/* * This program is free software: you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later * version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see . */ package com.l2jserver.gameserver.instancemanager; import com.l2jserver.gameserver.datatables.MapRegionTable; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.entity.Castle; import com.l2jserver.gameserver.model.zone.L2ZoneType; import com.l2jserver.gameserver.model.zone.type.L2TownZone; public class TownManager { // private static final Logger _log = Logger.getLogger(TownManager.class.getName()); // ========================================================= // Property - Public public final static L2TownZone getClosestTown(L2Object activeObject) { switch (MapRegionTable.getInstance().getMapRegion(activeObject.getPosition().getX(), activeObject.getPosition().getY())) { case 0: return getTown(2); // TI case 1: return getTown(3); // Elven case 2: return getTown(1); // DE case 3: return getTown(4); // Orc case 4: return getTown(6); // Dwarven case 5: return getTown(7); // Gludio case 6: return getTown(5); // Gludin case 7: return getTown(8); // Dion case 8: return getTown(9); // Giran case 9: return getTown(10); // Oren case 10: return getTown(12); // Aden case 11: return getTown(11); // HV case 12: return getTown(9); // Giran Harbour case 13: return getTown(15); // Heine case 14: return getTown(14); // Rune case 15: return getTown(13); // Goddard case 16: return getTown(17); // Schuttgart case 17: return getTown(16); // Floran case 18: return getTown(19); // Primeval Isle case 19: return getTown(20); // Kamael Village case 20: return getTown(21); // South of Wastelands Camp case 21: return getTown(22); // Fantasy Island case 22: return getTown(23); // Neutral Zone case 23: return getTown(24);// Coliseum case 24: return getTown(25);// GM Consultation service case 25: return getTown(26);// Dimensional Gap case 26: return getTown(27);// Cemetery of the Empire case 27: return getTown(28);// inside the Steel Citadel case 28: return getTown(29);// Steel Citadel Resistance case 29: return getTown(30);// Inside Kamaloka case 30: return getTown(31);// Inside Nia Kamaloka case 31: return getTown(32);// Inside Rim Kamaloka case 32: return getTown(33);// near the Keucereus clan association location case 33: return getTown(34);// inside the Seed of Infinity case 34: return getTown(35);// outside the Seed of Infinity case 35: return getTown(36);// inside Aerial Cleft } return getTown(16); // Default to floran } public final static L2TownZone getSecondClosestTown(L2Object activeObject) { switch (MapRegionTable.getInstance().getMapRegion(activeObject.getPosition().getX(), activeObject.getPosition().getY())) { case 0: return getTown(5); // TI case 1: return getTown(5); // Elven case 2: return getTown(5); // DE case 3: return getTown(4); // Orc case 4: return getTown(6); // Dwarven case 5: return getTown(5); // Gludio case 6: return getTown(5); // Gludin case 7: return getTown(7); // Dion case 8: return getTown(11); // Giran case 9: return getTown(11); // Oren case 10: return getTown(11); // Aden case 11: return getTown(11); // HV case 12: return getTown(16); // Giran Harbour case 13: return getTown(16); // Heine case 14: return getTown(13); // Rune case 15: return getTown(12); // Goddard case 16: return getTown(6); // Schuttgart case 17: return getTown(16); // Floran case 18: return getTown(19); // Primeval Isle case 19: return getTown(20); // Kamael Village case 20: return getTown(21); // South of Wastelands Camp case 21: return getTown(22); // Fantasy Island case 22: return getTown(23); // Neutral Zone case 23: return getTown(24);// Coliseum case 24: return getTown(25);// GM Consultation service case 25: return getTown(26);// Dimensional Gap case 26: return getTown(27);// Cemetery of the Empire case 27: return getTown(28);// inside the Steel Citadel case 28: return getTown(29);// Steel Citadel Resistance case 29: return getTown(30);// Inside Kamaloka case 30: return getTown(31);// Inside Nia Kamaloka case 31: return getTown(32);// Inside Rim Kamaloka case 32: return getTown(33);// near the Keucereus clan association location case 33: return getTown(34);// inside the Seed of Infinity case 34: return getTown(35);// outside the Seed of Infinity case 35: return getTown(36);// inside Aerial Cleft } return getTown(16); // Default to floran } public final static int getClosestLocation(L2Object activeObject) { switch (MapRegionTable.getInstance().getMapRegion(activeObject.getPosition().getX(), activeObject.getPosition().getY())) { case 0: return 1; // TI case 1: return 4; // Elven case 2: return 3; // DE case 3: return 9; // Orc case 4: return 9; // Dwarven case 5: return 2; // Gludio case 6: return 2; // Gludin case 7: return 5; // Dion case 8: return 6; // Giran case 9: return 10; // Oren case 10: return 13; // Aden case 11: return 11; // HV case 12: return 6; // Giran Harbour case 13: return 12; // Heine case 14: return 14; // Rune case 15: return 15; // Goddard case 16: return 9; // Schuttgart /* * case 17: return getTown(16); // Floran case 18: return getTown(19); //Primeval Isle case 19: return getTown(20); //Kamael Village case 20: return getTown(21); //South of Wastelands Camp case 21: return getTown(22); //Fantasy Island case 22: return 7; //Neutral Zone case 23: return * getTown(24);//Coliseum case 24: return getTown(25);//GM Consultation service case 25: return getTown(26);//Dimensional Gap case 26: return getTown(27);//Cemetery of the Empire case 27: return getTown(28);//inside the Steel Citadel case 28: return getTown(29);//Steel Citadel * Resistance case 29: return getTown(30);//Inside Kamaloka case 30: return getTown(31);//Inside Nia Kamaloka case 31: return getTown(32);//Inside Rim Kamaloka case 32: return getTown(33);//near the Keucereus clan association location case 33: return getTown(34);//inside the Seed of * Infinity case 34: return getTown(35);//outside the Seed of Infinity case 35: return getTown(36);//inside Aerial Cleft */ } return 0; } public final static boolean townHasCastleInSiege(int townId) { // int[] castleidarray = {0,0,0,0,0,0,0,1,2,3,4,0,5,0,0,6,0}; int[] castleidarray = { 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 0, 5, 7, 8, 6, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; int castleIndex = castleidarray[townId]; if (castleIndex > 0) { Castle castle = CastleManager.getInstance().getCastles().get(CastleManager.getInstance().getCastleIndex(castleIndex)); if (castle != null) { return castle.getSiege().getIsInProgress(); } } return false; } public final static boolean townHasCastleInSiege(int x, int y) { int curtown = (MapRegionTable.getInstance().getMapRegion(x, y)); // int[] castleidarray = {0,0,0,0,0,1,0,2,3,4,5,0,0,6,0,0,0,0}; int[] castleidarray = { 0, 0, 0, 0, 0, 1, 0, 2, 3, 4, 5, 0, 0, 6, 8, 7, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // find an instance of the castle for this town. int castleIndex = castleidarray[curtown]; if (castleIndex > 0) { Castle castle = CastleManager.getInstance().getCastles().get(CastleManager.getInstance().getCastleIndex(castleIndex)); if (castle != null) { return castle.getSiege().getIsInProgress(); } } return false; } public final static L2TownZone getTown(int townId) { for (L2TownZone temp : ZoneManager.getInstance().getAllZones(L2TownZone.class)) { if (temp.getTownId() == townId) { return temp; } } return null; } /** * Returns the town at that position (if any) * @param x * @param y * @param z * @return */ public final static L2TownZone getTown(int x, int y, int z) { for (L2ZoneType temp : ZoneManager.getInstance().getZones(x, y, z)) { if (temp instanceof L2TownZone) { return (L2TownZone) temp; } } return null; } }