Browse Source

Bane logic tweaking

bane-update2
MagicBot 3 months ago
parent
commit
e082a0b49c
  1. 2
      src/engine/objects/Building.java
  2. 28
      src/engine/workthreads/DestroyCityThread.java

2
src/engine/objects/Building.java

@ -561,7 +561,7 @@ public class Building extends AbstractWorldObject {
BuildingManager.setRank(barracksBuilding, -1); BuildingManager.setRank(barracksBuilding, -1);
} }
// If the tree is R8 and deranking, we need to update it's // If the tree is R8 and deranking, we need to update the
// mesh along with buildings losing their health bonus // mesh along with buildings losing their health bonus
if (this.rank == 8) { if (this.rank == 8) {

28
src/engine/workthreads/DestroyCityThread.java

@ -53,11 +53,12 @@ public class DestroyCityThread implements Runnable {
// Member variable assignment // Member variable assignment
try {
cityZone = city.getParent(); cityZone = city.getParent();
newParent = cityZone.parent; newParent = cityZone.parent;
formerGuild = city.getTOL().getGuild(); formerGuild = city.getTOL().getGuild();
// Former guild loses it's tree! // Former guild loses tree!
if (DbManager.GuildQueries.SET_GUILD_OWNED_CITY(formerGuild.getObjectUUID(), 0)) { if (DbManager.GuildQueries.SET_GUILD_OWNED_CITY(formerGuild.getObjectUUID(), 0)) {
@ -83,8 +84,6 @@ public class DestroyCityThread implements Runnable {
} }
} }
Building tol = null;
// Build list of buildings within this parent zone // Build list of buildings within this parent zone
for (Building cityBuilding : cityZone.zoneBuildingSet) { for (Building cityBuilding : cityZone.zoneBuildingSet) {
@ -100,13 +99,6 @@ public class DestroyCityThread implements Runnable {
if (cityBuilding.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.BANESTONE)) if (cityBuilding.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.BANESTONE))
continue; continue;
// TOL is processed after all other structures in the city zone
if (cityBuilding.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.TOL)) {
tol = cityBuilding;
continue;
}
// All buildings are moved to a location relative // All buildings are moved to a location relative
// to their new parent zone // to their new parent zone
@ -132,8 +124,6 @@ public class DestroyCityThread implements Runnable {
city.warehouse = null; city.warehouse = null;
} }
// Destroy all remaining city assets
if ((cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.BARRACK) if ((cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.BARRACK)
|| (cityBuilding.getBlueprint().isWallPiece()) || (cityBuilding.getBlueprint().isWallPiece())
|| (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.SHRINE) || (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.SHRINE)
@ -146,18 +136,14 @@ public class DestroyCityThread implements Runnable {
} }
} }
// Destroy the tol if (city.realm != null) {
if (tol != null)
BuildingManager.setRank(tol, -1);
if (city.realm != null)
city.realm.removeCity(city.getObjectUUID()); city.realm.removeCity(city.getObjectUUID());
city.realm = null;
}
// It's now safe to delete the city zone from the database // It's now safe to delete the city zone from the database
// which will cause a cascade delete of everything else // which will cause a cascade delete of everything else
if (DbManager.ZoneQueries.DELETE_ZONE(cityZone) == false) { if (DbManager.ZoneQueries.DELETE_ZONE(cityZone) == false) {
Logger.error("DestroyCityThread", "Database error when deleting city zone: " + cityZone.getObjectUUID()); Logger.error("DestroyCityThread", "Database error when deleting city zone: " + cityZone.getObjectUUID());
return; return;
@ -167,6 +153,10 @@ public class DestroyCityThread implements Runnable {
City.lastCityUpdate = System.currentTimeMillis(); City.lastCityUpdate = System.currentTimeMillis();
} catch (Exception e) {
Logger.error(e);
}
// Zone and city should vanish upon next reboot // Zone and city should vanish upon next reboot
// if the codebase reaches here. // if the codebase reaches here.

Loading…
Cancel
Save