Reorganizes Project (#41)
This commit is contained in:
parent
08bf44af9a
commit
3614a66aee
3499 changed files with 79 additions and 55 deletions
257
Projects/Server/Sector.cs
Normal file
257
Projects/Server/Sector.cs
Normal file
|
|
@ -0,0 +1,257 @@
|
|||
/***************************************************************************
|
||||
* 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.Generic;
|
||||
using Server.Items;
|
||||
using Server.Network;
|
||||
|
||||
namespace Server
|
||||
{
|
||||
public class RegionRect : IComparable<RegionRect>
|
||||
{
|
||||
private Rectangle3D m_Rect;
|
||||
|
||||
public RegionRect(Region region, Rectangle3D rect)
|
||||
{
|
||||
Region = region;
|
||||
m_Rect = rect;
|
||||
}
|
||||
|
||||
public Region Region{ get; }
|
||||
|
||||
public Rectangle3D Rect => m_Rect;
|
||||
|
||||
public int CompareTo(RegionRect regRect)
|
||||
{
|
||||
return regRect == null ? 1 : Region.CompareTo(regRect.Region);
|
||||
}
|
||||
|
||||
public bool Contains(Point3D loc)
|
||||
{
|
||||
return m_Rect.Contains(loc);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class Sector
|
||||
{
|
||||
// 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>();
|
||||
private bool m_Active;
|
||||
private List<NetState> m_Clients;
|
||||
private List<Item> m_Items;
|
||||
private List<Mobile> m_Mobiles;
|
||||
private List<BaseMulti> m_Multis;
|
||||
private List<Mobile> m_Players;
|
||||
private List<RegionRect> m_RegionRects;
|
||||
|
||||
public Sector(int x, int y, Map owner)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
Owner = owner;
|
||||
m_Active = false;
|
||||
}
|
||||
|
||||
public List<RegionRect> RegionRects => m_RegionRects ?? m_DefaultRectList;
|
||||
|
||||
public List<BaseMulti> Multis => m_Multis ?? m_DefaultMultiList;
|
||||
|
||||
public List<Mobile> Mobiles => m_Mobiles ?? m_DefaultMobileList;
|
||||
|
||||
public List<Item> Items => m_Items ?? m_DefaultItemList;
|
||||
|
||||
public List<NetState> Clients => m_Clients ?? m_DefaultClientList;
|
||||
|
||||
public List<Mobile> Players => m_Players ?? m_DefaultMobileList;
|
||||
|
||||
public bool Active => m_Active && Owner != Map.Internal;
|
||||
|
||||
public Map Owner{ get; }
|
||||
|
||||
public int X{ get; }
|
||||
|
||||
public int Y{ get; }
|
||||
|
||||
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?.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) Owner.ActivateSectors(X, 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) Owner.DeactivateSectors(X, 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 && 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue