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package engine.objects;
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import engine.Enum;
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import engine.Enum.PortalType;
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import engine.InterestManagement.WorldGrid;
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import engine.gameManager.ConfigManager;
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import engine.job.JobScheduler;
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import engine.jobs.CloseGateJob;
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import engine.math.Vector3fImmutable;
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import engine.server.MBServerStatics;
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import java.util.HashSet;
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/* A Runegate object holds an array of these
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* portals. This class controls their triggers
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* and visual effects.
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*/
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public class Portal {
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private boolean active;
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public Enum.PortalType portalType;
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public Building sourceGate;
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public Building targetGate;
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public final Vector3fImmutable portalLocation;
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private long lastActive = 0;
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public Portal(Building sourceGate, PortalType portalType, Building targetGate) {
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this.active = false;
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this.sourceGate = sourceGate;
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this.targetGate = targetGate;
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this.portalType = portalType;
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this.portalLocation = sourceGate.getLoc().add(new Vector3fImmutable(portalType.offset.x, 6, portalType.offset.y));
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}
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public boolean isActive() {
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return this.active;
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}
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public void deactivate() {
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// Remove effect bit from the runegate building, which turns off this
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// portal type's particle effect
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sourceGate.removeEffectBit(portalType.effectFlag);
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this.active = false;
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sourceGate.updateEffects();
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}
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public void activate(boolean autoClose) {
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Building sourceBuilding;
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// Apply effect bit to the runegate building, which turns on this
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// portal type's particle effect
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sourceGate.addEffectBit(portalType.effectFlag);
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this.lastActive = System.currentTimeMillis();
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this.active = true;
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// Do not update effects at bootstrap as it
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// tries to send a dispatch.
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if (ConfigManager.worldServer.isRunning == true)
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sourceGate.updateEffects();
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if (autoClose == true) {
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CloseGateJob cgj = new CloseGateJob(sourceGate, portalType);
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JobScheduler.getInstance().scheduleJob(cgj, MBServerStatics.RUNEGATE_CLOSE_TIME);
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}
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}
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public void collide() {
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HashSet<AbstractWorldObject> playerList;
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playerList = WorldGrid.getObjectsInRangePartial(this.portalLocation, 2, MBServerStatics.MASK_PLAYER);
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if (playerList.isEmpty())
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return;
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for (AbstractWorldObject player : playerList) {
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onEnter((PlayerCharacter) player);
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}
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}
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public void onEnter(PlayerCharacter player) {
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if (player.getTimeStamp("lastMoveGate") < this.lastActive)
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return;
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player.teleport(targetGate.getLoc());
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player.setSafeMode();
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}
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/**
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* @return the portalLocation
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*/
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public Vector3fImmutable getPortalLocation() {
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return portalLocation;
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}
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}
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