Public Repository for the Magicbane Shadowbane Emulator
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package engine.objects;
import engine.Enum;
import engine.Enum.PortalType;
import engine.InterestManagement.WorldGrid;
import engine.gameManager.ConfigManager;
import engine.job.JobScheduler;
import engine.jobs.CloseGateJob;
import engine.math.Vector3fImmutable;
import engine.server.MBServerStatics;
import java.util.HashSet;
/* A Runegate object holds an array of these
* portals. This class controls their triggers
* and visual effects.
*/
public class Portal {
private boolean active;
public Enum.PortalType portalType;
public Building sourceGate;
public Building targetGate;
public final Vector3fImmutable portalLocation;
private long lastActive = 0;
public Portal(Building sourceGate, PortalType portalType, Building targetGate) {
this.active = false;
this.sourceGate = sourceGate;
this.targetGate = targetGate;
this.portalType = portalType;
this.portalLocation = sourceGate.getLoc().add(new Vector3fImmutable(portalType.offset.x, 6, portalType.offset.y));
}
public boolean isActive() {
return this.active;
}
public void deactivate() {
// Remove effect bit from the runegate building, which turns off this
// portal type's particle effect
sourceGate.removeEffectBit(portalType.effectFlag);
this.active = false;
sourceGate.updateEffects();
}
public void activate(boolean autoClose) {
Building sourceBuilding;
// Apply effect bit to the runegate building, which turns on this
// portal type's particle effect
sourceGate.addEffectBit(portalType.effectFlag);
this.lastActive = System.currentTimeMillis();
this.active = true;
// Do not update effects at bootstrap as it
// tries to send a dispatch.
if (ConfigManager.worldServer.isRunning == true)
sourceGate.updateEffects();
if (autoClose == true) {
CloseGateJob cgj = new CloseGateJob(sourceGate, portalType);
JobScheduler.getInstance().scheduleJob(cgj, MBServerStatics.RUNEGATE_CLOSE_TIME);
}
}
public void collide() {
HashSet<AbstractWorldObject> playerList;
playerList = WorldGrid.getObjectsInRangePartial(this.portalLocation, 2, MBServerStatics.MASK_PLAYER);
if (playerList.isEmpty())
return;
for (AbstractWorldObject player : playerList) {
onEnter((PlayerCharacter) player);
}
}
public void onEnter(PlayerCharacter player) {
if (player.getTimeStamp("lastMoveGate") < this.lastActive)
return;
player.teleport(targetGate.getLoc());
player.setSafeMode();
}
/**
* @return the portalLocation
*/
public Vector3fImmutable getPortalLocation() {
return portalLocation;
}
}