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@@ -174,6 +174,7 @@ public class PlayerCharacter extends AbstractCharacter {
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private boolean isTeleporting = false;
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private boolean dirtyLoad = true;
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private final ReadWriteLock dirtyLock = new ReentrantReadWriteLock(true);
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private Bounds playerBounds;
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/**
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* No Id Constructor
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@@ -206,6 +207,10 @@ public class PlayerCharacter extends AbstractCharacter {
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this.guildStatus = new AtomicInteger(0);
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this.bindBuildingID = -1;
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this.playerBounds = Bounds.borrow();
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playerBounds.setBounds(this.getLoc());
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this.playerBounds.setBounds(this);
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}
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/**
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@@ -269,11 +274,60 @@ public class PlayerCharacter extends AbstractCharacter {
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this.hash = rs.getString("hash");
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this.playerBounds = Bounds.borrow();
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playerBounds.setBounds(this.getLoc());
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this.playerBounds.setBounds(this);
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// For debugging skills
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// CharacterSkill.printSkills(this);
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}
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public void updateBounds() {
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this.playerBounds.setBounds(this);
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this.checkCollisionsWithOtherPlayers();
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}
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public void checkCollisionsWithOtherPlayers() {
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HashSet<AbstractWorldObject> nearbyObjects = WorldGrid.getObjectsInRangePartial(this, MBServerStatics.CHARACTER_LOAD_RANGE, MBServerStatics.MASK_PLAYER);
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for (AbstractWorldObject obj : nearbyObjects) {
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if (obj instanceof PlayerCharacter && obj != this) {
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PlayerCharacter otherPlayer = (PlayerCharacter) obj;
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if (Bounds.collide(this.getBounds(), otherPlayer.getBounds(), 0.1f)) {
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System.out.println("Collision detected with player: " + otherPlayer.getFirstName());
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ChatManager.chatSystemInfo(otherPlayer, "Has Collided with YOU");
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// Handle collision with other player
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handleCollisionWithPlayer(otherPlayer);
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}
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}
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}
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}
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private void handleCollisionWithPlayer(PlayerCharacter otherPlayer) {
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Vector3fImmutable myPos = this.getLoc();
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Vector3fImmutable otherPlayerPos = otherPlayer.getLoc();
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// Calculate direction vector
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Vector3fImmutable direction = myPos.subtract(otherPlayerPos).normalize();
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// Move players apart
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float separationDistance = 1.0f; // Adjust this value as needed
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Vector3fImmutable myNewPos = myPos.add(direction.mult(separationDistance / 2));
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Vector3fImmutable otherPlayerNewPos = otherPlayerPos.subtract(direction.mult(separationDistance / 2.0f));
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// Update positions
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this.setLoc(myNewPos);
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otherPlayer.setLoc(otherPlayerNewPos);
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// Refresh both players in the world
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WorldGrid.updateObject(this);
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WorldGrid.updateObject(otherPlayer);
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// Refresh both players in the world
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WorldGrid.updateObject(this);
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WorldGrid.updateObject(otherPlayer);
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}
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public static Building getUpdatedBindBuilding(PlayerCharacter player) {
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Building returnBuilding = null;
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@@ -4882,6 +4936,7 @@ public class PlayerCharacter extends AbstractCharacter {
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@Override
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public void updateLocation() {
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this.updateBounds();
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if (!this.isMoving())
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return;
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