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Merge branch 'inventory_refactor' into develop
# Conflicts: # FFXIVClassic Map Server/Database.cs # FFXIVClassic Map Server/FFXIVClassic Map Server.csproj # FFXIVClassic Map Server/WorldManager.cs # FFXIVClassic Map Server/actors/area/Area.cs # FFXIVClassic Map Server/actors/area/Zone.cs # FFXIVClassic Map Server/actors/chara/Character.cs # FFXIVClassic Map Server/actors/chara/npc/Npc.cs # FFXIVClassic Map Server/actors/chara/player/Inventory.cs # FFXIVClassic Map Server/actors/chara/player/Player.cs # FFXIVClassic Map Server/dataobjects/ZoneConnection.cs # FFXIVClassic Map Server/lua/LuaEngine.cs # FFXIVClassic Map Server/packets/send/Actor/AddActorPacket.cs # FFXIVClassic Map Server/packets/send/Actor/DeleteAllActorsPacket.cs # FFXIVClassic Map Server/packets/send/Actor/SetActorPropetyPacket.cs # FFXIVClassic Map Server/packets/send/Actor/SetActorStatePacket.cs # FFXIVClassic Map Server/packets/send/Actor/SetActorStatusAllPacket.cs # FFXIVClassic Map Server/packets/send/Actor/SetActorStatusPacket.cs # FFXIVClassic Map Server/packets/send/Actor/_0x132Packet.cs # FFXIVClassic Map Server/packets/send/Actor/battle/BattleAction.cs # FFXIVClassic Map Server/packets/send/Actor/battle/BattleActionX10Packet.cs # FFXIVClassic Map Server/packets/send/Actor/battle/BattleActionX18Packet.cs # FFXIVClassic Map Server/packets/send/Actor/battle/CommandResultX00Packet.cs # FFXIVClassic Map Server/packets/send/Actor/events/SetEmoteEventCondition.cs # FFXIVClassic Map Server/packets/send/Actor/inventory/InventoryRemoveX08Packet.cs # data/scripts/commands/gm/giveitem.lua
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@@ -1,10 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.actors.chara.npc
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namespace FFXIVClassic_Map_Server.actors.chara.npc
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{
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class ActorClass
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{
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@@ -1,14 +1,10 @@
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.actors;
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using FFXIVClassic_Map_Server.actors.area;
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using FFXIVClassic_Map_Server.actors.chara.npc;
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using FFXIVClassic_Map_Server.Actors.Chara;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.receive.events;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.utils;
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using MoonSharp.Interpreter;
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using MySql.Data.MySqlClient;
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using Newtonsoft.Json;
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using System;
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@@ -1,12 +1,6 @@
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.actors.chara.player;
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using FFXIVClassic_Map_Server.actors.chara.player;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor.inventory;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.actors.chara.npc
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{
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@@ -18,7 +12,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.npc
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private uint retainerId;
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private Player ownerPlayer;
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private Dictionary<ushort, Inventory> inventories = new Dictionary<ushort, Inventory>();
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public Retainer(uint retainerId, ActorClass actorClass, Player player, float posX, float posY, float posZ, float rot)
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: base(0, actorClass, "myretainer", player.GetZone(), posX, posY, posZ, rot, 0, 0, null)
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@@ -27,33 +20,16 @@ namespace FFXIVClassic_Map_Server.actors.chara.npc
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this.ownerPlayer = player;
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this.actorName = String.Format("_rtnre{0:x7}", actorId);
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inventories[Inventory.NORMAL] = new Inventory(this, MAXSIZE_INVENTORY_NORMAL, Inventory.NORMAL);
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inventories[Inventory.CURRENCY_CRYSTALS] = new Inventory(this, MAXSIZE_INVENTORY_CURRANCY, Inventory.CURRENCY_CRYSTALS);
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inventories[Inventory.BAZAAR] = new Inventory(this, MAXSIZE_INVENTORY_BAZAAR, Inventory.BAZAAR);
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itemPackages[ItemPackage.NORMAL] = new ItemPackage(this, MAXSIZE_INVENTORY_NORMAL, ItemPackage.NORMAL);
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itemPackages[ItemPackage.CURRENCY_CRYSTALS] = new ItemPackage(this, MAXSIZE_INVENTORY_CURRANCY, ItemPackage.CURRENCY_CRYSTALS);
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itemPackages[ItemPackage.BAZAAR] = new ItemPackage(this, MAXSIZE_INVENTORY_BAZAAR, ItemPackage.BAZAAR);
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inventories[Inventory.NORMAL].InitList(Database.GetInventory(this, Inventory.NORMAL));
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inventories[Inventory.CURRENCY_CRYSTALS].InitList(Database.GetInventory(this, Inventory.CURRENCY_CRYSTALS));
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inventories[Inventory.BAZAAR].InitList(Database.GetInventory(this, Inventory.BAZAAR));
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itemPackages[ItemPackage.NORMAL].InitList(Database.GetInventory(this, ItemPackage.NORMAL));
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itemPackages[ItemPackage.CURRENCY_CRYSTALS].InitList(Database.GetInventory(this, ItemPackage.CURRENCY_CRYSTALS));
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itemPackages[ItemPackage.BAZAAR].InitList(Database.GetInventory(this, ItemPackage.BAZAAR));
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}
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public Inventory GetInventory(ushort type)
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{
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if (inventories.ContainsKey(type))
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return inventories[type];
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else
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return null;
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}
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public void SendFullRetainerInventory(Player player)
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{
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player.QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
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inventories[Inventory.NORMAL].SendFullInventory(player);
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inventories[Inventory.CURRENCY_CRYSTALS].SendFullInventory(player);
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inventories[Inventory.BAZAAR].SendFullInventory(player);
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player.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
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}
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public uint getRetainerId()
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public uint GetRetainerId()
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{
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return retainerId;
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}
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