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Refactor game server managers to systems
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@@ -58,7 +58,7 @@ public class GameQuest {
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this.mainQuest.getChildQuests().put(this.questId, this);
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this.getData().getBeginExec().forEach(e -> getOwner().getServer().getQuestHandler().triggerExec(this, e, e.getParam()));
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this.getData().getBeginExec().forEach(e -> getOwner().getServer().getQuestSystem().triggerExec(this, e, e.getParam()));
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this.getOwner().getQuestManager().triggerEvent(QuestTrigger.QUEST_CONTENT_QUEST_STATE_EQUAL, this.questId, this.state.getValue());
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@@ -171,7 +171,7 @@ public class GameQuest {
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this.save();
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}
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this.getData().getFinishExec().forEach(e -> getOwner().getServer().getQuestHandler().triggerExec(this, e, e.getParam()));
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this.getData().getFinishExec().forEach(e -> getOwner().getServer().getQuestSystem().triggerExec(this, e, e.getParam()));
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this.getOwner().getQuestManager().triggerEvent(QuestTrigger.QUEST_CONTENT_QUEST_STATE_EQUAL, this.questId, this.state.getValue());
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@@ -205,7 +205,7 @@ public class GameQuest {
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// TODO
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for (int i = 0; i < questData.getAcceptCond().size(); i++) {
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QuestCondition condition = questData.getAcceptCond().get(i);
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boolean result = getOwner().getServer().getQuestHandler().triggerCondition(this, condition,
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boolean result = getOwner().getServer().getQuestSystem().triggerCondition(this, condition,
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condition.getParamStr(),
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condition.getParam());
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