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*/
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public int getLocationId()
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{
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return _locationId;
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}
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@Override
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public Location getLocation()
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{
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return _location;
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}
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public Location getLocation(L2Object obj)
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{
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return ((_lastSpawnPoints == null) || (obj == null) || !_lastSpawnPoints.containsKey(obj.getObjectId())) ? _location : _lastSpawnPoints.get(obj.getObjectId());
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}
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@Override
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public int getX()
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{
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return _location.getX();
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}
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/**
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* @param obj object to check
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* @return the X position of the last spawn point of given NPC.
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*/
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public int getX(L2Object obj)
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{
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return getLocation(obj).getX();
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}
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/**
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* Set the X position of the spawn point.
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* @param x the x coordinate
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*/
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@Override
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public void setX(int x)
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{
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_location.setX(x);
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}
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@Override
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public int getY()
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{
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return _location.getY();
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}
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/**
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* @param obj object to check
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* @return the Y position of the last spawn point of given NPC.
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*/
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public int getY(L2Object obj)
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{
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return getLocation(obj).getY();
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}
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/**
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* Set the Y position of the spawn point.
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* @param y the y coordinate
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*/
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@Override
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public void setY(int y)
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{
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_location.setY(y);
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}
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@Override
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public int getZ()
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{
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return _location.getZ();
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}
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/**
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* @param obj object to check
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* @return the Z position of the last spawn point of given NPC.
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*/
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public int getZ(L2Object obj)
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{
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return getLocation(obj).getZ();
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}
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/**
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* Set the Z position of the spawn point.
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* @param z the z coordinate
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*/
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@Override
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public void setZ(int z)
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{
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_location.setZ(z);
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}
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/**
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* Set the x, y, z position of the spawn point.
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* @param x The x coordinate.
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* @param y The y coordinate.
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* @param z The z coordinate.
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*/
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@Override
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public void setXYZ(int x, int y, int z)
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{
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setX(x);
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setY(y);
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setZ(z);
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}
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/**
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* Set the x, y, z position of the spawn point.
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* @param loc The location.
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*/
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@Override
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public void setXYZ(ILocational loc)
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{
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setXYZ(loc.getX(), loc.getY(), loc.getZ());
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}
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/**
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* @return the heading of L2NpcInstance when they are spawned.
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*/
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@Override
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public int getHeading()
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{
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return _location.getHeading();
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}
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/**
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* Set the heading of L2NpcInstance when they are spawned.
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* @param heading
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*/
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@Override
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public void setHeading(int heading)
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{
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_location.setHeading(heading);
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}
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/**
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* Set the XYZ position of the spawn point.
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* @param loc
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*/
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@Override
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public void setLocation(Location loc)
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{
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_location = loc;
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}
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/**
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* Gets the NPC ID.
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* @return the NPC ID
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*/
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@Override
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public int getId()
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{
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return _template.getId();
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}
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/**
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* @return min respawn delay.
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*/
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public int getRespawnMinDelay()
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{
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return _respawnMinDelay;
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}
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/**
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* @return max respawn delay.
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*/
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public int getRespawnMaxDelay()
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{
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return _respawnMaxDelay;
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}
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/**
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* Set the maximum number of L2NpcInstance that this L2Spawn can manage.
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* @param amount
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*/
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public void setAmount(int amount)
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{
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_maximumCount = amount;
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}
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/**
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* Set the Identifier of the location area where L2NpcInstance can be spawned.
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* @param id
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*/
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public void setLocationId(int id)
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{
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_locationId = id;
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}
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/**
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* Set Minimum Respawn Delay.
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* @param date
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*/
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public void setRespawnMinDelay(int date)
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{
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_respawnMinDelay = date;
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}
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/**
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* Set Maximum Respawn Delay.
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* @param date
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*/
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public void setRespawnMaxDelay(int date)
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{
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_respawnMaxDelay = date;
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}
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/**
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* Set the spawn as custom.<BR>
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* @param custom
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*/
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public void setCustom(boolean custom)
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{
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_customSpawn = custom;
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}
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/**
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* @return type of spawn.
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*/
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public boolean isCustom()
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{
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return _customSpawn;
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}
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/**
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* Decrease the current number of L2NpcInstance of this L2Spawn and if necessary create a SpawnTask to launch after the respawn Delay. <B><U> Actions</U> :</B> <li>Decrease the current number of L2NpcInstance of this L2Spawn</li> <li>Check if respawn is possible to prevent multiple respawning
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* caused by lag</li> <li>Update the current number of SpawnTask in progress or stand by of this L2Spawn</li> <li>Create a new SpawnTask to launch after the respawn Delay</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : A respawn is possible ONLY if _doRespawn=True and _scheduledCount +
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* _currentCount < _maximumCount</B></FONT>
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* @param oldNpc
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*/
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public void decreaseCount(L2Npc oldNpc)
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{
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// sanity check
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if (_currentCount <= 0)
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{
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return;
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}
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// Decrease the current number of L2NpcInstance of this L2Spawn
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_currentCount--;
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// Remove this NPC from list of spawned
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_spawnedNpcs.remove(oldNpc);
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// Remove spawn point for old NPC
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if (_lastSpawnPoints != null)
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{
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_lastSpawnPoints.remove(oldNpc.getObjectId());
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}
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// Check if respawn is possible to prevent multiple respawning caused by lag
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if (_doRespawn && ((_scheduledCount + _currentCount) < _maximumCount))
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{
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// Update the current number of SpawnTask in progress or stand by of this L2Spawn
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_scheduledCount++;
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// Create a new SpawnTask to launch after the respawn Delay
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// ClientScheduler.getInstance().scheduleLow(new SpawnTask(npcId), _respawnDelay);
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ThreadPoolManager.getInstance().scheduleGeneral(new SpawnTask(oldNpc), hasRespawnRandom() ? Rnd.get(_respawnMinDelay, _respawnMaxDelay) : _respawnMinDelay);
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}
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}
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/**
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* Create the initial spawning and set _doRespawn to False, if respawn time set to 0, or set it to True otherwise.
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* @return The number of L2NpcInstance that were spawned
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*/
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public int init()
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{
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while (_currentCount < _maximumCount)
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{
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doSpawn();
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}
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_doRespawn = _respawnMinDelay != 0;
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return _currentCount;
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}
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/**
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* Create a L2NpcInstance in this L2Spawn.
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* @param val
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* @return
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*/
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public L2Npc spawnOne(boolean val)
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{
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return doSpawn(val);
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}
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/**
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* @return true if respawn enabled
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*/
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public boolean isRespawnEnabled()
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{
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return _doRespawn;
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}
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/**
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* Set _doRespawn to False to stop respawn in this L2Spawn.
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*/
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public void stopRespawn()
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{
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_doRespawn = false;
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}
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/**
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* Set _doRespawn to True to start or restart respawn in this L2Spawn.
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*/
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public void startRespawn()
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{
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_doRespawn = true;
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}
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public L2Npc doSpawn()
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{
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return doSpawn(false);
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}
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/**
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* Create the L2NpcInstance, add it to the world and lauch its OnSpawn action.<br>
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* <B><U>Concept</U>:</B><br>
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* L2NpcInstance can be spawned either in a random position into a location area (if Lox=0 and Locy=0), either at an exact position.<br>
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* The heading of the L2NpcInstance can be a random heading if not defined (value= -1) or an exact heading (ex : merchant...).<br>
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* <B><U>Actions for an random spawn into location area</U>:<I> (if Locx=0 and Locy=0)</I></B>
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* <ul>
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* <li>Get L2NpcInstance Init parameters and its generate an Identifier</li>
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* <li>Call the constructor of the L2NpcInstance</li>
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* <li>Calculate the random position in the location area (if Locx=0 and Locy=0) or get its exact position from the L2Spawn</li>
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* <li>Set the position of the L2NpcInstance</li>
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* <li>Set the HP and MP of the L2NpcInstance to the max</li>
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* <li>Set the heading of the L2NpcInstance (random heading if not defined : value=-1)</li>
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* <li>Link the L2NpcInstance to this L2Spawn</li>
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* <li>Init other values of the L2NpcInstance (ex : from its L2CharTemplate for INT, STR, DEX...) and add it in the world</li>
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* <li>Launch the action OnSpawn fo the L2NpcInstance</li>
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* <li>Increase the current number of L2NpcInstance managed by this L2Spawn</li>
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* </ul>
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* @param isSummonSpawn
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* @return
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*/
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public L2Npc doSpawn(boolean isSummonSpawn)
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{
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try
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{
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// Check if the L2Spawn is not a L2Pet or L2Minion or L2Decoy spawn
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if (_template.isType("L2Pet") || _template.isType("L2Decoy") || _template.isType("L2Trap"))
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{
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_currentCount++;
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return null;
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}
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// Call the constructor of the L2Npc
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L2Npc npc = _constructor.newInstance(IdFactory.getInstance().getNextId(), _template);
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npc.setInstanceId(getInstanceId()); // Must be done before object is spawned into visible world
|
|
if (isSummonSpawn)
|
|
{
|
|
npc.setShowSummonAnimation(isSummonSpawn);
|
|
}
|
|
|
|
// Check for certain AI data, overriden in spawnlist
|
|
if (_name != null)
|
|
{
|
|
NpcPersonalAIData.getInstance().initializeNpcParameters(npc, this, _name);
|
|
}
|
|
|
|
return initializeNpcInstance(npc);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
_log.log(Level.WARNING, "NPC " + _template.getId() + " class not found", e);
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* @param mob
|
|
* @return
|
|
*/
|
|
private L2Npc initializeNpcInstance(L2Npc mob)
|
|
{
|
|
int newlocx = 0;
|
|
int newlocy = 0;
|
|
int newlocz = 0;
|
|
|
|
// If Locx and Locy are not defined, the L2NpcInstance must be spawned in an area defined by location or spawn territory
|
|
// New method
|
|
if (isTerritoryBased())
|
|
{
|
|
int[] p = _spawnTerritory.getRandomPoint();
|
|
newlocx = p[0];
|
|
newlocy = p[1];
|
|
newlocz = p[2];
|
|
}
|
|
// Old method (for backward compatibility)
|
|
else if ((getX() == 0) && (getY() == 0))
|
|
{
|
|
if (getLocationId() == 0)
|
|
{
|
|
return mob;
|
|
}
|
|
|
|
// Calculate the random position in the location area
|
|
final Location location = TerritoryTable.getInstance().getRandomPoint(getLocationId());
|
|
|
|
// Set the calculated position of the L2NpcInstance
|
|
if (location != null)
|
|
{
|
|
newlocx = location.getX();
|
|
newlocy = location.getY();
|
|
newlocz = location.getZ();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The L2NpcInstance is spawned at a random position
|
|
newlocx = getX();
|
|
newlocy = getY();
|
|
newlocz = getZ();
|
|
|
|
// If random spawn system is enabled
|
|
if (Config.ENABLE_RANDOM_MONSTER_SPAWNS)
|
|
{
|
|
final int randX = newlocx + Rnd.get(Config.MOB_MIN_SPAWN_RANGE, Config.MOB_MAX_SPAWN_RANGE);
|
|
final int randY = newlocy + Rnd.get(Config.MOB_MIN_SPAWN_RANGE, Config.MOB_MAX_SPAWN_RANGE);
|
|
|
|
boolean isQuestMonster = false;
|
|
if ((mob.getTitle() != null) && mob.getTitle().contains("Quest"))
|
|
{
|
|
isQuestMonster = true;
|
|
}
|
|
|
|
if (mob.isMonster() && !isQuestMonster && !mob.isWalker() && GeoData.getInstance().canSeeTarget(newlocx, newlocy, newlocz, randX, randY, newlocz) && (getInstanceId() == 0) && !getTemplate().isUndying() && !mob.isRaid() && !mob.isRaidMinion() && !Config.MOBS_LIST_NOT_RANDOM.contains(mob.getId()))
|
|
{
|
|
newlocx = randX;
|
|
newlocy = randY;
|
|
}
|
|
}
|
|
}
|
|
|
|
// don't correct z of flying npc's
|
|
if (!mob.isFlying())
|
|
{
|
|
newlocz = GeoData.getInstance().getSpawnHeight(newlocx, newlocy, newlocz);
|
|
}
|
|
|
|
mob.stopAllEffects();
|
|
|
|
mob.setIsDead(false);
|
|
// Reset decay info
|
|
mob.setDecayed(false);
|
|
// Set the HP and MP of the L2NpcInstance to the max
|
|
mob.setCurrentHpMp(mob.getMaxHp(), mob.getMaxMp());
|
|
// Clear script variables
|
|
if (mob.hasVariables())
|
|
{
|
|
mob.getVariables().getSet().clear();
|
|
}
|
|
// Set is not random walk default value
|
|
mob.setIsNoRndWalk(isNoRndWalk());
|
|
|
|
// Set the heading of the L2NpcInstance (random heading if not defined)
|
|
if (getHeading() == -1)
|
|
{
|
|
mob.setHeading(Rnd.nextInt(61794));
|
|
}
|
|
else
|
|
{
|
|
mob.setHeading(getHeading());
|
|
}
|
|
|
|
if (mob instanceof L2Attackable)
|
|
{
|
|
((L2Attackable) mob).setChampion(false);
|
|
}
|
|
|
|
if (Config.L2JMOD_CHAMPION_ENABLE)
|
|
{
|
|
// Set champion on next spawn
|
|
if (mob.isMonster() && !getTemplate().isUndying() && !mob.isRaid() && !mob.isRaidMinion() && (Config.L2JMOD_CHAMPION_FREQUENCY > 0) && (mob.getLevel() >= Config.L2JMOD_CHAMP_MIN_LVL) && (mob.getLevel() <= Config.L2JMOD_CHAMP_MAX_LVL) && (Config.L2JMOD_CHAMPION_ENABLE_IN_INSTANCES || (getInstanceId() == 0)))
|
|
{
|
|
if (Rnd.get(100) < Config.L2JMOD_CHAMPION_FREQUENCY)
|
|
{
|
|
((L2Attackable) mob).setChampion(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Reset summoner
|
|
mob.setSummoner(null);
|
|
// Reset summoned list
|
|
mob.resetSummonedNpcs();
|
|
// Link the L2NpcInstance to this L2Spawn
|
|
mob.setSpawn(this);
|
|
|
|
// Spawn NPC
|
|
mob.spawnMe(newlocx, newlocy, newlocz);
|
|
|
|
notifyNpcSpawned(mob);
|
|
|
|
_spawnedNpcs.add(mob);
|
|
if (_lastSpawnPoints != null)
|
|
{
|
|
_lastSpawnPoints.put(mob.getObjectId(), new Location(newlocx, newlocy, newlocz));
|
|
}
|
|
|
|
if (Config.DEBUG)
|
|
{
|
|
_log.finest("Spawned Mob Id: " + _template.getId() + " , at: X: " + mob.getX() + " Y: " + mob.getY() + " Z: " + mob.getZ());
|
|
}
|
|
// Increase the current number of L2NpcInstance managed by this L2Spawn
|
|
_currentCount++;
|
|
return mob;
|
|
}
|
|
|
|
public static void addSpawnListener(SpawnListener listener)
|
|
{
|
|
synchronized (_spawnListeners)
|
|
{
|
|
_spawnListeners.add(listener);
|
|
}
|
|
}
|
|
|
|
public static void removeSpawnListener(SpawnListener listener)
|
|
{
|
|
synchronized (_spawnListeners)
|
|
{
|
|
_spawnListeners.remove(listener);
|
|
}
|
|
}
|
|
|
|
public static void notifyNpcSpawned(L2Npc npc)
|
|
{
|
|
synchronized (_spawnListeners)
|
|
{
|
|
for (SpawnListener listener : _spawnListeners)
|
|
{
|
|
listener.npcSpawned(npc);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Set bounds for random calculation and delay for respawn
|
|
* @param delay delay in seconds
|
|
* @param randomInterval random interval in seconds
|
|
*/
|
|
public void setRespawnDelay(int delay, int randomInterval)
|
|
{
|
|
if (delay != 0)
|
|
{
|
|
if (delay < 0)
|
|
{
|
|
_log.warning("respawn delay is negative for spawn:" + this);
|
|
}
|
|
|
|
int minDelay = delay - randomInterval;
|
|
int maxDelay = delay + randomInterval;
|
|
|
|
_respawnMinDelay = Math.max(10, minDelay) * 1000;
|
|
_respawnMaxDelay = Math.max(10, maxDelay) * 1000;
|
|
}
|
|
|
|
else
|
|
{
|
|
_respawnMinDelay = 0;
|
|
_respawnMaxDelay = 0;
|
|
}
|
|
}
|
|
|
|
public void setRespawnDelay(int delay)
|
|
{
|
|
setRespawnDelay(delay, 0);
|
|
}
|
|
|
|
public int getRespawnDelay()
|
|
{
|
|
return (_respawnMinDelay + _respawnMaxDelay) / 2;
|
|
}
|
|
|
|
public boolean hasRespawnRandom()
|
|
{
|
|
return _respawnMinDelay != _respawnMaxDelay;
|
|
}
|
|
|
|
public void setSpawnTerritory(NpcSpawnTerritory territory)
|
|
{
|
|
_spawnTerritory = territory;
|
|
_lastSpawnPoints = new ConcurrentHashMap<>();
|
|
}
|
|
|
|
public NpcSpawnTerritory getSpawnTerritory()
|
|
{
|
|
return _spawnTerritory;
|
|
}
|
|
|
|
public boolean isTerritoryBased()
|
|
{
|
|
return (_spawnTerritory != null) && (_location.getX() == 0) && (_location.getY() == 0);
|
|
}
|
|
|
|
public L2Npc getLastSpawn()
|
|
{
|
|
if (!_spawnedNpcs.isEmpty())
|
|
{
|
|
return _spawnedNpcs.getLast();
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public final FastList<L2Npc> getSpawnedNpcs()
|
|
{
|
|
return _spawnedNpcs;
|
|
}
|
|
|
|
/**
|
|
* @param oldNpc
|
|
*/
|
|
public void respawnNpc(L2Npc oldNpc)
|
|
{
|
|
if (_doRespawn)
|
|
{
|
|
oldNpc.refreshID();
|
|
initializeNpcInstance(oldNpc);
|
|
}
|
|
}
|
|
|
|
public L2NpcTemplate getTemplate()
|
|
{
|
|
return _template;
|
|
}
|
|
|
|
@Override
|
|
public int getInstanceId()
|
|
{
|
|
return _location.getInstanceId();
|
|
}
|
|
|
|
@Override
|
|
public void setInstanceId(int instanceId)
|
|
{
|
|
_location.setInstanceId(instanceId);
|
|
}
|
|
|
|
@Override
|
|
public String toString()
|
|
{
|
|
return "L2Spawn ID: " + getId() + " " + getLocation();
|
|
}
|
|
|
|
public final boolean isNoRndWalk()
|
|
{
|
|
return _isNoRndWalk;
|
|
}
|
|
|
|
public final void setIsNoRndWalk(boolean value)
|
|
{
|
|
_isNoRndWalk = value;
|
|
}
|
|
}
|