forked from MagicBane/Server
zone override
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@@ -294,7 +294,7 @@ public class ManageCityAssetMsgHandler extends AbstractClientMsgHandler {
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// Owner is obviously allowed to upgrade his own buildings
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if (building.getOwner().equals(player)) {
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if (building.getOwner() != null && building.getOwner().equals(player)) {
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// Players cannot destroy or transfer a TOL.
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@@ -212,10 +212,6 @@ public class OrderNPCMsgHandler extends AbstractClientMsgHandler {
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return;
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}
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for (AbstractCharacter guard : building.getHirelings().keySet()) {
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if (guard.getObjectType() == GameObjectType.Mob)
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((Mob) guard).setPatrolPointIndex(0);
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}
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} else if (building.getPatrolPoints() != null)
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ClearPatrolPoints(building.getObjectUUID());
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@@ -223,10 +219,6 @@ public class OrderNPCMsgHandler extends AbstractClientMsgHandler {
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AddSentryPoints(building.getObjectUUID(), orderNpcMsg.getSentryPoints());
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} else if (building.getSentryPoints() != null)
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ClearSentryPoints(building.getObjectUUID());
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// Dispatch dispatch = Dispatch.borrow(pc, msg);
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// DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY);
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}
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private static void processUpgradeNPC(PlayerCharacter player, AbstractCharacter abstractCharacter) {
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@@ -541,7 +533,7 @@ public class OrderNPCMsgHandler extends AbstractClientMsgHandler {
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} else if (orderNPCMsg.getObjectType() == GameObjectType.Mob.ordinal()) {
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mob = Mob.getFromCacheDBID(orderNPCMsg.getNpcUUID());
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mob = Mob.getMob(orderNPCMsg.getNpcUUID());
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if (mob == null)
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return true;
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@@ -313,10 +313,10 @@ public class Blueprint {
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// Early exit for buildings with single or no slots
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if (this.maxSlots <= 1)
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if (this.maxSlots <= 1 && this.buildingGroup.equals(BuildingGroup.TOL) == false)
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return maxSlots;
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if (this.maxRank == 1 && currentRank == 1)
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if (this.maxRank == 1 && currentRank == 1&& this.buildingGroup.equals(BuildingGroup.TOL) == false)
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return getMaxSlots();
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switch (currentRank) {
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@@ -328,20 +328,22 @@ public class Blueprint {
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case 3:
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case 4:
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case 5:
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case 6:
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availableSlots = 2;
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break;
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case 6:
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case 7:
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availableSlots = 3;
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break;
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case 8:
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availableSlots = 1;
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availableSlots = 3;
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break;
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default:
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availableSlots = 0;
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break;
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}
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if(this.buildingGroup.equals(BuildingGroup.TOL)){
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availableSlots += 1;
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}
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return availableSlots;
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}
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