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