Esempio n. 1
0
  /**
   * <B><U> Concept</U> :</B><br>
   * <br>
   * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <br>
   * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected
   * L2WorldRegion in order to scan a large area around a L2Object
   *
   * @param object L2object that determine the current L2WorldRegion
   * @return all visible players of the L2WorldRegion object's and of its surrounding L2WorldRegion.
   */
  public static List<L2Playable> getVisiblePlayable(L2Object object) {
    L2WorldRegion reg = object.getWorldRegion();

    if (reg == null) return null;

    // Create an FastList in order to contain all visible L2Object
    List<L2Playable> result = new ArrayList<>();

    // Go through the FastList of region
    for (L2WorldRegion regi : reg.getSurroundingRegions()) {
      Map<Integer, L2Playable> _allpls = regi.getVisiblePlayable();
      Collection<L2Playable> _playables = _allpls.values();

      // Go through visible object of the selected region
      for (L2Playable _object : _playables) {
        if (_object == null || _object.equals(object)) continue; // skip our own character

        if (!_object.isVisible()) // GM invisible is different than this...
        continue; // skip dying objects

        result.add(_object);
      }
    }
    return result;
  }
Esempio n. 2
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  /**
   * Remove a L2Object from the world.<br>
   * <br>
   * <B><U> Concept</U> :</B><br>
   * <br>
   * L2Object (including L2PcInstance) are identified in <B>_visibleObjects</B> of his current
   * L2WorldRegion and in <B>_knownObjects</B> of other surrounding L2Characters <br>
   * L2PcInstance are identified in <B>_allPlayers</B> of L2World, in <B>_allPlayers</B> of his
   * current L2WorldRegion and in <B>_knownPlayer</B> of other surrounding L2Characters <br>
   * <br>
   * <B><U> Actions</U> :</B><br>
   * <br>
   * <li>Remove the L2Object object from _allPlayers* of L2World
   * <li>Remove the L2Object object from _visibleObjects and _allPlayers* of L2WorldRegion
   * <li>Remove the L2Object object from _gmList** of GmListTable
   * <li>Remove object from _knownObjects and _knownPlayer* of all surrounding L2WorldRegion
   *     L2Characters<br>
   * <li>If object is a L2Character, remove all L2Object from its _knownObjects and all L2PcInstance
   *     from its _knownPlayer<br>
   *     <br>
   *     <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from
   *     _allObjects of L2World</B></FONT><br>
   *     <br>
   *     <I>* only if object is a L2PcInstance</I><br>
   *     <I>** only if object is a GM L2PcInstance</I><br>
   *     <br>
   *     <B><U> Example of use </U> :</B><br>
   *     <br>
   * <li>Pickup an Item
   * <li>Decay a L2Character<br>
   *     <br>
   *
   * @param object L2object to remove from the world
   * @param oldRegion L2WorldRegion in wich the object was before removing
   */
  public void removeVisibleObject(L2Object object, L2WorldRegion oldRegion) {
    if (object == null) return;

    if (oldRegion != null) {
      // Remove the object from the L2ObjectHashSet(L2Object) _visibleObjects of L2WorldRegion
      // If object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayers
      // of this L2WorldRegion
      oldRegion.removeVisibleObject(object);

      // Go through all surrounding L2WorldRegion L2Characters
      for (L2WorldRegion reg : oldRegion.getSurroundingRegions()) {
        Collection<L2Object> vObj = reg.getVisibleObjects().values();

        for (L2Object obj : vObj) {
          if (obj != null) {
            obj.getKnownList().removeKnownObject(object);
            object.getKnownList().removeKnownObject(obj);
          }
        }
      }

      // If object is a L2Character :
      // Remove all L2Object from L2ObjectHashSet(L2Object) containing all L2Object detected by the
      // L2Character
      // Remove all L2PcInstance from L2ObjectHashSet(L2PcInstance) containing all player ingame
      // detected by the L2Character
      object.getKnownList().removeAllKnownObjects();

      // If selected L2Object is a L2PcIntance, remove it from L2ObjectHashSet(L2PcInstance)
      // _allPlayers of L2World
      if (object instanceof L2PcInstance) {
        if (!((L2PcInstance) object).isTeleporting()) removeFromAllPlayers((L2PcInstance) object);
      }
    }
  }
Esempio n. 3
0
  /**
   * <B><U> Concept</U> :</B><br>
   * <br>
   * All visible object are identified in <B>_visibleObjects</B> of their current L2WorldRegion <br>
   * All surrounding L2WorldRegion are identified in <B>_surroundingRegions</B> of the selected
   * L2WorldRegion in order to scan a large area around a L2Object<br>
   * <br>
   *
   * @param object L2object that determine the current L2WorldRegion
   * @return all visible objects of the L2WorldRegion object's and of its surrounding L2WorldRegion.
   */
  public static List<L2Object> getVisibleObjects(L2Object object) {
    L2WorldRegion reg = object.getWorldRegion();
    if (reg == null) return null;

    // Create an FastList in order to contain all visible L2Object
    List<L2Object> result = new ArrayList<>();

    // Go through the FastList of region
    for (L2WorldRegion regi : reg.getSurroundingRegions()) {
      // Go through visible objects of the selected region
      Collection<L2Object> vObj = regi.getVisibleObjects().values();
      for (L2Object _object : vObj) {
        if (_object == null || _object.equals(object)) continue; // skip our own character

        if (!_object.isVisible()) continue; // skip dying objects

        result.add(_object);
      }
    }

    return result;
  }