mirror of
https://github.com/modernuo/ModernUO
synced 2026-08-11 22:23:06 -04:00
215 lines
5.5 KiB
C#
215 lines
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Collections;
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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();
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private static readonly List<Item> m_DefaultItemList = new();
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private static readonly List<NetState> m_DefaultClientList = new();
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private static readonly List<BaseMulti> m_DefaultMultiList = new();
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private static readonly List<RegionRect> m_DefaultRectList = new();
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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<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 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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public void OnClientChange(NetState oldState, NetState newState)
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{
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Utility.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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Utility.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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Utility.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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Utility.Add(ref m_Mobiles, mob);
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if (mob.NetState != null)
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{
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Utility.Add(ref m_Clients, mob.NetState);
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Owner.ActivateSectors(X, Y);
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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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Utility.Remove(ref m_Mobiles, mob);
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if (mob.NetState != null)
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{
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Utility.Remove(ref m_Clients, mob.NetState);
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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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Utility.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)
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{
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m_RegionRects.RemoveAt(i);
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}
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}
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if (m_RegionRects.Count == 0)
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{
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m_RegionRects = null;
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}
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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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using var queue = PooledRefQueue<Mobile>.Create(m_Mobiles.Count);
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foreach (var mob in m_Mobiles)
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{
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queue.Enqueue(mob);
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}
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while (queue.Count > 0)
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{
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queue.Dequeue().UpdateRegion();
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}
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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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Utility.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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Utility.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)
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{
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if (m_Items != null)
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{
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foreach (var item in m_Items)
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{
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item.OnSectorActivate();
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}
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}
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if (m_Mobiles != null)
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{
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foreach (var mob in m_Mobiles)
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{
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mob.OnSectorActivate();
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}
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}
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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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{
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foreach (var item in m_Items)
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{
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item.OnSectorDeactivate();
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}
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}
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if (m_Mobiles != null)
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{
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foreach (var mob in m_Mobiles)
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{
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mob.OnSectorDeactivate();
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}
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}
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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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