feat(gameplay): integrate DRMK NPC spawner, dynamic scene presets, pure combat combo router, and clean character switching
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using Ananta.SDK.Network;
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using Ananta.SDK.Serialization;
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using Ananta.Server.ClientData.Client4229938;
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using Ananta.Server.Configuration;
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using Ananta.Server.Protocol.Client4229938;
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using Ananta.Server.RpcTypes.Client4229938;
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using GameMethods = Ananta.Server.RpcTypes.Client4229938.Methods.Game;
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using SceneMethods = Ananta.Server.RpcTypes.Client4229938.Methods.GameScene;
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namespace Ananta.Server.Handlers.Game;
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public sealed record AdminNpcSpawnItem(uint NpcFormworkId, uint PoiActionId);
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internal sealed partial class GameRouter
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{
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private static long s_nextStaticNpcId = 8_300_000_000_000_000_000L;
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private static long s_nextNpcBelongingId = 8_310_000_000_000_000_000L;
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internal static Task<(bool Ok, string Message, ulong[] Ids)> SpawnStaticNpcAsync(
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TcpSession session, uint npcFormworkId, uint poiActionId)
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=> SpawnStaticNpcsAsync(session, [new(npcFormworkId, poiActionId)], 1.5f, 1.5f, 10);
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internal static async Task<(bool Ok, string Message, ulong[] Ids)> SpawnStaticNpcsAsync(
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TcpSession session, IReadOnlyList<AdminNpcSpawnItem> items, float xSpacing, float zSpacing, int maxPerRow)
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{
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if (items.Count < 1)
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return (false, "provide at least one NPC item", []);
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if (!float.IsFinite(xSpacing) || xSpacing < 0f || !float.IsFinite(zSpacing) || zSpacing < 0f)
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return (false, "NPC X/Z spacing must be finite non-negative numbers", []);
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if (maxPerRow < 1)
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return (false, "maximum NPCs per row must be at least 1", []);
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// Validate the entire batch before sending any NPCs.
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foreach (var item in items)
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{
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if (item is null || item.NpcFormworkId > int.MaxValue || !NpcCatalog4229938.TryGet(item.NpcFormworkId, out _))
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return (false, $"unknown NPC formwork {item?.NpcFormworkId}; expected an AgentConfig Id", []);
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if (item.PoiActionId != 0 && !PoiActionCatalog4229938.TryGet(item.PoiActionId, out _))
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return (false, $"unknown NPC POI action {item.PoiActionId}", []);
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}
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var state = GetStateIfExists(session);
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if (state is null)
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return (false, "no player world state", []);
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Vec3 near;
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float facing;
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lock (state.SyncRoot)
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{
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if (!state.Ready || !state.HasLastReportedPlayerTransform || state.PendingTeleportId != 0)
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return (false, "wait until the player is ready in the scene with a known position", []);
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near = state.LastReportedPlayerPosition;
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facing = state.LastReportedPlayerRotation.Y;
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}
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if (!float.IsFinite(near.X) || !float.IsFinite(near.Y) || !float.IsFinite(near.Z) || !float.IsFinite(facing))
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return (false, "player transform is not finite", []);
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var ids = new List<ulong>();
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var yaw = facing * MathF.PI / 180f;
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var npcFacing = (facing + 180f) % 360f;
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if (npcFacing > 180f)
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npcFacing -= 360f;
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try
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{
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// The static-NPC lifecycle creates the logical agent and its pedestrian data.
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await SendAetherInitForNpcAsync(session);
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for (var i = 0; i < items.Count; i++)
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{
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var item = items[i];
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session.Log.Info($"[{i}] Spawn npc formwork: {item.NpcFormworkId}. poi: {item.PoiActionId}");
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var id = unchecked((ulong)Interlocked.Increment(ref s_nextStaticNpcId));
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// Begin directly in front of the player, then lay out a
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// player-relative grid with the requested number of NPCs per row.
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var forward = 3f + (i / maxPerRow) * zSpacing;
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var right = (i % maxPerRow) * xSpacing;
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NpcCatalog4229938.TryGet(item.NpcFormworkId, out var npc);
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PoiActionCatalog4229938.TryGet(item.PoiActionId, out var poi);
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var mainActionId = poi?.SelectMainAction(id) ?? 0;
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var position = new SceneMethods.UxVector3(
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near.X + MathF.Sin(yaw) * forward + MathF.Cos(yaw) * right,
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near.Y,
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near.Z + MathF.Cos(yaw) * forward - MathF.Sin(yaw) * right);
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var agentSyncClientInfo = CreateStaticNpcSyncInfo(item, npc, poi, mainActionId);
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// A standalone battle projection omits persona and static pedestrian POI
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// state. Let AddAetherAIStaticNpc create the complete logical entity;
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// ForceGo requests the full character without replacing that lifecycle.
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await session.NotifyAsync(MethodId.SyncAetherAIStaticNpcAddData,
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UxSerializer.Serialize(new GameMethods.ClientStaticNpcInitData4229938
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{
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StaticNpcInfoId = item.NpcFormworkId,
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NpcFormworkId = item.NpcFormworkId,
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AgentPersonaId = npc.AgentPersonaId,
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SPoiActionId = 0,
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CPoiActionId = item.PoiActionId,
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UrbanDiversityId = 88888000,
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IgnoreAllStim = false,
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TaskRelated = false,
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NpcPid = (int)item.NpcFormworkId,
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AgentSyncClientInfo = agentSyncClientInfo,
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ForceGo = true,
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SourceType = 1, // UX.Game.StaticNpcSourceType.Spoon (4229938).
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Id = id,
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Position = position,
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Facing = npcFacing,
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EulerAngles = new SceneMethods.UxVector3(0, npcFacing, 0),
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}), CancellationToken.None);
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ids.Add(id);
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lock (state.SyncRoot)
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state.StaticNpcPreparedPlotEvents[id] = 0;
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// Static creation registers the logical entity and its sync module,
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// but does not assign a simulation owner. Without this notification,
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// LogicAgentModule.ApplyMasterPolicy(false) disables the full-model
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// state machine after the ECS-to-GO POI handoff.
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await session.NotifyAsync(MethodId.SyncManagedLogicAgent,
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UxSerializer.Serialize(WorldCodec.ManagedLogicAgent(id, Profile.PlayerPid, 0)), CancellationToken.None);
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if (poi is { UsageId: not 0 })
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{
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// The usage loader requires owned items before it can bind them.
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// Inventory is cached on AgentData; usage is retained by the ECS
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// handle and transferred by ECSToGOBelongingTransition.
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await session.NotifyAsync(MethodId.SyncAgentBelongings,
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UxSerializer.Serialize(new GameMethods.SyncNpcBelongings4229938
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{
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Id = id,
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Items = poi.BelongingSceneItems.Select(configId => new GameMethods.NpcBelongingItem4229938
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{
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InstanceId = unchecked((ulong)Interlocked.Increment(ref s_nextNpcBelongingId)),
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ConfigId = configId,
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}).ToList(),
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DebugAgentId = item.NpcFormworkId,
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}), CancellationToken.None);
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await session.NotifyAsync(MethodId.SyncAgentUseBelongingChanged,
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UxSerializer.Serialize(new GameMethods.SyncNpcBelongingUsage4229938
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{
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Id = id,
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UsageIds = [poi.UsageId],
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}), CancellationToken.None);
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session.Log.Info($"[NPC] POI_BELONGINGS_SENT entity={id} poi={poi.Id} usage={poi.UsageId} items={string.Join(',', poi.BelongingSceneItems)}");
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}
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// Store the active POI in the logical POI module at normal playback speed.
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// Do not periodically replay it: reactions must be able to interrupt it.
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if (item.PoiActionId != 0)
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await session.NotifyAsync(MethodId.IGameSceneToClient_SyncAgentPlayPOIAction,
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UxSerializer.Serialize(new GameMethods.ClientNpcPoiActionData4229938
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{
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Id = id,
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CPoiActionId = item.PoiActionId,
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IsActive = true,
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PlayPoiSpeed = 1f,
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}), CancellationToken.None);
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session.Log.Info($"[NPC] STATIC_PEDESTRIAN_SPAWN_SENT formwork={item.NpcFormworkId} model={npc.GeneralModelId} persona={npc.AgentPersonaId} poiAction={item.PoiActionId} action={mainActionId}/{poi?.MainActionGroup ?? 0} behaviorActionConfig={npc.BehaviorActionConfigId} activityConfig={agentSyncClientInfo.AgentDataSetsActivityCfgId} ai={npc.AiSettingId} entity={id} managedPid={Profile.PlayerPid} spoon={agentSyncClientInfo.SpoonAgentId} forceGo=true ignoreStim=false poiSpeed=1 fashion={agentSyncClientInfo.FashionSuitId} pos={position.X},{position.Y},{position.Z} playerPos={near}");
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}
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}
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catch (Exception ex)
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{
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return (false, $"sent {ids.Count}/{items.Count} NPCs before send failed: {ex.Message}", ids.ToArray());
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}
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return (true, $"sent spawn for {ids.Count} static NPC(s) in front of you", ids.ToArray());
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}
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private static async Task SendAetherInitForNpcAsync(TcpSession session)
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{
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var settings = PrivateServerConfigStore.Current.Gameplay.Vehicles;
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var activeRaidId = GetStateIfExists(session)?.ActiveRaidId ?? Profile.RaidId;
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var hasZoneGraph = activeRaidId == PrivateServerConfigStore.Current.World.RaidId;
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await session.NotifyAsync(MethodId.SyncAetherAIInitDatas, UxSerializer.Serialize(new SceneMethods.AetherAIInitData
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{
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RaidId = activeRaidId,
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HasZoneGraph = hasZoneGraph,
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ZoneStorageDataHandle = hasZoneGraph ? settings.ZoneStorageDataHandle : 0,
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Intersections = [],
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}), CancellationToken.None);
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session.Log.Info($"[AETHER] init sent raid={activeRaidId} zoneGraph={hasZoneGraph} intersections=empty");
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}
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internal static GameMethods.NpcAgentSyncClientInfo4229938 CreateStaticNpcSyncInfo(
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AdminNpcSpawnItem item, NpcCatalogEntry4229938 npc,
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PoiActionCatalogEntry4229938? poi, uint mainActionId)
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{
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return new GameMethods.NpcAgentSyncClientInfo4229938
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{
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stimIDList = new List<int>(),
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CanBeExaminedByPolice = true,
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indoorList = new(),
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roomIds = new List<int>(),
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SpoonAgentId = (int)item.NpcFormworkId,
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treeName = "PedBase",
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petPerformData = "",
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spawnEffectId = new List<uint>(),
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randomModelCfgId = 0,
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LeaveDistance = 10000,
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approachDistance = 10000,
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FashionSuitId = 11190001,
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actionId = mainActionId,
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actionGroupId = poi?.MainActionGroup ?? 0,
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initPoiActionId = item.PoiActionId,
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useDefaultPoiOnReturn = item.PoiActionId != 0,
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returnPoiActionIds = item.PoiActionId == 0 ? [] : [item.PoiActionId],
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AgentDataSetsActivityCfgId = 0,
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InteractId = npc.InteractSettingId,
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AISetting = npc.AiSettingId,
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beHitType = 1, // Civilian hit reaction without combat damage.
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agentStimType = 0,
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forbidStimulateType = 0,
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isAttackInSafeMode = true,
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};
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}
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}
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