699 lines
24 KiB
Java
699 lines
24 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.util.ArrayList;
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import java.util.Arrays;
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import java.util.Collection;
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import java.util.Comparator;
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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 com.l2jserver.Config;
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import com.l2jserver.gameserver.datatables.AdminTable;
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import com.l2jserver.gameserver.datatables.CharNameTable;
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import com.l2jserver.gameserver.model.actor.L2Playable;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
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import com.l2jserver.util.StringUtil;
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public final class L2World
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{
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private static final Logger _log = Logger.getLogger(L2World.class.getName());
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/** Gracia border Flying objects not allowed to the east of it. */
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public static final int GRACIA_MAX_X = -166168;
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public static final int GRACIA_MAX_Z = 6105;
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public static final int GRACIA_MIN_Z = -895;
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/** Biteshift, defines number of regions note, shifting by 15 will result in regions corresponding to map tiles shifting by 12 divides one tile to 8x8 regions. */
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public static final int SHIFT_BY = 12;
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private static final int TILE_SIZE = 32768;
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/** Map dimensions */
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public static final int TILE_X_MIN = 11;
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public static final int TILE_Y_MIN = 10;
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public static final int TILE_X_MAX = 26;
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public static final int TILE_Y_MAX = 26;
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public static final int TILE_ZERO_COORD_X = 20;
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public static final int TILE_ZERO_COORD_Y = 18;
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public static final int MAP_MIN_X = (TILE_X_MIN - TILE_ZERO_COORD_X) * TILE_SIZE;
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public static final int MAP_MIN_Y = (TILE_Y_MIN - TILE_ZERO_COORD_Y) * TILE_SIZE;
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public static final int MAP_MAX_X = ((TILE_X_MAX - TILE_ZERO_COORD_X) + 1) * TILE_SIZE;
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public static final int MAP_MAX_Y = ((TILE_Y_MAX - TILE_ZERO_COORD_Y) + 1) * TILE_SIZE;
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/** calculated offset used so top left region is 0,0 */
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public static final int OFFSET_X = Math.abs(MAP_MIN_X >> SHIFT_BY);
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public static final int OFFSET_Y = Math.abs(MAP_MIN_Y >> SHIFT_BY);
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/** number of regions */
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private static final int REGIONS_X = (MAP_MAX_X >> SHIFT_BY) + OFFSET_X;
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private static final int REGIONS_Y = (MAP_MAX_Y >> SHIFT_BY) + OFFSET_Y;
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/** Map containing all the players in game. */
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private final Map<Integer, L2PcInstance> _allPlayers = new ConcurrentHashMap<>();
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/** Map containing all the Good players in game. */
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private final static Map<Integer, L2PcInstance> _allGoodPlayers = new ConcurrentHashMap<>();
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/** Map containing all the Evil players in game. */
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private final static Map<Integer, L2PcInstance> _allEvilPlayers = new ConcurrentHashMap<>();
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/** Map containing all visible objects. */
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private final Map<Integer, L2Object> _allObjects = new ConcurrentHashMap<>();
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/** Map used for debug. */
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private final Map<Integer, String> _allObjectsDebug = new ConcurrentHashMap<>();
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/** Map with the pets instances and their owner ID. */
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private final Map<Integer, L2PetInstance> _petsInstance = new ConcurrentHashMap<>();
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private L2WorldRegion[][] _worldRegions;
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/** Constructor of L2World. */
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protected L2World()
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{
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initRegions();
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}
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/**
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* Adds an object to the world.<br>
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* <B><U>Example of use</U>:</B>
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* <ul>
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* <li>Withdraw an item from the warehouse, create an item</li>
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* <li>Spawn a L2Character (PC, NPC, Pet)</li>
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* </ul>
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* @param object
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*/
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public void storeObject(L2Object object)
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{
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if (_allObjects.containsKey(object.getObjectId()))
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{
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_log.log(Level.WARNING, getClass().getSimpleName() + ": Current object: " + object + " already exist in OID map!");
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_log.log(Level.WARNING, StringUtil.getTraceString(Thread.currentThread().getStackTrace()));
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_log.log(Level.WARNING, getClass().getSimpleName() + ": Previous object: " + _allObjects.get(object.getObjectId()) + " already exist in OID map!");
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_log.log(Level.WARNING, _allObjectsDebug.get(object.getObjectId()));
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_log.log(Level.WARNING, "---------------------- End ---------------------");
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return;
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}
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_allObjects.put(object.getObjectId(), object);
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_allObjectsDebug.put(object.getObjectId(), StringUtil.getTraceString(Thread.currentThread().getStackTrace()));
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}
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/**
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* Removes an object from the world.<br>
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* <B><U>Example of use</U>:</B>
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* <ul>
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* <li>Delete item from inventory, transfer Item from inventory to warehouse</li>
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* <li>Crystallize item</li>
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* <li>Remove NPC/PC/Pet from the world</li>
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* </ul>
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* @param object the object to remove
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*/
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public void removeObject(L2Object object)
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{
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_allObjects.remove(object.getObjectId());
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_allObjectsDebug.remove(object.getObjectId());
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}
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/**
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* <B><U> Example of use</U>:</B>
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* <ul>
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* <li>Client packets : Action, AttackRequest, RequestJoinParty, RequestJoinPledge...</li>
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* </ul>
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* @param objectId Identifier of the L2Object
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* @return the L2Object object that belongs to an ID or null if no object found.
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*/
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public L2Object findObject(int objectId)
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{
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return _allObjects.get(objectId);
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}
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public Collection<L2Object> getVisibleObjects()
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{
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return _allObjects.values();
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}
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/**
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* Get the count of all visible objects in world.
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* @return count off all L2World objects
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*/
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public int getVisibleObjectsCount()
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{
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return _allObjects.size();
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}
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public List<L2PcInstance> getAllGMs()
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{
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return AdminTable.getInstance().getAllGms(true);
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}
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public Collection<L2PcInstance> getPlayers()
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{
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return _allPlayers.values();
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}
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public Collection<L2PcInstance> getAllGoodPlayers()
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{
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return _allGoodPlayers.values();
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}
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public Collection<L2PcInstance> getAllEvilPlayers()
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{
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return _allEvilPlayers.values();
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}
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/**
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* Gets all players sorted by the given comparator.
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* @param comparator the comparator
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* @return the players sorted by the comparator
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*/
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public L2PcInstance[] getPlayersSortedBy(Comparator<L2PcInstance> comparator)
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{
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final L2PcInstance[] players = _allPlayers.values().toArray(new L2PcInstance[_allPlayers.values().size()]);
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Arrays.sort(players, comparator);
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return players;
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}
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/**
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* Return how many players are online.
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* @return number of online players.
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*/
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public int getAllPlayersCount()
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{
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return _allPlayers.size();
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}
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public int getAllGoodPlayersCount()
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{
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return _allGoodPlayers.size();
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}
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public int getAllEvilPlayersCount()
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{
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return _allEvilPlayers.size();
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}
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/**
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* <B>If you have access to player objectId use {@link #getPlayer(int playerObjId)}</B>
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* @param name Name of the player to get Instance
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* @return the player instance corresponding to the given name.
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*/
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public L2PcInstance getPlayer(String name)
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{
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return getPlayer(CharNameTable.getInstance().getIdByName(name));
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}
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/**
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* @param objectId of the player to get Instance
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* @return the player instance corresponding to the given object ID.
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*/
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public L2PcInstance getPlayer(int objectId)
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{
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return _allPlayers.get(objectId);
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}
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/**
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* @param ownerId ID of the owner
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* @return the pet instance from the given ownerId.
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*/
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public L2PetInstance getPet(int ownerId)
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{
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return _petsInstance.get(ownerId);
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}
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/**
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* Add the given pet instance from the given ownerId.
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* @param ownerId ID of the owner
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* @param pet L2PetInstance of the pet
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* @return
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*/
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public L2PetInstance addPet(int ownerId, L2PetInstance pet)
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{
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return _petsInstance.put(ownerId, pet);
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}
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/**
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* Remove the given pet instance.
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* @param ownerId ID of the owner
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*/
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public void removePet(int ownerId)
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{
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_petsInstance.remove(ownerId);
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}
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/**
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* Remove the given pet instance.
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* @param pet the pet to remove
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*/
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public void removePet(L2PetInstance pet)
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{
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_petsInstance.remove(pet.getOwner().getObjectId());
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}
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/**
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* Add a L2Object in the world. <B><U> Concept</U> :</B> L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
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* L2PcInstance are identified in <B>_allPlayers</B> of L2World, in <B>_allPlayers</B> of his current L2WorldRegion and in <B>_knownPlayer</B> of other surrounding L2Characters <B><U> Actions</U> :</B> <li>Add the L2Object object in _allPlayers* of L2World</li> <li>Add the L2Object object in
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* _gmList** of GmListTable</li> <li>Add object in _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters</li><BR>
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* <li>If object is a L2Character, add all surrounding L2Object in its _knownObjects and all surrounding L2PcInstance in its _knownPlayer</li><BR>
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* <I>* only if object is a L2PcInstance</I><BR>
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* <I>** only if object is a GM L2PcInstance</I> <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T ADD the object in _visibleObjects and _allPlayers* of L2WorldRegion (need synchronisation)</B></FONT><BR>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T ADD the object to _allObjects and _allPlayers* of L2World (need synchronisation)</B></FONT> <B><U> Example of use </U> :</B> <li>Drop an Item</li> <li>Spawn a L2Character</li> <li>Apply Death Penalty of a L2PcInstance</li>
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* @param object L2object to add in the world
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* @param newRegion L2WorldRegion in wich the object will be add (not used)
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*/
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public void addVisibleObject(L2Object object, L2WorldRegion newRegion)
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{
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// TODO: this code should be obsoleted by protection in putObject func...
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if (object.isPlayer())
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{
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L2PcInstance player = object.getActingPlayer();
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if (!player.isTeleporting())
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{
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final L2PcInstance old = getPlayer(player.getObjectId());
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if (old != null)
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{
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_log.warning("Duplicate character!? Closing both characters (" + player.getName() + ")");
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player.logout();
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old.logout();
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return;
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}
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addPlayerToWorld(player);
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}
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}
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if (!newRegion.isActive())
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{
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return;
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}
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// Get all visible objects contained in the _visibleObjects of L2WorldRegions
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// in a circular area of 2000 units
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List<L2Object> visibles = getVisibleObjects(object, 2000);
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if (Config.DEBUG)
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{
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_log.finest("objects in range:" + visibles.size());
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}
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// tell the player about the surroundings
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// Go through the visible objects contained in the circular area
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for (L2Object visible : visibles)
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{
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if (visible == null)
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{
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continue;
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}
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// Add the object in L2ObjectHashSet(L2Object) _knownObjects of the visible L2Character according to conditions :
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// - L2Character is visible
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// - object is not already known
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// - object is in the watch distance
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// If L2Object is a L2PcInstance, add L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the visible L2Character
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visible.getKnownList().addKnownObject(object);
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// Add the visible L2Object in L2ObjectHashSet(L2Object) _knownObjects of the object according to conditions
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// If visible L2Object is a L2PcInstance, add visible L2Object in L2ObjectHashSet(L2PcInstance) _knownPlayer of the object
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object.getKnownList().addKnownObject(visible);
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}
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}
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/**
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* Adds the player to the world.
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* @param player the player to add
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*/
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public void addPlayerToWorld(L2PcInstance player)
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{
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_allPlayers.put(player.getObjectId(), player);
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if (Config.FACTION_SYSTEM_ENABLED)
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{
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addFactionPlayerToWorld(player);
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}
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}
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public static void addFactionPlayerToWorld(L2PcInstance player)
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{
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if (player.isGood())
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{
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_allGoodPlayers.put(player.getObjectId(), player);
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}
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else if (player.isEvil())
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{
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_allEvilPlayers.put(player.getObjectId(), player);
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}
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}
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/**
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* Remove the player from the world.
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* @param player the player to remove
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*/
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public void removeFromAllPlayers(L2PcInstance player)
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{
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_allPlayers.remove(player.getObjectId());
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if (Config.FACTION_SYSTEM_ENABLED)
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{
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if (player.isGood())
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{
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_allGoodPlayers.remove(player.getObjectId());
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}
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else if (player.isEvil())
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{
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_allEvilPlayers.remove(player.getObjectId());
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}
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}
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}
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/**
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* Remove a L2Object from the world. <B><U> Concept</U> :</B> L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <BR>
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* L2PcInstance are identified in <B>_allPlayers</B> of L2World, in <B>_allPlayers</B> of his current L2WorldRegion and in <B>_knownPlayer</B> of other surrounding L2Characters <B><U> Actions</U> :</B> <li>Remove the L2Object object from _allPlayers* of L2World</li> <li>Remove the L2Object
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* object from _visibleObjects and _allPlayers* of L2WorldRegion</li> <li>Remove the L2Object object from _gmList** of GmListTable</li> <li>Remove object from _knownObjects and _knownPlayer* of all surrounding L2WorldRegion L2Characters</li><BR>
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* <li>If object is a L2Character, remove all L2Object from its _knownObjects and all L2PcInstance from its _knownPlayer</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World</B></FONT> <I>* only if object is a L2PcInstance</I><BR>
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* <I>** only if object is a GM L2PcInstance</I> <B><U> Example of use </U> :</B> <li>Pickup an Item</li> <li>Decay a L2Character</li>
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* @param object L2object to remove from the world
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* @param oldRegion L2WorldRegion in which the object was before removing
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*/
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public void removeVisibleObject(L2Object object, L2WorldRegion oldRegion)
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{
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if (object == null)
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{
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return;
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}
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if (oldRegion != null)
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{
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// Remove the object from the L2ObjectHashSet(L2Object) _visibleObjects of L2WorldRegion
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// If object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayers of this L2WorldRegion
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oldRegion.removeVisibleObject(object);
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// Go through all surrounding L2WorldRegion L2Characters
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for (L2WorldRegion reg : oldRegion.getSurroundingRegions())
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{
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final Collection<L2Object> vObj = reg.getVisibleObjects().values();
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for (L2Object obj : vObj)
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{
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if (obj != null)
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{
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obj.getKnownList().removeKnownObject(object);
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}
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}
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}
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// If object is a L2Character :
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// Remove all L2Object from L2ObjectHashSet(L2Object) containing all L2Object detected by the L2Character
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// Remove all L2PcInstance from L2ObjectHashSet(L2PcInstance) containing all player ingame detected by the L2Character
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object.getKnownList().removeAllKnownObjects();
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// If selected L2Object is a L2PcIntance, remove it from L2ObjectHashSet(L2PcInstance) _allPlayers of L2World
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if (object.isPlayer())
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{
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final L2PcInstance player = object.getActingPlayer();
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if (!player.isTeleporting())
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{
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removeFromAllPlayers(player);
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}
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}
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}
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}
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/**
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* Return all visible objects of the L2WorldRegion object's and of its surrounding L2WorldRegion. <B><U> Concept</U> :</B> All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
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* All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object <B><U> Example of use </U> :</B> <li>Find Close Objects for L2Character</li><BR>
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* @param object L2object that determine the current L2WorldRegion
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* @return
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*/
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public List<L2Object> getVisibleObjects(L2Object object)
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{
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L2WorldRegion reg = object.getWorldRegion();
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if (reg == null)
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{
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return null;
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}
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// Create an FastList in order to contain all visible L2Object
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List<L2Object> result = new ArrayList<>();
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// Go through the FastList of region
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for (L2WorldRegion regi : reg.getSurroundingRegions())
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{
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// Go through visible objects of the selected region
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Collection<L2Object> vObj = regi.getVisibleObjects().values();
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for (L2Object _object : vObj)
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{
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if ((_object == null) || _object.equals(object))
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{
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continue; // skip our own character
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}
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else if (!_object.isVisible())
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{
|
|
continue; // skip dying objects
|
|
}
|
|
result.add(_object);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Return all visible objects of the L2WorldRegions in the circular area (radius) centered on the object. <B><U> Concept</U> :</B> All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
|
|
* All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object <B><U> Example of use </U> :</B> <li>Define the aggrolist of monster</li> <li>Define visible objects of a L2Object</li> <li>Skill :
|
|
* Confusion...</li><BR>
|
|
* @param object L2object that determine the center of the circular area
|
|
* @param radius Radius of the circular area
|
|
* @return
|
|
*/
|
|
public List<L2Object> getVisibleObjects(L2Object object, int radius)
|
|
{
|
|
if ((object == null) || !object.isVisible())
|
|
{
|
|
return new ArrayList<>();
|
|
}
|
|
|
|
final int sqRadius = radius * radius;
|
|
|
|
// Create an FastList in order to contain all visible L2Object
|
|
List<L2Object> result = new ArrayList<>();
|
|
|
|
// Go through the FastList of region
|
|
for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
|
|
{
|
|
// Go through visible objects of the selected region
|
|
Collection<L2Object> vObj = regi.getVisibleObjects().values();
|
|
for (L2Object _object : vObj)
|
|
{
|
|
if ((_object == null) || _object.equals(object))
|
|
{
|
|
continue; // skip our own character
|
|
}
|
|
|
|
if (sqRadius > object.calculateDistance(_object, false, true))
|
|
{
|
|
result.add(_object);
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Return all visible objects of the L2WorldRegions in the spheric area (radius) centered on the object. <B><U> Concept</U> :</B> All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
|
|
* All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object <B><U> Example of use </U> :</B> <li>Define the target list of a skill</li> <li>Define the target list of a polearme attack</li>
|
|
* @param object L2object that determine the center of the circular area
|
|
* @param radius Radius of the spheric area
|
|
* @return
|
|
*/
|
|
public List<L2Object> getVisibleObjects3D(L2Object object, int radius)
|
|
{
|
|
if ((object == null) || !object.isVisible())
|
|
{
|
|
return new ArrayList<>();
|
|
}
|
|
|
|
final int sqRadius = radius * radius;
|
|
|
|
// Create an FastList in order to contain all visible L2Object
|
|
List<L2Object> result = new ArrayList<>();
|
|
|
|
// Go through visible object of the selected region
|
|
for (L2WorldRegion regi : object.getWorldRegion().getSurroundingRegions())
|
|
{
|
|
Collection<L2Object> vObj = regi.getVisibleObjects().values();
|
|
for (L2Object _object : vObj)
|
|
{
|
|
if ((_object == null) || _object.equals(object))
|
|
{
|
|
continue; // skip our own character
|
|
}
|
|
|
|
if (sqRadius > object.calculateDistance(_object, true, true))
|
|
{
|
|
result.add(_object);
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* <B><U> Concept</U> :</B> All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <BR>
|
|
* All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected L2WorldRegion in order to scan a large area around a L2Object <B><U> Example of use </U> :</B> <li>Find Close Objects for L2Character</li><BR>
|
|
* @param object L2object that determine the current L2WorldRegion
|
|
* @return all visible players of the L2WorldRegion object's and of its surrounding L2WorldRegion.
|
|
*/
|
|
public List<L2Playable> getVisiblePlayable(L2Object object)
|
|
{
|
|
L2WorldRegion reg = object.getWorldRegion();
|
|
if (reg == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
// Create an FastList in order to contain all visible L2Object
|
|
List<L2Playable> result = new ArrayList<>();
|
|
|
|
// Go through the FastList of region
|
|
for (L2WorldRegion regi : reg.getSurroundingRegions())
|
|
{
|
|
// Create an Iterator to go through the visible L2Object of the L2WorldRegion
|
|
Map<Integer, L2Playable> _allpls = regi.getVisiblePlayable();
|
|
Collection<L2Playable> _playables = _allpls.values();
|
|
// Go through visible object of the selected region
|
|
for (L2Playable _object : _playables)
|
|
{
|
|
if ((_object == null) || _object.equals(object))
|
|
{
|
|
continue; // skip our own character
|
|
}
|
|
|
|
if (!_object.isVisible())
|
|
{
|
|
continue; // skip dying objects
|
|
}
|
|
|
|
result.add(_object);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Calculate the current L2WorldRegions of the object according to its position (x,y). <B><U> Example of use </U> :</B> <li>Set position of a new L2Object (drop, spawn...)</li> <li>Update position of a L2Object after a movement</li><BR>
|
|
* @param point position of the object
|
|
* @return
|
|
*/
|
|
public L2WorldRegion getRegion(Location point)
|
|
{
|
|
return _worldRegions[(point.getX() >> SHIFT_BY) + OFFSET_X][(point.getY() >> SHIFT_BY) + OFFSET_Y];
|
|
}
|
|
|
|
public L2WorldRegion getRegion(int x, int y)
|
|
{
|
|
return _worldRegions[(x >> SHIFT_BY) + OFFSET_X][(y >> SHIFT_BY) + OFFSET_Y];
|
|
}
|
|
|
|
/**
|
|
* Returns the whole 2d array containing the world regions used by ZoneData.java to setup zones inside the world regions
|
|
* @return
|
|
*/
|
|
public L2WorldRegion[][] getWorldRegions()
|
|
{
|
|
return _worldRegions;
|
|
}
|
|
|
|
/**
|
|
* Check if the current L2WorldRegions of the object is valid according to its position (x,y). <B><U> Example of use </U> :</B> <li>Init L2WorldRegions</li><BR>
|
|
* @param x X position of the object
|
|
* @param y Y position of the object
|
|
* @return True if the L2WorldRegion is valid
|
|
*/
|
|
private boolean validRegion(int x, int y)
|
|
{
|
|
return ((x >= 0) && (x <= REGIONS_X) && (y >= 0) && (y <= REGIONS_Y));
|
|
}
|
|
|
|
/**
|
|
* Initialize the world regions.
|
|
*/
|
|
private void initRegions()
|
|
{
|
|
_worldRegions = new L2WorldRegion[REGIONS_X + 1][REGIONS_Y + 1];
|
|
|
|
for (int i = 0; i <= REGIONS_X; i++)
|
|
{
|
|
for (int j = 0; j <= REGIONS_Y; j++)
|
|
{
|
|
_worldRegions[i][j] = new L2WorldRegion(i, j);
|
|
}
|
|
}
|
|
|
|
for (int x = 0; x <= REGIONS_X; x++)
|
|
{
|
|
for (int y = 0; y <= REGIONS_Y; y++)
|
|
{
|
|
for (int a = -1; a <= 1; a++)
|
|
{
|
|
for (int b = -1; b <= 1; b++)
|
|
{
|
|
if (validRegion(x + a, y + b))
|
|
{
|
|
_worldRegions[x + a][y + b].addSurroundingRegion(_worldRegions[x][y]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_log.info("L2World: (" + REGIONS_X + " by " + REGIONS_Y + ") World Region Grid set up.");
|
|
|
|
}
|
|
|
|
/**
|
|
* Deleted all spawns in the world.
|
|
*/
|
|
public void deleteVisibleNpcSpawns()
|
|
{
|
|
_log.info("Deleting all visible NPC's.");
|
|
for (int i = 0; i <= REGIONS_X; i++)
|
|
{
|
|
for (int j = 0; j <= REGIONS_Y; j++)
|
|
{
|
|
_worldRegions[i][j].deleteVisibleNpcSpawns();
|
|
}
|
|
}
|
|
_log.info("All visible NPC's deleted.");
|
|
}
|
|
|
|
/**
|
|
* @return the current instance of L2World
|
|
*/
|
|
public static L2World getInstance()
|
|
{
|
|
return SingletonHolder._instance;
|
|
}
|
|
|
|
private static class SingletonHolder
|
|
{
|
|
protected static final L2World _instance = new L2World();
|
|
}
|
|
}
|