Browse Source

Bane logic tweaking

bane-update2
MagicBot 4 months ago
parent
commit
e082a0b49c
  1. 2
      src/engine/objects/Building.java
  2. 144
      src/engine/workthreads/DestroyCityThread.java

2
src/engine/objects/Building.java

@ -561,7 +561,7 @@ public class Building extends AbstractWorldObject { @@ -561,7 +561,7 @@ public class Building extends AbstractWorldObject {
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
if (this.rank == 8) {

144
src/engine/workthreads/DestroyCityThread.java

@ -53,120 +53,110 @@ public class DestroyCityThread implements Runnable { @@ -53,120 +53,110 @@ public class DestroyCityThread implements Runnable {
// Member variable assignment
cityZone = city.getParent();
newParent = cityZone.parent;
formerGuild = city.getTOL().getGuild();
try {
cityZone = city.getParent();
newParent = cityZone.parent;
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)) {
//Successful Update of guild
//Successful Update of guild
formerGuild.setGuildState(mbEnums.GuildState.Errant);
formerGuild.setNation(null);
formerGuild.setCityUUID(0);
GuildManager.updateAllGuildTags(formerGuild);
GuildManager.updateAllGuildBinds(formerGuild, null);
}
formerGuild.setGuildState(mbEnums.GuildState.Errant);
formerGuild.setNation(null);
formerGuild.setCityUUID(0);
GuildManager.updateAllGuildTags(formerGuild);
GuildManager.updateAllGuildBinds(formerGuild, null);
}
// By losing the tree, the former owners lose all of their subguilds.
// By losing the tree, the former owners lose all of their subguilds.
if (!formerGuild.getSubGuildList().isEmpty()) {
if (!formerGuild.getSubGuildList().isEmpty()) {
subGuildList = new ArrayList<>();
subGuildList = new ArrayList<>();
subGuildList.addAll(formerGuild.getSubGuildList());
subGuildList.addAll(formerGuild.getSubGuildList());
for (Guild subGuild : subGuildList) {
formerGuild.removeSubGuild(subGuild);
for (Guild subGuild : subGuildList) {
formerGuild.removeSubGuild(subGuild);
}
}
}
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) {
// Sanity Check in case player deletes the building
// before this thread can get to it
// Sanity Check in case player deletes the building
// before this thread can get to it
if (cityBuilding == null)
continue;
if (cityBuilding == null)
continue;
// Do nothing with the banestone. It will be removed elsewhere
// Do nothing with the banestone. It will be removed elsewhere
if (cityBuilding.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.BANESTONE))
continue;
if (cityBuilding.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.BANESTONE))
continue;
// All buildings are moved to a location relative
// to their new parent zone
// TOL is processed after all other structures in the city zone
localCoords = ZoneManager.worldToLocal(cityBuilding.getLoc(), newParent);
if (cityBuilding.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.TOL)) {
tol = cityBuilding;
continue;
}
// All buildings are moved to a location relative
// to their new parent zone
DbManager.BuildingQueries.MOVE_BUILDING(cityBuilding.getObjectUUID(), newParent.getObjectUUID(), localCoords.x, localCoords.y, localCoords.z);
localCoords = ZoneManager.worldToLocal(cityBuilding.getLoc(), newParent);
// All buildings are re-parented to a zone one node
// higher in the tree (continent) as we will be
// deleting the city zone very shortly.
DbManager.BuildingQueries.MOVE_BUILDING(cityBuilding.getObjectUUID(), newParent.getObjectUUID(), localCoords.x, localCoords.y, localCoords.z);
if (cityBuilding.getParentZoneID() != newParent.getParentZoneID())
cityBuilding.setParentZone(newParent);
// All buildings are re-parented to a zone one node
// higher in the tree (continent) as we will be
// deleting the city zone very shortly.
// No longer a tree, no longer any protection contract!
if (cityBuilding.getParentZoneID() != newParent.getParentZoneID())
cityBuilding.setParentZone(newParent);
cityBuilding.setProtectionState(mbEnums.ProtectionState.NONE);
// No longer a tree, no longer any protection contract!
// Remove warehouse entry if one exists.
cityBuilding.setProtectionState(mbEnums.ProtectionState.NONE);
if (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.WAREHOUSE) {
DbManager.WarehouseQueries.DELETE_WAREHOUSE(city.warehouse);
city.warehouse = null;
}
// Remove warehouse entry if one exists.
if ((cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.BARRACK)
|| (cityBuilding.getBlueprint().isWallPiece())
|| (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.SHRINE)
|| (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.TOL)
|| (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.SPIRE)
|| (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.WAREHOUSE)) {
if (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.WAREHOUSE) {
DbManager.WarehouseQueries.DELETE_WAREHOUSE(city.warehouse);
city.warehouse = null;
if (cityBuilding.getRank() != -1)
BuildingManager.setRank(cityBuilding, -1);
}
}
// Destroy all remaining city assets
if ((cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.BARRACK)
|| (cityBuilding.getBlueprint().isWallPiece())
|| (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.SHRINE)
|| (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.TOL)
|| (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.SPIRE)
|| (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.WAREHOUSE)) {
if (cityBuilding.getRank() != -1)
BuildingManager.setRank(cityBuilding, -1);
if (city.realm != null) {
city.realm.removeCity(city.getObjectUUID());
city.realm = null;
}
}
// Destroy the tol
if (tol != null)
BuildingManager.setRank(tol, -1);
// It's now safe to delete the city zone from the database
// which will cause a cascade delete of everything else
if (city.realm != null)
city.realm.removeCity(city.getObjectUUID());
if (DbManager.ZoneQueries.DELETE_ZONE(cityZone) == false) {
Logger.error("DestroyCityThread", "Database error when deleting city zone: " + cityZone.getObjectUUID());
return;
}
// It's now safe to delete the city zone from the database
// which will cause a cascade delete of everything else
// Refresh the city for map requests
City.lastCityUpdate = System.currentTimeMillis();
if (DbManager.ZoneQueries.DELETE_ZONE(cityZone) == false) {
Logger.error("DestroyCityThread", "Database error when deleting city zone: " + cityZone.getObjectUUID());
return;
} catch (Exception e) {
Logger.error(e);
}
// Refresh the city for map requests
City.lastCityUpdate = System.currentTimeMillis();
// Zone and city should vanish upon next reboot
// if the codebase reaches here.

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