forked from MagicBane/Server
Cleanup in runafterload
This commit is contained in:
@@ -75,11 +75,14 @@ public class Building extends AbstractWorldObject {
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public int level;
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public AtomicBoolean isDeranking = new AtomicBoolean(false);
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public LocalDateTime maintDateTime;
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protected Resists resists;
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/* The Blueprint class has methods able to derive
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* all defining characteristics of this building,
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*/
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public int blueprintUUID = 0;
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public int rank;
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public ArrayList<Vector3fImmutable> patrolPoints;
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public ProtectionState protectionState = ProtectionState.NONE;
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protected Resists resists;
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private float w = 1.0f;
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private Vector3f meshScale = new Vector3f(1.0f, 1.0f, 1.0f);
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private int doorState = 0;
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@@ -88,15 +91,12 @@ public class Building extends AbstractWorldObject {
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private int maxGold;
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private int effectFlags = 0;
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private String name = "";
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public int rank;
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private boolean ownerIsNPC = true;
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private boolean spireIsActive = false;
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private ConcurrentHashMap<String, JobContainer> timers = null;
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private ConcurrentHashMap<String, Long> timestamps = null;
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private ConcurrentHashMap<Integer, BuildingFriends> friends;
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private ConcurrentHashMap<Integer, Condemned> condemned;
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public ArrayList<Vector3fImmutable> patrolPoints;
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public ProtectionState protectionState = ProtectionState.NONE;
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private ArrayList<Building> children = null;
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/**
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@@ -164,7 +164,7 @@ public class Building extends AbstractWorldObject {
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this.upgradeDateTime = LocalDateTime.ofInstant(upgradeTimeStamp.toInstant(), ZoneId.systemDefault());
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} catch (Exception e) {
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Logger.error("Failed for object " + this.blueprintUUID + ' ' + this.getObjectUUID() + e.toString());
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Logger.error("Failed for object " + this.blueprintUUID + ' ' + this.getObjectUUID() + e);
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}
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}
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@@ -385,14 +385,14 @@ public class Building extends AbstractWorldObject {
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Mine.SendMineAttackMessage(this);
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City playerCity = ZoneManager.getCityAtLocation(this.loc);
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if(playerCity != null){
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if(this.getGuild().getNation().equals(playerCity.getTOL().getGuild().getNation())){
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if (playerCity != null) {
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if (this.getGuild().getNation().equals(playerCity.getTOL().getGuild().getNation())) {
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//friendly building has been attacked, add attacker to city outlaw list
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if(!playerCity.cityOutlaws.contains(attacker.getObjectUUID()) && attacker.getObjectType().equals(GameObjectType.PlayerCharacter))
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if (!playerCity.cityOutlaws.contains(attacker.getObjectUUID()) && attacker.getObjectType().equals(GameObjectType.PlayerCharacter))
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playerCity.cityOutlaws.add(attacker.getObjectUUID());
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for(Mob guard : playerCity.getParent().zoneMobSet)
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if(guard.combatTarget == null)
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guard.setCombatTarget(attacker);
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for (Mob guard : playerCity.getParent().zoneMobSet)
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if (guard.combatTarget == null)
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guard.setCombatTarget(attacker);
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}
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}
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@@ -888,72 +888,71 @@ public class Building extends AbstractWorldObject {
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@Override
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public void runAfterLoad() {
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// Set Parent Zone
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// Set Parent Zone
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this.parentZone = ZoneManager.getZoneByUUID(this.parentZoneUUID);
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this.parentZone.zoneBuildingSet.add(this);
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this.parentZone = ZoneManager.getZoneByUUID(this.parentZoneUUID);
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this.parentZone.zoneBuildingSet.add(this);
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// Lookup building blueprint
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// Lookup building blueprint
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Blueprint blueprint;
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Blueprint blueprint;
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if (this.blueprintUUID == 0)
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blueprint = Blueprint._meshLookup.get(meshUUID);
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else
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blueprint = this.getBlueprint();
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// Log error if something went horrible wrong
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if ((this.blueprintUUID != 0) && (blueprint == null))
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Logger.error("Invalid blueprint for object: " + this.getObjectUUID());
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// Note: We handle R8 tree edge case for mesh and health
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// after city is loaded to avoid recursive result set call
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// in City resulting in a stack ovreflow.
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if (blueprint != null) {
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// Only switch mesh for player dropped structures
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if (this.blueprintUUID != 0)
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this.meshUUID = blueprint.getMeshForRank(rank);
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this.healthMax = blueprint.getMaxHealth(this.rank);
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// If this object has no blueprint but is a blueprint
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// mesh then set it's current health to max health
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if (this.blueprintUUID == 0)
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blueprint = Blueprint._meshLookup.get(meshUUID);
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else
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blueprint = this.getBlueprint();
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// Log error if something went horrible wrong
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if ((this.blueprintUUID != 0) && (blueprint == null))
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Logger.error("Invalid blueprint for object: " + this.getObjectUUID());
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// Note: We handle R8 tree edge case for mesh and health
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// after city is loaded to avoid recursive result set call
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// in City resulting in a stack ovreflow.
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if (blueprint != null) {
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// Only switch mesh for player dropped structures
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if (this.blueprintUUID != 0)
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this.meshUUID = blueprint.getMeshForRank(rank);
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this.healthMax = blueprint.getMaxHealth(this.rank);
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// If this object has no blueprint but is a blueprint
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// mesh then set it's current health to max health
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if (this.blueprintUUID == 0)
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this.setHealth(healthMax);
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this.patrolPoints = BuildingManager._buildingPatrolPoints.computeIfAbsent(this.getObjectUUID(), k -> new ArrayList<>());
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} else {
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this.healthMax = 100000; // Structures with no blueprint mesh
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this.setHealth(healthMax);
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}
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resists = new Resists("Building");
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this.patrolPoints = BuildingManager._buildingPatrolPoints.computeIfAbsent(this.getObjectUUID(), k -> new ArrayList<>());
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if (this.parentZone != null) {
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if (this.parentBuildingID != 0) {
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Building parentBuilding = BuildingManager.getBuilding(this.parentBuildingID);
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if (parentBuilding != null) {
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this.setLoc(new Vector3fImmutable(this.statLat + this.parentZone.absX + parentBuilding.statLat, this.statAlt + this.parentZone.absY + parentBuilding.statAlt, this.statLon + this.parentZone.absZ + parentBuilding.statLon));
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} else {
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this.setLoc(new Vector3fImmutable(this.statLat + this.parentZone.absX, this.statAlt + this.parentZone.absY, this.statLon + this.parentZone.absZ));
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} else {
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this.healthMax = 100000; // Structures with no blueprint mesh
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this.setHealth(healthMax);
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}
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}
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resists = new Resists("Building");
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if (this.parentZone != null) {
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if (this.parentBuildingID != 0) {
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Building parentBuilding = BuildingManager.getBuilding(this.parentBuildingID);
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if (parentBuilding != null) {
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this.setLoc(new Vector3fImmutable(this.statLat + this.parentZone.absX + parentBuilding.statLat, this.statAlt + this.parentZone.absY + parentBuilding.statAlt, this.statLon + this.parentZone.absZ + parentBuilding.statLon));
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} else {
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this.setLoc(new Vector3fImmutable(this.statLat + this.parentZone.absX, this.statAlt + this.parentZone.absY, this.statLon + this.parentZone.absZ));
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// Altitude of this building is derived from the heightmap engine.
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Vector3fImmutable tempLoc = new Vector3fImmutable(this.statLat + this.parentZone.absX, 0, this.statLon + this.parentZone.absZ);
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tempLoc = new Vector3fImmutable(tempLoc.x, Terrain.getWorldHeight(tempLoc), tempLoc.z);
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this.setLoc(tempLoc);
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}
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}
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} else {
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// Altitude of this building is derived from the heightmap engine.
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Vector3fImmutable tempLoc = new Vector3fImmutable(this.statLat + this.parentZone.absX, 0, this.statLon + this.parentZone.absZ);
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tempLoc = new Vector3fImmutable(tempLoc.x, Terrain.getWorldHeight(tempLoc), tempLoc.z);
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this.setLoc(tempLoc);
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}
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}
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// Submit upgrade job if building is currently set to rank.
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@@ -970,48 +969,36 @@ public class Building extends AbstractWorldObject {
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this.friends = BuildingManager._buildingFriends.computeIfAbsent(this.getObjectUUID(), k -> new ConcurrentHashMap<>());
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this.condemned = BuildingManager._buildingCondemned.computeIfAbsent(this.getObjectUUID(), k -> new ConcurrentHashMap<>());
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//LOad Owners in Cache so we do not have to continuely look in the db for owner.
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// Set bounds for this building
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if (this.ownerIsNPC) {
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if (NPC.getNPC(this.ownerUUID) == null)
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Logger.info("Building UID " + this.getObjectUUID() + " Failed to Load NPC Owner with ID " + this.ownerUUID + " Location " + this.getLoc().toString());
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Bounds buildingBounds = Bounds.borrow();
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buildingBounds.setBounds(this);
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this.setBounds(buildingBounds);
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} else if (this.ownerUUID != 0) {
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if (PlayerCharacter.getPlayerCharacter(this.ownerUUID) == null) {
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Logger.info("Building UID " + this.getObjectUUID() + " Failed to Load Player Owner with ID " + this.ownerUUID + " Location " + this.getLoc().toString());
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}
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//create a new list for children if the building is not a child. children list default is null.
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//TODO Remove Furniture/Child buildings from building class and move them into a seperate class.
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if (this.parentBuildingID == 0)
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this.children = new ArrayList<>();
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if (this.parentBuildingID != 0) {
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Building parent = BuildingManager.getBuilding(this.parentBuildingID);
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if (parent != null) {
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parent.children.add(this);
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//add furniture to region cache. floor and level are reversed in database, //TODO Fix
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Regions region = BuildingManager.GetRegion(parent, this.level, this.floor, this.getLoc().x, this.getLoc().z);
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if (region != null)
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Regions.FurnitureRegionMap.put(this.getObjectUUID(), region);
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}
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// Set bounds for this building
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}
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Bounds buildingBounds = Bounds.borrow();
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buildingBounds.setBounds(this);
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this.setBounds(buildingBounds);
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//create a new list for children if the building is not a child. children list default is null.
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//TODO Remove Furniture/Child buildings from building class and move them into a seperate class.
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if (this.parentBuildingID == 0)
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this.children = new ArrayList<>();
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if (this.parentBuildingID != 0) {
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Building parent = BuildingManager.getBuildingFromCache(this.parentBuildingID);
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if (parent != null) {
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parent.children.add(this);
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//add furniture to region cache. floor and level are reversed in database, //TODO Fix
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Regions region = BuildingManager.GetRegion(parent, this.level, this.floor, this.getLoc().x, this.getLoc().z);
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if (region != null)
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Regions.FurnitureRegionMap.put(this.getObjectUUID(), region);
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}
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}
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if (this.upgradeDateTime != null)
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BuildingManager.submitUpgradeJob(this);
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if (this.upgradeDateTime != null)
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BuildingManager.submitUpgradeJob(this);
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}
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public synchronized boolean setOwner(AbstractCharacter newOwner) {
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@@ -1400,10 +1387,7 @@ public class Building extends AbstractWorldObject {
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public boolean assetIsProtected() {
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boolean outValue = false;
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if (protectionState.equals(ProtectionState.PROTECTED))
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outValue = true;
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boolean outValue = protectionState.equals(ProtectionState.PROTECTED);
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if (protectionState.equals(ProtectionState.CONTRACT))
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outValue = true;
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