Public Repository for the Magicbane Shadowbane Emulator
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// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.workthreads;
/*
* This thread is spawned to process destruction
* of a player owned city, including subguild
* and database cleanup.
*
* The 'destroyed' city zone persists until the
* next reboot.
*/
import engine.Enum;
import engine.gameManager.BuildingManager;
import engine.gameManager.DbManager;
import engine.gameManager.GuildManager;
import engine.gameManager.ZoneManager;
import engine.math.Vector3fImmutable;
import engine.objects.Building;
import engine.objects.City;
import engine.objects.Guild;
import engine.objects.Zone;
import org.pmw.tinylog.Logger;
import java.util.ArrayList;
public class DestroyCityThread implements Runnable {
City city;
public DestroyCityThread(City city) {
this.city = city;
}
public void run() {
// Member variable declaration
Zone cityZone;
Zone newParent;
Guild formerGuild;
Vector3fImmutable localCoords;
ArrayList<Guild> subGuildList;
// Member variable assignment
cityZone = city.getParent();
newParent = cityZone.parent;
formerGuild = city.getTOL().getGuild();
// Former guild loses it's tree!
if (DbManager.GuildQueries.SET_GUILD_OWNED_CITY(formerGuild.getObjectUUID(), 0)) {
//Successful Update of guild
formerGuild.setGuildState(engine.Enum.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.
if (formerGuild.getSubGuildList().isEmpty() == false) {
subGuildList = new ArrayList<>();
for (Guild subGuild : formerGuild.getSubGuildList()) {
subGuildList.add(subGuild);
}
for (Guild subGuild : subGuildList) {
formerGuild.removeSubGuild(subGuild);
}
}
// Build list of buildings within this parent zone
for (Building cityBuilding : cityZone.zoneBuildingSet) {
// Sanity Check in case player deletes the building
// before this thread can get to it
if (cityBuilding == null)
continue;
// Do nothing with the banestone. It will be removed elsewhere
if (cityBuilding.getBlueprint().getBuildingGroup().equals(Enum.BuildingGroup.BANESTONE))
continue;
// All buildings are moved to a location relative
// to their new parent zone
localCoords = ZoneManager.worldToLocal(cityBuilding.getLoc(), newParent);
DbManager.BuildingQueries.MOVE_BUILDING(cityBuilding.getObjectUUID(), newParent.getObjectUUID(), localCoords.x, localCoords.y, localCoords.z);
// 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.
if (cityBuilding.getParentZoneID() != newParent.getParentZoneID())
cityBuilding.setParentZone(newParent);
// No longer a tree, no longer any protection contract!
cityBuilding.setProtectionState(Enum.ProtectionState.NONE);
// Destroy all remaining city assets
if ((cityBuilding.getBlueprint().getBuildingGroup() == Enum.BuildingGroup.BARRACK)
|| (cityBuilding.getBlueprint().isWallPiece())
|| (cityBuilding.getBlueprint().getBuildingGroup() == Enum.BuildingGroup.SHRINE)
|| (cityBuilding.getBlueprint().getBuildingGroup() == Enum.BuildingGroup.TOL)
|| (cityBuilding.getBlueprint().getBuildingGroup() == Enum.BuildingGroup.SPIRE)
|| (cityBuilding.getBlueprint().getBuildingGroup() == Enum.BuildingGroup.WAREHOUSE)) {
if (cityBuilding.getRank() != -1)
BuildingManager.setRank(cityBuilding, -1);
}
}
if (city.getRealm() != null)
city.getRealm().removeCity(city.getObjectUUID());
// It's now safe to delete the city zone from the database
// which will cause a cascade delete of everything else
if (DbManager.ZoneQueries.DELETE_ZONE(cityZone) == false) {
Logger.error("DestroyCityThread", "Database error when deleting city zone: " + cityZone.getObjectUUID());
return;
}
// Refresh the city for map requests
City.lastCityUpdate = System.currentTimeMillis();
// Zone and city should vanish upon next reboot
// if the codebase reaches here.
Logger.info(city.getParent().zoneName + " uuid:" + city.getObjectUUID() + "has been destroyed!");
}
}