Пример #1
0
  /**
   * Do the obstruction check of a tile. So this means that all tiles are hidden in case there is a
   * tile above them and they are fully invisible anyway. Tiles below the level of the player are
   * removed, since they won't be displayed ever anyway. The tiles at or above the players location
   * are possibly shown in case the char steps into a building or something.
   *
   * @param tile the tile that is checked
   * @param key the location key of the checked tile
   * @return <code>true</code> in case the tile got removed
   */
  private boolean checkObstruction(final MapTile tile, final long key) {
    final Location playerLoc = World.getPlayer().getLocation();
    final Location tileLoc = tile.getLocation();

    final int topLimit = playerLoc.getScZ() + 2;

    int currX = tileLoc.getScX();
    int currY = tileLoc.getScY();
    int currZ = tileLoc.getScZ();

    while (currZ < topLimit) {
      currX -= MapDisplayManager.TILE_PERSPECTIVE_OFFSET;
      currY += MapDisplayManager.TILE_PERSPECTIVE_OFFSET;
      currZ++;

      final boolean remove = (currZ < (topLimit - 2));
      final MapTile foundTile = parent.getMapAt(currX, currY, currZ);

      if ((foundTile != null) && foundTile.isOpaque() && !foundTile.isHidden()) {
        if (remove) {
          parent.removeTile(key);
          return true;
        }
        tile.setObstructed(true);
        return false;
      }
    }
    if (tile.isObstructed()) {
      tile.setObstructed(false);
      addAllBelow(tileLoc, playerLoc.getScZ() - 2);
    }
    return false;
  }
Пример #2
0
  /**
   * Search all surrounding tiles and the tile below and look for a tile that is currently hidden.
   *
   * @param searchLoc the location where the search starts
   * @return <code>true</code> in case a hidden tile was found
   */
  private boolean searchHiddenNeighbour(final Location searchLoc) {
    for (int x = -1; x < 2; x++) {
      for (int y = -1; y < 2; y++) {
        if ((x == 0) && (y == 0)) {
          continue;
        }
        final MapTile foundTile =
            parent.getMapAt(searchLoc.getScX() + x, searchLoc.getScY() + y, searchLoc.getScZ());
        if ((foundTile != null) && foundTile.isHidden()) {
          return true;
        }
      }
    }

    MapTile foundTile =
        parent.getMapAt(searchLoc.getScX(), searchLoc.getScY(), searchLoc.getScZ() + 1);
    if ((foundTile != null) && foundTile.isHidden()) {
      return true;
    }

    foundTile = parent.getMapAt(searchLoc.getScX(), searchLoc.getScY(), searchLoc.getScZ() - 1);

    return (foundTile != null) && foundTile.isHidden();
  }
Пример #3
0
  /**
   * Check if the tile needs to be hidden because the player is inside a cave or a house or
   * something like this.
   *
   * @param tile the tile that is checked
   * @param key the location key of the checked tile
   * @return <code>true</code> in case the tile was handled
   */
  @SuppressWarnings("nls")
  private boolean checkHidden(final MapTile tile, final long key) {
    final Location playerLoc = World.getPlayer().getLocation();
    final Location tileLoc = tile.getLocation();

    if ((playerLoc == null) || (tileLoc == null)) {
      // something is very wrong. Put this entry back into the unchecked
      // list and try it again later.
      reportUnchecked(key);
      return true;
    }

    /*
     * And now we start with the inside check. In case the tile is below the
     * level of the player its never hidden for sure.
     */
    if (tileLoc.getScZ() <= playerLoc.getScZ()) {
      if (tile.isHidden()) {
        tile.setHidden(false);
        addAllBelow(tileLoc, playerLoc.getScZ() - 2);
        addAllNeighbours(tileLoc);
      }
      return true;
    }

    /*
     * Now generate the index in the list of inside states and check if the
     * tile is on a level that is hidden or not. If the tile is on such a
     * level it does not mean for sure that it really needs to be hidden.
     */
    final int insideIndex = tileLoc.getScZ() - playerLoc.getScZ() - 1;

    if ((insideIndex < 0) || (insideIndex > 1)) {
      LOGGER.warn("Invalid inside index: " + insideIndex);
      return true;
    }

    /*
     * Tile is not on a inside level. In case its hidden, show it again.
     */
    if (!insideStates[insideIndex]) {
      if (tile.isHidden()) {
        tile.setHidden(false);
        addAllBelow(tileLoc, playerLoc.getScZ() - 2);
        addAllAbove(tileLoc, playerLoc.getScZ() + 2);
        addAllNeighbours(tileLoc);
      }
      return true;
    }

    /*
     * Now check if the tile is directly above the player. In this case it
     * needs to be hidden.
     */
    if ((tileLoc.getScX() == playerLoc.getScX())
        && (tileLoc.getScY() == playerLoc.getScY())
        && (tileLoc.getScZ() > playerLoc.getScZ())
        && !tile.isHidden()) {
      tile.setHidden(true);
      addAllBelow(tileLoc, playerLoc.getScZ() - 2);
      addAllAbove(tileLoc, playerLoc.getScZ() + 2);
      addAllNeighbours(tileLoc);
      return true;
    }

    if (!tile.isHidden() && searchHiddenNeighbour(tileLoc)) {
      tile.setHidden(true);
      addAllBelow(tileLoc, playerLoc.getScZ() - 2);
      addAllAbove(tileLoc, playerLoc.getScZ() + 2);
      addAllNeighbours(tileLoc);
      return true;
    }

    return false;
  }