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l2jserver2/src/main/java/com/l2jserver/service/game/spawn/SpawnServiceImpl.java
2011-08-07 22:31:55 -03:00

241 lines
7.7 KiB
Java

/*
* 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.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.Lineage2Client;
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.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;
import com.l2jserver.util.geometry.Coordinate;
import com.l2jserver.util.geometry.Point3D;
/**
* Default implementation for {@link SpawnService}
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
@Depends({ WorldService.class, NetworkService.class, ThreadService.class })
public class SpawnServiceImpl extends AbstractService implements SpawnService {
/**
* The {@link WorldService}
*/
private final WorldService worldService;
/**
* The {@link WorldService} event dispatcher
*/
private final WorldEventDispatcher eventDispatcher;
/**
* The {@link NetworkService}
*/
private final NetworkService networkService;
/**
* The {@link ThreadService}
*/
private final ThreadService threadService;
@Inject
public SpawnServiceImpl(WorldService worldService,
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,
AlreadySpawnedServiceException {
Preconditions.checkNotNull(object, "object");
// only set the new position if needed, this could cause a lot of
// database updates if update is done unnecessarily
boolean updatePoint = true;
// sanitize
if (point == null) {
// retrieving stored point
point = object.getPoint();
updatePoint = false;
}
if (point == null) {
// not point in argument and no point stored, aborting
throw new SpawnPointNotFoundServiceException();
}
// set the spawning point
if (updatePoint)
object.setPoint(point);
// reset actor state
if (object instanceof Actor) {
((Actor) object).setState(null);
}
// register object in the world
if (!worldService.add(object))
throw new AlreadySpawnedServiceException();
// create the SpawnEvent
SpawnEvent event = null;
if (object instanceof NPC) {
final NPC npc = (NPC) object;
event = new NPCSpawnEvent(npc, point);
} else if (object instanceof L2Character) {
// TODO character spawn event
event = null;
}
// TODO throw an exception if event is null
if (event != null)
// dispatch spawn event
eventDispatcher.dispatch(event);
// remember: broadcasting is done through events!
}
@Override
public <T extends PositionableObject> AsyncFuture<T> spawn(final T 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<T>() {
@Override
public T 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 <T extends PositionableObject> AsyncFuture<T> unspawn(
final T 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<T>() {
@Override
public T call() throws Exception {
unspawn(object);
return object;
}
});
}
@Override
public void teleport(Player player, Coordinate coordinate)
throws CharacterAlreadyTeleportingServiceException {
Preconditions.checkNotNull(player, "player");
Preconditions.checkNotNull(coordinate, "coordinate");
if (player instanceof L2Character) {
if (((L2Character) player).isTeleporting())
throw new CharacterAlreadyTeleportingServiceException();
final Lineage2Client conn = networkService
.discover((CharacterID) player.getID());
if (conn == null)
// TODO throw an exception here
return;
conn.write(new SM_TELEPORT(conn.getCharacter(), coordinate
.toPoint()));
((L2Character) player).setState(ActorState.TELEPORTING);
((L2Character) player).setTargetLocation(coordinate.toPoint());
} else {
player.setPosition(coordinate);
}
// dispatch teleport event
eventDispatcher.dispatch(new PlayerTeleportingEvent(player, coordinate
.toPoint()));
// remember: broadcasting is done through events!
}
@Override
public void finishTeleport(L2Character character)
throws CharacterNotTeleportingServiceException {
Preconditions.checkNotNull(character, "character");
final CharacterID id = character.getID();
final Lineage2Client conn = networkService.discover(id);
if (!character.isTeleporting())
throw new CharacterNotTeleportingServiceException();
character.setState(null);
character.setPoint(character.getTargetLocation());
eventDispatcher.dispatch(new PlayerTeleportedEvent(character, character
.getTargetLocation()));
character.setTargetLocation(null);
conn.write(new SM_CHAR_INFO(character));
conn.write(new SM_CHAR_INFO_EXTRA(character));
}
}