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Created February 22, 2014 19:27
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Zenvera HousePlacement.cs
using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Guilds;
using Server.Items;
using Server.Misc;
using Server.Regions;
using Server.Spells;
namespace Server.Multis
{
public enum HousePlacementResult
{
Valid,
BadRegion,
BadLand,
BadStatic,
BadItem,
NoSurface,
BadRegionHidden,
BadRegionTemp,
InvalidCastleKeep,
BadRegionRaffle
}
public class HousePlacement
{
private const int YardSize = 5;
// Any land tile which matches one of these ID numbers is considered a road and cannot be placed over.
private static int[] m_RoadIDs = new int[]
{
0x071, 0x08C,
0x0E8, 0x0EB,
0x14C, 0x14F,
0x161, 0x174,
0x1F0, 0x1F3,
0x26E, 0x279,
0x27E, 0x281,
0x324, 0x3AC,
0x547, 0x556,
0x597, 0x5A6,
0x637, 0x63A,
0x7AE, 0x7B1,
0x442, 0x479, // Sand stones
0x501, 0x510, // Sand stones
0x009, 0x015, // Furrows
0x150, 0x15C // Furrows
};
public static HousePlacementResult Check( Mobile from, int multiID, Point3D center, out ArrayList toMove )
{
// If this spot is considered valid, every item and mobile in this list will be moved under the house sign
toMove = new ArrayList();
Map map = from.Map;
if ( map == null || map == Map.Internal )
return HousePlacementResult.BadLand; // A house cannot go here
if ( from.AccessLevel >= AccessLevel.GameMaster )
return HousePlacementResult.Valid; // Staff can place anywhere
if ( map == Map.Ilshenar || SpellHelper.IsFeluccaT2A( map, center ) )
return HousePlacementResult.BadRegion; // No houses in Ilshenar/T2A
if ( map == Map.Malas && ( multiID == 0x007C || multiID == 0x007E ) )
return HousePlacementResult.InvalidCastleKeep;
NoHousingRegion noHousingRegion = (NoHousingRegion) Region.Find( center, map ).GetRegion( typeof( NoHousingRegion ) );
if ( noHousingRegion != null )
return HousePlacementResult.BadRegion;
// This holds data describing the internal structure of the house
MultiComponentList mcl = MultiData.GetComponents( multiID );
if ( multiID >= 0x13EC && multiID < 0x1D00 )
HouseFoundation.AddStairsTo( ref mcl ); // this is a AOS house, add the stairs
// Location of the nortwest-most corner of the house
Point3D start = new Point3D( center.X + mcl.Min.X, center.Y + mcl.Min.Y, center.Z );
// These are storage lists. They hold items and mobiles found in the map for further processing
List<Item> items = new List<Item>();
List<Mobile> mobiles = new List<Mobile>();
// These are also storage lists. They hold location values indicating the yard and border locations.
List<Point2D> yard = new List<Point2D>(), borders = new List<Point2D>();
/* RULES:
*
* 1) All tiles which are around the -outside- of the foundation must not have anything impassable.
* 2) No impassable object or land tile may come in direct contact with any part of the house.
* 3) Five tiles from the front and back of the house must be completely clear of all house tiles.
* 4) The foundation must rest flatly on a surface. Any bumps around the foundation are not allowed.
* 5) No foundation tile may reside over terrain which is viewed as a road.
*/
for ( int x = 0; x < mcl.Width; ++x )
{
for ( int y = 0; y < mcl.Height; ++y )
{
int tileX = start.X + x;
int tileY = start.Y + y;
StaticTile[] addTiles = mcl.Tiles[x][y];
if ( addTiles.Length == 0 )
continue; // There are no tiles here, continue checking somewhere else
Point3D testPoint = new Point3D( tileX, tileY, center.Z );
Region reg = Region.Find( testPoint, map );
if ( !reg.AllowHousing( from, testPoint ) ) // Cannot place houses in dungeons, towns, treasure map areas etc
{
if ( reg.IsPartOf( typeof( TempNoHousingRegion ) ) )
return HousePlacementResult.BadRegionTemp;
if ( reg.IsPartOf( typeof( TreasureRegion ) ) || reg.IsPartOf( typeof( HouseRegion ) ) )
return HousePlacementResult.BadRegionHidden;
if ( reg.IsPartOf( typeof( HouseRaffleRegion ) ) )
return HousePlacementResult.BadRegionRaffle;
return HousePlacementResult.BadRegion;
}
LandTile landTile = map.Tiles.GetLandTile( tileX, tileY );
int landID = landTile.ID & TileData.MaxLandValue;
StaticTile[] oldTiles = map.Tiles.GetStaticTiles( tileX, tileY, true );
Sector sector = map.GetSector( tileX, tileY );
items.Clear();
for ( int i = 0; i < sector.Items.Count; ++i )
{
Item item = sector.Items[i];
if ( item.Visible && item.X == tileX && item.Y == tileY )
items.Add( item );
}
mobiles.Clear();
for ( int i = 0; i < sector.Mobiles.Count; ++i )
{
Mobile m = sector.Mobiles[i];
if ( m.X == tileX && m.Y == tileY )
mobiles.Add( m );
}
int landStartZ = 0, landAvgZ = 0, landTopZ = 0;
map.GetAverageZ( tileX, tileY, ref landStartZ, ref landAvgZ, ref landTopZ );
bool hasFoundation = false;
for ( int i = 0; i < addTiles.Length; ++i )
{
StaticTile addTile = addTiles[i];
if ( addTile.ID == 0x1 ) // Nodraw
continue;
TileFlag addTileFlags = TileData.ItemTable[addTile.ID & TileData.MaxItemValue].Flags;
bool isFoundation = ( addTile.Z == 0 && (addTileFlags & TileFlag.Wall) != 0 );
bool hasSurface = false;
if ( isFoundation )
hasFoundation = true;
int addTileZ = center.Z + addTile.Z;
int addTileTop = addTileZ + addTile.Height;
if ( (addTileFlags & TileFlag.Surface) != 0 )
addTileTop += 16;
if ( addTileTop > landStartZ && landAvgZ > addTileZ )
return HousePlacementResult.BadLand; // Broke rule #2
if ( isFoundation && ((TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) == 0) && landAvgZ == center.Z )
hasSurface = true;
for ( int j = 0; j < oldTiles.Length; ++j )
{
StaticTile oldTile = oldTiles[j];
ItemData id = TileData.ItemTable[oldTile.ID & TileData.MaxItemValue];
if ( (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)) && addTileTop > oldTile.Z && (oldTile.Z + id.CalcHeight) > addTileZ )
return HousePlacementResult.BadStatic; // Broke rule #2
/*else if ( isFoundation && !hasSurface && (id.Flags & TileFlag.Surface) != 0 && (oldTile.Z + id.CalcHeight) == center.Z )
hasSurface = true;*/
}
for ( int j = 0; j < items.Count; ++j )
{
Item item = items[j];
ItemData id = item.ItemData;
if ( item.Movable /*|| ( item is Guildstone )*/ )
{
//toMove.Add( item );
return HousePlacementResult.BadItem; // Broke new rule: no placing on items (plots must be cleared).
}
else if ( addTileTop > item.Z && (item.Z + id.CalcHeight) > addTileZ )
{
if ( (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)) )
return HousePlacementResult.BadItem; // Broke rule #2
}
/*else if ( isFoundation && !hasSurface && (id.Flags & TileFlag.Surface) != 0 && (item.Z + id.CalcHeight) == center.Z )
{
hasSurface = true;
}*/
}
if ( isFoundation && !hasSurface )
return HousePlacementResult.NoSurface; // Broke rule #4
for ( int j = 0; j < mobiles.Count; ++j )
{
Mobile m = mobiles[j];
if ( addTileTop > m.Z && (m.Z + 16) > addTileZ )
toMove.Add( m );
}
}
for ( int i = 0; i < m_RoadIDs.Length; i += 2 )
{
if ( landID >= m_RoadIDs[i] && landID <= m_RoadIDs[i + 1] )
return HousePlacementResult.BadLand; // Broke rule #5
}
if ( hasFoundation )
{
for ( int xOffset = -1; xOffset <= 1; ++xOffset )
{
for ( int yOffset = -YardSize; yOffset <= YardSize; ++yOffset )
{
Point2D yardPoint = new Point2D( tileX + xOffset, tileY + yOffset );
if ( !yard.Contains( yardPoint ) )
yard.Add( yardPoint );
}
}
for ( int xOffset = -1; xOffset <= 1; ++xOffset )
{
for ( int yOffset = -1; yOffset <= 1; ++yOffset )
{
if ( xOffset == 0 && yOffset == 0 )
continue;
// To ease this rule, we will not add to the border list if the tile here is under a base floor (z<=8)
int vx = x + xOffset;
int vy = y + yOffset;
if ( vx >= 0 && vx < mcl.Width && vy >= 0 && vy < mcl.Height )
{
StaticTile[] breakTiles = mcl.Tiles[vx][vy];
bool shouldBreak = false;
for ( int i = 0; !shouldBreak && i < breakTiles.Length; ++i )
{
StaticTile breakTile = breakTiles[i];
if ( breakTile.Height == 0 && breakTile.Z <= 8 && TileData.ItemTable[breakTile.ID & TileData.MaxItemValue].Surface )
shouldBreak = true;
}
if ( shouldBreak )
continue;
}
Point2D borderPoint = new Point2D( tileX + xOffset, tileY + yOffset );
if ( !borders.Contains( borderPoint ) )
borders.Add( borderPoint );
}
}
}
}
}
for ( int i = 0; i < borders.Count; ++i )
{
Point2D borderPoint = borders[i];
LandTile landTile = map.Tiles.GetLandTile( borderPoint.X, borderPoint.Y );
int landID = landTile.ID & TileData.MaxLandValue;
if ( (TileData.LandTable[landID].Flags & TileFlag.Impassable) != 0 )
return HousePlacementResult.BadLand;
for ( int j = 0; j < m_RoadIDs.Length; j += 2 )
{
if ( landID >= m_RoadIDs[j] && landID <= m_RoadIDs[j + 1] )
return HousePlacementResult.BadLand; // Broke rule #5
}
StaticTile[] tiles = map.Tiles.GetStaticTiles( borderPoint.X, borderPoint.Y, true );
for ( int j = 0; j < tiles.Length; ++j )
{
StaticTile tile = tiles[j];
ItemData id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if ( id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (tile.Z + id.CalcHeight) > (center.Z + 2)) )
return HousePlacementResult.BadStatic; // Broke rule #1
}
Sector sector = map.GetSector( borderPoint.X, borderPoint.Y );
List<Item> sectorItems = sector.Items;
for ( int j = 0; j < sectorItems.Count; ++j )
{
Item item = sectorItems[j];
if ( item.X != borderPoint.X || item.Y != borderPoint.Y /*|| item.Movable*/ )
continue;
ItemData id = item.ItemData;
if ( item.Movable || id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (item.Z + id.CalcHeight) > (center.Z + 2)) )
return HousePlacementResult.BadItem; // Broke rule #1
}
}
List<Sector> _sectors = new List<Sector>();
List<BaseHouse> _houses = new List<BaseHouse>();
for ( int i = 0; i < yard.Count; i++ ) {
Sector sector = map.GetSector( yard[i] );
if ( !_sectors.Contains( sector ) ) {
_sectors.Add( sector );
if ( sector.Multis != null ) {
for ( int j = 0; j < sector.Multis.Count; j++ ) {
if ( sector.Multis[j] is BaseHouse ) {
BaseHouse _house = (BaseHouse)sector.Multis[j];
if ( !_houses.Contains( _house ) ) {
_houses.Add( _house );
}
}
}
}
}
}
for ( int i = 0; i < yard.Count; ++i )
{
foreach ( BaseHouse b in _houses ) {
if ( b.Contains( yard[i] ) )
return HousePlacementResult.BadStatic; // Broke rule #3
}
/*Point2D yardPoint = yard[i];
IPooledEnumerable eable = map.GetMultiTilesAt( yardPoint.X, yardPoint.Y );
foreach ( StaticTile[] tile in eable )
{
for ( int j = 0; j < tile.Length; ++j )
{
if ( (TileData.ItemTable[tile[j].ID & TileData.MaxItemValue].Flags & (TileFlag.Impassable | TileFlag.Surface)) != 0 )
{
eable.Free();
return HousePlacementResult.BadStatic; // Broke rule #3
}
}
}
eable.Free();*/
}
return HousePlacementResult.Valid;
}
}
}
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