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Make UI for blueprint unlocking behave.
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51637ab01e
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@ -48,11 +48,15 @@ public class ForgingManager {
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// Determine the forging item we should unlock.
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int forgeId = Integer.parseInt(blueprintItem.getItemData().getItemUse().get(0).getUseParam().get(0));
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// Tell the client that this blueprint is now unlocked and add the unlocked item to the player.
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this.player.sendPacket(new PacketForgeFormulaDataNotify(forgeId));
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this.player.getUnlockedForgingBlueprints().add(forgeId);
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// Remove the blueprint from the player's inventory.
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// We need to do this here, before sending ForgeFormulaDataNotify, or the the forging UI won't correctly
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// update when unlocking the blueprint.
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player.getInventory().removeItem(blueprintItem, 1);
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// Tell the client that this blueprint is now unlocked and add the unlocked item to the player.
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this.player.getUnlockedForgingBlueprints().add(forgeId);
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this.player.sendPacket(new PacketForgeFormulaDataNotify(forgeId));
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// Done.
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return true;
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}
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@ -822,6 +822,7 @@ public class InventoryManager {
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}
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int used = 0;
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boolean useSuccess = false;
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// Use
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switch (useItem.getItemData().getMaterialType()) {
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@ -853,12 +854,7 @@ public class InventoryManager {
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// Handle forging blueprints.
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if (useItem.getItemData().getItemUse().get(0).getUseOp().equals("ITEM_USE_UNLOCK_FORGE")) {
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// Unlock.
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boolean success = player.getForgingManager().unlockForgingBlueprint(useItem);
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// Use up the blueprint item if successful.
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if (success) {
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used = 1;
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}
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useSuccess = player.getForgingManager().unlockForgingBlueprint(useItem);
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}
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break;
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case MATERIAL_CHEST:
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@ -925,10 +921,15 @@ public class InventoryManager {
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used = 1;
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}
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// If we used at least one item, or one of the methods called here reports using the item successfully,
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// we return the item to make UseItemRsp a success.
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if (used > 0) {
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player.getInventory().removeItem(useItem, used);
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return useItem;
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}
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if (useSuccess) {
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return useItem;
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}
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return null;
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}
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