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@ -994,34 +994,6 @@ public class Building extends AbstractWorldObject {
@@ -994,34 +994,6 @@ public class Building extends AbstractWorldObject {
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} |
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} |
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// Apply health bonus and special mesh for realm if applicable
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if ((this.getCity() != null) && this.getCity().getTOL() != null && (this.getCity().getTOL().rank == 8)) { |
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// Update mesh accordingly
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if (this.getBlueprint() != null && this.getBlueprint().getBuildingGroup() == BuildingGroup.TOL) |
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this.meshUUID = Realm.getRealmMesh(this.getCity()); |
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// Apply realm capital health bonus.
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// Do not apply bonus to banestones or TOL's. *** Refactor:
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// Possibly only protected buildings? Needs some thought.
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float missingHealth = 0; |
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if (this.health.get() != 0) |
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missingHealth = this.healthMax - this.health.get(); |
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if ((this.getBlueprint() != null && this.getBlueprint().getBuildingGroup() != BuildingGroup.TOL) |
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&& (this.getBlueprint().getBuildingGroup() != BuildingGroup.BANESTONE)) { |
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this.healthMax += (this.healthMax * Realm.getRealmHealthMod(this.getCity())); |
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if (this.health.get() != 0) |
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this.health.set(this.healthMax - missingHealth); |
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if (this.health.get() > this.healthMax) |
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this.health.set(this.healthMax); |
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} |
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} |
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// Set bounds for this building
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Bounds buildingBounds = Bounds.borrow(); |
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@ -1043,6 +1015,7 @@ public class Building extends AbstractWorldObject {
@@ -1043,6 +1015,7 @@ public class Building extends AbstractWorldObject {
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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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