#W# Initial Commit: Avatars Conquest

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WarrentyExpired 2026-07-03 20:19:48 -04:00
commit 8eae46895e
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/***************************************************************************
* Sector.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id$
*
***************************************************************************/
/***************************************************************************
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
***************************************************************************/
using System;
using System.Collections;
using System.Collections.Generic;
using Server.Items;
using Server.Network;
namespace Server {
public class RegionRect : IComparable {
private Region m_Region;
private Rectangle3D m_Rect;
public Region Region { get { return m_Region; } }
public Rectangle3D Rect { get { return m_Rect; } }
public RegionRect( Region region, Rectangle3D rect ) {
m_Region = region;
m_Rect = rect;
}
public bool Contains( Point3D loc ) {
return m_Rect.Contains( loc );
}
int IComparable.CompareTo( object obj ) {
if ( obj == null )
return 1;
RegionRect regRect = obj as RegionRect;
if ( regRect == null )
throw new ArgumentException( "obj is not a RegionRect", "obj" );
return ( ( IComparable ) m_Region ).CompareTo( regRect.m_Region );
}
}
public class Sector {
private int m_X, m_Y;
private Map m_Owner;
private List<Mobile> m_Mobiles;
private List<Mobile> m_Players;
private List<Item> m_Items;
private List<NetState> m_Clients;
private List<BaseMulti> m_Multis;
private List<RegionRect> m_RegionRects;
private bool m_Active;
// TODO: Can we avoid this?
private static List<Mobile> m_DefaultMobileList = new List<Mobile>();
private static List<Item> m_DefaultItemList = new List<Item>();
private static List<NetState> m_DefaultClientList = new List<NetState>();
private static List<BaseMulti> m_DefaultMultiList = new List<BaseMulti>();
private static List<RegionRect> m_DefaultRectList = new List<RegionRect>();
public Sector( int x, int y, Map owner ) {
m_X = x;
m_Y = y;
m_Owner = owner;
m_Active = false;
}
private void Add<T>( ref List<T> list, T value ) {
if ( list == null ) {
list = new List<T>();
}
list.Add( value );
}
private void Remove<T>( ref List<T> list, T value ) {
if ( list != null ) {
list.Remove( value );
if ( list.Count == 0 ) {
list = null;
}
}
}
private void Replace<T>( ref List<T> list, T oldValue, T newValue ) {
if ( oldValue != null && newValue != null ) {
int index = ( list != null ? list.IndexOf( oldValue ) : -1 );
if ( index >= 0 ) {
list[index] = newValue;
} else {
Add( ref list, newValue );
}
} else if ( oldValue != null ) {
Remove( ref list, oldValue );
} else if ( newValue != null ) {
Add( ref list, newValue );
}
}
public void OnClientChange( NetState oldState, NetState newState ) {
Replace( ref m_Clients, oldState, newState );
}
public void OnEnter( Item item ) {
Add( ref m_Items, item );
}
public void OnLeave( Item item ) {
Remove( ref m_Items, item );
}
public void OnEnter( Mobile mob ) {
Add( ref m_Mobiles, mob );
if ( mob.NetState != null ) {
Add( ref m_Clients, mob.NetState );
}
if ( mob.Player ) {
if ( m_Players == null ) {
m_Owner.ActivateSectors( m_X, m_Y );
}
Add( ref m_Players, mob );
}
}
public void OnLeave( Mobile mob ) {
Remove( ref m_Mobiles, mob );
if ( mob.NetState != null ) {
Remove( ref m_Clients, mob.NetState );
}
if ( mob.Player && m_Players != null ) {
Remove( ref m_Players, mob );
if ( m_Players == null ) {
m_Owner.DeactivateSectors( m_X, m_Y );
}
}
}
public void OnEnter( Region region, Rectangle3D rect ) {
Add( ref m_RegionRects, new RegionRect( region, rect ) );
m_RegionRects.Sort();
UpdateMobileRegions();
}
public void OnLeave( Region region ) {
if ( m_RegionRects != null ) {
for ( int i = m_RegionRects.Count - 1; i >= 0; i-- ) {
RegionRect regRect = m_RegionRects[i];
if ( regRect.Region == region ) {
m_RegionRects.RemoveAt( i );
}
}
if ( m_RegionRects.Count == 0 ) {
m_RegionRects = null;
}
}
UpdateMobileRegions();
}
private void UpdateMobileRegions() {
if ( m_Mobiles != null ) {
List<Mobile> sandbox = new List<Mobile>( m_Mobiles );
foreach ( Mobile mob in sandbox ) {
mob.UpdateRegion();
}
}
}
public void OnMultiEnter( BaseMulti multi ) {
Add( ref m_Multis, multi );
}
public void OnMultiLeave( BaseMulti multi ) {
Remove( ref m_Multis, multi );
}
public void Activate() {
if ( !Active && m_Owner != Map.Internal ) {
if ( m_Items != null ) {
foreach ( Item item in m_Items ) {
item.OnSectorActivate();
}
}
if ( m_Mobiles != null ) {
foreach ( Mobile mob in m_Mobiles ) {
mob.OnSectorActivate();
}
}
m_Active = true;
}
}
public void Deactivate() {
if ( Active ) {
if ( m_Items != null ) {
foreach ( Item item in m_Items ) {
item.OnSectorDeactivate();
}
}
if ( m_Mobiles != null ) {
foreach ( Mobile mob in m_Mobiles ) {
mob.OnSectorDeactivate();
}
}
m_Active = false;
}
}
public List<RegionRect> RegionRects {
get {
if ( m_RegionRects == null )
return m_DefaultRectList;
return m_RegionRects;
}
}
public List<BaseMulti> Multis {
get {
if ( m_Multis == null )
return m_DefaultMultiList;
return m_Multis;
}
}
public List<Mobile> Mobiles {
get {
if ( m_Mobiles == null )
return m_DefaultMobileList;
return m_Mobiles;
}
}
public List<Item> Items {
get {
if ( m_Items == null )
return m_DefaultItemList;
return m_Items;
}
}
public List<NetState> Clients {
get {
if ( m_Clients == null )
return m_DefaultClientList;
return m_Clients;
}
}
public List<Mobile> Players {
get {
if ( m_Players == null )
return m_DefaultMobileList;
return m_Players;
}
}
public bool Active {
get {
return ( m_Active && m_Owner != Map.Internal );
}
}
public Map Owner {
get {
return m_Owner;
}
}
public int X {
get {
return m_X;
}
}
public int Y {
get {
return m_Y;
}
}
}
}