Files
CypherCore/Source/Game/Maps/ObjectGridLoader.cs
T
2018-03-05 12:13:45 -05:00

243 lines
8.5 KiB
C#

/*
* Copyright (C) 2012-2018 CypherCore <http://github.com/CypherCore>
*
* 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Entities;
using System.Collections.Generic;
using System.Linq;
namespace Game.Maps
{
class ObjectGridLoader : Notifier
{
public ObjectGridLoader(Grid grid, Map map, Cell cell)
{
i_cell = new Cell(cell);
i_grid = grid;
i_map = map;
}
public void LoadN()
{
i_creatures = 0;
i_gameObjects = 0;
i_corpses = 0;
i_cell.data.cell_y = 0;
for (uint x = 0; x < MapConst.MaxCells; ++x)
{
i_cell.data.cell_x = x;
for (uint y = 0; y < MapConst.MaxCells; ++y)
{
i_cell.data.cell_y = y;
var visitor = new Visitor(this, GridMapTypeMask.AllGrid);
i_grid.VisitGrid(x, y, visitor);
ObjectWorldLoader worker = new ObjectWorldLoader(this);
visitor = new Visitor(worker, GridMapTypeMask.AllWorld);
i_grid.VisitGrid(x, y, visitor);
}
}
Log.outDebug(LogFilter.Maps, "{0} GameObjects, {1} Creatures, and {2} Corpses/Bones loaded for grid {3} on map {4}", i_gameObjects, i_creatures, i_corpses, i_grid.GetGridId(), i_map.GetId());
}
public override void Visit(ICollection<GameObject> objs)
{
CellCoord cellCoord = i_cell.GetCellCoord();
CellObjectGuids cellguids = Global.ObjectMgr.GetCellObjectGuids(i_map.GetId(), (byte)i_map.GetSpawnMode(), cellCoord.GetId());
if (cellguids == null)
return;
LoadHelper<GameObject>(cellguids.gameobjects, cellCoord, ref i_gameObjects, i_map);
}
public override void Visit(ICollection<Creature> objs)
{
CellCoord cellCoord = i_cell.GetCellCoord();
CellObjectGuids cellguids = Global.ObjectMgr.GetCellObjectGuids(i_map.GetId(), (byte)i_map.GetSpawnMode(), cellCoord.GetId());
if (cellguids == null)
return;
LoadHelper<Creature>(cellguids.creatures, cellCoord, ref i_creatures, i_map);
}
void LoadHelper<T>(SortedSet<ulong> guid_set, CellCoord cell, ref uint count, Map map) where T : WorldObject, new()
{
foreach (var i_guid in guid_set)
{
T obj = new T();
ulong guid = i_guid;
if (!obj.LoadFromDB(guid, map))
continue;
AddObjectHelper(cell, ref count, map, obj);
}
}
void AddObjectHelper<T>(CellCoord cellCoord, ref uint count, Map map, T obj) where T : WorldObject
{
var cell = new Cell(cellCoord);
map.AddToGrid(obj, cell);
obj.AddToWorld();
++count;
}
void AddObjectHelper(CellCoord cellCoord, ref uint count, Map map, Creature obj)
{
map.AddToGrid(obj, new Cell(cellCoord));
obj.AddToWorld();
if (obj.isActiveObject())
map.AddToActive(obj);
++count;
}
public Cell i_cell;
public Grid i_grid;
public Map i_map;
uint i_gameObjects;
uint i_creatures;
public uint i_corpses;
}
class ObjectWorldLoader : Notifier
{
public ObjectWorldLoader(ObjectGridLoader gloader)
{
i_cell = gloader.i_cell;
i_map = gloader.i_map;
i_grid = gloader.i_grid;
i_corpses = gloader.i_corpses;
}
public override void Visit(ICollection<Corpse> objs)
{
CellCoord cellCoord = i_cell.GetCellCoord();
var corpses = i_map.GetCorpsesInCell(cellCoord.GetId());
if (corpses != null)
{
foreach (Corpse corpse in corpses)
{
corpse.AddToWorld();
var cell = i_grid.GetGridCell(i_cell.GetCellX(), i_cell.GetCellY());
if (corpse.IsWorldObject())
{
i_map.AddToGrid(corpse, new Cell(cellCoord));
cell.AddWorldObject(corpse);
}
else
cell.AddGridObject(corpse);
++i_corpses;
}
}
}
Cell i_cell;
Map i_map;
Grid i_grid;
public uint i_corpses;
}
//Stop the creatures before unloading the NGrid
class ObjectGridStoper : Notifier
{
public override void Visit(ICollection<Creature> objs)
{
// stop any fights at grid de-activation and remove dynobjects/areatriggers created at cast by creatures
foreach (var creature in objs)
{
creature.RemoveAllDynObjects();
creature.RemoveAllAreaTriggers();
if (creature.IsInCombat())
{
creature.CombatStop();
creature.DeleteThreatList();
if (creature.IsAIEnabled)
creature.GetAI().EnterEvadeMode();
}
}
}
}
//Move the foreign creatures back to respawn positions before unloading the NGrid
class ObjectGridEvacuator : Notifier
{
public override void Visit(ICollection<Creature> objs)
{
foreach (var creature in objs.ToList())
{
// creature in unloading grid can have respawn point in another grid
// if it will be unloaded then it will not respawn in original grid until unload/load original grid
// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
creature.GetMap().CreatureRespawnRelocation(creature, true);
}
}
public override void Visit(ICollection<GameObject> objs)
{
foreach (var go in objs.ToList())
{
// gameobject in unloading grid can have respawn point in another grid
// if it will be unloaded then it will not respawn in original grid until unload/load original grid
// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
go.GetMap().GameObjectRespawnRelocation(go, true);
}
}
}
//Clean up and remove from world
class ObjectGridCleaner : Notifier
{
public override void Visit(ICollection<WorldObject> objs)
{
foreach (var obj in objs)
{
if (obj.IsTypeId(TypeId.Player))
continue;
obj.CleanupsBeforeDelete();
}
}
}
//Delete objects before deleting NGrid
class ObjectGridUnloader : Notifier
{
public override void Visit(ICollection<WorldObject> objs)
{
foreach (var obj in objs)
{
if (obj.IsTypeId(TypeId.Player) || obj.IsTypeId(TypeId.Corpse))
continue;
// if option set then object already saved at this moment
if (!WorldConfig.GetBoolValue(WorldCfg.SaveRespawnTimeImmediately))
obj.SaveRespawnTime();
//Some creatures may summon other temp summons in CleanupsBeforeDelete()
//So we need this even after cleaner (maybe we can remove cleaner)
//Example: Flame Leviathan Turret 33139 is summoned when a creature is deleted
//TODO: Check if that script has the correct logic. Do we really need to summons something before deleting?
obj.CleanupsBeforeDelete();
obj.Dispose();
}
}
}
}