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package engine.gameManager;
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import engine.objects.*;
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import engine.powers.EffectsBase;
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import org.pmw.tinylog.Logger;
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import java.util.ArrayList;
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import java.util.HashMap;
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public enum NPCManager {
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NPC_MANAGER;
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public static HashMap<Integer, ArrayList<EquipmentSetEntry>> _equipmentSetMap = new HashMap<>();
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public static HashMap<Integer, ArrayList<Integer>> _runeSetMap = new HashMap<>();
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public static HashMap<Integer, ArrayList<BootySetEntry>> _bootySetMap = new HashMap<>();
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public static void LoadAllEquipmentSets() {
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_equipmentSetMap = DbManager.ItemBaseQueries.LOAD_EQUIPMENT_FOR_NPC_AND_MOBS();
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}
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public static void LoadAllRuneSets() {
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_runeSetMap = DbManager.ItemBaseQueries.LOAD_RUNES_FOR_NPC_AND_MOBS();
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}
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public static void LoadAllBootySets() {
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_bootySetMap = DbManager.ItemBaseQueries.LOAD_BOOTY_FOR_MOBS();
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}
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public static void applyRuneSetEffects(Mob mob) {
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EffectsBase effectsBase;
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//Apply all rune effects.
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if (NPCManager._runeSetMap.get(mob.runeSetID).contains(252623)) {
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mob.isPlayerGuard = true;
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mob.setNoAggro(true);
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}
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// Only captains have contracts
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if (mob.contract != null || mob.isPlayerGuard)
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applyEffectsForRune(mob, 252621);
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// Apply effects from RuneSet
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if (mob.runeSetID != 0)
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for (int runeID : _runeSetMap.get(mob.runeSetID))
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applyEffectsForRune(mob, runeID);
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// Not sure why but apply Warrior effects for some reason?
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applyEffectsForRune(mob, 2518);
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}
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public static void applyEffectsForRune(AbstractCharacter character, int runeID) {
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EffectsBase effectsBase;
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RuneBase sourceRune = RuneBase.getRuneBase(runeID);
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for (MobBaseEffects mbe : sourceRune.getEffectsList()) {
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effectsBase = PowersManager.getEffectByToken(mbe.getToken());
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if (effectsBase == null) {
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Logger.info("Mob: " + character.getObjectUUID() + " EffectsBase Null for Token " + mbe.getToken());
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continue;
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}
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//check to upgrade effects if needed.
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if (character.effects.containsKey(Integer.toString(effectsBase.getUUID()))) {
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if (mbe.getReqLvl() > (int) character.level)
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continue;
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Effect eff = character.effects.get(Integer.toString(effectsBase.getUUID()));
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if (eff == null)
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continue;
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//Current effect is a higher rank, dont apply.
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if (eff.getTrains() > mbe.getRank())
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continue;
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//new effect is of a higher rank. remove old effect and apply new one.
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eff.cancelJob();
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character.addEffectNoTimer(Integer.toString(effectsBase.getUUID()), effectsBase, mbe.getRank(), true);
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} else {
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if (mbe.getReqLvl() > (int) character.level)
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continue;
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character.addEffectNoTimer(Integer.toString(effectsBase.getUUID()), effectsBase, mbe.getRank(), true);
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}
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}
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}
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}
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