1
0
mirror of https://github.com/Rogiel/l2jserver2 synced 2025-12-05 23:22:47 +00:00

Monster can now be killed. Their corpses disappear after 5 seconds and

respawn in the specified time.

Signed-off-by: Rogiel <rogiel@rogiel.com>
This commit is contained in:
2011-06-01 00:59:15 -03:00
parent 551dc6917e
commit b188f054df
23 changed files with 42308 additions and 41813 deletions

83229
dist/sql/npc.sql vendored

File diff suppressed because it is too large Load Diff

View File

@@ -67,14 +67,16 @@ public abstract class JDBCNPCDAO extends AbstractJDBCDAO<NPC, NPCID> implements
public static final String NPC_ID = "npc_id";
public static final String NPC_TEMPLATE_ID = "npc_template_id";
public static final String NPC_HP = "hp";
public static final String NPC_MP = "mp";
public static final String HP = "hp";
public static final String MP = "mp";
public static final String POINT_X = "point_x";
public static final String POINT_Y = "point_y";
public static final String POINT_Z = "point_z";
public static final String POINT_ANGLE = "point_angle";
public static final String RESPAWN_TIME = "respawn_time";
@Inject
public JDBCNPCDAO(DatabaseService database, final NPCIDProvider idProvider,
NPCTemplateIDProvider templateIdProvider) {
@@ -116,15 +118,17 @@ public abstract class JDBCNPCDAO extends AbstractJDBCDAO<NPC, NPCID> implements
npc.setID(id);
if (rs.getString(NPC_HP) != null)
npc.setHP(rs.getDouble(NPC_HP));
if (rs.getString(NPC_MP) != null)
npc.setMP(rs.getDouble(NPC_MP));
if (rs.getString(HP) != null)
npc.setHP(rs.getDouble(HP));
if (rs.getString(MP) != null)
npc.setMP(rs.getDouble(MP));
npc.setPoint(Point3D.fromXYZA(rs.getInt(POINT_X),
rs.getInt(POINT_Y), rs.getInt(POINT_Z),
rs.getDouble(POINT_ANGLE)));
npc.setRespawnInterval(rs.getLong(RESPAWN_TIME));
return npc;
}
};
@@ -207,9 +211,10 @@ public abstract class JDBCNPCDAO extends AbstractJDBCDAO<NPC, NPCID> implements
@Override
protected String query() {
return "INSERT INTO `" + TABLE + "` (`" + NPC_ID + "`,`"
+ NPC_TEMPLATE_ID + "`,`" + NPC_HP + "`, `" + NPC_MP
+ "`,`" + POINT_X + "`,`" + POINT_Y + "`,`" + POINT_Z
+ "`,`" + POINT_ANGLE + "`) VALUES(?,?,?,?,?,?,?,?)";
+ NPC_TEMPLATE_ID + "`,`" + HP + "`, `" + MP + "`,`"
+ POINT_X + "`,`" + POINT_Y + "`,`" + POINT_Z + "`,`"
+ POINT_ANGLE + "`,`" + RESPAWN_TIME
+ "`) VALUES(?,?,?,?,?,?,?,?,?)";
}
@Override
@@ -227,6 +232,8 @@ public abstract class JDBCNPCDAO extends AbstractJDBCDAO<NPC, NPCID> implements
st.setInt(i++, npc.getPoint().getY());
st.setInt(i++, npc.getPoint().getZ());
st.setDouble(i++, npc.getPoint().getAngle());
st.setLong(i++, npc.getRespawnInterval());
}
}) > 0;
}
@@ -237,10 +244,10 @@ public abstract class JDBCNPCDAO extends AbstractJDBCDAO<NPC, NPCID> implements
@Override
protected String query() {
return "UPDATE `" + TABLE + "` SET `" + NPC_TEMPLATE_ID
+ "` = ?,`" + NPC_HP + "` = ?, `" + NPC_MP + "` = ?,`"
+ "` = ?,`" + HP + "` = ?, `" + MP + "` = ?,`"
+ POINT_X + "` = ?,`" + POINT_Y + "` = ?,`" + POINT_Z
+ "` = ?,`" + POINT_ANGLE + "` = ? WHERE `" + NPC_ID
+ "` = ?";
+ "` = ?,`" + POINT_ANGLE + "` = ?, `" + RESPAWN_TIME
+ "` = ? WHERE `" + NPC_ID + "` = ?";
}
@Override
@@ -258,6 +265,8 @@ public abstract class JDBCNPCDAO extends AbstractJDBCDAO<NPC, NPCID> implements
st.setInt(i++, npc.getPoint().getY());
st.setInt(i++, npc.getPoint().getZ());
st.setDouble(i++, npc.getPoint().getAngle());
st.setLong(i++, npc.getRespawnInterval());
// WHERE
st.setInt(i++, npc.getID().getID());

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@@ -0,0 +1,58 @@
/*
* This file is part of l2jserver <l2jserver.com>.
*
* l2jserver 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 3 of the License, or
* (at your option) any later version.
*
* l2jserver is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with l2jserver. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.game.net.packet.server;
import org.jboss.netty.buffer.ChannelBuffer;
import com.l2jserver.game.net.Lineage2Connection;
import com.l2jserver.game.net.packet.AbstractServerPacket;
import com.l2jserver.model.server.AttackHit;
import com.l2jserver.model.world.Actor;
/**
* This packet informs the client of an attack issued
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
* @see AttackHit
*/
public class SM_DIE extends AbstractServerPacket {
/**
* The packet OPCODE
*/
public static final int OPCODE = 0x00;
/**
* The attacker actor
*/
private final Actor actor;
public SM_DIE(Actor actor) {
super(OPCODE);
this.actor = actor;
}
@Override
public void write(Lineage2Connection conn, ChannelBuffer buffer) {
buffer.writeInt(actor.getID().getID());
buffer.writeInt(0x00); // to hide away
buffer.writeInt(0x00); // to castle
buffer.writeInt(0x00); // to siege HQ
buffer.writeInt(0x00); // sweepable (blue glow)
buffer.writeInt(0x00); // to FIXED
buffer.writeInt(0x00); // to fortress
}
}

View File

@@ -80,7 +80,7 @@ public class SM_NPC_INFO extends AbstractServerPacket {
buffer.writeByte(1); // name above char 1=true ... ??
buffer.writeByte(0x00); // is running
buffer.writeByte((npc.isAttacking() ? 0x01 : 0x00)); // is in combat
buffer.writeByte(0x00); // is like dead (faking)
buffer.writeByte((npc.isDead() ? 0x01 : 0x00)); // is like dead (faking)
buffer.writeByte(0x00); // 0=teleported 1=default 2=summoned
BufferUtils.writeString(buffer, template.getName());
BufferUtils.writeString(buffer, template.getTitle());

View File

@@ -121,6 +121,39 @@ public abstract class Actor extends PositionableObject {
*/
protected int sp;
/**
* State of the actor. Will be null if it is idle
*/
private transient ActorState state;
/**
* The valid states for an actor
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public enum ActorState {
/**
* This state indicates the actor is being teleported
*/
TELEPORTING,
/**
* This state indicates the actor is casting a skill
*/
CASTING,
/**
* This state indicates the actor is attacking
*/
ATTACKING,
/**
* This state indicates the actor is moving
*/
MOVING,
/**
* This state indicates the actor is dead
*/
DEAD;
}
/**
* The currently effects active on the actor
*/
@@ -133,7 +166,7 @@ public abstract class Actor extends PositionableObject {
protected Actor(ActorTemplateID<?> templateID) {
this.templateID = templateID;
}
public abstract ActorStats<?> getStats();
/**
@@ -248,6 +281,63 @@ public abstract class Actor extends PositionableObject {
this.sp = sp;
}
/**
* @return the state
*/
public ActorState getState() {
return state;
}
/**
* @param state
* the state to set
*/
public void setState(ActorState state) {
this.state = state;
}
/**
* @return true if character is doing nothing
*/
public boolean isIdle() {
return state == null;
}
/**
* @return true if character is being teleported
*/
public boolean isTeleporting() {
return state == ActorState.TELEPORTING;
}
/**
* @return true if character is moving
*/
public boolean isMoving() {
return state == ActorState.MOVING;
}
/**
* @return true if character is dead
*/
public boolean isDead() {
return state == ActorState.DEAD;
}
/**
* @return true if character is casting
*/
public boolean isCasting() {
return state == ActorState.CASTING;
}
/**
* @return true if character is attacking
*/
public boolean isAttacking() {
return state == ActorState.ATTACKING;
}
/**
* @return the active effects on this actor
*/

View File

@@ -143,38 +143,6 @@ public class L2Character extends Player {
* The character target, if any.
*/
private transient ActorID<?> targetID;
/**
* State of the character. Will be null if it is idle
*/
private transient CharacterState state;
/**
* The valid states for an character
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public enum CharacterState {
/**
* This state indicates the character is being teleported
*/
TELEPORTING,
/**
* This state indicates the character is casting a skill
*/
CASTING,
/**
* This state indicates the character is attacking
*/
ATTACKING,
/**
* This state indicates the character is moving
*/
MOVING,
/**
* This state indicates the character is dead
*/
DEAD;
}
/**
* The point the player is moving, teleporting etc...
@@ -447,63 +415,6 @@ public class L2Character extends Player {
this.targetID = target;
}
/**
* @return the state
*/
public CharacterState getState() {
return state;
}
/**
* @param state
* the state to set
*/
public void setState(CharacterState state) {
this.state = state;
}
/**
* @return true if character is doing nothing
*/
public boolean isIdle() {
return state == null;
}
/**
* @return true if character is being teleported
*/
public boolean isTeleporting() {
return state == CharacterState.TELEPORTING;
}
/**
* @return true if character is moving
*/
public boolean isMoving() {
return state == CharacterState.MOVING;
}
/**
* @return true if character is dead
*/
public boolean isDead() {
return state == CharacterState.DEAD;
}
/**
* @return true if character is casting
*/
public boolean isCasting() {
return state == CharacterState.CASTING;
}
/**
* @return true if character is attacking
*/
public boolean isAttacking() {
return state == CharacterState.ATTACKING;
}
/**
* @return true if character is alive
*/

View File

@@ -30,20 +30,16 @@ import com.l2jserver.service.game.ai.AIScript;
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public class NPC extends Actor {
/**
* The {@link NPC} respawn interval
*/
private long respawnInterval;
/**
* This NPC stats
*/
private final NPCStats stats = new NPCStats(this);
/**
* The npc state
*/
private NPCState state;
public enum NPCState {
MOVING, ATTACKING;
}
/**
* Creates a new instance
*
@@ -54,47 +50,27 @@ public class NPC extends Actor {
super(templateID);
}
/**
* @return the respawnInterval
*/
public long getRespawnInterval() {
return respawnInterval;
}
/**
* @param respawnInterval
* the respawnInterval to set
*/
public void setRespawnInterval(long respawnInterval) {
desireUpdate();
this.respawnInterval = respawnInterval;
}
@Override
public NPCStats getStats() {
return stats;
}
/**
* @return the state
*/
public NPCState getState() {
return state;
}
/**
* @return true if NPC is idle
*/
public boolean isIdle() {
return state == null;
}
/**
* @return true if NPC is idle
*/
public boolean isMoving() {
return state == NPCState.MOVING;
}
/**
* @return true if NPC is idle
*/
public boolean isAttacking() {
return state == NPCState.ATTACKING;
}
/**
* @param state
* the state to set
*/
public void setState(NPCState state) {
this.state = state;
}
// TEMPLATE WRAPPERS
@Override
public ActorSex getSex() {

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@@ -0,0 +1,72 @@
/*
* This file is part of l2jserver <l2jserver.com>.
*
* l2jserver 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 3 of the License, or
* (at your option) any later version.
*
* l2jserver is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with l2jserver. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.model.world.actor.event;
import com.l2jserver.model.id.ObjectID;
import com.l2jserver.model.world.Actor;
import com.l2jserver.model.world.WorldObject;
/**
* Event dispatcher once an actor has died.
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public class ActorDieEvent implements ActorEvent {
/**
* The actor that died
*/
private final Actor actor;
/**
* The actor who killed the <tt>actor</tt>
*/
private final Actor killer;
/**
* Creates a new instance
*
* @param actor
* the actor that died
* @param killer
* the actor who killed the <tt>actor</tt>
*/
public ActorDieEvent(Actor actor, Actor killer) {
this.actor = actor;
this.killer = killer;
}
/**
* @return the actor who killed the <tt>actor</tt>
*/
public Actor getKiller() {
return killer;
}
@Override
public WorldObject getObject() {
return actor;
}
@Override
public Actor getActor() {
return actor;
}
@Override
public ObjectID<?>[] getDispatchableObjects() {
return new ObjectID<?>[] { actor.getID() };
}
}

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@@ -0,0 +1,72 @@
/*
* This file is part of l2jserver <l2jserver.com>.
*
* l2jserver 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 3 of the License, or
* (at your option) any later version.
*
* l2jserver is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with l2jserver. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.model.world.actor.event;
import com.l2jserver.model.id.ObjectID;
import com.l2jserver.model.world.Actor;
import com.l2jserver.model.world.WorldObject;
import com.l2jserver.model.world.event.UnspawnEvent;
import com.l2jserver.util.geometry.Point3D;
/**
* Event dispatcher once an actor has unspawned in the world
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public class ActorUnspawnEvent implements ActorEvent, UnspawnEvent {
/**
* The unspawned actor
*/
private final Actor actor;
/**
* The unspawning point
*/
private final Point3D point;
/**
* Creates a new instance
*
* @param actor
* the spawned actor
* @param point
* the unspawn point
*/
public ActorUnspawnEvent(Actor actor, Point3D point) {
this.actor = actor;
this.point = point;
}
@Override
public WorldObject getObject() {
return actor;
}
@Override
public Actor getActor() {
return actor;
}
@Override
public Point3D getPoint() {
return point;
}
@Override
public ObjectID<?>[] getDispatchableObjects() {
return new ObjectID<?>[] { actor.getID() };
}
}

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@@ -0,0 +1,32 @@
/*
* This file is part of l2jserver <l2jserver.com>.
*
* l2jserver 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 3 of the License, or
* (at your option) any later version.
*
* l2jserver is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with l2jserver. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.model.world.event;
import com.l2jserver.service.game.world.event.WorldEvent;
import com.l2jserver.util.geometry.Point3D;
/**
* Event for objects unspawning
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public interface UnspawnEvent extends WorldEvent {
/**
* @return the point the object was at
*/
Point3D getPoint();
}

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@@ -0,0 +1,43 @@
/*
* This file is part of l2jserver <l2jserver.com>.
*
* l2jserver 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 3 of the License, or
* (at your option) any later version.
*
* l2jserver is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with l2jserver. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.model.world.npc.event;
import com.l2jserver.model.world.Actor;
import com.l2jserver.model.world.NPC;
import com.l2jserver.model.world.actor.event.ActorDieEvent;
/**
* Event dispatched once a {@link NPC} has died.
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public class NPCDieEvent extends ActorDieEvent implements NPCEvent {
/**
* @param npc
* the died npc
* @param the
* actor who killed the <tt>npc</tt>
*/
public NPCDieEvent(NPC npc, Actor killer) {
super(npc, killer);
}
@Override
public NPC getNPC() {
return (NPC) super.getActor();
}
}

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@@ -0,0 +1,43 @@
/*
* This file is part of l2jserver <l2jserver.com>.
*
* l2jserver 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 3 of the License, or
* (at your option) any later version.
*
* l2jserver is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with l2jserver. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.model.world.npc.event;
import com.l2jserver.model.world.NPC;
import com.l2jserver.model.world.actor.event.ActorUnspawnEvent;
import com.l2jserver.util.geometry.Point3D;
/**
* Event dispatched once a {@link NPC} has unspawned in the world.
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public class NPCUnspawnEvent extends ActorUnspawnEvent implements NPCEvent {
/**
* @param npc
* the npc
* @param point
* the unspawn point
*/
public NPCUnspawnEvent(NPC npc, Point3D point) {
super(npc, point);
}
@Override
public NPC getNPC() {
return (NPC) super.getActor();
}
}

View File

@@ -54,7 +54,8 @@ public class Log4JLoggingService extends AbstractService implements
l2jLogger.setLevel(Level.INFO);
nettyLogger.setLevel(Level.DEBUG);
Logger.getLogger("com.l2jserver.model.id.object.allocator").setLevel(Level.WARN);
Logger.getLogger("com.l2jserver.model.id.object.allocator").setLevel(
Level.WARN);
}
@Override

View File

@@ -16,6 +16,7 @@
*/
package com.l2jserver.service.core.threading;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.Future;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.TimeoutException;
@@ -30,10 +31,10 @@ public interface AsyncFuture<T> extends Future<T> {
/**
* Waits until the task is executed
*
* @throws InterruptedException
* @throws ExecutionException
* if the thread has been interrupted while waiting
*/
void await() throws InterruptedException;
void await() throws ExecutionException;
/**
* Waits until the task is executed

View File

@@ -149,10 +149,10 @@ public class ThreadServiceImpl extends AbstractService implements ThreadService
}
@Override
public void await() throws InterruptedException {
public void await() throws ExecutionException {
try {
this.get();
} catch (ExecutionException e) {
} catch (InterruptedException e) {
}
}

View File

@@ -26,11 +26,13 @@ import com.l2jserver.model.server.attack.AttackCalculator.AttackCalculatorType;
import com.l2jserver.model.server.attack.AttackCalculatorContext;
import com.l2jserver.model.server.attack.PhysicalAttackCalculator;
import com.l2jserver.model.world.Actor;
import com.l2jserver.model.world.NPC;
import com.l2jserver.model.world.actor.event.ActorAttackHitEvent;
import com.l2jserver.service.AbstractService;
import com.l2jserver.service.AbstractService.Depends;
import com.l2jserver.service.core.threading.AsyncFuture;
import com.l2jserver.service.core.threading.ThreadService;
import com.l2jserver.service.game.npc.NPCService;
import com.l2jserver.service.game.world.event.WorldEventDispatcher;
/**
@@ -47,6 +49,11 @@ public class AttackServiceImpl extends AbstractService implements AttackService
* The {@link ThreadService} is used to schedule asynchronous attacks
*/
private final ThreadService threadService;
/**
* The {@link NPCService}
*/
private final NPCService npcService;
/**
* The {@link WorldEventDispatcher} is used to dispatch attack events to the
* world
@@ -55,8 +62,9 @@ public class AttackServiceImpl extends AbstractService implements AttackService
@Inject
public AttackServiceImpl(ThreadService threadService,
WorldEventDispatcher eventDispatcher) {
NPCService npcService, WorldEventDispatcher eventDispatcher) {
this.threadService = threadService;
this.npcService = npcService;
this.eventDispatcher = eventDispatcher;
}
@@ -91,15 +99,25 @@ public class AttackServiceImpl extends AbstractService implements AttackService
@Override
public AttackHit call() throws Exception {
final double hp = target.getHP();
final double damage = PHYSICAL_ATTACK_CALCULATOR.calculate(
AttackCalculatorType.DAMAGE, new AttackCalculatorContext(
attacker, target));
final double dealDamage = (hp < damage ? hp : damage);
// TODO calculate miss
// TODO calculate critical
// TODO calculate soulshot
// reduce target life
target.setHP(target.getHP() - dealDamage);
final AttackHit hit = new AttackHit(attacker, target, damage);
eventDispatcher.dispatch(new ActorAttackHitEvent(hit));
if (target.getHP() <= 0) {
if (target instanceof NPC)
npcService.die((NPC) target, attacker);
}
return hit;
}
}

View File

@@ -31,9 +31,9 @@ import com.l2jserver.game.net.packet.server.SM_MOVE_TYPE;
import com.l2jserver.game.net.packet.server.SM_TARGET;
import com.l2jserver.model.id.object.CharacterID;
import com.l2jserver.model.world.Actor;
import com.l2jserver.model.world.Actor.ActorState;
import com.l2jserver.model.world.L2Character;
import com.l2jserver.model.world.L2Character.CharacterMoveType;
import com.l2jserver.model.world.L2Character.CharacterState;
import com.l2jserver.model.world.NPC;
import com.l2jserver.model.world.character.event.CharacterEnterWorldEvent;
import com.l2jserver.model.world.character.event.CharacterEvent;
@@ -325,7 +325,7 @@ public class CharacterServiceImpl extends AbstractService implements
// we don't set the character coordinate here, this will be done by
// validation packets, sent by client
character.setState(CharacterState.MOVING);
character.setState(ActorState.MOVING);
character.setTargetLocation(coordinate.toPoint());
// for now, let's just write the packet, we don't have much validation

View File

@@ -21,6 +21,7 @@ import java.util.Collection;
import com.l2jserver.game.net.Lineage2Connection;
import com.l2jserver.game.net.packet.client.CM_CHAR_ACTION.CharacterAction;
import com.l2jserver.model.template.NPCTemplate;
import com.l2jserver.model.world.Actor;
import com.l2jserver.model.world.L2Character;
import com.l2jserver.model.world.NPC;
import com.l2jserver.service.Service;
@@ -68,6 +69,17 @@ public interface NPCService extends Service {
void action(NPC npc, L2Character character, String... args)
throws ActionServiceException, CannotSetTargetServiceException;
/**
* Kills the given <tt>npc</tt>. If "nobody" killed the NPC (i.e. died by
* admin command), <tt>killer</tt> can be null.
*
* @param npc
* the npc being killed
* @param killer
* the killer actor
*/
void die(NPC npc, Actor killer);
/**
* Moves an given <tt>npc</tt> to an <tt>point</tt>
*

View File

@@ -28,10 +28,12 @@ import com.l2jserver.db.dao.NPCDAO;
import com.l2jserver.game.net.Lineage2Connection;
import com.l2jserver.game.net.packet.client.CM_CHAR_ACTION.CharacterAction;
import com.l2jserver.model.template.NPCTemplate;
import com.l2jserver.model.world.Actor;
import com.l2jserver.model.world.Actor.ActorState;
import com.l2jserver.model.world.L2Character;
import com.l2jserver.model.world.NPC;
import com.l2jserver.model.world.NPC.NPCState;
import com.l2jserver.model.world.npc.controller.NPCController;
import com.l2jserver.model.world.npc.event.NPCDieEvent;
import com.l2jserver.service.AbstractService;
import com.l2jserver.service.AbstractService.Depends;
import com.l2jserver.service.core.threading.AsyncFuture;
@@ -43,6 +45,8 @@ import com.l2jserver.service.game.character.CharacterService;
import com.l2jserver.service.game.spawn.AlreadySpawnedServiceException;
import com.l2jserver.service.game.spawn.SpawnPointNotFoundServiceException;
import com.l2jserver.service.game.spawn.SpawnService;
import com.l2jserver.service.game.world.WorldService;
import com.l2jserver.service.game.world.event.WorldEventDispatcher;
import com.l2jserver.service.network.NetworkService;
import com.l2jserver.util.exception.L2Exception;
import com.l2jserver.util.factory.CollectionFactory;
@@ -77,6 +81,10 @@ public class NPCServiceImpl extends AbstractService implements NPCService {
*/
private final AttackService attackService;
/**
* The {@link WorldService} event dispatcher
*/
private final WorldEventDispatcher eventDispatcher;
/**
* The {@link NPCDAO}
*/
@@ -98,12 +106,14 @@ public class NPCServiceImpl extends AbstractService implements NPCService {
public NPCServiceImpl(SpawnService spawnService,
NetworkService networkService, CharacterService characterService,
ThreadService threadService, AttackService attackService,
NPCDAO npcDao, Injector injector) {
WorldEventDispatcher eventDispatcher, NPCDAO npcDao,
Injector injector) {
this.spawnService = spawnService;
this.networkService = networkService;
this.characterService = characterService;
this.threadService = threadService;
this.attackService = attackService;
this.eventDispatcher = eventDispatcher;
this.npcDao = npcDao;
this.injector = injector;
}
@@ -143,12 +153,34 @@ public class NPCServiceImpl extends AbstractService implements NPCService {
}
}
@Override
public void die(NPC npc, Actor killer) {
Preconditions.checkNotNull(npc, "npc");
Preconditions.checkNotNull(killer, "killer");
// set npc as dead
npc.setState(ActorState.DEAD);
// dispatch die event
eventDispatcher.dispatch(new NPCDieEvent(npc, killer));
// schedule corpse removal -- npc will be kept in the world until then
spawnService.unspawn(npc, 5, TimeUnit.SECONDS);
// schedule an respawn
spawnService.spawn(npc, null, npc.getRespawnInterval(),
TimeUnit.MILLISECONDS);
// reset hp and cp
npc.setHP(npc.getStats().getMaxHP());
npc.setMP(npc.getStats().getMaxMP());
}
@Override
public AsyncFuture<Boolean> move(final NPC npc, final Point3D point) {
if (!npc.isIdle())
// TODO throw an exception
return null;
npc.setState(NPCState.MOVING);
npc.setState(ActorState.MOVING);
// calculate walking time
final Point3D start = npc.getPoint();
final double distance = start.getDistance(point);

View File

@@ -16,14 +16,17 @@
*/
package com.l2jserver.service.game.spawn;
import java.util.concurrent.TimeUnit;
import com.l2jserver.model.world.Actor.ActorState;
import com.l2jserver.model.world.L2Character;
import com.l2jserver.model.world.L2Character.CharacterState;
import com.l2jserver.model.world.Player;
import com.l2jserver.model.world.PositionableObject;
import com.l2jserver.model.world.event.SpawnEvent;
import com.l2jserver.model.world.player.event.PlayerTeleportedEvent;
import com.l2jserver.model.world.player.event.PlayerTeleportingEvent;
import com.l2jserver.service.Service;
import com.l2jserver.service.core.threading.AsyncFuture;
import com.l2jserver.util.geometry.Coordinate;
import com.l2jserver.util.geometry.Point3D;
@@ -40,13 +43,13 @@ public interface SpawnService extends Service {
* registered in the world (if it isn't already)
*
* @param object
* the spawnable object
* the PositionableObject object
* @param point
* the spawning point. If null, will try to use
* {@link Spawnable#getPoint()}.
* {@link PositionableObject#getPoint()}.
* @throws SpawnPointNotFoundServiceException
* if could not find an spawn point (i.e <tt>point</tt> and
* {@link Spawnable#getPoint()} are null)
* {@link PositionableObject#getPoint()} are null)
* @throws AlreadySpawnedServiceException
* if the object is already spawned in the world
*/
@@ -54,6 +57,48 @@ public interface SpawnService extends Service {
throws SpawnPointNotFoundServiceException,
AlreadySpawnedServiceException;
/**
* Schedules an {@link PositionableObject} object to be spawned in a certain
* time.
*
* @param object
* the PositionableObject object
* @param point
* the spawning point. If null, will try to use
* {@link PositionableObject#getPoint()}.
* @param time
* the amount of time to wait before spawn
* @param unit
* the unit of <tt>time</tt>
* @return an future that can be used to obtain spawn exceptions
*/
AsyncFuture<?> spawn(PositionableObject object, Point3D point, long time,
TimeUnit unit);
/**
* Unspawns an {@link PositionableObject} object from the world
*
* @param object
* the PositionableObject object
* @throws NotSpawnedServiceException
* if the object is not spawned
*/
void unspawn(PositionableObject object) throws NotSpawnedServiceException;
/**
* Schedules an {@link PositionableObject} object to be spawned in a certain
* time.
*
* @param object
* the PositionableObject object
* @param time
* the amount of time to wait before respawn
* @param unit
* the unit of <tt>time</tt>
* @return an future that can be used to obtain spawn exceptions
*/
AsyncFuture<?> unspawn(PositionableObject object, long time, TimeUnit unit);
/**
* Teleports the object to the given <tt>point</tt>.
* <p>
@@ -85,29 +130,8 @@ public interface SpawnService extends Service {
* the character object
* @throws CharacterNotTeleportingServiceException
* if the character state is not
* {@link CharacterState#TELEPORTING}
* {@link ActorState#TELEPORTING}
*/
void finishTeleport(L2Character character)
throws CharacterNotTeleportingServiceException;
/**
* Schedules an {@link Spawnable} object to be respawn in a certain time.
* <p>
* TODO this is not complete
*
* @param spawnable
* the spawnable object
*/
void scheduleRespawn(PositionableObject spawnable);
/**
* Unspawns an object from the world
*
* @param spawnable
* the spawnable object
* @throws NotSpawnedServiceException
* if the object is not spawned
*/
void unspawn(PositionableObject spawnable)
throws NotSpawnedServiceException;
}

View File

@@ -16,24 +16,32 @@
*/
package com.l2jserver.service.game.spawn;
import java.util.concurrent.Callable;
import java.util.concurrent.TimeUnit;
import com.google.common.base.Preconditions;
import com.google.inject.Inject;
import com.l2jserver.game.net.Lineage2Connection;
import com.l2jserver.game.net.packet.server.SM_CHAR_INFO_EXTRA;
import com.l2jserver.game.net.packet.server.SM_CHAR_INFO;
import com.l2jserver.game.net.packet.server.SM_CHAR_INFO_EXTRA;
import com.l2jserver.game.net.packet.server.SM_TELEPORT;
import com.l2jserver.model.id.object.CharacterID;
import com.l2jserver.model.world.Actor;
import com.l2jserver.model.world.Actor.ActorState;
import com.l2jserver.model.world.L2Character;
import com.l2jserver.model.world.L2Character.CharacterState;
import com.l2jserver.model.world.NPC;
import com.l2jserver.model.world.Player;
import com.l2jserver.model.world.PositionableObject;
import com.l2jserver.model.world.event.SpawnEvent;
import com.l2jserver.model.world.event.UnspawnEvent;
import com.l2jserver.model.world.npc.event.NPCSpawnEvent;
import com.l2jserver.model.world.npc.event.NPCUnspawnEvent;
import com.l2jserver.model.world.player.event.PlayerTeleportedEvent;
import com.l2jserver.model.world.player.event.PlayerTeleportingEvent;
import com.l2jserver.service.AbstractService;
import com.l2jserver.service.AbstractService.Depends;
import com.l2jserver.service.core.threading.AsyncFuture;
import com.l2jserver.service.core.threading.ThreadService;
import com.l2jserver.service.game.world.WorldService;
import com.l2jserver.service.game.world.event.WorldEventDispatcher;
import com.l2jserver.service.network.NetworkService;
@@ -45,7 +53,7 @@ import com.l2jserver.util.geometry.Point3D;
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
@Depends({ WorldService.class })
@Depends({ WorldService.class, NetworkService.class, ThreadService.class })
public class SpawnServiceImpl extends AbstractService implements SpawnService {
/**
* The {@link WorldService}
@@ -59,18 +67,25 @@ public class SpawnServiceImpl extends AbstractService implements SpawnService {
* The {@link NetworkService}
*/
private final NetworkService networkService;
/**
* The {@link ThreadService}
*/
private final ThreadService threadService;
@Inject
public SpawnServiceImpl(WorldService worldService,
WorldEventDispatcher eventDispatcher, NetworkService networkService) {
WorldEventDispatcher eventDispatcher,
NetworkService networkService, ThreadService threadService) {
this.worldService = worldService;
this.eventDispatcher = eventDispatcher;
this.networkService = networkService;
this.threadService = threadService;
}
@Override
public void spawn(PositionableObject object, Point3D point)
throws SpawnPointNotFoundServiceException {
throws SpawnPointNotFoundServiceException,
AlreadySpawnedServiceException {
Preconditions.checkNotNull(object, "object");
// sanitize
if (point == null)
@@ -83,11 +98,13 @@ public class SpawnServiceImpl extends AbstractService implements SpawnService {
// set the spawning point
object.setPoint(point);
// reset actor state
if (object instanceof Actor) {
((Actor) object).setState(null);
}
// register object in the world
if (!worldService.add(object))
// TODO this should throw an exception
// object was already in world
return;
throw new AlreadySpawnedServiceException();
// create the SpawnEvent
SpawnEvent event = null;
@@ -95,6 +112,7 @@ public class SpawnServiceImpl extends AbstractService implements SpawnService {
final NPC npc = (NPC) object;
event = new NPCSpawnEvent(npc, point);
} else if (object instanceof L2Character) {
// TODO character spawn event
event = null;
}
@@ -105,6 +123,68 @@ public class SpawnServiceImpl extends AbstractService implements SpawnService {
// remember: broadcasting is done through events!
}
@Override
public AsyncFuture<?> spawn(final PositionableObject object,
final Point3D point, long time, TimeUnit unit) {
Preconditions.checkNotNull(object, "object");
Preconditions.checkArgument(time > 0, "time < 0");
Preconditions.checkNotNull(unit, "unit");
return threadService.async(time, unit,
new Callable<PositionableObject>() {
@Override
public PositionableObject call() throws Exception {
spawn(object, point);
return object;
}
});
}
@Override
public void unspawn(PositionableObject object)
throws NotSpawnedServiceException {
Preconditions.checkNotNull(object, "object");
if (object.getPoint() == null)
throw new NotSpawnedServiceException();
// unregister object in the world
if (!worldService.remove(object))
throw new NotSpawnedServiceException();
final Point3D point = object.getPoint();
// create the SpawnEvent
UnspawnEvent event = null;
if (object instanceof NPC) {
final NPC npc = (NPC) object;
event = new NPCUnspawnEvent(npc, point);
} else if (object instanceof L2Character) {
// TODO character unspawn event
event = null;
}
// TODO throw an exception if event is null
if (event != null)
// dispatch unspawn event
eventDispatcher.dispatch(event);
}
@Override
public AsyncFuture<?> unspawn(final PositionableObject object, long time,
TimeUnit unit) {
Preconditions.checkNotNull(object, "object");
Preconditions.checkArgument(time > 0, "time <= 0");
Preconditions.checkNotNull(unit, "unit");
return threadService.async(time, unit,
new Callable<PositionableObject>() {
@Override
public PositionableObject call() throws Exception {
unspawn(object);
return object;
}
});
}
@Override
public void teleport(Player player, Coordinate coordinate)
throws CharacterAlreadyTeleportingServiceException {
@@ -119,9 +199,9 @@ public class SpawnServiceImpl extends AbstractService implements SpawnService {
if (conn == null)
// TODO throw an exception here
return;
conn.write(new SM_TELEPORT(conn.getCharacter(),
coordinate.toPoint()));
((L2Character) player).setState(CharacterState.TELEPORTING);
conn.write(new SM_TELEPORT(conn.getCharacter(), coordinate
.toPoint()));
((L2Character) player).setState(ActorState.TELEPORTING);
((L2Character) player).setTargetLocation(coordinate.toPoint());
} else {
player.setPosition(coordinate);
@@ -153,18 +233,4 @@ public class SpawnServiceImpl extends AbstractService implements SpawnService {
conn.write(new SM_CHAR_INFO(character));
conn.write(new SM_CHAR_INFO_EXTRA(character));
}
@Override
public void scheduleRespawn(PositionableObject object) {
Preconditions.checkNotNull(object, "object");
// TODO Auto-generated method stub
}
@Override
public void unspawn(PositionableObject object) {
Preconditions.checkNotNull(object, "object");
// TODO Auto-generated method stub
}
}

View File

@@ -37,6 +37,7 @@ public interface WorldService extends Service, Iterable<WorldObject> {
*
* @param object
* the object
* @return true if object was not present in the world
*/
boolean add(WorldObject object);
@@ -45,6 +46,7 @@ public interface WorldService extends Service, Iterable<WorldObject> {
*
* @param object
* the object
* @return true if object was present in the world
*/
boolean remove(WorldObject object);

View File

@@ -22,6 +22,7 @@ import com.l2jserver.game.net.Lineage2Connection;
import com.l2jserver.game.net.SystemMessage;
import com.l2jserver.game.net.packet.server.SM_ATTACK;
import com.l2jserver.game.net.packet.server.SM_CHAR_INFO_BROADCAST;
import com.l2jserver.game.net.packet.server.SM_DIE;
import com.l2jserver.game.net.packet.server.SM_MOVE;
import com.l2jserver.game.net.packet.server.SM_MOVE_TYPE;
import com.l2jserver.game.net.packet.server.SM_NPC_INFO;
@@ -32,6 +33,8 @@ import com.l2jserver.model.world.NPC;
import com.l2jserver.model.world.PositionableObject;
import com.l2jserver.model.world.WorldObject;
import com.l2jserver.model.world.actor.event.ActorAttackHitEvent;
import com.l2jserver.model.world.actor.event.ActorDieEvent;
import com.l2jserver.model.world.actor.event.ActorUnspawnEvent;
import com.l2jserver.model.world.character.event.CharacterEnterWorldEvent;
import com.l2jserver.model.world.character.event.CharacterLeaveWorldEvent;
import com.l2jserver.model.world.character.event.CharacterMoveEvent;
@@ -76,7 +79,7 @@ public class BroadcastServiceImpl extends AbstractService implements
final CharacterID id = character.getID();
// broadcast everything nearby
//broadcast(conn);
// broadcast(conn);
// event broadcast listener
// this listener will be filtered so that only interesting events are
@@ -96,7 +99,8 @@ public class BroadcastServiceImpl extends AbstractService implements
|| e instanceof CharacterEnterWorldEvent) {
broadcast(conn, e.getObject());
} else if (e instanceof PlayerTeleportingEvent
|| e instanceof CharacterLeaveWorldEvent) {
|| e instanceof CharacterLeaveWorldEvent
|| e instanceof ActorUnspawnEvent) {
// object is now out of sight
conn.write(new SM_OBJECT_REMOVE(object));
} else if (e instanceof CharacterWalkingEvent) {
@@ -105,6 +109,8 @@ public class BroadcastServiceImpl extends AbstractService implements
} else if (e instanceof CharacterRunningEvent) {
conn.write(new SM_MOVE_TYPE(((CharacterRunningEvent) e)
.getCharacter()));
} else if (e instanceof ActorDieEvent) {
conn.write(new SM_DIE(((ActorDieEvent) e).getActor()));
}
// keep listener alive
return true;