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Copy pathL2ZoneType.cs
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114 lines (92 loc) · 2.97 KB
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using System.Collections.Generic;
using System.Linq;
using L2dotNET.Models.Player;
using L2dotNET.Models.Zones.forms;
using L2dotNET.Network;
namespace L2dotNET.Models.Zones
{
public abstract class L2ZoneType
{
public int Id { get; }
public L2ZoneForm Zone { get; set; }
protected List<L2Character> CharacterList;
protected L2ZoneType(int id)
{
Id = id;
CharacterList = new List<L2Character>();
}
public bool IsInsideZone(int x, int y)
{
return Zone.IsInsideZone(x, y, Zone.GetHighZ());
}
public bool IsInsideZone(int x, int y, int z)
{
return Zone.IsInsideZone(x, y, z);
}
public bool IsInsideZone(L2Object obj)
{
return IsInsideZone(obj.X, obj.Y, obj.Z);
}
public double GetDistanceToZone(int x, int y)
{
return Zone.GetDistanceToZone(x, y);
}
public double GetDistanceToZone(L2Object obj)
{
return Zone.GetDistanceToZone(obj.X, obj.Y);
}
protected bool IsAffected(L2Character character)
{
return false;
}
public void RevalidateInZone(L2Character character)
{
if (!IsAffected(character))
return;
if (IsInsideZone(character.X, character.Y, character.Z))
{
if (CharacterList.Contains(character))
return;
//quest check here
CharacterList.Add(character);
OnEnter(character);
}
else
{
if (!CharacterList.Contains(character))
return;
//quest check here
CharacterList.Remove(character);
OnExit(character);
}
}
public void RemoveCharacter(L2Character character)
{
if (!CharacterList.Contains(character))
return;
//quest check here
CharacterList.Remove(character);
OnEnter(character);
}
public bool IsCharacterInZone(L2Character character)
{
return CharacterList.Contains(character);
}
protected abstract void OnEnter(L2Character character);
protected abstract void OnExit(L2Character character);
public abstract void OnDieInside(L2Character character);
public abstract void OnReviveInside(L2Character character);
public abstract void SetParameter(string name, string value);
public List<L2Character> GetCharactersInside()
{
return CharacterList;
}
public void BroadcastPacket(GameserverPacket packet)
{
if (CharacterList.Count == 0)
return;
foreach (L2Player character in CharacterList.OfType<L2Player>())
character.SendPacketAsync(packet);
}
}
}