250 lines
6.9 KiB
C#
250 lines
6.9 KiB
C#
/***************************************************************************
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* Sector.cs
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* -------------------
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* begin : May 1, 2002
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program 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 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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using System;
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using System.Collections.Generic;
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using Server.Items;
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using Server.Network;
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namespace Server
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{
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public class RegionRect : IComparable<RegionRect>
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{
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private Rectangle3D m_Rect;
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public RegionRect(Region region, Rectangle3D rect)
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{
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Region = region;
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m_Rect = rect;
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}
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public Region Region { get; }
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public Rectangle3D Rect => m_Rect;
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public int CompareTo(RegionRect regRect) => regRect == null ? 1 : Region.CompareTo(regRect.Region);
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public bool Contains(Point3D loc) => m_Rect.Contains(loc);
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}
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public class Sector
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{
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// TODO: Can we avoid this?
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private static readonly List<Mobile> m_DefaultMobileList = new List<Mobile>();
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private static readonly List<Item> m_DefaultItemList = new List<Item>();
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private static readonly List<NetState> m_DefaultClientList = new List<NetState>();
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private static readonly List<BaseMulti> m_DefaultMultiList = new List<BaseMulti>();
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private static readonly List<RegionRect> m_DefaultRectList = new List<RegionRect>();
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private bool m_Active;
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private List<NetState> m_Clients;
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private List<Item> m_Items;
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private List<Mobile> m_Mobiles;
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private List<BaseMulti> m_Multis;
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private List<Mobile> m_Players;
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private List<RegionRect> m_RegionRects;
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public Sector(int x, int y, Map owner)
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{
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X = x;
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Y = y;
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Owner = owner;
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m_Active = false;
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}
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public List<RegionRect> RegionRects => m_RegionRects ?? m_DefaultRectList;
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public List<BaseMulti> Multis => m_Multis ?? m_DefaultMultiList;
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public List<Mobile> Mobiles => m_Mobiles ?? m_DefaultMobileList;
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public List<Item> Items => m_Items ?? m_DefaultItemList;
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public List<NetState> Clients => m_Clients ?? m_DefaultClientList;
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public List<Mobile> Players => m_Players ?? m_DefaultMobileList;
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public bool Active => m_Active && Owner != Map.Internal;
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public Map Owner { get; }
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public int X { get; }
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public int Y { get; }
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private void Add<T>(ref List<T> list, T value)
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{
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list ??= new List<T>();
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list.Add(value);
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}
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private void Remove<T>(ref List<T> list, T value)
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{
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if (list != null)
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{
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list.Remove(value);
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if (list.Count == 0) list = null;
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}
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}
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private void Replace<T>(ref List<T> list, T oldValue, T newValue)
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{
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if (oldValue != null && newValue != null)
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{
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var index = list?.IndexOf(oldValue) ?? -1;
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if (index >= 0)
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list[index] = newValue;
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else
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Add(ref list, newValue);
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}
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else if (oldValue != null)
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{
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Remove(ref list, oldValue);
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}
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else if (newValue != null)
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{
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Add(ref list, newValue);
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}
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}
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public void OnClientChange(NetState oldState, NetState newState)
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{
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Replace(ref m_Clients, oldState, newState);
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}
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public void OnEnter(Item item)
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{
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Add(ref m_Items, item);
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}
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public void OnLeave(Item item)
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{
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Remove(ref m_Items, item);
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}
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public void OnEnter(Mobile mob)
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{
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Add(ref m_Mobiles, mob);
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if (mob.NetState != null) Add(ref m_Clients, mob.NetState);
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if (mob.Player)
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{
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if (m_Players == null) Owner.ActivateSectors(X, Y);
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Add(ref m_Players, mob);
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}
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}
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public void OnLeave(Mobile mob)
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{
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Remove(ref m_Mobiles, mob);
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if (mob.NetState != null) Remove(ref m_Clients, mob.NetState);
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if (mob.Player && m_Players != null)
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{
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Remove(ref m_Players, mob);
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if (m_Players == null) Owner.DeactivateSectors(X, Y);
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}
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}
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public void OnEnter(Region region, Rectangle3D rect)
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{
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Add(ref m_RegionRects, new RegionRect(region, rect));
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m_RegionRects.Sort();
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UpdateMobileRegions();
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}
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public void OnLeave(Region region)
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{
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if (m_RegionRects != null)
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{
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for (var i = m_RegionRects.Count - 1; i >= 0; i--)
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{
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var regRect = m_RegionRects[i];
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if (regRect.Region == region) m_RegionRects.RemoveAt(i);
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}
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if (m_RegionRects.Count == 0) m_RegionRects = null;
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}
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UpdateMobileRegions();
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}
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private void UpdateMobileRegions()
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{
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if (m_Mobiles != null)
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{
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var sandbox = new List<Mobile>(m_Mobiles);
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foreach (var mob in sandbox) mob.UpdateRegion();
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}
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}
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public void OnMultiEnter(BaseMulti multi)
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{
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Add(ref m_Multis, multi);
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}
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public void OnMultiLeave(BaseMulti multi)
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{
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Remove(ref m_Multis, multi);
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}
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public void Activate()
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{
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if (!Active && Owner != Map.Internal)
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{
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if (m_Items != null)
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foreach (var item in m_Items)
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item.OnSectorActivate();
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if (m_Mobiles != null)
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foreach (var mob in m_Mobiles)
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mob.OnSectorActivate();
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m_Active = true;
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}
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}
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public void Deactivate()
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{
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if (Active)
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{
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if (m_Items != null)
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foreach (var item in m_Items)
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item.OnSectorDeactivate();
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if (m_Mobiles != null)
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foreach (var mob in m_Mobiles)
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mob.OnSectorDeactivate();
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m_Active = false;
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}
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}
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}
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}
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