e8527ff506
Fixed incorrect coordinates for the study crystal ball hotspot
1020 lines
38 KiB
Java
1020 lines
38 KiB
Java
package content.global.skill.construction;
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import core.game.node.scenery.Scenery;
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import core.game.world.map.Region;
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import core.game.world.map.RegionChunk;
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import core.game.world.map.RegionManager;
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/**
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* Represents the room properties.
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* @author Emperor, Player Name
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* >ORDINAL BOUND<
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*/
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public enum RoomProperties {
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/**
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* The parlour.
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*/
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PARLOUR(1000, 1, 0, 0, 7, Room.CHAMBER, new Hotspot(BuildHotspot.BOOKCASE, 0, 1),
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new Hotspot(BuildHotspot.WINDOW, 0, 2),
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new Hotspot(BuildHotspot.WINDOW, 0, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 0),
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new Hotspot(BuildHotspot.WINDOW, 2, 7),
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new Hotspot(BuildHotspot.WINDOW, 5, 0),
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new Hotspot(BuildHotspot.WINDOW, 5, 7),
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new Hotspot(BuildHotspot.WINDOW, 7, 2),
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new Hotspot(BuildHotspot.WINDOW, 7, 5),
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new Hotspot(BuildHotspot.CURTAINS, 2, 0),
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new Hotspot(BuildHotspot.CURTAINS, 0, 2),
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new Hotspot(BuildHotspot.CURTAINS, 0, 5),
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new Hotspot(BuildHotspot.CURTAINS, 2, 7),
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new Hotspot(BuildHotspot.CURTAINS, 5, 0),
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new Hotspot(BuildHotspot.CURTAINS, 5, 7),
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new Hotspot(BuildHotspot.CURTAINS, 7, 2),
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new Hotspot(BuildHotspot.CURTAINS, 7, 5),
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new Hotspot(BuildHotspot.RUG, 2, 2),
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new Hotspot(BuildHotspot.RUG2, 2, 3),
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new Hotspot(BuildHotspot.RUG2, 2, 4),
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new Hotspot(BuildHotspot.RUG, 2, 5),
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new Hotspot(BuildHotspot.RUG2, 3, 2),
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new Hotspot(BuildHotspot.RUG3, 3, 3),
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new Hotspot(BuildHotspot.RUG3, 3, 4),
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new Hotspot(BuildHotspot.RUG2, 3, 5),
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new Hotspot(BuildHotspot.RUG2, 4, 2),
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new Hotspot(BuildHotspot.RUG3, 4, 3),
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new Hotspot(BuildHotspot.RUG3, 4, 4),
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new Hotspot(BuildHotspot.RUG2, 4, 5),
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new Hotspot(BuildHotspot.RUG, 5, 2),
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new Hotspot(BuildHotspot.RUG2, 5, 3),
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new Hotspot(BuildHotspot.RUG2, 5, 4),
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new Hotspot(BuildHotspot.RUG, 5, 5),
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new Hotspot(BuildHotspot.CHAIRS_1, 2, 4),
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new Hotspot(BuildHotspot.FIREPLACE, 3, 7, 4, 7),
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new Hotspot(BuildHotspot.CHAIRS_3, 4, 3),
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new Hotspot(BuildHotspot.CHAIRS_2, 5, 4),
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new Hotspot(BuildHotspot.BOOKCASE, 7, 1)),
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/**
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* The garden. (centrepiece has to be first!)
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*/
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GARDEN(1000, 1, 0, 0, 1, Room.LAND, new Hotspot(BuildHotspot.CENTREPIECE_1, 3, 3, 4, 4),
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new Hotspot(BuildHotspot.BIG_PLANT_2, 0, 0, 1, 1),
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new Hotspot(BuildHotspot.BIG_TREE_1, 1, 5, 2, 6),
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new Hotspot(BuildHotspot.SMALL_PLANT_1, 3, 1),
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new Hotspot(BuildHotspot.SMALL_PLANT_2, 4, 5),
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new Hotspot(BuildHotspot.BIG_PLANT_1, 6, 0, 7, 1),
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new Hotspot(BuildHotspot.TREE_1, 6, 6, 7, 7)),
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/**
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* The kitchen.
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*/
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KITCHEN(5000, 5, 0, 2, 7, Room.CHAMBER, new Hotspot(BuildHotspot.CAT_BLANKET, 0, 0),
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new Hotspot(BuildHotspot.WINDOW, 0, 2),
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new Hotspot(BuildHotspot.WINDOW, 0, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 0),
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new Hotspot(BuildHotspot.WINDOW, 2, 7),
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new Hotspot(BuildHotspot.WINDOW, 5, 0),
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new Hotspot(BuildHotspot.WINDOW, 5, 7),
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new Hotspot(BuildHotspot.WINDOW, 7, 2),
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new Hotspot(BuildHotspot.WINDOW, 7, 5),
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new Hotspot(BuildHotspot.BARRELS, 0, 6),
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new Hotspot(BuildHotspot.KITCHEN_TABLE, 3, 3, 4, 4),
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new Hotspot(BuildHotspot.STOVE, 3, 7, 4, 7),
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new Hotspot(BuildHotspot.LARDER, 6, 0, 7, 1),
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new Hotspot(BuildHotspot.SINK, 7, 3, 7, 4),
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new Hotspot(BuildHotspot.SHELVES, 1, 7),
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new Hotspot(BuildHotspot.SHELVES, 6, 7),
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new Hotspot(BuildHotspot.SHELVES_2, 7, 6)),
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/**
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* Dining room.
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*/
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DINING_ROOM(5000, 10, 0, 4, 7, Room.CHAMBER, new Hotspot(BuildHotspot.FIREPLACE_DINING, 3, 7, 4, 7),
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new Hotspot(BuildHotspot.WINDOW, 0, 2),
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new Hotspot(BuildHotspot.WINDOW, 0, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 0),
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new Hotspot(BuildHotspot.WINDOW, 5, 0),
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new Hotspot(BuildHotspot.WINDOW, 7, 2),
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new Hotspot(BuildHotspot.WINDOW, 7, 5),
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new Hotspot(BuildHotspot.DINING_CURTAINS, 0, 2),
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new Hotspot(BuildHotspot.DINING_CURTAINS, 0, 5),
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new Hotspot(BuildHotspot.DINING_CURTAINS, 2, 0),
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new Hotspot(BuildHotspot.DINING_CURTAINS, 5, 0),
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new Hotspot(BuildHotspot.DINING_CURTAINS, 7, 2),
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new Hotspot(BuildHotspot.DINING_CURTAINS, 7, 5),
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new Hotspot(BuildHotspot.WALL_DECORATION, 2, 7),
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new Hotspot(BuildHotspot.WALL_DECORATION, 5, 7),
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new Hotspot(BuildHotspot.DINING_BENCH_2, 2, 5),
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new Hotspot(BuildHotspot.DINING_BENCH_2, 3, 5),
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new Hotspot(BuildHotspot.DINING_BENCH_2, 4, 5),
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new Hotspot(BuildHotspot.DINING_BENCH_2, 5, 5),
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new Hotspot(BuildHotspot.DINING_BENCH_1, 2, 2),
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new Hotspot(BuildHotspot.DINING_BENCH_1, 3, 2),
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new Hotspot(BuildHotspot.DINING_BENCH_1, 4, 2),
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new Hotspot(BuildHotspot.DINING_BENCH_1, 5, 2),
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new Hotspot(BuildHotspot.ROPE_BELL_PULL, 0, 0),
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new Hotspot(BuildHotspot.DINING_TABLE, 2, 3, 5, 4)),
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/**
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* Workshop.
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*/
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WORKSHOP(10000, 15, 0, 0, 5, Room.CHAMBER, new Hotspot(BuildHotspot.WORKBENCH, 3, 4, 4, 4),
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new Hotspot(BuildHotspot.WINDOW, 0, 2),
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new Hotspot(BuildHotspot.WINDOW, 0, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 0),
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new Hotspot(BuildHotspot.WINDOW, 5, 0),
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new Hotspot(BuildHotspot.WINDOW, 7, 2),
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new Hotspot(BuildHotspot.WINDOW, 7, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 7),
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new Hotspot(BuildHotspot.WINDOW, 5, 7),
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new Hotspot(BuildHotspot.REPAIR, 7, 3, 7, 4),
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new Hotspot(BuildHotspot.HERALDRY, 7, 6, 7, 7),
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new Hotspot(BuildHotspot.CRAFTING, 0, 3, 0, 4),
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new Hotspot(BuildHotspot.WORKBENCH, 3, 4),
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new Hotspot(BuildHotspot.TOOL4, 7, 1),
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new Hotspot(BuildHotspot.TOOL2, 6, 0),
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new Hotspot(BuildHotspot.TOOL1, 1, 0),
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new Hotspot(BuildHotspot.TOOL3, 0, 1),
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new Hotspot(BuildHotspot.TOOL5, 0, 6)),
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/**
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* Bedroom.
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*/
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BEDROOM(10000, 20, 0, 6, 7, Room.CHAMBER, new Hotspot(BuildHotspot.BED, 3, 6, 4, 7),
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new Hotspot(BuildHotspot.FIREPLACE2, 7, 3, 7, 4),
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new Hotspot(BuildHotspot.CLOCK, 7, 0),
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new Hotspot(BuildHotspot.DRESSER, 0, 7, 1, 7),
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new Hotspot(BuildHotspot.DRAWERS, 6, 7),
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new Hotspot(BuildHotspot.WINDOW, 0, 2),
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new Hotspot(BuildHotspot.WINDOW, 0, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 0),
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new Hotspot(BuildHotspot.WINDOW, 5, 0),
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new Hotspot(BuildHotspot.WINDOW, 7, 2),
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new Hotspot(BuildHotspot.WINDOW, 7, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 7),
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new Hotspot(BuildHotspot.WINDOW, 5, 7),
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new Hotspot(BuildHotspot.BEDROOM_CURTAINS, 0, 2),
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new Hotspot(BuildHotspot.BEDROOM_CURTAINS, 0, 5),
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new Hotspot(BuildHotspot.BEDROOM_CURTAINS, 2, 0),
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new Hotspot(BuildHotspot.BEDROOM_CURTAINS, 5, 0),
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new Hotspot(BuildHotspot.BEDROOM_CURTAINS, 7, 2),
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new Hotspot(BuildHotspot.BEDROOM_CURTAINS, 7, 5),
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new Hotspot(BuildHotspot.BEDROOM_CURTAINS, 2, 7),
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new Hotspot(BuildHotspot.BEDROOM_CURTAINS, 5, 7),
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new Hotspot(BuildHotspot.BEDROOM_RUG, 2, 2),
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new Hotspot(BuildHotspot.BEDROOM_RUG, 2, 3),
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new Hotspot(BuildHotspot.BEDROOM_RUG, 3, 2),
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new Hotspot(BuildHotspot.BEDROOM_RUG, 3, 3),
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new Hotspot(BuildHotspot.BEDROOM_RUG, 4, 2),
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new Hotspot(BuildHotspot.BEDROOM_RUG, 4, 3),
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new Hotspot(BuildHotspot.BEDROOM_RUG, 5, 2),
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new Hotspot(BuildHotspot.BEDROOM_RUG, 5, 3),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 2, 1),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 3, 1),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 4, 1),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 5, 1),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 2, 4),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 3, 4),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 4, 4),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 5, 4),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 6, 2),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 6, 3),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 1, 2),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 1, 3),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 3, 2),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 3, 5),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 4, 5),
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new Hotspot(BuildHotspot.BEDROOM_RUG2, 4, 2),
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new Hotspot(BuildHotspot.BEDROOM_RUG3, 1, 1),
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new Hotspot(BuildHotspot.BEDROOM_RUG3, 1, 4),
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new Hotspot(BuildHotspot.BEDROOM_RUG3, 6, 1),
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new Hotspot(BuildHotspot.BEDROOM_RUG3, 6, 4)),
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/**
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* Skill hall.
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*/
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SKILL_HALL(15000, 25, 0, 1, 6, Room.CHAMBER, new Hotspot(BuildHotspot.STAIRWAYS, 3, 3, 4, 4),
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new Hotspot(BuildHotspot.ARMOUR_SPACE, 2, 3),
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new Hotspot(BuildHotspot.ARMOUR_SPACE2, 5, 3),
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new Hotspot(BuildHotspot.HEAD_TROPHY, 6, 7),
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new Hotspot(BuildHotspot.RUNE_CASE, 0, 6),
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new Hotspot(BuildHotspot.FISHING_TROPHY, 1, 7),
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new Hotspot(BuildHotspot.WINDOW, 0, 2),
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new Hotspot(BuildHotspot.WINDOW, 0, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 0),
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new Hotspot(BuildHotspot.WINDOW, 5, 0),
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new Hotspot(BuildHotspot.WINDOW, 7, 2),
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new Hotspot(BuildHotspot.WINDOW, 7, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 7),
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new Hotspot(BuildHotspot.WINDOW, 5, 7),
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new Hotspot(BuildHotspot.HALL_RUG, 2, 2),
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new Hotspot(BuildHotspot.HALL_RUG, 3, 2),
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new Hotspot(BuildHotspot.HALL_RUG, 4, 2),
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new Hotspot(BuildHotspot.HALL_RUG, 5, 2),
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new Hotspot(BuildHotspot.HALL_RUG, 2, 3),
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new Hotspot(BuildHotspot.HALL_RUG, 3, 3),
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new Hotspot(BuildHotspot.HALL_RUG, 4, 3),
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new Hotspot(BuildHotspot.HALL_RUG, 5, 3),
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new Hotspot(BuildHotspot.HALL_RUG, 2, 4),
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new Hotspot(BuildHotspot.HALL_RUG, 3, 4),
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new Hotspot(BuildHotspot.HALL_RUG, 4, 4),
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new Hotspot(BuildHotspot.HALL_RUG, 5, 4),
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new Hotspot(BuildHotspot.HALL_RUG, 2, 5),
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new Hotspot(BuildHotspot.HALL_RUG, 3, 5),
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new Hotspot(BuildHotspot.HALL_RUG, 4, 5),
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new Hotspot(BuildHotspot.HALL_RUG, 5, 5),
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new Hotspot(BuildHotspot.HALL_RUG2, 1, 2),
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new Hotspot(BuildHotspot.HALL_RUG2, 1, 3),
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new Hotspot(BuildHotspot.HALL_RUG2, 1, 4),
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new Hotspot(BuildHotspot.HALL_RUG2, 1, 5),
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new Hotspot(BuildHotspot.HALL_RUG2, 6, 2),
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new Hotspot(BuildHotspot.HALL_RUG2, 6, 3),
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new Hotspot(BuildHotspot.HALL_RUG2, 6, 4),
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new Hotspot(BuildHotspot.HALL_RUG2, 6, 5),
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new Hotspot(BuildHotspot.HALL_RUG2, 2, 1),
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new Hotspot(BuildHotspot.HALL_RUG2, 3, 1),
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new Hotspot(BuildHotspot.HALL_RUG2, 4, 1),
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new Hotspot(BuildHotspot.HALL_RUG2, 5, 1),
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new Hotspot(BuildHotspot.HALL_RUG2, 2, 6),
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new Hotspot(BuildHotspot.HALL_RUG2, 3, 6),
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new Hotspot(BuildHotspot.HALL_RUG2, 4, 6),
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new Hotspot(BuildHotspot.HALL_RUG2, 5, 6),
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new Hotspot(BuildHotspot.HALL_RUG3, 1, 1),
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new Hotspot(BuildHotspot.HALL_RUG3, 1, 6),
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new Hotspot(BuildHotspot.HALL_RUG3, 6, 1),
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new Hotspot(BuildHotspot.HALL_RUG3, 6, 6)),
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/**
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* Games room.
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*/
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GAMES_ROOM(25000, 30, 0, 5, 4, Room.CHAMBER,
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new Hotspot(BuildHotspot.RANGING_GAME, 1, 0),
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new Hotspot(BuildHotspot.ATTACK_STONE, 2, 4),
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new Hotspot(BuildHotspot.PRIZE_CHEST, 3, 7),
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new Hotspot(BuildHotspot.ELEMENTAL_BALANCE, 5, 4),
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new Hotspot(BuildHotspot.GAME_SPACE, 6, 0, 7, 1),
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new Hotspot(BuildHotspot.WINDOW, 0, 2),
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new Hotspot(BuildHotspot.WINDOW, 0, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 0),
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new Hotspot(BuildHotspot.WINDOW, 5, 0),
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new Hotspot(BuildHotspot.WINDOW, 7, 2),
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new Hotspot(BuildHotspot.WINDOW, 7, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 7),
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new Hotspot(BuildHotspot.WINDOW, 5, 7)),
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/**
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* Combat room.
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*/
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COMBAT_ROOM(25000, 32, 0, 3, 4, Room.CHAMBER, new Hotspot(BuildHotspot.STORAGE_SPACE, 3, 7),
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new Hotspot(BuildHotspot.WALL_DECORATION2, 1, 7),
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new Hotspot(BuildHotspot.WALL_DECORATION2, 6, 7),
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new Hotspot(BuildHotspot.WINDOW, 0, 2),
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new Hotspot(BuildHotspot.WINDOW, 0, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 0),
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new Hotspot(BuildHotspot.WINDOW, 5, 0),
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new Hotspot(BuildHotspot.WINDOW, 7, 2),
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new Hotspot(BuildHotspot.WINDOW, 7, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 7),
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new Hotspot(BuildHotspot.WINDOW, 5, 7),
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new Hotspot(BuildHotspot.CR_CORNER, 6, 1),
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new Hotspot(BuildHotspot.CR_CORNER2, 1, 1),
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new Hotspot(BuildHotspot.CR_CORNER3, 1, 6),
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new Hotspot(BuildHotspot.CR_CORNER4, 6, 6),
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new Hotspot(BuildHotspot.CR_RING, 2, 1),
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new Hotspot(BuildHotspot.CR_RING, 3, 1),
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new Hotspot(BuildHotspot.CR_RING, 4, 1),
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new Hotspot(BuildHotspot.CR_RING2, 5, 1),
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new Hotspot(BuildHotspot.CR_RING, 1, 2),
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new Hotspot(BuildHotspot.CR_RING, 1, 3),
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new Hotspot(BuildHotspot.CR_RING, 1, 4),
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new Hotspot(BuildHotspot.CR_RING3, 1, 5),
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new Hotspot(BuildHotspot.CR_RING3, 2, 6),
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new Hotspot(BuildHotspot.CR_RING4, 3, 6),
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new Hotspot(BuildHotspot.CR_RING4, 4, 6),
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new Hotspot(BuildHotspot.CR_RING4, 5, 6),
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new Hotspot(BuildHotspot.CR_RING4, 6, 5),
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new Hotspot(BuildHotspot.CR_RING, 6, 4),
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new Hotspot(BuildHotspot.CR_RING, 6, 3),
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new Hotspot(BuildHotspot.CR_RING2, 6, 2),
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new Hotspot(BuildHotspot.CR_FLOOR7, 2, 2),
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new Hotspot(BuildHotspot.CR_FLOOR4, 2, 3),
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new Hotspot(BuildHotspot.CR_FLOOR4, 2, 4),
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new Hotspot(BuildHotspot.CR_FLOOR3, 2, 5),
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new Hotspot(BuildHotspot.CR_FLOOR6, 3, 2),
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new Hotspot(BuildHotspot.CR_FLOOR5, 3, 3),
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new Hotspot(BuildHotspot.CR_FLOOR5, 3, 4),
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new Hotspot(BuildHotspot.CR_FLOOR, 3, 5),
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new Hotspot(BuildHotspot.CR_FLOOR6, 4, 2),
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new Hotspot(BuildHotspot.CR_FLOOR5, 4, 3),
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new Hotspot(BuildHotspot.CR_FLOOR5, 4, 4),
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new Hotspot(BuildHotspot.CR_FLOOR, 4, 5),
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new Hotspot(BuildHotspot.CR_FLOOR8, 5, 2),
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new Hotspot(BuildHotspot.CR_FLOOR4, 5, 3),
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new Hotspot(BuildHotspot.CR_FLOOR4, 5, 4),
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new Hotspot(BuildHotspot.CR_FLOOR2, 5, 5),
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new Hotspot(BuildHotspot.CR_INVISIBLE_WALL2, 2, 4),
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new Hotspot(BuildHotspot.CR_INVISIBLE_WALL, 3, 5),
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new Hotspot(BuildHotspot.CR_INVISIBLE_WALL, 5, 3),
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new Hotspot(BuildHotspot.CR_INVISIBLE_WALL, 4, 2)),
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/**
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* Quest trophy hall.
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*/
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QUEST_HALL(25000, 35, 0, 5, 6, Room.CHAMBER, new Hotspot(BuildHotspot.QUEST_STAIRWAYS, 3, 3, 4, 4),
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new Hotspot(BuildHotspot.MAP, 7, 1),
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new Hotspot(BuildHotspot.SWORD, 7, 6),
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new Hotspot(BuildHotspot.LANDSCAPE, 6, 7),
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new Hotspot(BuildHotspot.PORTRAIT, 1, 7),
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new Hotspot(BuildHotspot.GUILD_TROPHY, 0, 6),
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new Hotspot(BuildHotspot.BOOKCASE2, 0, 1),
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new Hotspot(BuildHotspot.WINDOW, 0, 2),
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new Hotspot(BuildHotspot.WINDOW, 0, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 0),
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new Hotspot(BuildHotspot.WINDOW, 5, 0),
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new Hotspot(BuildHotspot.WINDOW, 7, 2),
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new Hotspot(BuildHotspot.WINDOW, 7, 5),
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new Hotspot(BuildHotspot.WINDOW, 2, 7),
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new Hotspot(BuildHotspot.WINDOW, 5, 7),
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new Hotspot(BuildHotspot.Q_HALL_RUG, 2, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 3, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 4, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 5, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 2, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 3, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 4, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 5, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 2, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 3, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 4, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 5, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 2, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 3, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 4, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 5, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 1, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 1, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 1, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 1, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 6, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 6, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 6, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 6, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 2, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 3, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 4, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 5, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 2, 6),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 3, 6),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 4, 6),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 5, 6),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG3, 1, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG3, 1, 6),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG3, 6, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG3, 6, 6)),
|
|
|
|
/**
|
|
* Study.
|
|
*/
|
|
STUDY_ROOM(50000, 40, 0, 4, 5, Room.CHAMBER, new Hotspot(BuildHotspot.GLOBE, 1, 4, 3, 6),
|
|
new Hotspot(BuildHotspot.LECTERN, 2, 2),
|
|
new Hotspot(BuildHotspot.CRYSTAL_BALL, 5, 2),
|
|
new Hotspot(BuildHotspot.BOOKCASE3, 3, 7, 3, 7),
|
|
new Hotspot(BuildHotspot.BOOKCASE3, 4, 7, 4, 7),
|
|
new Hotspot(BuildHotspot.WALL_CHART, 1, 7),
|
|
new Hotspot(BuildHotspot.WALL_CHART, 6, 7),
|
|
new Hotspot(BuildHotspot.WALL_CHART, 7, 1),
|
|
new Hotspot(BuildHotspot.WALL_CHART, 0, 1),
|
|
new Hotspot(BuildHotspot.TELESCOPE, 5, 7),
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 7),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 7)),
|
|
|
|
/**
|
|
* Costume room.
|
|
*/
|
|
COSTUME_ROOM(50000, 42, 0, 6, 1, Room.CHAMBER, new Hotspot(BuildHotspot.WINDOW, 0, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 5),
|
|
new Hotspot(BuildHotspot.TREASURE_CHEST, 0, 3, 0, 4),
|
|
new Hotspot(BuildHotspot.ARMOUR_CASE, 2, 7),
|
|
new Hotspot(BuildHotspot.MAGIC_WARDROBE, 3, 7, 5, 7),
|
|
new Hotspot(BuildHotspot.CAPE_RACK, 6, 6),
|
|
new Hotspot(BuildHotspot.TOY_BOX, 7, 3, 7, 4),
|
|
new Hotspot(BuildHotspot.COSTUME_BOX, 3, 3, 4, 4)),
|
|
|
|
/**
|
|
* Chapel room.
|
|
*/
|
|
CHAPEL(50000, 45, 0, 2, 5, Room.CHAMBER,
|
|
new Hotspot(BuildHotspot.ALTAR, 3, 5, 4, 5),
|
|
new Hotspot(BuildHotspot.STATUE, 7, 0),
|
|
new Hotspot(BuildHotspot.STATUE, 0, 0),
|
|
new Hotspot(BuildHotspot.ICON, 3, 7, 4, 7),
|
|
new Hotspot(BuildHotspot.MUSICAL, 7, 3, 7, 4),
|
|
new Hotspot(BuildHotspot.BURNERS, 1, 5),
|
|
new Hotspot(BuildHotspot.BURNERS, 6, 5),
|
|
new Hotspot(BuildHotspot.CHAPEL_RUG, 3, 1),
|
|
new Hotspot(BuildHotspot.CHAPEL_RUG, 4, 1),
|
|
new Hotspot(BuildHotspot.CHAPEL_RUG, 3, 2),
|
|
new Hotspot(BuildHotspot.CHAPEL_RUG, 4, 2),
|
|
new Hotspot(BuildHotspot.CHAPEL_RUG, 3, 3),
|
|
new Hotspot(BuildHotspot.CHAPEL_RUG, 4, 3),
|
|
new Hotspot(BuildHotspot.CHAPEL_RUG2, 3, 0),
|
|
new Hotspot(BuildHotspot.CHAPEL_RUG2, 4, 0),
|
|
new Hotspot(BuildHotspot.CHAPEL_RUG2, 3, 4),
|
|
new Hotspot(BuildHotspot.CHAPEL_RUG2, 4, 4),
|
|
new Hotspot(BuildHotspot.CHAPEL_WINDOW, 0, 2),
|
|
new Hotspot(BuildHotspot.CHAPEL_WINDOW, 0, 5),
|
|
new Hotspot(BuildHotspot.CHAPEL_WINDOW, 2, 7),
|
|
new Hotspot(BuildHotspot.CHAPEL_WINDOW, 5, 7),
|
|
new Hotspot(BuildHotspot.CHAPEL_WINDOW, 7, 5),
|
|
new Hotspot(BuildHotspot.CHAPEL_WINDOW, 7, 2)),
|
|
|
|
/**
|
|
* Portal chamber.
|
|
*/
|
|
PORTAL_CHAMBER(100000, 50, 0, 1, 4, Room.CHAMBER, new Hotspot(BuildHotspot.TELEPORT_FOCUS, 3, 3, 4, 4),
|
|
new Hotspot(BuildHotspot.PORTAL1, 0, 3, 0, 4),
|
|
new Hotspot(BuildHotspot.PORTAL2, 3, 7, 4, 7),
|
|
new Hotspot(BuildHotspot.PORTAL3, 7, 3, 7, 4),
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 7),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 7)),
|
|
|
|
/**
|
|
* The formal garden.
|
|
* Centrepiece should be first!
|
|
*/
|
|
FORMAL_GARDEN(75000, 55, 0, 2, 1, Room.LAND, new Hotspot(BuildHotspot.CENTREPIECE_2, 3, 3, 4, 4),
|
|
new Hotspot(BuildHotspot.FENCING, 0, 0),
|
|
new Hotspot(BuildHotspot.FENCING, 1, 0),
|
|
new Hotspot(BuildHotspot.FENCING, 2, 0),
|
|
new Hotspot(BuildHotspot.FENCING, 5, 0),
|
|
new Hotspot(BuildHotspot.FENCING, 6, 0),
|
|
new Hotspot(BuildHotspot.FENCING, 7, 0),
|
|
new Hotspot(BuildHotspot.FENCING, 7, 1),
|
|
new Hotspot(BuildHotspot.FENCING, 7, 2),
|
|
new Hotspot(BuildHotspot.FENCING, 7, 5),
|
|
new Hotspot(BuildHotspot.FENCING, 7, 6),
|
|
new Hotspot(BuildHotspot.FENCING, 7, 7),
|
|
new Hotspot(BuildHotspot.FENCING, 6, 7),
|
|
new Hotspot(BuildHotspot.FENCING, 5, 7),
|
|
new Hotspot(BuildHotspot.FENCING, 2, 7),
|
|
new Hotspot(BuildHotspot.FENCING, 1, 7),
|
|
new Hotspot(BuildHotspot.FENCING, 0, 7),
|
|
new Hotspot(BuildHotspot.FENCING, 0, 6),
|
|
new Hotspot(BuildHotspot.FENCING, 0, 5),
|
|
new Hotspot(BuildHotspot.FENCING, 0, 2),
|
|
new Hotspot(BuildHotspot.FENCING, 0, 1),
|
|
new Hotspot(BuildHotspot.HEDGE3, 0, 0),
|
|
new Hotspot(BuildHotspot.HEDGE2, 1, 0),
|
|
new Hotspot(BuildHotspot.HEDGE1, 2, 0),
|
|
new Hotspot(BuildHotspot.HEDGE1, 5, 0),
|
|
new Hotspot(BuildHotspot.HEDGE2, 6, 0),
|
|
new Hotspot(BuildHotspot.HEDGE3, 7, 0),
|
|
new Hotspot(BuildHotspot.HEDGE2, 7, 1),
|
|
new Hotspot(BuildHotspot.HEDGE1, 7, 2),
|
|
new Hotspot(BuildHotspot.HEDGE1, 7, 5),
|
|
new Hotspot(BuildHotspot.HEDGE2, 7, 6),
|
|
new Hotspot(BuildHotspot.HEDGE3, 7, 7),
|
|
new Hotspot(BuildHotspot.HEDGE2, 6, 7),
|
|
new Hotspot(BuildHotspot.HEDGE1, 5, 7),
|
|
new Hotspot(BuildHotspot.HEDGE1, 2, 7),
|
|
new Hotspot(BuildHotspot.HEDGE2, 1, 7),
|
|
new Hotspot(BuildHotspot.HEDGE3, 0, 7),
|
|
new Hotspot(BuildHotspot.HEDGE2, 0, 6),
|
|
new Hotspot(BuildHotspot.HEDGE1, 0, 5),
|
|
new Hotspot(BuildHotspot.HEDGE1, 0, 2),
|
|
new Hotspot(BuildHotspot.HEDGE2, 0, 1),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT2, 2, 1),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT2, 1, 2),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT2, 5, 6),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT2, 6, 5),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT2, 2, 6),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT2, 1, 5),
|
|
new Hotspot(BuildHotspot.BIG_PLANT2, 1, 1),
|
|
new Hotspot(BuildHotspot.BIG_PLANT2, 6, 6),
|
|
new Hotspot(BuildHotspot.BIG_PLANT2, 1, 6),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT1, 5, 1),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT1, 6, 2),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT1, 1, 5),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT1, 2, 1),
|
|
new Hotspot(BuildHotspot.SMALL_PLANT1, 2, 6),
|
|
new Hotspot(BuildHotspot.BIG_PLANT1, 1, 6),
|
|
new Hotspot(BuildHotspot.BIG_PLANT1, 1, 1),
|
|
new Hotspot(BuildHotspot.BIG_PLANT1, 6, 1)),
|
|
|
|
/**
|
|
* Throne room.
|
|
*/
|
|
THRONE_ROOM(150000, 60, 0, 6, 5, Room.CHAMBER,
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 7),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 7),
|
|
new Hotspot(BuildHotspot.THRONE, 3, 6),
|
|
new Hotspot(BuildHotspot.THRONE, 4, 6),
|
|
new Hotspot(BuildHotspot.LEVER, 6, 6),
|
|
new Hotspot(BuildHotspot.FLOOR, 3, 3),
|
|
new Hotspot(BuildHotspot.FLOOR, 3, 4),
|
|
new Hotspot(BuildHotspot.FLOOR, 4, 4),
|
|
new Hotspot(BuildHotspot.FLOOR, 4, 3),
|
|
new Hotspot(BuildHotspot.TRAPDOOR, 1, 6),
|
|
new Hotspot(BuildHotspot.SEATING1, 0, 0),
|
|
new Hotspot(BuildHotspot.SEATING1, 0, 1),
|
|
new Hotspot(BuildHotspot.SEATING1, 0, 2),
|
|
new Hotspot(BuildHotspot.SEATING1, 0, 3),
|
|
new Hotspot(BuildHotspot.SEATING1, 0, 4),
|
|
new Hotspot(BuildHotspot.SEATING1, 0, 5),
|
|
new Hotspot(BuildHotspot.SEATING2, 7, 0),
|
|
new Hotspot(BuildHotspot.SEATING2, 7, 1),
|
|
new Hotspot(BuildHotspot.SEATING2, 7, 2),
|
|
new Hotspot(BuildHotspot.SEATING2, 7, 3),
|
|
new Hotspot(BuildHotspot.SEATING2, 7, 4),
|
|
new Hotspot(BuildHotspot.SEATING2, 7, 5),
|
|
new Hotspot(BuildHotspot.DECORATION, 3, 7),
|
|
new Hotspot(BuildHotspot.DECORATION, 4, 7)),
|
|
|
|
/**
|
|
* Oubliette (dungeon).
|
|
*/
|
|
OUBILETTE(150000, 65, 0, 6, 3, Room.DUNGEON,
|
|
new Hotspot(BuildHotspot.FLOOR_CORNER, 2, 2),
|
|
new Hotspot(BuildHotspot.FLOOR_CORNER, 5, 2),
|
|
new Hotspot(BuildHotspot.FLOOR_CORNER, 5, 5),
|
|
new Hotspot(BuildHotspot.FLOOR_CORNER, 2, 5),
|
|
new Hotspot(BuildHotspot.FLOOR_SIDE, 3, 2),
|
|
new Hotspot(BuildHotspot.FLOOR_SIDE, 4, 2),
|
|
new Hotspot(BuildHotspot.FLOOR_SIDE, 2, 3),
|
|
new Hotspot(BuildHotspot.FLOOR_SIDE, 2, 4),
|
|
new Hotspot(BuildHotspot.FLOOR_SIDE, 5, 3),
|
|
new Hotspot(BuildHotspot.FLOOR_SIDE, 5, 4),
|
|
new Hotspot(BuildHotspot.FLOOR_SIDE, 3, 5),
|
|
new Hotspot(BuildHotspot.FLOOR_SIDE, 4, 5),
|
|
new Hotspot(BuildHotspot.FLOOR_MID, 3, 3),
|
|
new Hotspot(BuildHotspot.FLOOR_MID, 3, 4),
|
|
new Hotspot(BuildHotspot.FLOOR_MID, 4, 3),
|
|
new Hotspot(BuildHotspot.FLOOR_MID, 4, 4),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 2, 2),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 5, 2),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 5, 5),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 2, 5),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 3, 2),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 4, 2),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 2, 3),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 2, 4),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 5, 3),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 5, 4),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 3, 5),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 4, 5),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 3, 3),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 3, 4),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR_1, 4, 3),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_FLOOR, 4, 4),
|
|
new Hotspot(BuildHotspot.GUARD, 0, 0),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 0, 2),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 2, 7),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 7, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 5, 0),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_LIGHT, 2, 0),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_LIGHT, 7, 2),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_LIGHT, 5, 7),
|
|
new Hotspot(BuildHotspot.OUBLIETTE_LIGHT, 0, 5),
|
|
new Hotspot(BuildHotspot.LADDER, 1, 6),
|
|
new Hotspot(BuildHotspot.PRISON, 2, 2),
|
|
new Hotspot(BuildHotspot.PRISON, 2, 5),
|
|
new Hotspot(BuildHotspot.PRISON, 2, 3),
|
|
new Hotspot(BuildHotspot.PRISON, 2, 4),
|
|
new Hotspot(BuildHotspot.PRISON, 5, 2),
|
|
new Hotspot(BuildHotspot.PRISON, 5, 5),
|
|
new Hotspot(BuildHotspot.PRISON, 3, 2),
|
|
new Hotspot(BuildHotspot.PRISON, 4, 2),
|
|
new Hotspot(BuildHotspot.PRISON, 5, 3),
|
|
new Hotspot(BuildHotspot.PRISON, 5, 4),
|
|
new Hotspot(BuildHotspot.PRISON, 4, 5),
|
|
new Hotspot(BuildHotspot.PRISON_DOOR, 3, 5)),
|
|
|
|
/**
|
|
* Dungeon corridor.
|
|
*/
|
|
DUNGEON_CORRIDOR(7500, 70, 0, 4, 3, Room.DUNGEON,
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT, 3, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT, 4, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT2, 3, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT2, 4, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 3, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 4, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_TRAP2, 3, 2),
|
|
new Hotspot(BuildHotspot.DUNGEON_TRAP2, 4, 2),
|
|
new Hotspot(BuildHotspot.DUNGEON_GUARD, 3, 3),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 4, 3),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 3, 4),
|
|
new Hotspot(BuildHotspot.DUNGEON_TRAP, 3, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_TRAP, 4, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 3, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 4, 6)),
|
|
|
|
/**
|
|
* Dungeon junction.
|
|
*/
|
|
DUNGEON_JUNCTION(7500, 70, 0, 0, 3, Room.DUNGEON,
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT, 3, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT, 4, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT2, 3, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT2, 4, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 3, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_TRAP2, 3, 2),
|
|
new Hotspot(BuildHotspot.DUNGEON_TRAP2, 4, 2),
|
|
new Hotspot(BuildHotspot.DUNGEON_GUARD, 3, 3),
|
|
new Hotspot(BuildHotspot.DUNGEON_TRAP, 3, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_TRAP, 4, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 4, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 1, 3),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 6, 4),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 1, 4),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 6, 3)),
|
|
|
|
/**
|
|
* Dungeon stairs.
|
|
*/
|
|
DUNGEON_STAIRS(7500, 70, 0, 2, 3, Room.DUNGEON,
|
|
new Hotspot(BuildHotspot.STAIRWAYS_DUNGEON, 3, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 3, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 4, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 3, 4),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 4, 4),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 2, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 2, 4),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 5, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 5, 4),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 3, 2),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 4, 2),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 3, 5),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 4, 5),
|
|
new Hotspot(BuildHotspot.HALL_RUG3, 2, 2),
|
|
new Hotspot(BuildHotspot.HALL_RUG3, 2, 5),
|
|
new Hotspot(BuildHotspot.HALL_RUG3, 5, 2),
|
|
new Hotspot(BuildHotspot.HALL_RUG3, 5, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT, 3, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT, 4, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT2, 3, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT2, 4, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT2, 2, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT2, 5, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT2, 2, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT2, 5, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_GUARD3, 1, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_GUARD2, 5, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 6, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 1, 6)),
|
|
|
|
/**
|
|
* Dungeon pit.
|
|
*/
|
|
DUNGEON_PIT(10000, 70, 0, 5, 2, Room.DUNGEON,
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT3, 3, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT3, 4, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT3, 3, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT3, 4, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT3, 1, 4),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT3, 1, 3),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT3, 6, 4),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT3, 6, 3),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 5, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 1, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT2, 2, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 2, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 5, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT2, 5, 6),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 1, 2),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT2, 1, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT2, 6, 2),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 6, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_PIT_GUARD, 3, 3)),
|
|
|
|
/**
|
|
* Treasure room.
|
|
*/
|
|
TREASURE_ROOM(250000, 75, 0, 7, 4, Room.DUNGEON,
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT2, 3, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT2, 4, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 2, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 5, 1),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 1, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_LIGHT, 6, 5),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 1, 2),
|
|
new Hotspot(BuildHotspot.DUNGEON_DECO, 6, 2),
|
|
new Hotspot(BuildHotspot.MONSTER, 3, 3),
|
|
new Hotspot(BuildHotspot.TREASURE_CHEST1, 2, 6),
|
|
new Hotspot(BuildHotspot.WALL_DECORATION1, 3, 6),
|
|
new Hotspot(BuildHotspot.WALL_DECORATION1, 4, 6)),
|
|
|
|
/**
|
|
* The roof top with 2 exits.
|
|
*/
|
|
ROOF_2_EXIT(0, 0, 0, 1, 2, Room.ROOF),
|
|
|
|
/**
|
|
* The roof top with 3 exits.
|
|
*/
|
|
ROOF_3_EXIT(0, 0, 0, 3, 2, Room.ROOF),
|
|
|
|
/**
|
|
* The roof top with 4 exits.
|
|
*/
|
|
ROOF_4_EXIT(0, 0, 0, 5, 2, Room.ROOF),
|
|
|
|
/**
|
|
* Skill hall (upstairs) room.
|
|
*/
|
|
SKILL_HALL_2(0, 25, 0, 3, 6, Room.CHAMBER, new Hotspot(BuildHotspot.STAIRS_DOWN, 3, 3),
|
|
new Hotspot(BuildHotspot.ARMOUR_SPACE, 2, 3),
|
|
new Hotspot(BuildHotspot.ARMOUR_SPACE2, 5, 3),
|
|
new Hotspot(BuildHotspot.HEAD_TROPHY, 6, 7),
|
|
new Hotspot(BuildHotspot.RUNE_CASE, 0, 6),
|
|
new Hotspot(BuildHotspot.FISHING_TROPHY, 1, 7),
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 7),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 7),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 2, 2),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 3, 2),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 4, 2),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 5, 2),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 2, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 3, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 4, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 5, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 2, 4),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 3, 4),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 4, 4),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 5, 4),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 2, 5),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 3, 5),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 4, 5),
|
|
new Hotspot(BuildHotspot.HALL_RUG, 5, 5),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 1, 2),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 1, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 1, 4),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 1, 5),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 6, 2),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 6, 3),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 6, 4),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 6, 5),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 2, 1),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 3, 1),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 4, 1),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 5, 1),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 2, 6),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 3, 6),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 4, 6),
|
|
new Hotspot(BuildHotspot.HALL_RUG2, 5, 6),
|
|
new Hotspot(BuildHotspot.HALL_RUG3, 1, 1),
|
|
new Hotspot(BuildHotspot.HALL_RUG3, 1, 6),
|
|
new Hotspot(BuildHotspot.HALL_RUG3, 6, 1),
|
|
new Hotspot(BuildHotspot.HALL_RUG3, 6, 6)),
|
|
|
|
/**
|
|
* Quest trophy hall (upstairs).
|
|
*/
|
|
QUEST_HALL_2(25000, 35, 0, 7, 6, Room.CHAMBER, new Hotspot(BuildHotspot.STAIRS_DOWN2, 3, 3),
|
|
new Hotspot(BuildHotspot.MAP, 7, 1),
|
|
new Hotspot(BuildHotspot.SWORD, 7, 6),
|
|
new Hotspot(BuildHotspot.LANDSCAPE, 6, 7),
|
|
new Hotspot(BuildHotspot.PORTRAIT, 1, 7),
|
|
new Hotspot(BuildHotspot.GUILD_TROPHY, 0, 6),
|
|
new Hotspot(BuildHotspot.BOOKCASE2, 0, 1),
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 0, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 0),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 2),
|
|
new Hotspot(BuildHotspot.WINDOW, 7, 5),
|
|
new Hotspot(BuildHotspot.WINDOW, 2, 7),
|
|
new Hotspot(BuildHotspot.WINDOW, 5, 7),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 2, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 3, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 4, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 5, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 2, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 3, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 4, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 5, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 2, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 3, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 4, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 5, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 2, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 3, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 4, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG, 5, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 1, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 1, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 1, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 1, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 6, 2),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 6, 3),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 6, 4),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 6, 5),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 2, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 3, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 4, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 5, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 2, 6),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 3, 6),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 4, 6),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG2, 5, 6),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG3, 1, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG3, 1, 6),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG3, 6, 1),
|
|
new Hotspot(BuildHotspot.Q_HALL_RUG3, 6, 6)),
|
|
;
|
|
|
|
/**
|
|
* The amount this room costs.
|
|
*/
|
|
private final int cost;
|
|
|
|
/**
|
|
* The level required.
|
|
*/
|
|
private final int level;
|
|
|
|
/**
|
|
* The chunk plane.
|
|
*/
|
|
private final int z;
|
|
|
|
/**
|
|
* The chunk x-offset.
|
|
*/
|
|
private final int chunkX;
|
|
|
|
/**
|
|
* The chunk y-offset.
|
|
*/
|
|
private final int chunkY;
|
|
|
|
/**
|
|
* If doors should be placed.
|
|
*/
|
|
private final int configuration;
|
|
|
|
/**
|
|
* The hotspots in this room.
|
|
*/
|
|
private final Hotspot[] hotspots;
|
|
|
|
/**
|
|
* Constructs a new {@code RoomProperties} {@code Object}.
|
|
* @param cost The cost of building this room.
|
|
* @param level The construction level required.
|
|
* @param z The chunk plane.
|
|
* @param chunkX The chunk x-offset.
|
|
* @param chunkY The chunk y-offset.
|
|
* @param hotspots The hotspots.
|
|
*/
|
|
private RoomProperties(int cost, int level, int z, int chunkX, int chunkY, int configuration, Hotspot...hotspots) {
|
|
this.cost = cost;
|
|
this.level = level;
|
|
this.z = z;
|
|
this.chunkX = chunkX;
|
|
this.chunkY = chunkY;
|
|
this.configuration = configuration;
|
|
this.hotspots = hotspots;
|
|
}
|
|
|
|
/**
|
|
* Gets the name of the room.
|
|
* @return The name.
|
|
*/
|
|
public String getName() {
|
|
return name().toLowerCase().replaceAll("_", " ").replaceAll("\\d", "");
|
|
}
|
|
|
|
/**
|
|
* Gets the available exits for the room.
|
|
* @return The exits.
|
|
*/
|
|
public boolean[] getExits() {
|
|
Region region = RegionManager.forId(7503);
|
|
Region.load(region, true);
|
|
RegionChunk chunk = region.getPlanes()[0].getRegionChunk(chunkX, chunkY);
|
|
return new boolean[] { isExit(chunk, 7, 3), isExit(chunk, 3, 0), isExit(chunk, 0, 3), isExit(chunk, 3, 7) };
|
|
}
|
|
|
|
/**
|
|
* Checks if the object on the given chunk coordinates is a door.
|
|
* @return {@code True} if so.
|
|
*/
|
|
private boolean isExit(RegionChunk chunk, int x, int y) {
|
|
for (Scenery object : chunk.getObjects(x, y)) {
|
|
if (object != null && (object.getId() == 15313 || object.getId() == 15314 || object.getId() == 15317)) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Checks if the room is a chamber inside the house (not a garden or roof).
|
|
* @return {@code True} if so.
|
|
*/
|
|
public boolean isChamber() {
|
|
return !isLand() && !isRoof(); //&& !isDungeon();
|
|
}
|
|
|
|
/**
|
|
* Checks if this room is used for landscape (garden).
|
|
* @return {@code True} if so.
|
|
*/
|
|
public boolean isLand() {
|
|
return (configuration & Room.LAND) != 0;
|
|
}
|
|
|
|
/**
|
|
* Checks if the room is used for roofs.
|
|
* @return {@code True} if so.
|
|
*/
|
|
public boolean isRoof() {
|
|
return (configuration & Room.ROOF) != 0;
|
|
}
|
|
|
|
/**
|
|
* Checks if the room is used for dungeons.
|
|
* @return {@code True} if so.
|
|
*/
|
|
public boolean isDungeon() {
|
|
return (configuration & Room.DUNGEON) != 0;
|
|
}
|
|
|
|
/**
|
|
* Gets the z.
|
|
* @return The z.
|
|
*/
|
|
public int getZ() {
|
|
return z;
|
|
}
|
|
|
|
/**
|
|
* Gets the chunkX.
|
|
* @return The chunkX.
|
|
*/
|
|
public int getChunkX() {
|
|
return chunkX;
|
|
}
|
|
|
|
/**
|
|
* Gets the chunkY.
|
|
* @return The chunkY.
|
|
*/
|
|
public int getChunkY() {
|
|
return chunkY;
|
|
}
|
|
|
|
/**
|
|
* Gets the hotspots.
|
|
* @return The hotspots.
|
|
*/
|
|
public Hotspot[] getHotspots() {
|
|
return hotspots;
|
|
}
|
|
|
|
/**
|
|
* Gets the cost.
|
|
* @return the cost
|
|
*/
|
|
public int getCost() {
|
|
return cost;
|
|
}
|
|
|
|
/**
|
|
* Gets the level.
|
|
* @return the level
|
|
*/
|
|
public int getLevel() {
|
|
return level;
|
|
}
|
|
}
|