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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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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.pmw.tinylog.Logger;
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import java.time.LocalDateTime;
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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, building.maintDateTime.plusDays(7));
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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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// 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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ArrayList<Shrine> shrineList = new ArrayList<>();
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Logger.info("Maintenance has started");
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// Update shrines to proper city owner
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for (Shrine shrine : Shrine.shrinesByBuildingUUID.values()) {
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try {
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Building shrineBuilding = (Building) DbManager.getObject(Enum.GameObjectType.Building, shrine.getBuildingID());
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if (shrineBuilding == null)
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continue;
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if (shrineBuilding.getOwner().equals(shrineBuilding.getCity().getOwner()) == false)
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shrineBuilding.claim(shrineBuilding.getCity().getOwner());
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} catch (Exception e) {
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Logger.info("Shrine " + shrine.getBuildingID() + " Error " + e);
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}
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}
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// Grab list of top two shrines of each type
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for (Shrine shrine : Shrine.shrinesByBuildingUUID.values()) {
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if (shrine.getRank() == 0 || shrine.getRank() == 1)
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shrineList.add(shrine);
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}
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Logger.info("Decaying " + shrineList.size() + " shrines...");
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// Top 2 shrines decay by 10% a day
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for (Shrine shrine : shrineList) {
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try {
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shrine.decay();
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} catch (Exception e) {
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Logger.info("Shrine " + shrine.getBuildingID() + " Error " + e);
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}
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}
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// Run maintenance on player buildings
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if ((boolean) 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("process has completed!");
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}
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}
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