350 lines
10 KiB
C#
350 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using Server.Mobiles;
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using Server.Commands;
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// Version 0.8
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namespace Server
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{
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public class UOAMVendorGenerator
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{
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private static int m_Count;
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//configuration
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private const int NPCCount = 2;//2 npcs per type (so a mage spawner will spawn 2 npcs, a alchemist and herbalist spawner will spawn 4 npcs total)
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private const int HomeRange = 5;//How far should they wander?
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private const bool TotalRespawn = true;//Should we spawn them up right away?
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private static TimeSpan MinTime = TimeSpan.FromMinutes( 2.5 );//min spawn time
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private static TimeSpan MaxTime = TimeSpan.FromMinutes( 10.0 );//max spawn time
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private const int Team = 0;//"team" the npcs are on
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public static void Initialize()
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{
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CommandSystem.Register( "UOAMVendors", AccessLevel.Administrator, Generate_OnCommand );
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}
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[Usage( "UOAMVendors" )]
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[Description( "Generates vendor spawners from Data/Common.MAP (taken from UOAutoMap)" )]
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private static void Generate_OnCommand( CommandEventArgs e )
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{
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Parse( e.Mobile );
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}
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public static void Parse( Mobile from )
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{
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string vendor_path = Path.Combine( Core.BaseDirectory, "Data/Common.map" );
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m_Count = 0;
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if ( File.Exists( vendor_path ) )
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{
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from.SendMessage( "Generating Vendors..." );
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using ( StreamReader ip = new StreamReader( vendor_path ) )
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{
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string line;
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while ( (line = ip.ReadLine()) != null )
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{
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int indexOf = line.IndexOf( ':' );
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if ( indexOf == -1 )
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continue;
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string type = line.Substring( 0, ++indexOf ).Trim();
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string sub = line.Substring( indexOf ).Trim();
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string[] split = sub.Split( ' ' );
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if ( split.Length < 3 )
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continue;
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split = new[]{ type, split[0], split[1], split[2] };
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switch(split[0].ToLower())
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{
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case "-healer:":
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PlaceNPC( split[1], split[2], split[3], "Healer", "HealerGuildmaster" );
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break;
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case "-baker:":
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PlaceNPC( split[1], split[2], split[3], "Baker" );
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break;
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case "-vet:":
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PlaceNPC( split[1], split[2], split[3], "Veterinarian" );
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break;
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case "-gypsymaiden:":
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PlaceNPC( split[1], split[2], split[3], "GypsyMaiden" );
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break;
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case "-gypsybank:":
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PlaceNPC( split[1], split[2], split[3], "GypsyBanker" );
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break;
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case "-bank:":
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PlaceNPC( split[1], split[2], split[3], "Banker", "Minter" );
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break;
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case "-inn:":
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PlaceNPC( split[1], split[2], split[3], "Innkeeper" );
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break;
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case "-provisioner:":
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PlaceNPC( split[1], split[2], split[3], "Provisioner", "Cobbler" );
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break;
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case "-tailor:":
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PlaceNPC( split[1], split[2], split[3], "Tailor", "Weaver", "TailorGuildmaster" );
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break;
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case "-tavern:":
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PlaceNPC( split[1], split[2], split[3], "Tavernkeeper", "Waiter", "Cook", "Barkeeper" );
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break;
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case "-reagents:":
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PlaceNPC( split[1], split[2], split[3], "Herbalist", "Alchemist", "CustomHairstylist" );
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break;
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case "-fortuneteller:":
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PlaceNPC( split[1], split[2], split[3], "FortuneTeller" );
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break;
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case "-holymage:":
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PlaceNPC( split[1], split[2], split[3], "HolyMage" );
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break;
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case "-chivalrykeeper:":
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PlaceNPC( split[1], split[2], split[3], "KeeperOfChivalry" );
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break;
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case "-mage:":
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PlaceNPC( split[1], split[2], split[3], "Mage", "Alchemist", "MageGuildmaster" );
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break;
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case "-arms:":
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PlaceNPC( split[1], split[2], split[3], "Armorer", "Weaponsmith" );
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break;
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case "-tinker:":
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PlaceNPC( split[1], split[2], split[3], "Tinker", "TinkerGuildmaster" );
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break;
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case "-gypsystable:":
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PlaceNPC( split[1], split[2], split[3], "GypsyAnimalTrainer" );
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break;
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case "-stable:":
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PlaceNPC( split[1], split[2], split[3], "AnimalTrainer" );
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break;
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case "-blacksmith:":
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PlaceNPC( split[1], split[2], split[3], "Blacksmith", "BlacksmithGuildmaster" );
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break;
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case "-bowyer:":
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case "-fletcher:":
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PlaceNPC( split[1], split[2], split[3], "Bowyer" );
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break;
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case "-carpenter:":
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PlaceNPC( split[1], split[2], split[3], "Carpenter", "Architect", "RealEstateBroker" );
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break;
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case "-butcher:":
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PlaceNPC( split[1], split[2], split[3], "Butcher" );
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break;
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case "-jeweler:":
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PlaceNPC( split[1], split[2], split[3], "Jeweler" );
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break;
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case "-tanner:":
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PlaceNPC( split[1], split[2], split[3], "Tanner", "Furtrader" );
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break;
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case "-bard:":
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PlaceNPC( split[1], split[2], split[3], "Bard", "BardGuildmaster" );
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break;
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case "-market:":
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PlaceNPC( split[1], split[2], split[3], "Butcher", "Farmer" );
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break;
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case "-library:":
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PlaceNPC( split[1], split[2], split[3], "Scribe" );
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break;
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case "-shipwright:":
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PlaceNPC( split[1], split[2], split[3], "Shipwright", "Mapmaker" );
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break;
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case "-docks:":
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PlaceNPC( split[1], split[2], split[3], "Fisherman" );
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break;
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case "-beekeeper:":
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PlaceNPC( split[1], split[2], split[3], "Beekeeper" );
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break;
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// Guilds & Misc
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case "-tinkers guild:":
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PlaceNPC( split[1], split[2], split[3], "TinkerGuildmaster" );
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break;
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case "-blacksmiths guild:":
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PlaceNPC( split[1], split[2], split[3], "BlacksmithGuildmaster" );
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break;
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case "-sorcerors guild:":
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PlaceNPC( split[1], split[2], split[3], "MageGuildmaster" );
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break;
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case "-customs:": break;
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case "-painter:": break;
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case "-theater:": break;
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case "-warriors guild:":
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PlaceNPC( split[1], split[2], split[3], "WarriorGuildmaster" );
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break;
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case "-archers guild:":
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PlaceNPC( split[1], split[2], split[3], "RangerGuildmaster" );
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break;
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case "-thieves guild:":
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PlaceNPC( split[1], split[2], split[3], "ThiefGuildmaster" );
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break;
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case "-miners guild:":
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PlaceNPC( split[1], split[2], split[3], "MinerGuildmaster" );
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break;
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case "-fishermans guild:":
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PlaceNPC( split[1], split[2], split[3], "FisherGuildmaster" );
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break;
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case "-merchants guild:":
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PlaceNPC( split[1], split[2], split[3], "MerchantGuildmaster" );
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break;
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case "-illusionists guild:": break;
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case "-armourers guild:": break;
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case "-sorcerers guild:": break;
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case "-mages guild:":
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PlaceNPC( split[1], split[2], split[3], "MageGuildmaster" );
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break;
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case "-weapons guild:": break;
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case "-bardic guild:":
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PlaceNPC( split[1], split[2], split[3], "BardGuildmaster" );
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break;
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case "-rogues guild:":
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break;
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// Skip
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case "+landmark:":
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case "-point of interest:":
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case "+shrine:":
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case "+moongate:":
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case "+dungeon:":
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case "+scenic:":
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case "-gate:":
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case "+Body of Water:":
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case "+ruins:":
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case "+teleporter:":
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case "+Terrain:":
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case "-exit:":
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case "-bridge:":
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case "-other:":
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case "+champion:":
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case "-stairs:":
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case "-guild:":
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case "+graveyard:":
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case "+Island:":
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case "+town:":
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break;
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/*default:
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Console.WriteLine(split[0]);
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break;*/
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}
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}
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}
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from.SendMessage( "Done, added {0} spawners",m_Count );
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}
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else
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{
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from.SendMessage( "{0} not found!", vendor_path );
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}
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}
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public static void PlaceNPC( string sx, string sy, string sm, params string[] types )
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{
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if ( types.Length == 0 )
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return;
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int x = Utility.ToInt32( sx );
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int y = Utility.ToInt32( sy );
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int map = Utility.ToInt32( sm );
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switch ( map )
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{
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case 0://Trammel and Felucca
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MakeSpawner( types, x, y, Map.Felucca );
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MakeSpawner( types, x, y, Map.Trammel );
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break;
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case 1://Felucca
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MakeSpawner( types, x, y, Map.Felucca );
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break;
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case 2:
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MakeSpawner( types, x, y, Map.Trammel );
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break;
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case 3:
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MakeSpawner( types, x, y, Map.Ilshenar );
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break;
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case 4:
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MakeSpawner( types, x, y, Map.Malas );
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break;
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default:
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Console.WriteLine( "UOAM Vendor Parser: Warning, unknown map {0}", map );
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break;
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}
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}
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public static int GetSpawnerZ( int x, int y, Map map )
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{
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int z = map.GetAverageZ( x, y );
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if ( map.CanFit( x, y, z, 16, false, false, true ) )
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return z;
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for ( int i = 1; i <= 20; ++i )
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{
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if ( map.CanFit( x, y, z + i, 16, false, false, true ) )
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return z + i;
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if ( map.CanFit( x, y, z - i, 16, false, false, true ) )
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return z - i;
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}
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return z;
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}
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public static void ClearSpawners( int x, int y, int z, Map map )
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{
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IPooledEnumerable<Spawner> eable = map.GetItemsInRange<Spawner>( new Point3D( x, y, z ), 0 );
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Queue<Spawner> m_ToDelete = new Queue<Spawner>();
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foreach ( Spawner item in eable )
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{
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if ( item.Z == z )
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m_ToDelete.Enqueue( item );
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}
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eable.Free();
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while ( m_ToDelete.Count > 0 )
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((Item)m_ToDelete.Dequeue()).Delete();
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}
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private static void MakeSpawner( string[] types, int x, int y, Map map )
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{
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if ( types.Length == 0 )
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return;
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int z = GetSpawnerZ( x, y, map );
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ClearSpawners( x, y, z, map );
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for ( int i = 0; i < types.Length; ++i )
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{
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bool isGuildmaster = ( types[i].EndsWith( "Guildmaster" ) );
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Spawner sp = new Spawner( types[i] );
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if ( isGuildmaster )
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sp.Count = 1;
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else
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sp.Count = NPCCount;
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sp.MinDelay = MinTime;
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sp.MaxDelay = MaxTime;
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sp.Team = Team;
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sp.HomeRange = HomeRange;
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sp.MoveToWorld( new Point3D( x, y, z ), map );
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if ( TotalRespawn )
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{
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sp.Respawn();
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sp.BringToHome();
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}
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++m_Count;
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}
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}
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}
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}
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