ModernUO/Projects/Server/Sector.cs
2019-11-11 08:46:11 -08:00

251 lines
6.2 KiB
C#

/***************************************************************************
* 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) => regRect == null ? 1 : Region.CompareTo(regRect.Region);
public bool Contains(Point3D loc) => 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;
}
}
}
}