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Fix triggered Monster Tide spawn; fix Tower dungeon handoff (#2397)
* Abyss: Fix monster tide trigger; fix dungeon handoff * back out unrelated changes
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@@ -20,9 +20,11 @@ public final class ScriptMonsterTideService {
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private final List<Integer> monsterConfigIds;
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private final OnMonsterCreated onMonsterCreated = new OnMonsterCreated();
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private final OnMonsterDead onMonsterDead = new OnMonsterDead();
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private final String source;
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public ScriptMonsterTideService(
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SceneScriptManager sceneScriptManager,
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String source,
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SceneGroup group,
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int tideCount,
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int monsterSceneLimit,
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@@ -35,6 +37,7 @@ public final class ScriptMonsterTideService {
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this.monsterAlive = new AtomicInteger(0);
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this.monsterConfigOrders = new ConcurrentLinkedQueue<>(List.of(ordersConfigId));
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this.monsterConfigIds = List.of(ordersConfigId);
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this.source = source;
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this.sceneScriptManager
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.getScriptMonsterSpawnService()
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@@ -83,11 +86,10 @@ public final class ScriptMonsterTideService {
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sceneScriptManager.createMonster(
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currentGroup.id, currentGroup.block_id, getNextMonster()));
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}
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// spawn the last turn of monsters
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// fix the 5-2
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sceneScriptManager.callEvent(
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new ScriptArgs(
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currentGroup.id, EventType.EVENT_MONSTER_TIDE_DIE, monsterKillCount.get()));
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// call registered events that may spawn in more monsters
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var scriptArgs = new ScriptArgs(currentGroup.id, EventType.EVENT_MONSTER_TIDE_DIE, monsterKillCount.get());
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scriptArgs.setEventSource(source);
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sceneScriptManager.callEvent(scriptArgs);
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}
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}
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