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[refactor] Remove the word 'Manager' from most source files/namespaces
ChatManager -> Chat MissionManager -> Missions NanoManager -> Nanos TransportManager -> Transport ChunkManager -> Chunking BuddyManager -> Buddies GroupManager -> Groups RacingManager -> Racing ItemManager -> Items NPCManager and PlayerManager remain. Note: You can use git log --follow src/file.cpp to trace the history of a file from before it was renamed.
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src/Items.hpp
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72
src/Items.hpp
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#pragma once
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#include "CNShardServer.hpp"
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#include "Player.hpp"
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#include "MobAI.hpp"
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struct CrocPotEntry {
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int multStats, multLooks;
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float base, rd0, rd1, rd2, rd3;
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};
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struct Crate {
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int rarityRatioId;
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std::vector<int> itemSets;
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};
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struct MobDropChance {
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int dropChance;
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std::vector<int> cratesRatio;
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};
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struct MobDrop {
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std::vector<int> crateIDs;
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int dropChanceType;
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int taros;
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int fm;
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int boosts;
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};
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namespace Items {
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enum class SlotType {
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EQUIP = 0,
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INVENTORY = 1,
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BANK = 3
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};
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struct Item {
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bool tradeable, sellable;
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int buyPrice, sellPrice;
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int stackSize, level, rarity;
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int pointDamage, groupDamage, fireRate, defense, gender;
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int weaponType;
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// TODO: implement more as needed
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};
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// hopefully this is fine since it's never modified after load
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extern std::map<std::pair<int32_t, int32_t>, Item> ItemData; // <id, type> -> data
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extern std::map<int32_t, CrocPotEntry> CrocPotTable; // level gap -> entry
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extern std::map<int32_t, std::vector<int>> RarityRatios;
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extern std::map<int32_t, Crate> Crates;
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// pair <Itemset, Rarity> -> vector of pointers (map iterators) to records in ItemData (it looks a lot scarier than it is)
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extern std::map<std::pair<int32_t, int32_t>,
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std::vector<std::map<std::pair<int32_t, int32_t>, Item>::iterator>> CrateItems;
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extern std::map<std::string, std::vector<std::pair<int32_t, int32_t>>> CodeItems; // code -> vector of <id, type>
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// mob drops
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extern std::map<int32_t, MobDropChance> MobDropChances;
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extern std::map<int32_t, MobDrop> MobDrops;
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void init();
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// mob drops
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void giveMobDrop(CNSocket *sock, Mob *mob, int rolledBoosts, int rolledPotions, int rolledCrate, int rolledCrateType, int rolledEvent);
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int findFreeSlot(Player *plr);
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Item* getItemData(int32_t id, int32_t type);
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void checkItemExpire(CNSocket* sock, Player* player);
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void setItemStats(Player* plr);
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void updateEquips(CNSocket* sock, Player* plr);
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#ifdef ACADEMY
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extern std::map<int32_t, int32_t> NanoCapsules; // crate id -> nano id
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#endif
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}
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