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@ -17,6 +17,8 @@ import org.pmw.tinylog.Logger;
@@ -17,6 +17,8 @@ import org.pmw.tinylog.Logger;
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import java.time.LocalDateTime; |
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import java.util.ArrayList; |
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import java.util.HashMap; |
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import java.util.concurrent.ConcurrentHashMap; |
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public enum MaintenanceManager { |
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@ -29,303 +31,113 @@ public enum MaintenanceManager {
@@ -29,303 +31,113 @@ public enum MaintenanceManager {
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} |
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public static void processBuildingMaintenance() { |
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ArrayList<AbstractGameObject> buildingList; |
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ArrayList<Building> maintList; |
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ArrayList<Building> derankList = new ArrayList<>(); |
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Logger.info("Starting Maintenance on Player Buildings"); |
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// Build list of buildings to apply maintenance on.
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buildingList = new ArrayList(DbManager.getList(Enum.GameObjectType.City)); |
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maintList = buildMaintList(buildingList); |
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// Deduct upkeep and build list of buildings
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// which did not have funds available
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for (Building building : maintList) { |
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if (chargeUpkeep(building) == false) |
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derankList.add(building); |
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} |
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// Reset maintenance dates for these buildings
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public static void dailyMaintenance() { |
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for (Building building : maintList) { |
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if(derankList.contains(building) == false) |
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setMaintDateTime(building, LocalDateTime.now().plusDays(7)); |
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else |
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setMaintDateTime(building, LocalDateTime.now().plusDays(1)); |
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Logger.info("Maintenance has started"); |
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} |
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// Derak or destroy buildings that did not
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// have funds available.
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// Run maintenance on player buildings
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for (Building building : derankList) |
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building.destroyOrDerank(null); |
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if (ConfigManager.MB_WORLD_MAINTENANCE.getValue().equalsIgnoreCase("true")) |
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processMaintenance(); |
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else |
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Logger.info("Maintenance Costings: DISABLED"); |
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Logger.info("Structures: " + buildingList.size() + " Maint: " + maintList.size() + " Derank: " + derankList.size()); |
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Logger.info("Maintenance has completed!"); |
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} |
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// Iterate over all buildings in game and apply exclusion rules
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// returning a list of building for which maintenance is due.
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private static ArrayList<Building> buildMaintList(ArrayList<AbstractGameObject> buildingList) { |
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ArrayList<Building> maintList = new ArrayList<>(); |
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for (AbstractGameObject gameObject : buildingList) { |
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Building building = ((City)gameObject).getTOL();//(Building) gameObject;
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if(building == null) |
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continue; |
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public static void processMaintenance() { |
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// No maintenance on NPC owned buildings (Cache loaded)
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//create list of all cities
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ConcurrentHashMap<Integer, AbstractGameObject> worldCities = DbManager.getMap(Enum.GameObjectType.City); |
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if (building.getProtectionState() == Enum.ProtectionState.NPC) |
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continue; |
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//loop all cities
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for (AbstractGameObject ago : worldCities.values()) { |
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if (ago.getObjectType().equals(Enum.GameObjectType.City)) { |
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City city = (City) ago; |
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if(city == null) |
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continue; |
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// No maintenance on constructing meshes
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Building tol = city.getTOL(); |
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if(tol == null) |
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continue; |
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if (building.getRank() < 1) |
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continue; |
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// No Maintenance on furniture
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if (building.parentBuildingID != 0) |
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continue; |
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// No Blueprint?
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if (building.getBlueprint() == null) { |
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Logger.error("Blueprint missing for uuid: " + building.getObjectUUID()); |
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continue; |
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if(tol.maintDateTime.toLocalDate().equals(LocalDateTime.now().toLocalDate())){ |
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// today is maintenance day
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processTolMaintenance(tol, city.getWarehouse()); |
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} |
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} |
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// No maintenance on banestones omfg
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if (building.getBlueprint().getBuildingGroup().equals(Enum.BuildingGroup.BANESTONE)) |
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continue; |
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// no maintenance on Mines omfg
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if (building.getBlueprint().getBuildingGroup().equals(Enum.BuildingGroup.MINE)) |
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continue; |
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// Null Maintenance date?
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if (building.maintDateTime == null) { |
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Logger.error("Null maint date for building UUID: " + building.getObjectUUID()); |
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continue; |
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} |
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// Maintenance date is in the future
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if (building.maintDateTime.isAfter(LocalDateTime.now())) |
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continue; |
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//no maintenance if day of week doesnt match
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if (LocalDateTime.now().getDayOfWeek().ordinal() != building.maintDateTime.getDayOfWeek().ordinal()) { |
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continue; |
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} |
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// Add building to maintenance queue
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maintList.add(building); |
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} |
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return maintList; |
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} |
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// Method removes the appropriate amount of gold/resources from
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// a building according to it's maintenance schedule. True/False
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// is returned indicating if the building had enough funds to cover.
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public static boolean chargeUpkeep(Building building) { |
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City city = null; |
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Warehouse warehouse = null; |
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int maintCost = 0; |
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int overDraft = 0; |
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boolean hasFunds = false; |
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boolean hasResources = false; |
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int resourceValue = 0; |
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city = building.getCity(); |
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if (city != null) |
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warehouse = city.getWarehouse(); |
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// Cache maintenance cost value
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//maintCost = building.getMaintCost();
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maintCost = 3000000; |
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// Something went wrong. Missing buildinggroup from switch?
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if (maintCost == 0) { |
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Logger.error("chargeUpkeep", "Error retrieving rankcost for " + building.getName() + " uuid:" + building.getObjectUUID() + "buildinggroup:" + building.getBlueprint().getBuildingGroup().name()); |
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// check if there is enough gold on the building
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return true; |
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} |
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if (building.getStrongboxValue() >= maintCost) |
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hasFunds = true; |
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// If we cannot cover with just the strongbox
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// see if there is a warehouse that will cover
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// the overdraft for us.
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if (hasFunds == false && (building.assetIsProtected() || building.getBlueprint().getBuildingGroup() == Enum.BuildingGroup.WAREHOUSE)) { |
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overDraft = maintCost - building.getStrongboxValue(); |
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} |
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if ((overDraft > 0)) |
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if ((building.getBlueprint().getBuildingGroup().equals(Enum.BuildingGroup.SHRINE) == false) && |
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(warehouse != null) && building.assetIsProtected() == true && |
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(warehouse.getResources().get(ItemBase.GOLD_ITEM_BASE)) >= overDraft) { |
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hasFunds = true; |
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public static void processTolMaintenance(Building tol, Warehouse warehouse){ |
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//create the required resource maintenance list
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HashMap<Integer,Integer> maintCosts = new HashMap<>(); |
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maintCosts.put(7,3000000); |
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if(tol.getRank() == 8){ |
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maintCosts.put(1580000,3000);//stone
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maintCosts.put(1580004,3000);//lumber
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maintCosts.put(1580017,5);//galvor
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maintCosts.put(1580018,5);//wormwood
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}else { |
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//not r8, only need to process gold value and we're done
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int maintenanceDue = maintCosts.get(7); |
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int strongboxGold = tol.getStrongboxValue(); |
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if (strongboxGold > 0) { |
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if (strongboxGold > maintenanceDue) { |
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//enough gold in strongbox to cover all of maintenance
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maintenanceDue = 0; |
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strongboxGold -= maintenanceDue; |
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tol.setStrongboxValue(strongboxGold); //update strongbox value
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setMaintDateTime(tol, tol.maintDateTime.plusDays(7)); //maintenance paid, set next maintenance date for 1 week from today
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return; //maintenance is paid, all done
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} else { |
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maintenanceDue -= strongboxGold; |
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strongboxGold = 0; |
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} |
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} |
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// If this is an R8 tree, validate that we can
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// cover the resources required
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if (building.getRank() == 8) { |
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hasResources = true; |
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if (warehouse == null) |
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hasResources = false; |
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else { |
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resourceValue = warehouse.getResources().get(Warehouse.stoneIB); |
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if (resourceValue < 1500) |
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hasResources = false; |
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resourceValue = warehouse.getResources().get(Warehouse.lumberIB); |
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if (resourceValue < 1500) |
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hasResources = false; |
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resourceValue = warehouse.getResources().get(Warehouse.galvorIB); |
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if (resourceValue < 5) |
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hasResources = false; |
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resourceValue = warehouse.getResources().get(Warehouse.wormwoodIB); |
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if (resourceValue < 5) |
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hasResources = false; |
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//now we need to take the remaining maintenance from the warehouse
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int warehouseGold = 0; |
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if (warehouse != null) { |
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warehouseGold = warehouse.getResources().get(ItemBase.getItemBase(7)); |
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} |
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} |
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// Validation completed but has failed. We can derank
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// the target building and early exit
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if ((hasFunds == false) || |
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((building.getRank() == 8) && !hasResources)) { |
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// Add cash back to strongbox for lost rank if the building isn't being destroyed
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// and it's not an R8 deranking
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//if ((building.getRank() > 1) && (building.getRank() < 8)) {
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// building.setStrongboxValue(building.getStrongboxValue() + building.getBlueprint().getRankCost(Math.min(building.getRank(), 7)));
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//}
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return false; // Early exit for having failed to meet maintenance
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} |
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// Remove cash and resources
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// withdraw what we can from the building
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building.setStrongboxValue(building.getStrongboxValue() - (maintCost - overDraft)); |
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// withdraw overdraft from the whorehouse
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if (overDraft > 0) { |
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resourceValue = warehouse.getResources().get(Warehouse.goldIB); |
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if (DbManager.WarehouseQueries.updateGold(warehouse, resourceValue - overDraft) == true) { |
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warehouse.getResources().put(Warehouse.goldIB, resourceValue - overDraft); |
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warehouse.AddTransactionToWarehouse(Enum.GameObjectType.Building, building.getObjectUUID(), Enum.TransactionType.WITHDRAWL, Resource.GOLD, overDraft); |
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if (warehouseGold >= maintenanceDue) { |
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//we have enough gold to process maintenance
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tol.setStrongboxValue(strongboxGold); //update the strongbox now that we are sure maintenance is being paid
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warehouseGold -= maintenanceDue; |
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warehouse.getResources().put(ItemBase.getItemBase(7),warehouseGold); |
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DbManager.WarehouseQueries.updateGold(warehouse, warehouseGold); |
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setMaintDateTime(tol, tol.maintDateTime.plusDays(7)); //maintenance paid, set next maintenance date for 1 week from today
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//maintenance is paid, all done
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} else { |
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Logger.error("gold update failed for warehouse of UUID:" + warehouse.getObjectUUID()); |
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return true; |
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//failed maintenance, derank asset
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HandleMaintenanceDerank(tol); //handle derank or potential destruction of the city
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} |
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return; |
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} |
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// Early exit as we're done if we're not an R8 tree
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if (building.getRank() < 8) |
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return true; |
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// Now for the resources if it's an R8 tree
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// Withdraw Stone
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resourceValue = warehouse.getResources().get(Warehouse.stoneIB); |
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if (DbManager.WarehouseQueries.updateStone(warehouse, resourceValue - 1500) == true) { |
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warehouse.getResources().put(Warehouse.stoneIB, resourceValue - 1500); |
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warehouse.AddTransactionToWarehouse(Enum.GameObjectType.Building, building.getObjectUUID(), Enum.TransactionType.WITHDRAWL, Resource.STONE, 1500); |
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} else { |
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Logger.error("stone update failed for warehouse of UUID:" + warehouse.getObjectUUID()); |
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return true; |
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} |
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// Withdraw Lumber
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resourceValue = warehouse.getResources().get(Warehouse.lumberIB); |
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if (DbManager.WarehouseQueries.updateLumber(warehouse, resourceValue - 1500) == true) { |
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warehouse.getResources().put(Warehouse.lumberIB, resourceValue - 1500); |
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warehouse.AddTransactionToWarehouse(Enum.GameObjectType.Building, building.getObjectUUID(), Enum.TransactionType.WITHDRAWL, Resource.LUMBER, 1500); |
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} else { |
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Logger.error("lumber update failed for warehouse of UUID:" + warehouse.getObjectUUID()); |
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return true; |
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} |
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// Withdraw Galvor
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resourceValue = warehouse.getResources().get(Warehouse.galvorIB); |
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if (DbManager.WarehouseQueries.updateGalvor(warehouse, resourceValue - 5) == true) { |
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warehouse.getResources().put(Warehouse.galvorIB, resourceValue - 5); |
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warehouse.AddTransactionToWarehouse(Enum.GameObjectType.Building, building.getObjectUUID(), Enum.TransactionType.WITHDRAWL, Resource.GALVOR, 5); |
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} else { |
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Logger.error("galvor update failed for warehouse of UUID:" + warehouse.getObjectUUID()); |
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return true; |
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//handle r8 ToL maintenance here after the fact
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HashMap<Integer,Integer> updatedValues = new HashMap<>(); |
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Boolean success = true; |
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for(Integer ibId : maintCosts.keySet()){ |
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if (warehouse != null) { |
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int resourceCount = warehouse.getResources().get(ItemBase.getItemBase(ibId)); |
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if(resourceCount < maintCosts.get(ibId)) |
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success = false; |
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}else{ |
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success = false; |
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} |
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} |
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if(success = true){ |
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|
//determined there is enough of each resourceType to withdraw maintenance
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|
resourceValue = warehouse.getResources().get(Warehouse.wormwoodIB); |
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|
|
if (DbManager.WarehouseQueries.updateWormwood(warehouse, resourceValue - 5) == true) { |
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|
warehouse.getResources().put(Warehouse.wormwoodIB, resourceValue - 5); |
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|
warehouse.AddTransactionToWarehouse(Enum.GameObjectType.Building, building.getObjectUUID(), Enum.TransactionType.WITHDRAWL, Resource.WORMWOOD, 5); |
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} else { |
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|
Logger.error("wyrmwood update failed for warehouse of UUID:" + warehouse.getObjectUUID()); |
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|
}else{ |
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|
|
HandleMaintenanceDerank(tol);//handle derank or potential destruction of the city
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|
|
} |
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|
|
return true; |
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|
|
} |
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|
|
|
public static void dailyMaintenance() { |
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|
public static void HandleMaintenanceDerank(Building tol){ |
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|
|
setMaintDateTime(tol, tol.maintDateTime.plusDays(1)); //failed to pay maintenance, set next date for tomorrow
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|
Logger.info("Maintenance has started"); |
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|
|
// Run maintenance on player buildings
|
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|
|
if (ConfigManager.MB_WORLD_MAINTENANCE.getValue().equalsIgnoreCase("true")) |
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|
|
processBuildingMaintenance(); |
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|
else |
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|
Logger.info("Maintenance Costings: DISABLED"); |
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|
Logger.info("Maintenance has completed!"); |
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|
|
} |
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} |
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