Started thinking about the implemtation of #11
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/*
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* Copyright (c) 2018 Jitse Boonstra
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*/
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package net.jitse.npclib.internal;
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import com.mojang.authlib.GameProfile;
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import com.mojang.authlib.properties.Property;
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import net.jitse.npclib.NPCLib;
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import net.jitse.npclib.api.NPC;
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import net.jitse.npclib.api.events.NPCHideEvent;
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import net.jitse.npclib.api.events.NPCShowEvent;
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import net.jitse.npclib.api.skin.Skin;
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import net.jitse.npclib.api.state.NPCSlot;
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import net.jitse.npclib.api.state.NPCState;
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import org.bukkit.Bukkit;
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import org.bukkit.Location;
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import org.bukkit.World;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.util.Vector;
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import java.util.*;
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public abstract class NPCBase implements NPC, NPCPacketHandler {
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protected final UUID uuid = UUID.randomUUID();
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protected final int entityId = Integer.MAX_VALUE - NPCManager.getAllNPCs().size();
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protected final String name = uuid.toString().replace("-", "").substring(0, 10);
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protected final GameProfile gameProfile = new GameProfile(uuid, name);
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private final Set<UUID> shown = new HashSet<>();
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private final Set<UUID> autoHidden = new HashSet<>();
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protected double cosFOV = Math.cos(Math.toRadians(60));
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protected NPCState[] activeStates = new NPCState[]{};
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protected NPCLib instance;
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protected List<String> text;
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protected Location location;
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protected Skin skin;
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// offHand support in 1.9 R1 and later.
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protected ItemStack helmet, chestplate, leggings, boots, inHand, offHand;
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public NPCBase(NPCLib instance, List<String> text) {
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this.instance = instance;
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this.text = text == null ? Collections.emptyList() : text;
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NPCManager.add(this);
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}
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public NPCLib getInstance() {
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return instance;
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}
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@Override
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public String getId() {
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return name;
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}
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@Override
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public NPC setSkin(Skin skin) {
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this.skin = skin;
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gameProfile.getProperties().get("textures").clear();
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if (skin != null)
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gameProfile.getProperties().put("textures", new Property("textures", skin.getValue(), skin.getSignature()));
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return this;
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}
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@Override
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public void destroy() {
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NPCManager.remove(this);
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// Destroy NPC for every player that is still seeing it.
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for (UUID uuid : shown) {
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if (autoHidden.contains(uuid)) {
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continue;
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}
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hide(Bukkit.getPlayer(uuid), true);
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}
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}
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public void disableFOV() {
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this.cosFOV = 0; // Or equals Math.cos(1/2 * Math.PI).
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}
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public void setFOV(double fov) {
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this.cosFOV = Math.cos(Math.toRadians(fov));
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}
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public Set<UUID> getShown() {
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return shown;
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}
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public Set<UUID> getAutoHidden() {
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return autoHidden;
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}
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@Override
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public Location getLocation() {
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return location;
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}
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@Override
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public World getWorld() {
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return location != null ? location.getWorld() : null;
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}
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public int getEntityId() {
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return entityId;
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}
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@Override
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public boolean isShown(Player player) {
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return shown.contains(player.getUniqueId()) && !autoHidden.contains(player.getUniqueId());
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}
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@Override
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public NPC setLocation(Location location) {
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this.location = location;
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return this;
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}
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@Override
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public NPC create() {
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createPackets();
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return this;
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}
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public void onLogout(Player player) {
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getAutoHidden().remove(player.getUniqueId());
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getShown().remove(player.getUniqueId()); // Don't need to use NPC#hide since the entity is not registered in the NMS server.
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}
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@Override
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public void show(Player player) {
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show(player, false);
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}
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public void show(Player player, boolean auto) {
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NPCShowEvent event = new NPCShowEvent(this, player, auto);
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Bukkit.getServer().getPluginManager().callEvent(event);
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if (event.isCancelled()) {
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return;
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}
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if (!canSeeNPC(player)) {
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if (!auto) {
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shown.add(player.getUniqueId());
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}
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autoHidden.add(player.getUniqueId());
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return;
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}
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if (auto) {
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sendShowPackets(player);
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sendMetadataPacket(player);
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sendEquipmentPackets(player);
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} else {
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if (isShown(player)) {
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throw new RuntimeException("Cannot call show method twice.");
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}
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if (shown.contains(player.getUniqueId())) {
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return;
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}
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shown.add(player.getUniqueId());
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if (player.getWorld().equals(location.getWorld()) && player.getLocation().distance(location)
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<= instance.getAutoHideDistance()) {
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sendShowPackets(player);
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sendMetadataPacket(player);
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sendEquipmentPackets(player);
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} else {
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autoHidden.add(player.getUniqueId());
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}
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}
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}
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private boolean canSeeNPC(Player player) {
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Vector dir = location.toVector().subtract(player.getEyeLocation().toVector()).normalize();
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return dir.dot(player.getLocation().getDirection()) >= cosFOV;
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}
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@Override
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public void hide(Player player) {
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hide(player, false);
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}
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public void hide(Player player, boolean auto) {
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NPCHideEvent event = new NPCHideEvent(this, player, auto);
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Bukkit.getServer().getPluginManager().callEvent(event);
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if (event.isCancelled()) {
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return;
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}
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if (auto) {
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sendHidePackets(player);
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} else {
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if (!shown.contains(player.getUniqueId())) {
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throw new RuntimeException("Cannot call hide method without calling NPC#show.");
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}
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shown.remove(player.getUniqueId());
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if (player.getWorld().equals(location.getWorld()) && player.getLocation().distance(location)
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<= instance.getAutoHideDistance()) {
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sendHidePackets(player);
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} else {
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autoHidden.remove(player.getUniqueId());
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}
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}
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}
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@Override
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public NPC toggleState(NPCState state) {
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int inActiveStatesIndex = -1;
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if (activeStates.length == 0) { // If there're no active states, this is the first to be toggled (on).
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activeStates = new NPCState[]{state};
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} else { // Otherwise, there have been states that were toggled, check if we need to toggle something off.
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for (int i = 0; i < activeStates.length; i++) {
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if (activeStates[i] == state) { // If the state is to be toggled off, save the index so we can remove it.
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inActiveStatesIndex = i;
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break;
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}
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}
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if (inActiveStatesIndex > -1) { // If there's a state to be toggled of, create a new array with all items but the one to be toggled off.
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NPCState[] newArr = new NPCState[activeStates.length - 1];
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for (int i = 0; i < newArr.length; i++) {
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if (inActiveStatesIndex == i) {
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continue;
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} else if (i < inActiveStatesIndex) {
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newArr[i] = activeStates[i];
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} else {
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newArr[i] = activeStates[i + 1];
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}
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}
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activeStates = newArr;
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} else { // Else, we need to add a state by appending our state to the array.
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NPCState[] newArr = new NPCState[activeStates.length + 1];
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System.arraycopy(activeStates, 0, newArr, 0, activeStates.length);
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newArr[activeStates.length] = state;
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activeStates = newArr;
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}
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}
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// Send a new metadata packet to all players that can see the NPC.
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for (UUID shownUuid : shown) {
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Player player = Bukkit.getPlayer(shownUuid);
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if (player != null && isShown(player)) {
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sendMetadataPacket(player);
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}
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}
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return this;
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}
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@Override
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public NPC setItem(NPCSlot slot, ItemStack item) {
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if (slot == null) {
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throw new NullPointerException("Slot cannot be null");
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}
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switch (slot) {
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case HELMET:
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this.helmet = item;
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break;
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case CHESTPLATE:
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this.chestplate = item;
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break;
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case LEGGINGS:
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this.leggings = item;
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break;
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case BOOTS:
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this.boots = item;
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break;
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case MAINHAND:
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this.inHand = item;
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break;
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case OFFHAND:
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this.offHand = item;
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break;
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default:
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throw new IllegalArgumentException("Entered an invalid inventory slot");
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}
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for (UUID shownUuid : shown) {
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Player player = Bukkit.getPlayer(shownUuid);
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if (player != null && isShown(player)) {
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sendEquipmentPacket(player, slot, false);
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}
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}
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return this;
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}
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@Override
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public NPC setText(List<String> text) {
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for (UUID shownUuid : shown) {
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Player player = Bukkit.getPlayer(shownUuid);
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if (player != null && isShown(player)) {
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sendTextUpdatePackets(this.text, text, player);
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}
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}
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this.text = text;
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return this;
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}
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}
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