Public Repository for the Magicbane Shadowbane Emulator
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

393 lines
13 KiB

// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.gameManager;
import engine.Enum;
import engine.exception.MsgSendException;
import engine.net.Dispatch;
import engine.net.DispatchMessage;
import engine.net.client.ClientConnection;
import engine.net.client.msg.UpdateGoldMsg;
import engine.net.client.msg.group.GroupUpdateMsg;
import engine.objects.*;
import engine.server.MBServerStatics;
import org.pmw.tinylog.Logger;
import java.util.ArrayList;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
public enum GroupManager {
GROUPMANAGER;
// used for quick lookup of groups by the ID of the group sent in the msg
private static final ConcurrentHashMap<Integer, Group> groupsByID = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_HIGH);
// an index for playercharacters to group membership
private static final ConcurrentHashMap<AbstractCharacter, Group> groupsByAC = new ConcurrentHashMap<>(MBServerStatics.CHM_INIT_CAP, MBServerStatics.CHM_LOAD, MBServerStatics.CHM_THREAD_HIGH);
private static int groupCount = 0;
/*
* Class Implementation
*/
public static void removeFromGroups(AbstractCharacter ac) {
Group gr = null;
synchronized (GroupManager.groupsByAC) {
gr = GroupManager.groupsByAC.remove(ac);
}
}
public static void LeaveGroup(ClientConnection origin) throws MsgSendException {
PlayerCharacter source = SessionManager.getPlayerCharacter(origin);
LeaveGroup(source);
}
public static void LeaveGroup(PlayerCharacter source) throws MsgSendException {
if (source == null)
return;
Group group = GroupManager.groupsByAC.get(source);
if (group == null) // source is not in a group
return;
// Cleanup group window for player quiting
GroupUpdateMsg groupUpdateMsg = new GroupUpdateMsg();
groupUpdateMsg.setGroup(group);
groupUpdateMsg.setPlayer(source);
groupUpdateMsg.setMessageType(3);
Set<PlayerCharacter> groupMembers = group.getMembers();
for (PlayerCharacter groupMember : groupMembers) {
if (groupMember == null)
continue;
groupUpdateMsg = new GroupUpdateMsg();
groupUpdateMsg.setGroup(group);
groupUpdateMsg.setPlayer(source);
groupUpdateMsg.setMessageType(3);
groupUpdateMsg.setPlayer(groupMember);
Dispatch dispatch = Dispatch.borrow(source, groupUpdateMsg);
DispatchMessage.dispatchMsgDispatch(dispatch, engine.Enum.DispatchChannel.SECONDARY);
}
// Remove from group
int size = group.removeGroupMember(source);
// remove from the group -> ac mapping list
GroupManager.groupsByAC.remove(source);
if (size == 0) {
GroupManager.deleteGroup(group);
return; // group empty so cleanup group and we're done
}
// set new group lead if needed
if (group.getGroupLead() == source) {
PlayerCharacter newLead = group.getMembers().iterator().next();
group.setGroupLead(newLead.getObjectUUID());
groupUpdateMsg = new GroupUpdateMsg();
groupUpdateMsg.setGroup(group);
groupUpdateMsg.setPlayer(newLead);
groupUpdateMsg.addPlayer(source);
groupUpdateMsg.setMessageType(2);
group.sendUpdate(groupUpdateMsg);
// Disable Formation
newLead.setFollow(false);
groupUpdateMsg = new GroupUpdateMsg();
groupUpdateMsg.setGroup(group);
groupUpdateMsg.setPlayer(newLead);
groupUpdateMsg.setMessageType(8);
group.sendUpdate(groupUpdateMsg);
}
//send message to group
PlayerCharacter pc = group.getGroupLead();
//Fixed
String text = source.getFirstName() + " has left the group.";
ChatManager.chatGroupInfo(pc, text);
// cleanup other group members screens
groupUpdateMsg = new GroupUpdateMsg();
groupUpdateMsg.setGroup(group);
groupUpdateMsg.setPlayer(source);
groupUpdateMsg.setMessageType(3);
group.sendUpdate(groupUpdateMsg);
}
//This updates health/stamina/mana and loc of all players in group
public static void RefreshWholeGroupList(PlayerCharacter source, ClientConnection origin, Group gexp) {
if (source == null || origin == null)
return;
Group group = GroupManager.groupsByAC.get(source);
if (group == null)
return;
if (gexp.getObjectUUID() != group.getObjectUUID())
return;
Set<PlayerCharacter> groupMembers = group.getMembers();
if (groupMembers.size() < 2)
return;
// Send all group members health/mana/stamina/loc.
for (PlayerCharacter groupMember : groupMembers) {
if (groupMember == null)
continue;
GroupUpdateMsg gum = new GroupUpdateMsg(5, 1, groupMembers, group);
gum.setPlayerUUID(groupMember.getObjectUUID());
Dispatch dispatch = Dispatch.borrow(groupMember, gum);
DispatchMessage.dispatchMsgDispatch(dispatch, Enum.DispatchChannel.SECONDARY);
}
}
public static void RefreshMyGroupList(PlayerCharacter source, ClientConnection origin) {
if (source == null || origin == null)
return;
Group group = GroupManager.groupsByAC.get(source);
if (group == null)
return;
Set<PlayerCharacter> members = group.getMembers();
// Send all group members to player added
for (PlayerCharacter groupMember : members) {
if (groupMember == null)
continue;
GroupUpdateMsg gum = new GroupUpdateMsg();
gum.setGroup(group);
gum.setMessageType(1);
gum.setPlayer(groupMember);
Dispatch dispatch = Dispatch.borrow(groupMember, gum);
DispatchMessage.dispatchMsgDispatch(dispatch, engine.Enum.DispatchChannel.SECONDARY);
}
}
public static void RefreshMyGroupListSinglePlayer(PlayerCharacter source, ClientConnection origin, PlayerCharacter playerToRefresh) {
// send msg type 1 to the source player on this connection to update the group
// list stats for the player that has just been loaded
if (source == null || origin == null || playerToRefresh == null)
return;
Group group = GroupManager.groupsByAC.get(source);
if (group == null)
return;
// only send if the 2 players are in the same group
if (group != GroupManager.groupsByAC.get(playerToRefresh))
return;
GroupUpdateMsg gum = new GroupUpdateMsg();
gum.setGroup(group);
gum.setMessageType(1);
gum.setPlayer(playerToRefresh);
Dispatch dispatch = Dispatch.borrow(source, gum);
DispatchMessage.dispatchMsgDispatch(dispatch, engine.Enum.DispatchChannel.SECONDARY);
}
public static void RefreshOthersGroupList(PlayerCharacter source) {
// refresh my stats on everyone elses group list
if (source == null)
return;
Group group = GroupManager.groupsByAC.get(source);
if (group == null)
return;
//construct message
GroupUpdateMsg gim = new GroupUpdateMsg();
gim.setGroup(group);
gim.setMessageType(1);
gim.setPlayer(source);
group.sendUpdate(gim);
}
public static int incrGroupCount() {
GroupManager.groupCount++;
return GroupManager.groupCount;
}
public static boolean deleteGroup(Group g) {
// remove all players from the mapping
Set<PlayerCharacter> members = g.getMembers();
for (PlayerCharacter pc : members) {
if (pc != null) {
GroupManager.removeFromGroups(pc);
}
}
// remove the group ID from the list
GroupManager.groupsByID.remove(g.getObjectUUID());
g.clearMembers();
g.removeUpdateGroupJob();
return true;
}
public static Group addNewGroup(Group group) {
PlayerCharacter pc = group.getGroupLead();
GroupManager.addGroup(group);
if (pc != null) {
GroupManager.addPlayerGroupMapping(pc, group);
return group;
}
return null;
}
private static Group addGroup(Group group) {
if (GroupManager.groupsByID.containsKey(group.getObjectUUID())) {
return null;
}
GroupManager.groupsByID.put(group.getObjectUUID(), group);
return group;
}
public static Group getGroup(int groupID) {
return GroupManager.groupsByID.get(groupID);
}
public static Group getGroup(PlayerCharacter pc) {
return GroupManager.groupsByAC.get(pc);
}
public static void addPlayerGroupMapping(PlayerCharacter pc, Group grp) {
GroupManager.groupsByAC.put(pc, grp);
}
public static boolean goldSplit(PlayerCharacter pc, Item item, ClientConnection origin, AbstractWorldObject tar) {
if (item == null || pc == null || tar == null || item.getItemBase() == null) {
Logger.error( "null something");
return false;
}
if (item.getItemBase().getUUID() != 7) //only split goldItem
return false;
Group group = getGroup(pc);
if (group == null || !group.getSplitGold()) //make sure player is grouped and split is on
return false;
ArrayList<PlayerCharacter> playersSplit = new ArrayList<>();
//get group members
for (PlayerCharacter groupMember: group.getMembers()){
if (pc.getLoc().distanceSquared2D(groupMember.getLoc()) > MBServerStatics.CHARACTER_LOAD_RANGE * MBServerStatics.CHARACTER_LOAD_RANGE)
continue;
if (!groupMember.isAlive())
continue;
playersSplit.add(groupMember);
}
//make sure more then one group member in loot range
int size = playersSplit.size();
if (size < 2)
return false;
int total = item.getNumOfItems();
int amount = total / size;
int dif = total - (size * amount);
if (AbstractWorldObject.IsAbstractCharacter(tar)) {
}
else if (tar.getObjectType().equals(Enum.GameObjectType.Corpse)) {
Corpse corpse = (Corpse) tar;
corpse.getInventory().remove(item);
}
else {
Logger.error("target not corpse or character");
return false;
}
if (item.getObjectType() == Enum.GameObjectType.MobLoot){
if (tar.getObjectType() == Enum.GameObjectType.Mob){
((Mob)tar).getCharItemManager().delete(item);
}else
item.setNumOfItems(0);
}else
item.setNumOfItems(0);
for (PlayerCharacter splitPlayer : playersSplit) {
int amt = (group.isGroupLead(splitPlayer)) ? (amount + dif) : amount;
if (amt > 0)
splitPlayer.getCharItemManager().addGoldToInventory(amt, false);
}
for (PlayerCharacter splitPlayer : playersSplit) {
UpdateGoldMsg ugm = new UpdateGoldMsg(splitPlayer);
ugm.configure();
Dispatch dispatch = Dispatch.borrow(splitPlayer, ugm);
DispatchMessage.dispatchMsgDispatch(dispatch, Enum.DispatchChannel.SECONDARY);
}
UpdateGoldMsg updateTargetGold = new UpdateGoldMsg(tar);
updateTargetGold.configure();
DispatchMessage.dispatchMsgToInterestArea(tar, updateTargetGold, Enum.DispatchChannel.SECONDARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
// //TODO send group split message
String text = "Group Split: " + amount;
ChatManager.chatGroupInfo(pc, text);
return true;
}
}