Fixes code according to modern code style. Fixes a few expression bugs.
This commit is contained in:
parent
89eea25e5f
commit
970fd563b2
3324 changed files with 441118 additions and 433755 deletions
445
Server/Sector.cs
445
Server/Sector.cs
|
|
@ -23,276 +23,295 @@ using System.Collections.Generic;
|
|||
using Server.Items;
|
||||
using Server.Network;
|
||||
|
||||
namespace Server {
|
||||
public class RegionRect : IComparable {
|
||||
private Rectangle3D m_Rect;
|
||||
namespace Server
|
||||
{
|
||||
public class RegionRect : IComparable
|
||||
{
|
||||
private Rectangle3D m_Rect;
|
||||
|
||||
public Region Region { get; }
|
||||
public RegionRect(Region region, Rectangle3D rect)
|
||||
{
|
||||
Region = region;
|
||||
m_Rect = rect;
|
||||
}
|
||||
|
||||
public Rectangle3D Rect => m_Rect;
|
||||
public Region Region{ get; }
|
||||
|
||||
public RegionRect( Region region, Rectangle3D rect ) {
|
||||
Region = region;
|
||||
m_Rect = rect;
|
||||
}
|
||||
public Rectangle3D Rect => m_Rect;
|
||||
|
||||
public bool Contains( Point3D loc ) {
|
||||
return m_Rect.Contains( loc );
|
||||
}
|
||||
int IComparable.CompareTo(object obj)
|
||||
{
|
||||
if (obj == null)
|
||||
return 1;
|
||||
|
||||
int IComparable.CompareTo( object obj ) {
|
||||
if ( obj == null )
|
||||
return 1;
|
||||
if (!(obj is RegionRect regRect))
|
||||
throw new ArgumentException("obj is not a RegionRect", nameof(obj));
|
||||
|
||||
if ( !(obj is RegionRect regRect) )
|
||||
throw new ArgumentException( "obj is not a RegionRect", nameof(obj) );
|
||||
return ((IComparable)Region).CompareTo(regRect.Region);
|
||||
}
|
||||
|
||||
return ( ( IComparable ) Region ).CompareTo( regRect.Region );
|
||||
}
|
||||
}
|
||||
public bool Contains(Point3D loc)
|
||||
{
|
||||
return m_Rect.Contains(loc);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class Sector {
|
||||
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;
|
||||
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;
|
||||
|
||||
// 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)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
Owner = owner;
|
||||
m_Active = false;
|
||||
}
|
||||
|
||||
public Sector( int x, int y, Map owner ) {
|
||||
X = x;
|
||||
Y = y;
|
||||
Owner = owner;
|
||||
m_Active = false;
|
||||
}
|
||||
public List<RegionRect> RegionRects
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_RegionRects == null)
|
||||
return m_DefaultRectList;
|
||||
|
||||
private void Add<T>( ref List<T> list, T value ) {
|
||||
if ( list == null ) {
|
||||
list = new List<T>();
|
||||
}
|
||||
return m_RegionRects;
|
||||
}
|
||||
}
|
||||
|
||||
list.Add( value );
|
||||
}
|
||||
public List<BaseMulti> Multis
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_Multis == null)
|
||||
return m_DefaultMultiList;
|
||||
|
||||
private void Remove<T>( ref List<T> list, T value ) {
|
||||
if ( list != null ) {
|
||||
list.Remove( value );
|
||||
return m_Multis;
|
||||
}
|
||||
}
|
||||
|
||||
if ( list.Count == 0 ) {
|
||||
list = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
public List<Mobile> Mobiles
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_Mobiles == null)
|
||||
return m_DefaultMobileList;
|
||||
|
||||
private void Replace<T>( ref List<T> list, T oldValue, T newValue ) {
|
||||
if ( oldValue != null && newValue != null ) {
|
||||
int index = list?.IndexOf( oldValue ) ?? -1;
|
||||
return m_Mobiles;
|
||||
}
|
||||
}
|
||||
|
||||
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 List<Item> Items
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_Items == null)
|
||||
return m_DefaultItemList;
|
||||
|
||||
public void OnClientChange( NetState oldState, NetState newState ) {
|
||||
Replace( ref m_Clients, oldState, newState );
|
||||
}
|
||||
return m_Items;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnEnter( Item item ) {
|
||||
Add( ref m_Items, item );
|
||||
}
|
||||
public List<NetState> Clients
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_Clients == null)
|
||||
return m_DefaultClientList;
|
||||
|
||||
public void OnLeave( Item item ) {
|
||||
Remove( ref m_Items, item );
|
||||
}
|
||||
return m_Clients;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnEnter( Mobile mob ) {
|
||||
Add( ref m_Mobiles, mob );
|
||||
public List<Mobile> Players
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_Players == null)
|
||||
return m_DefaultMobileList;
|
||||
|
||||
if ( mob.NetState != null ) {
|
||||
Add( ref m_Clients, mob.NetState );
|
||||
}
|
||||
return m_Players;
|
||||
}
|
||||
}
|
||||
|
||||
if ( mob.Player ) {
|
||||
if ( m_Players == null ) {
|
||||
Owner.ActivateSectors( X, Y );
|
||||
}
|
||||
public bool Active => m_Active && Owner != Map.Internal;
|
||||
|
||||
Add( ref m_Players, mob );
|
||||
}
|
||||
}
|
||||
public Map Owner{ get; }
|
||||
|
||||
public void OnLeave( Mobile mob ) {
|
||||
Remove( ref m_Mobiles, mob );
|
||||
public int X{ get; }
|
||||
|
||||
if ( mob.NetState != null ) {
|
||||
Remove( ref m_Clients, mob.NetState );
|
||||
}
|
||||
public int Y{ get; }
|
||||
|
||||
if ( mob.Player && m_Players != null ) {
|
||||
Remove( ref m_Players, mob );
|
||||
private void Add<T>(ref List<T> list, T value)
|
||||
{
|
||||
if (list == null) list = new List<T>();
|
||||
|
||||
if ( m_Players == null ) {
|
||||
Owner.DeactivateSectors( X, Y );
|
||||
}
|
||||
}
|
||||
}
|
||||
list.Add(value);
|
||||
}
|
||||
|
||||
public void OnEnter( Region region, Rectangle3D rect ) {
|
||||
Add( ref m_RegionRects, new RegionRect( region, rect ) );
|
||||
private void Remove<T>(ref List<T> list, T value)
|
||||
{
|
||||
if (list != null)
|
||||
{
|
||||
list.Remove(value);
|
||||
|
||||
m_RegionRects.Sort();
|
||||
if (list.Count == 0) list = null;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateMobileRegions();
|
||||
}
|
||||
private void Replace<T>(ref List<T> list, T oldValue, T newValue)
|
||||
{
|
||||
if (oldValue != null && newValue != null)
|
||||
{
|
||||
int index = list?.IndexOf(oldValue) ?? -1;
|
||||
|
||||
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 (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);
|
||||
}
|
||||
}
|
||||
|
||||
if ( regRect.Region == region ) {
|
||||
m_RegionRects.RemoveAt( i );
|
||||
}
|
||||
}
|
||||
public void OnClientChange(NetState oldState, NetState newState)
|
||||
{
|
||||
Replace(ref m_Clients, oldState, newState);
|
||||
}
|
||||
|
||||
if ( m_RegionRects.Count == 0 ) {
|
||||
m_RegionRects = null;
|
||||
}
|
||||
}
|
||||
public void OnEnter(Item item)
|
||||
{
|
||||
Add(ref m_Items, item);
|
||||
}
|
||||
|
||||
UpdateMobileRegions();
|
||||
}
|
||||
public void OnLeave(Item item)
|
||||
{
|
||||
Remove(ref m_Items, item);
|
||||
}
|
||||
|
||||
private void UpdateMobileRegions() {
|
||||
if ( m_Mobiles != null ) {
|
||||
List<Mobile> sandbox = new List<Mobile>( m_Mobiles );
|
||||
public void OnEnter(Mobile mob)
|
||||
{
|
||||
Add(ref m_Mobiles, mob);
|
||||
|
||||
foreach ( Mobile mob in sandbox ) {
|
||||
mob.UpdateRegion();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (mob.NetState != null) Add(ref m_Clients, mob.NetState);
|
||||
|
||||
public void OnMultiEnter( BaseMulti multi ) {
|
||||
Add( ref m_Multis, multi );
|
||||
}
|
||||
if (mob.Player)
|
||||
{
|
||||
if (m_Players == null) Owner.ActivateSectors(X, Y);
|
||||
|
||||
public void OnMultiLeave( BaseMulti multi ) {
|
||||
Remove( ref m_Multis, multi );
|
||||
}
|
||||
Add(ref m_Players, mob);
|
||||
}
|
||||
}
|
||||
|
||||
public void Activate() {
|
||||
if ( !Active && Owner != Map.Internal ) {
|
||||
if ( m_Items != null ) {
|
||||
foreach ( Item item in m_Items ) {
|
||||
item.OnSectorActivate();
|
||||
}
|
||||
}
|
||||
public void OnLeave(Mobile mob)
|
||||
{
|
||||
Remove(ref m_Mobiles, mob);
|
||||
|
||||
if ( m_Mobiles != null ) {
|
||||
foreach ( Mobile mob in m_Mobiles ) {
|
||||
mob.OnSectorActivate();
|
||||
}
|
||||
}
|
||||
if (mob.NetState != null) Remove(ref m_Clients, mob.NetState);
|
||||
|
||||
m_Active = true;
|
||||
}
|
||||
}
|
||||
if (mob.Player && m_Players != null)
|
||||
{
|
||||
Remove(ref m_Players, mob);
|
||||
|
||||
public void Deactivate() {
|
||||
if ( Active ) {
|
||||
if ( m_Items != null ) {
|
||||
foreach ( Item item in m_Items ) {
|
||||
item.OnSectorDeactivate();
|
||||
}
|
||||
}
|
||||
if (m_Players == null) Owner.DeactivateSectors(X, Y);
|
||||
}
|
||||
}
|
||||
|
||||
if ( m_Mobiles != null ) {
|
||||
foreach ( Mobile mob in m_Mobiles ) {
|
||||
mob.OnSectorDeactivate();
|
||||
}
|
||||
}
|
||||
public void OnEnter(Region region, Rectangle3D rect)
|
||||
{
|
||||
Add(ref m_RegionRects, new RegionRect(region, rect));
|
||||
|
||||
m_Active = false;
|
||||
}
|
||||
}
|
||||
m_RegionRects.Sort();
|
||||
|
||||
public List<RegionRect> RegionRects {
|
||||
get {
|
||||
if ( m_RegionRects == null )
|
||||
return m_DefaultRectList;
|
||||
UpdateMobileRegions();
|
||||
}
|
||||
|
||||
return m_RegionRects;
|
||||
}
|
||||
}
|
||||
public void OnLeave(Region region)
|
||||
{
|
||||
if (m_RegionRects != null)
|
||||
{
|
||||
for (int i = m_RegionRects.Count - 1; i >= 0; i--)
|
||||
{
|
||||
RegionRect regRect = m_RegionRects[i];
|
||||
|
||||
public List<BaseMulti> Multis {
|
||||
get {
|
||||
if ( m_Multis == null )
|
||||
return m_DefaultMultiList;
|
||||
if (regRect.Region == region) m_RegionRects.RemoveAt(i);
|
||||
}
|
||||
|
||||
return m_Multis;
|
||||
}
|
||||
}
|
||||
if (m_RegionRects.Count == 0) m_RegionRects = null;
|
||||
}
|
||||
|
||||
public List<Mobile> Mobiles {
|
||||
get {
|
||||
if ( m_Mobiles == null )
|
||||
return m_DefaultMobileList;
|
||||
UpdateMobileRegions();
|
||||
}
|
||||
|
||||
return m_Mobiles;
|
||||
}
|
||||
}
|
||||
private void UpdateMobileRegions()
|
||||
{
|
||||
if (m_Mobiles != null)
|
||||
{
|
||||
List<Mobile> sandbox = new List<Mobile>(m_Mobiles);
|
||||
|
||||
public List<Item> Items {
|
||||
get {
|
||||
if ( m_Items == null )
|
||||
return m_DefaultItemList;
|
||||
foreach (Mobile mob in sandbox) mob.UpdateRegion();
|
||||
}
|
||||
}
|
||||
|
||||
return m_Items;
|
||||
}
|
||||
}
|
||||
public void OnMultiEnter(BaseMulti multi)
|
||||
{
|
||||
Add(ref m_Multis, multi);
|
||||
}
|
||||
|
||||
public List<NetState> Clients {
|
||||
get {
|
||||
if ( m_Clients == null )
|
||||
return m_DefaultClientList;
|
||||
public void OnMultiLeave(BaseMulti multi)
|
||||
{
|
||||
Remove(ref m_Multis, multi);
|
||||
}
|
||||
|
||||
return m_Clients;
|
||||
}
|
||||
}
|
||||
public void Activate()
|
||||
{
|
||||
if (!Active && Owner != Map.Internal)
|
||||
{
|
||||
if (m_Items != null)
|
||||
foreach (Item item in m_Items)
|
||||
item.OnSectorActivate();
|
||||
|
||||
public List<Mobile> Players {
|
||||
get {
|
||||
if ( m_Players == null )
|
||||
return m_DefaultMobileList;
|
||||
if (m_Mobiles != null)
|
||||
foreach (Mobile mob in m_Mobiles)
|
||||
mob.OnSectorActivate();
|
||||
|
||||
return m_Players;
|
||||
}
|
||||
}
|
||||
m_Active = true;
|
||||
}
|
||||
}
|
||||
|
||||
public bool Active => ( m_Active && Owner != Map.Internal );
|
||||
public void Deactivate()
|
||||
{
|
||||
if (Active)
|
||||
{
|
||||
if (m_Items != null)
|
||||
foreach (Item item in m_Items)
|
||||
item.OnSectorDeactivate();
|
||||
|
||||
public Map Owner { get; }
|
||||
if (m_Mobiles != null)
|
||||
foreach (Mobile mob in m_Mobiles)
|
||||
mob.OnSectorDeactivate();
|
||||
|
||||
public int X { get; }
|
||||
|
||||
public int Y { get; }
|
||||
}
|
||||
}
|
||||
m_Active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue