The command now acts on the selected building and refuses anything
whose blueprint is not a warehouse, or a warehouse that is not its
city's active one, instead of using the city the player stands in.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sets every resource in the warehouse of the city the player stands in,
either to an optional amount or, by default, to each resource's
deposit limit. Makes forge and work order testing practical.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Dev commands, BuildingManager, ChatManager, ForgeManager, NPCManager,
NPC, Warehouse, WorkOrder and ManageNPCMsg now call
CObjectTemplate.lookup instead of ItemTemplate.templates.get. Forge
production cost reads getItemResourceCosts(). Only the DB loader and
linkCacheTemplates still use the legacy class (removed in Task 1.8).
Removes the static_item_templates ParityCheck comparator. Final parity
(offline p17.py, 7586 rows): every id has a cache template, 0 item_type
differences, 0 item_resource_costs differences (84 ITEMs have costs).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Item.template is now the cache template from CObjectTemplate.lookup
instead of the legacy DB ItemTemplate, so item.template.cacheTemplate.X
becomes item.template.X. MobLoot, LootManager, ItemManager.isTwoHanded/
isShield and CombatManager.getSwingAnimation take a CObjectTemplate.
No value changes: every getter already read the cache template through
the bridge, and the lookup resolves the same 7586 ids as
static_item_templates with the same item_type (offline parity p17.py,
0 differences).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LOAD_TEMPLATE_MODTABLES now returns a templateID -> modTable map that
ForgeManager owns (vendorModTables). ForgeManager.forgeItem, WorkOrder
validation and the ManageNPCMsg forge item list read it through
ForgeManager.getVendorModTable(), and ItemTemplate.modTable is removed.
Values are unchanged: static_vendor_items has 5089 rows, one per
templateID, all present in static_item_templates, modTable 0-30.
Templates not in the table still read 0. The old loader stopped at the
first templateID missing from ItemTemplate.templates; there are none.
No comparator added or removed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CombatManager shield checks, weapon skill/mastery lookups in
AbstractCharacter, armor defense and PlayerCharacter.validEquip read
getItemSkillUsed/getItemSkillMasteryUsed. Offline parity (p15d.py, 7586
rows): 0 mastery differences; skill used differs only where the legacy
loader blanked it.
The cache keeps "Cloth" (226 ARMOR templates), which the legacy loader
turned into "". Cloth is a placeholder in Skills.cfg that no character
has, so getArmorDefense now checks for it explicitly and still returns the
flat defense rating. No weapon uses Cloth and no power equip prereq names
it, so the other sites behave the same.
Value changes:
- 195340 Fortified Dragon Plate Helm of the Lion: skill used is the
unresolved hash "2624663" instead of "". Defense is still the flat
rating (no such skill), but players wearing it now hit the
"armor equipped without the necessary skill" error log.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
validForSkills, isShield, the guard attack rating and the NPC vendor skill
filter read getItemSkillReq. Offline parity (p15d.py, 7586 rows): 0
differences. No template lists "Cloth" in item_skill_req and none has more
than one entry, so file order vs HashMap order is moot.
Value changes: none.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
isTwoHanded, validForSlot, getSwingAnimation and the mob equipment set
read getItemEqSlotsOr/And, which drop the exporter's NONE. Offline parity
(p15c.py, 7586 rows): 0 differences once NONE is ignored.
Value changes:
- validForSlot: items whose only slot is NONE no longer pass for slot NONE.
- getSwingAnimation: the 7 slotless weapons (Rock 19297, Arrow 25650,
siege ammo 29000/29010/29020/29030/29350) return the default 75 instead
of indexing their empty left-hand anim list.
- MobBase equipment sets skip slotless items instead of keying them under
NONE. No EQUIP booty entry references one (the 104 sets that do are ITEM
booty sets).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ValidRace/ValidClass/ValidDiscipline use the single req set plus the
restrict flag (true = blacklist, false = whitelist) instead of the legacy
req/res split. Offline parity (p15c.py, 7586 rows): 0 differences in
restrict or set for race, class and disc.
Value changes: none for equip checks. The legacy disc blacklist branch was
inverted (passed only when a listed disc was held); the new check passes
when none is held. No ITEM has a disc blacklist (only 19 RUNEs), and
ValidDiscipline has no callers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EnumSet.contains(EnumSet) is never true; use containsAll so the 350
weapons with item_eq_slots_and {LHELD, RHELD} block the other hand.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Range, speed, damage list and swing anims now come from
engine.parsers.objects.ItemTemplate.getWeapon(templateID). Non-weapons and
missing templates get an empty block, matching the legacy zero defaults.
Offline parity (scripts/p15b.py, 811 WEAPON rows vs COBJECTS/ITEM): 0
differences in speed, range, projectile, idle anim, damage list or either
anim list. No duplicate damage types exist, so sum vs first is moot; first
entry is used as before. 26 weapons (ammo, lutes, no-stats crossbows) have an
empty damage list, same as the DB. No value changes. No comparator removed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Resists.getArmorResists and NPCManager.applyEquipmentResists now read
cacheTemplate.getCombatAttackResist() with DamageType keys instead of the
legacy String-keyed map, and default a missing key to 0 instead of an
unboxing NPE.
Offline parity (scripts/p15a.py, all 7586 static_item_templates rows vs
the template CObjectIndex.lookup picks): 0 differences in the full
combat_attack_resist map. Every ITEM/DEED/RUNE template carries all 16
keys, so no value changes. No comparator added or removed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shrine boons read getItemOfferingInfo() and the banestone and bane
production paths read getItemBaneRank() on template.cacheTemplate.
The legacy parser only kept item_bane_rank when ACTIONRESPONSE is
4250517122; the cache parsers always read it. Parity shows this makes
no difference: every template outside that gate has bane rank 0.
Parity (offline, scripts/p14.py, 7586 templates): 0 differences in
item_offering_info and item_bane_rank. No value changes expected.
JSON-Refactor-Plan Task 1.4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
item_defense_rating, item_bulk_factor and item_primary_attr are
Item-only fields, not on CObjectTemplate, so their consumers read
engine.parsers.objects.ItemTemplate._items by templateID, like the
RuneTemplate and DeedTemplate consumers. The primary attr checks
compare with == because the cache template leaves the attr null
(legacy: None) on non-weapons.
Parity (offline, scripts/p14.py, 7586 templates): 0 differences in
item_defense_rating, item_bulk_factor and item_primary_attr. Every DB
ARMOR and WEAPON template is in the ITEM folder, so both sides gate
these fields on the same templates. No value changes expected.
JSON-Refactor-Plan Task 1.4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Consumers of the legacy ItemTemplate item_wt, item_value and
item_base_name now read getItemWt(), getItemValue() and
getItemBaseName() on template.cacheTemplate.
Parity (offline, scripts/p14.py, 7586 templates): 0 differences in
item_wt, item_value and item_base_name. No value changes expected.
JSON-Refactor-Plan Task 1.4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every consumer of the legacy ItemTemplate item_type now reads
template.cacheTemplate.getItemType(). Left on the legacy field: the
type count in dbItemHandler.LOAD_ITEM_TEMPLATES, which runs before the
bridge is linked. The charter checks already read DeedTemplate.
Parity (offline, static_item_templates vs the template
CObjectIndex.lookup picks, scripts/p14.py, 7586 templates: ITEM 4011,
DEED 880, RUNE 2695): 0 differences in item_type. No value changes
expected.
JSON-Refactor-Plan Task 1.4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AbstractCharacter mob damage/ATR and CombatManager.getNaturalAttack now
read RuneTemplate._runes instead of the legacy ItemTemplate map.
Parity (offline, static_item_templates vs COBJECTS/RUNE, 2695 runes):
0 differences in rune_min_damage, rune_max_damage, rune_attack and
rune_naturalattacks. All 2366 runes with natural attacks use the
10-value layout. No value changes expected.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ResourceType.template was filled in the enum constructor, which can run
before ItemTemplate.templates is loaded, leaving it null. lootBuilding was
its only reader and threw on the first non-gold resource.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
destroyOrDerank nulled city.warehouse on destruction, so the loot click
found no warehouse and returned silently. The destroyed Warehouse is now
held in Warehouse.destroyedWarehouses keyed by the rubble building UUID
until it is looted empty, the rubble is destroyed, or the city places a
new warehouse. Contents are not persisted across a reboot.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
applyRunesForNPC already adds 252620, and most rune sets repeat it, so
NPCs with a set listed the shopkeeper rune twice after the runeSet fix.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A siege engine switches to whoever damages it, player or pet, even when
it already has a target. Pre-roll melee retaliation, harmful-power
direct aggro (which also fires on misses) and Taunt no longer change a
siege engine's target. The attack timer is untouched, so a switched
engine still waits for its next cycle before firing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Unarmed mobs now add their rune natural attack range in processAttack
and use it in getRange. Most melee runes have 0, so they are unchanged;
ranged plant mobs (Gasser, Spitter, Needler, ...) get 150, Shuggra 50.
Natural range is not subject to the unverified 80 clamp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Siege engine range was hardcoded to 300. Read it from the rune natural
attack instead (350 for Trebuchet, Mangonel and Ballista), matching the
client's RecalcMinWeaponRange. Falls back to 300 if the rune has none.
getNaturalAttack now returns the whole entry so speed and range share
the lookup.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Extend getNaturalAttackSpeed to resolve the rune from the attacker type:
mobbase rune for mobs, race rune for players. Unarmed players now swing
at their race rune speed (20 = 2.0 s per hand) instead of a flat 5000 ms.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Unarmed mobs used a flat 5000 ms swing delay. Parse rune_naturalattacks
from the rune template and use its speed (x100 ms) instead, with the
AttackDelay modifier and 1.0 s floor applied as for weapons. Siege
engines now fire every 17.5 s (speed 175); most creatures swing every 3.5 s.
Falls back to 5000 ms when the rune has no natural attack.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>