Method to centralize slotting of abschar.
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@@ -2,6 +2,9 @@ package engine.gameManager;
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import engine.Enum;
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import engine.InterestManagement.WorldGrid;
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import engine.math.Quaternion;
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import engine.math.Vector3f;
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import engine.math.Vector3fImmutable;
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import engine.net.Dispatch;
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import engine.net.DispatchMessage;
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import engine.net.client.msg.PetMsg;
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@@ -13,6 +16,8 @@ import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.concurrent.ThreadLocalRandom;
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import static engine.math.FastMath.acos;
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public enum NPCManager {
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NPC_MANAGER;
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@@ -318,4 +323,51 @@ public enum NPCManager {
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return protectedBuildings;
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}
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public static int slotCharacterInBuilding(AbstractCharacter abstractCharacter) {
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int buildingSlot;
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if (abstractCharacter.building == null)
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return -1;
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// Get next available slot for this NPC and use it
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// to add the NPC to the building's hireling list
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// Account for R8's having slots reversed.
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if (abstractCharacter.building.getBlueprint() != null && abstractCharacter.building.getBlueprint().getBuildingGroup().equals(Enum.BuildingGroup.TOL) && abstractCharacter.building.getRank() == 8)
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buildingSlot = BuildingManager.getLastAvailableSlot(abstractCharacter.building);
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else
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buildingSlot = BuildingManager.getAvailableSlot(abstractCharacter.building);
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if (buildingSlot == -1)
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Logger.error("No available slot for NPC: " + abstractCharacter.getObjectUUID());
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abstractCharacter.building.getHirelings().put(abstractCharacter, buildingSlot);
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// Override bind and location for this npc derived
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// from BuildingManager slot location data.
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Vector3fImmutable slotLocation = BuildingManager.getSlotLocation(abstractCharacter.building, buildingSlot).getLocation();
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abstractCharacter.bindLoc = abstractCharacter.building.getLoc().add(slotLocation);
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// Rotate slot position by the building rotation
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abstractCharacter.bindLoc = Vector3fImmutable.rotateAroundPoint(abstractCharacter.building.getLoc(), abstractCharacter.bindLoc, abstractCharacter.building.getBounds().getQuaternion().angleY);
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abstractCharacter.loc = new Vector3fImmutable(abstractCharacter.bindLoc);
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// Rotate NPC rotation by the building's rotation
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Quaternion slotRotation = new Quaternion().fromAngles(0, acos(abstractCharacter.getRot().y) * 2, 0);
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slotRotation = slotRotation.mult(abstractCharacter.building.getBounds().getQuaternion());
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abstractCharacter.setRot(new Vector3f(0, slotRotation.y, 0));
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// Configure region and floor/level for this NPC
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abstractCharacter.region = BuildingManager.GetRegion(abstractCharacter.building, abstractCharacter.bindLoc.x, abstractCharacter.bindLoc.y, abstractCharacter.bindLoc.z);
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return buildingSlot;
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}
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}
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@@ -60,9 +60,14 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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protected short statSpiCurrent;
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protected short unusedStatPoints;
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protected int exp;
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public int buildingUUID;
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public Building building;
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public Vector3fImmutable bindLoc;
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protected Vector3fImmutable faceDir;
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protected Guild guild;
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public int guildUUID;
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public Guild guild;
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protected byte runningTrains;
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protected ConcurrentHashMap<Integer, CharacterPower> powers;
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protected ConcurrentHashMap<String, CharacterSkill> skills;
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@@ -38,7 +38,6 @@ import java.util.HashSet;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.locks.ReentrantReadWriteLock;
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import static engine.math.FastMath.acos;
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import static engine.net.client.msg.ErrorPopupMsg.sendErrorPopup;
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import static engine.objects.MobBase.loadEquipmentSet;
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import static engine.util.StringUtils.wordCount;
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@@ -51,8 +50,6 @@ public class NPC extends AbstractCharacter {
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// Used for thread safety
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public final ReentrantReadWriteLock lock = new ReentrantReadWriteLock();
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private final ArrayList<MobLoot> rolling = new ArrayList<>();
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private final ArrayList<Mob> siegeMinions = new ArrayList<>();
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public Building building;
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public ReentrantReadWriteLock minionLock = new ReentrantReadWriteLock();
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public ArrayList<ProducedItem> forgedItems = new ArrayList<>();
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public HashMap<Integer, MobEquipment> equip = null;
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@@ -789,45 +786,8 @@ public class NPC extends AbstractCharacter {
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// Handle NPCs within buildings
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if (this.building != null) {
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// Get next available slot for this NPC and use it
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// to add the NPC to the building's hireling list
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// Account for R8's having slots reversed.
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if (building.getBlueprint() != null && building.getBlueprint().getBuildingGroup().equals(BuildingGroup.TOL) && building.getRank() == 8)
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slot = BuildingManager.getLastAvailableSlot(building);
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else
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slot = BuildingManager.getAvailableSlot(building);
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if (slot == -1)
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Logger.error("No available slot for NPC: " + this.getObjectUUID());
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building.getHirelings().put(this, slot);
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// Override bind and location for this npc derived
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// from BuildingManager slot location data.
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slotLocation = BuildingManager.getSlotLocation(building, slot).getLocation();
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this.bindLoc = building.getLoc().add(slotLocation);
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// Rotate slot position by the building rotation
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this.bindLoc = Vector3fImmutable.rotateAroundPoint(building.getLoc(), this.bindLoc, building.getBounds().getQuaternion().angleY);
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this.loc = new Vector3fImmutable(bindLoc);
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// Rotate NPC rotation by the building's rotation
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slotRotation = new Quaternion().fromAngles(0, acos(this.getRot().y) * 2, 0);
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slotRotation = slotRotation.mult(building.getBounds().getQuaternion());
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this.setRot(new Vector3f(0, slotRotation.y, 0));
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// Configure region and floor/level for this NPC
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this.region = BuildingManager.GetRegion(this.building, bindLoc.x, bindLoc.y, bindLoc.z);
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}
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if (this.building != null)
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NPCManager.slotCharacterInBuilding(this);
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if (this.contract != null) {
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this.symbol = this.contract.getIconID();
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