forked from 2009Scape/Server
Rebase with upstream
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101b8314c9
2889 changed files with 481914 additions and 0 deletions
235
09HDscape-server/src/plugin/dialogue/FortressGuardDialogue.java
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235
09HDscape-server/src/plugin/dialogue/FortressGuardDialogue.java
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package plugin.dialogue;
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import java.util.List;
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import org.crandor.game.content.dialogue.DialoguePlugin;
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import org.crandor.game.content.dialogue.FacialExpression;
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import org.crandor.game.content.global.action.DoorActionHandler;
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import org.crandor.game.node.entity.npc.NPC;
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import org.crandor.game.node.entity.player.Player;
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import org.crandor.game.node.item.Item;
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import org.crandor.plugin.InitializablePlugin;
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import org.crandor.game.world.map.RegionManager;
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/**
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* Represents the fortress guard dialogue.
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* @author 'Vexia
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* @version 1.0
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*/
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@InitializablePlugin
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public class FortressGuardDialogue extends DialoguePlugin {
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/**
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* Represents the uniform item.
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*/
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private static final Item[] UNIFORM = new Item[] { new Item(1139), new Item(1101) };
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/**
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* Constructs a new {@code FortressGuardDialogue} {@code Object}.
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*/
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public FortressGuardDialogue() {
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/**
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* empty.
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*/
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}
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/**
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* Constructs a new {@code FortressGuardDialogue} {@code Object}.
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* @param player the player.
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*/
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public FortressGuardDialogue(Player player) {
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super(player);
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}
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@Override
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public DialoguePlugin newInstance(Player player) {
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return new FortressGuardDialogue(player);
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}
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@Override
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public boolean open(Object... args) {
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npc = (NPC) args[0];
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if (args.length == 2) {
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interpreter.sendDialogues(npc, null, "Hey! You can't come in here! This is a high security", "military installation!");
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stage = 40;
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return true;
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}
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if (args.length == 3) {
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interpreter.sendDialogues(npc, null, "I wouldn't go in there if I were you. Those Black", "Knights are in an important meeting. They said they'd", "kill anyone who went in there!");
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stage = 50;
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return true;
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}
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if (!inUniform(player)) {
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Get lost. This is private property.");
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stage = 0;
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} else {
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Hey! Get back on duty!");
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stage = 30;
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}
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return true;
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}
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@Override
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public boolean handle(int interfaceId, int buttonId) {
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switch (stage) {
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case 0:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Yes, but I work here!");
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stage = 1;
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break;
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case 1:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Well, this is the guards' entrance. I might be new here", "but I can tell you're not a guard.");
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stage = 2;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "How can you tell?");
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stage = 3;
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break;
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case 3:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "You're not even wearing proper guards uniform!");
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stage = 4;
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break;
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case 4:
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interpreter.sendOptions("Select an Option", "Oh pleeeaase let me in!", "So what is this uniform?");
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stage = 5;
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break;
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case 5:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Oh pleeeaaase let me in!");
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stage = 10;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "So what is this uniform?");
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stage = 20;
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break;
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}
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break;
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case 10:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Go away. You're getting annoying.");
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stage = 11;
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break;
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case 11:
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end();
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break;
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case 20:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Well you can see me wearing it. It's an iron chainbody", "and a medium bronze helm.");
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stage = 21;
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break;
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case 21:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Hmmm... I wonder if I can make that or get some in", "the local towns...");
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stage = 22;
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break;
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case 22:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "What was that you muttered?");
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stage = 23;
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break;
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case 23:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Oh, nothing important!");
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stage = 24;
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break;
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case 24:
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end();
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break;
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case 30:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Uh...");
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stage = 31;
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break;
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case 31:
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end();
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break;
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case 40:
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interpreter.sendOptions("Select an Option", "Yes, but I work here!", "Oh, sorry.", "So who does it belong to?");
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stage = 41;
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break;
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case 41:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Yes, but I work here!");
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stage = 1;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Oh, sorry.");
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stage = 42;
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break;
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case 3:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "So who does it belong to?");
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stage = 44;
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break;
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}
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break;
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case 42:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Don't let it happen again.");
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stage = 43;
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break;
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case 43:
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end();
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break;
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case 44:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "This fortress belongs to the order of Black Knights", "known as the Kinshra.");
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stage = 45;
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break;
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case 45:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Oh. Okay, thanks.");
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stage = 46;
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break;
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case 46:
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end();
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break;
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case 50:
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interpreter.sendOptions("Select an Option", "Okay, I won't.", "I don't care. I'm going in anyway.");
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stage = 51;
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break;
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case 51:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, null, "Okay, I won't.");
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stage = 52;
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break;
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case 2:
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interpreter.sendDialogues(player, null, "I don't care. I'm going in anyway.");
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stage = 54;
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break;
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}
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break;
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case 52:
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interpreter.sendDialogues(npc, null, "Wise move.");
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stage = 53;
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break;
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case 53:
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end();
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break;
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case 54:
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end();
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DoorActionHandler.handleAutowalkDoor(player, RegionManager.getObject(0, 3020, 3515));
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List<NPC> npcs = RegionManager.getLocalNpcs(player);
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for (NPC npc : npcs) {
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if (npc.getId() == 179) {
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npc.getProperties().getCombatPulse().attack(player);
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npc.sendChat("Die, intruder!");
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return true;
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}
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}
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break;
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}
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return true;
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}
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@Override
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public int[] getIds() {
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return new int[] { 609, 4603, 4604, 4605, 4606 };
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}
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/**
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* Method used to cehck if the player is in the inventory.
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* @param player the player.
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* @return <code>True</code> if so.
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*/
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public static boolean inUniform(final Player player) {
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for (Item i : UNIFORM) {
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if (!player.getEquipment().containsItem(i)) {
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return false;
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}
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}
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return true;
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}
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}
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