|  |  | @ -38,7 +38,6 @@ import java.util.HashSet; | 
			
		
	
		
		
			
				
					
					|  |  |  | import java.util.concurrent.ConcurrentHashMap; |  |  |  | import java.util.concurrent.ConcurrentHashMap; | 
			
		
	
		
		
			
				
					
					|  |  |  | import java.util.concurrent.locks.ReentrantReadWriteLock; |  |  |  | import java.util.concurrent.locks.ReentrantReadWriteLock; | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  | 
 | 
			
		
	
		
		
			
				
					
					|  |  |  | import static engine.math.FastMath.acos; |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | import static engine.net.client.msg.ErrorPopupMsg.sendErrorPopup; |  |  |  | import static engine.net.client.msg.ErrorPopupMsg.sendErrorPopup; | 
			
		
	
		
		
			
				
					
					|  |  |  | import static engine.objects.MobBase.loadEquipmentSet; |  |  |  | import static engine.objects.MobBase.loadEquipmentSet; | 
			
		
	
		
		
			
				
					
					|  |  |  | import static engine.util.StringUtils.wordCount; |  |  |  | import static engine.util.StringUtils.wordCount; | 
			
		
	
	
		
		
			
				
					|  |  | @ -51,8 +50,6 @@ public class NPC extends AbstractCharacter { | 
			
		
	
		
		
			
				
					
					|  |  |  |     // Used for thread safety
 |  |  |  |     // Used for thread safety
 | 
			
		
	
		
		
			
				
					
					|  |  |  |     public final ReentrantReadWriteLock lock = new ReentrantReadWriteLock(); |  |  |  |     public final ReentrantReadWriteLock lock = new ReentrantReadWriteLock(); | 
			
		
	
		
		
			
				
					
					|  |  |  |     private final ArrayList<MobLoot> rolling = new ArrayList<>(); |  |  |  |     private final ArrayList<MobLoot> rolling = new ArrayList<>(); | 
			
		
	
		
		
			
				
					
					|  |  |  |     private final ArrayList<Mob> siegeMinions = new ArrayList<>(); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |     public Building building; |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |     public ReentrantReadWriteLock minionLock = new ReentrantReadWriteLock(); |  |  |  |     public ReentrantReadWriteLock minionLock = new ReentrantReadWriteLock(); | 
			
		
	
		
		
			
				
					
					|  |  |  |     public ArrayList<ProducedItem> forgedItems = new ArrayList<>(); |  |  |  |     public ArrayList<ProducedItem> forgedItems = new ArrayList<>(); | 
			
		
	
		
		
			
				
					
					|  |  |  |     public HashMap<Integer, MobEquipment> equip = null; |  |  |  |     public HashMap<Integer, MobEquipment> equip = null; | 
			
		
	
	
		
		
			
				
					|  |  | @ -789,45 +786,8 @@ public class NPC extends AbstractCharacter { | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  | 
 | 
			
		
	
		
		
			
				
					
					|  |  |  |         // Handle NPCs within buildings
 |  |  |  |         // Handle NPCs within buildings
 | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  | 
 | 
			
		
	
		
		
			
				
					
					|  |  |  |         if (this.building != null) { |  |  |  |         if (this.building != null) | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |             NPCManager.slotCharacterInBuilding(this); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             // Get next available slot for this NPC and use it
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             // to add the NPC to the building's hireling list
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             // Account for R8's having slots reversed.
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             if (building.getBlueprint() != null && building.getBlueprint().getBuildingGroup().equals(BuildingGroup.TOL) && building.getRank() == 8) |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |                 slot = BuildingManager.getLastAvailableSlot(building); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             else |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |                 slot = BuildingManager.getAvailableSlot(building); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             if (slot == -1) |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |                 Logger.error("No available slot for NPC: " + this.getObjectUUID()); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             building.getHirelings().put(this, slot); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             // Override bind and location for  this npc derived
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             // from BuildingManager slot location data.
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             slotLocation = BuildingManager.getSlotLocation(building, slot).getLocation(); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             this.bindLoc = building.getLoc().add(slotLocation); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             // Rotate slot position by the building rotation
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             this.bindLoc = Vector3fImmutable.rotateAroundPoint(building.getLoc(), this.bindLoc, building.getBounds().getQuaternion().angleY); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             this.loc = new Vector3fImmutable(bindLoc); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             // Rotate NPC rotation by the building's rotation
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             slotRotation = new Quaternion().fromAngles(0, acos(this.getRot().y) * 2, 0); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             slotRotation = slotRotation.mult(building.getBounds().getQuaternion()); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             this.setRot(new Vector3f(0, slotRotation.y, 0)); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             // Configure region and floor/level for this NPC
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             this.region = BuildingManager.GetRegion(this.building, bindLoc.x, bindLoc.y, bindLoc.z); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |         } |  |  |  |  | 
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  | 
 | 
			
		
	
		
		
			
				
					
					|  |  |  |         if (this.contract != null) { |  |  |  |         if (this.contract != null) { | 
			
		
	
		
		
			
				
					
					|  |  |  |             this.symbol = this.contract.getIconID(); |  |  |  |             this.symbol = this.contract.getIconID(); | 
			
		
	
	
		
		
			
				
					|  |  | 
 |