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327 lines
12 KiB
327 lines
12 KiB
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . |
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· |
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ |
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ |
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ |
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// Magicbane Emulator Project © 2013 - 2022 |
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// www.magicbane.com |
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package engine.gameManager; |
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// Defines static methods which comprise the magicbane |
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// building maintenance system. |
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import engine.Enum; |
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import engine.objects.*; |
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import org.joda.time.DateTime; |
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import org.pmw.tinylog.Logger; |
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import java.time.DayOfWeek; |
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import java.time.LocalDateTime; |
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import java.time.temporal.TemporalAdjusters; |
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import java.util.ArrayList; |
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public enum MaintenanceManager { |
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MAINTENANCEMANAGER; |
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public static void setMaintDateTime(Building building, LocalDateTime maintDate) { |
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building.maintDateTime = maintDate; |
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DbManager.BuildingQueries.updateMaintDate(building); |
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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.Building)); |
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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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for (Building building : maintList) { |
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setMaintDateTime(building, LocalDateTime.now().plusDays(7)); |
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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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for (Building building : derankList) |
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building.destroyOrDerank(null); |
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Logger.info("Structures: " + buildingList.size() + " Maint: " + maintList.size() + " Derank: " + derankList.size()); |
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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 = (Building) gameObject; |
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// No Maintenance on fidelity structures |
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if (building.getProtectionState() == Enum.ProtectionState.NPC) |
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continue; |
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// No maintenance on constructing meshes |
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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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} |
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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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// 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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} |
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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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} |
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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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} 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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} |
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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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} |
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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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} |
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return true; |
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} |
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public static void dailyMaintenance() { |
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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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