Removed Fidality garbage. Fixed mobs in buildings.
This commit is contained in:
@@ -456,8 +456,6 @@ public class InfoCmd extends AbstractDevCmd {
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output += newline;
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output += "Speed : " + targetMob.getSpeed();
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output += newline;
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output += "Fidelity ID: " + targetMob.getFidalityID();
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output += newline;
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output += "EquipSet: " + targetMob.getEquipmentSetID();
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output += newline;
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output += "Parent Zone LoadNum : " + targetMob.getParentZone().getLoadNum();
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@@ -1130,15 +1130,12 @@ public class ClientMessagePump implements NetMsgHandler {
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//Take equipment off mob
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if (tar.getObjectType() == GameObjectType.Mob && itemRet != null){
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Mob mobTarget = (Mob)tar;
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if (mobTarget.getFidalityID() != 0){
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if (item != null && item.getObjectType() == GameObjectType.MobLoot){
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int fidelityEquipID = ((MobLoot)item).getFidelityEquipID();
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if (fidelityEquipID != 0){
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for (MobEquipment equip: mobTarget.getEquip().values()){
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if (equip.getObjectUUID() == fidelityEquipID){
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TransferItemFromEquipToInventoryMsg back = new TransferItemFromEquipToInventoryMsg(mobTarget, equip.getSlot());
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TransferItemFromEquipToInventoryMsg back = new TransferItemFromEquipToInventoryMsg(mobTarget, equip.getSlot());
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DispatchMessage.dispatchMsgToInterestArea(mobTarget, back, DispatchChannel.SECONDARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false);
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LootMsg lootMsg = new LootMsg(0,0,tar.getObjectType().ordinal(), tar.getObjectUUID(), equip);
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@@ -1146,23 +1143,13 @@ public class ClientMessagePump implements NetMsgHandler {
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY);
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break;
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}
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}
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}
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}
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}
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}
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}
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}
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else {
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}
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}
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else if (targetType == GameObjectType.Corpse.ordinal()) {
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corpse = Corpse.getCorpse(targetID);
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if (corpse == null)
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+23
-79
@@ -105,7 +105,6 @@ public class Mob extends AbstractIntelligenceAgent {
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private DeferredPowerJob weaponPower;
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private DateTime upgradeDateTime = null;
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private boolean lootSync = false;
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private int fidalityID = 0;
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private int equipmentSetID = 0;
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public int runeSetID = 0;
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public int bootySetID = 0;
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@@ -257,12 +256,7 @@ public class Mob extends AbstractIntelligenceAgent {
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int guildID = rs.getInt("mob_guildUID");
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if (this.fidalityID != 0) {
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if (this.building != null)
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this.guild = this.building.getGuild();
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else
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this.guild = Guild.getGuild(guildID);
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} else if (this.building != null)
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if (this.building != null)
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this.guild = this.building.getGuild();
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else
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this.guild = Guild.getGuild(guildID);
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@@ -294,9 +288,6 @@ public class Mob extends AbstractIntelligenceAgent {
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this.setParentZone(ZoneManager.getZoneByUUID(this.parentZoneID));
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this.fidalityID = rs.getInt("fidalityID");
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this.equipmentSetID = rs.getInt("equipmentSet");
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this.runeSetID = rs.getInt("runeSet");
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this.bootySetID = rs.getInt("bootySet");
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@@ -306,8 +297,7 @@ public class Mob extends AbstractIntelligenceAgent {
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this.lootSet = (rs.getInt("lootSet"));
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if (this.fidalityID != 0)
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this.nameOverride = rs.getString("mob_name");
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this.nameOverride = rs.getString("mob_name");
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} catch (Exception e) {
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Logger.error(currentID + "");
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@@ -780,58 +770,6 @@ public class Mob extends AbstractIntelligenceAgent {
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mob.upgradeDateTime = upgradeDateTime;
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}
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public static Vector3fImmutable GetSpawnRadiusLocation(Mob mob) {
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Vector3fImmutable returnLoc = Vector3fImmutable.ZERO;
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if (mob.fidalityID != 0 && mob.building != null) {
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Vector3fImmutable spawnRadiusLoc = Vector3fImmutable.getRandomPointInCircle(mob.localLoc, mob.spawnRadius);
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Vector3fImmutable buildingWorldLoc = ZoneManager.convertLocalToWorld(mob.building, spawnRadiusLoc);
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return buildingWorldLoc;
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} else {
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boolean run = true;
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while (run) {
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Vector3fImmutable localLoc = new Vector3fImmutable(mob.statLat + mob.parentZone.absX, mob.statAlt + mob.parentZone.absY, mob.statLon + mob.parentZone.absZ);
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Vector3fImmutable spawnRadiusLoc = Vector3fImmutable.getRandomPointInCircle(localLoc, mob.spawnRadius);
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//not a roaming mob, just return the random loc.
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if (mob.spawnRadius < 12000)
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return spawnRadiusLoc;
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Zone spawnZone = ZoneManager.findSmallestZone(spawnRadiusLoc);
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//dont spawn roaming mobs in npc cities
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if (spawnZone.isNPCCity())
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continue;
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//dont spawn roaming mobs in player cities.
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if (spawnZone.isPlayerCity())
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continue;
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//don't spawn mobs in water.
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if (HeightMap.isLocUnderwater(spawnRadiusLoc))
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continue;
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run = false;
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return spawnRadiusLoc;
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}
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}
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//shouldn't ever get here.
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return returnLoc;
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}
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private void clearStatic() {
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if (this.parentZone != null)
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@@ -872,7 +810,7 @@ public class Mob extends AbstractIntelligenceAgent {
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this.level = 1;
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//add this npc to building
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if (this.building != null && this.loadID != 0 && this.fidalityID == 0) {
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if (this.building != null && this.loadID != 0 && building.getBlueprintUUID() != 0) {
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int maxSlots;
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maxSlots = building.getBlueprint().getSlotsForRank(this.building.getRank());
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@@ -1003,16 +941,29 @@ public class Mob extends AbstractIntelligenceAgent {
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public void setParentZone(Zone zone) {
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if (this.parentZone == null) {
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if (this.parentZone == null){
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zone.zoneMobSet.add(this);
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this.parentZone = zone;
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}
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this.bindLoc = Mob.GetSpawnRadiusLocation(this);
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this.lastBindLoc = bindLoc;
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this.setLoc(bindLoc);
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this.stopMovement(bindLoc);
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}
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if ( this.building != null) {
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Vector3fImmutable localLoc = new Vector3fImmutable(this.statLat,this.statAlt,this.statLon);
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Vector3fImmutable buildingWorldLoc = ZoneManager.convertLocalToWorld(this.building, localLoc);
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this.setBindLoc(buildingWorldLoc);
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this.setLoc(buildingWorldLoc);
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this.endLoc = buildingWorldLoc;
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this.stopMovement(endLoc);
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return;
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}
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Vector3fImmutable localLoc = new Vector3fImmutable(this.statLat + zone.absX, this.statAlt + zone.absY, this.statLon + zone.absZ);
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this.setBindLoc(localLoc);
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this.setLoc(localLoc);
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this.endLoc = localLoc;
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this.stopMovement(endLoc);
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}
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public int getParentZoneID() {
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@@ -1371,10 +1322,7 @@ public class Mob extends AbstractIntelligenceAgent {
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this.combatTarget = null;
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this.isAlive.set(true);
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if (!this.isSiege)
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this.lastBindLoc = Mob.GetSpawnRadiusLocation(this);
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else
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this.lastBindLoc = this.bindLoc;
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this.lastBindLoc = this.bindLoc;
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this.bindLoc = this.lastBindLoc;
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this.setLoc(this.lastBindLoc);
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this.stopMovement(this.lastBindLoc);
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@@ -2510,10 +2458,6 @@ public class Mob extends AbstractIntelligenceAgent {
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this.lootSync = lootSync;
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}
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public int getFidalityID() {
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return fidalityID;
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}
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public HashMap<Integer, MobEquipment> getEquip() {
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return equip;
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}
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