trainer buildinsg capped at r1 with 3 slots
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@@ -17,6 +17,7 @@ import org.pmw.tinylog.Logger;
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import java.sql.ResultSet;
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import java.sql.ResultSet;
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import java.sql.SQLException;
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import java.sql.SQLException;
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import java.util.HashMap;
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import java.util.HashMap;
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import java.util.Objects;
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/* @Summary - Blueprint class is used for determining
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/* @Summary - Blueprint class is used for determining
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characteristics of instanced player owned
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characteristics of instanced player owned
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@@ -60,12 +61,26 @@ public class Blueprint {
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this.name = rs.getString("MeshName");
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this.name = rs.getString("MeshName");
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this.icon = rs.getInt("Icon");
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this.icon = rs.getInt("Icon");
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this.buildingGroup = BuildingGroup.valueOf(rs.getString("BuildingGroup"));
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this.buildingGroup = BuildingGroup.valueOf(rs.getString("BuildingGroup"));
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this.maxRank = rs.getInt("MaxRank");
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this.maxSlots = rs.getInt("MaxSlots");
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this.maxSlots = rs.getInt("MaxSlots");
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this.rank1UUID = rs.getInt("Rank1UUID");
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this.rank1UUID = rs.getInt("Rank1UUID");
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this.rank3UUID = rs.getInt("Rank3UUID");
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this.rank3UUID = rs.getInt("Rank3UUID");
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this.rank7UUID = rs.getInt("Rank7UUID");
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this.rank7UUID = rs.getInt("Rank7UUID");
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this.destroyedUUID = rs.getInt("DestroyedUUID");
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this.destroyedUUID = rs.getInt("DestroyedUUID");
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switch(Objects.requireNonNull(this.buildingGroup)){
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case CATHEDRAL:
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case ELVENHALL:
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case ELVENSANCTUM:
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case FORESTHALL:
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case IREKEIHALL:
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case TEMPLEHALL:
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case THIEFHALL:
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case WIZARDHALL:
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this.maxRank = 1;
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break;
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default:
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this.maxRank = rs.getInt("MaxRank");
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break;
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}
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}
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}
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@@ -181,6 +196,17 @@ public class Blueprint {
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return 1;
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return 1;
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if (this.buildingGroup != null && this.buildingGroup.equals(BuildingGroup.TOL))
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if (this.buildingGroup != null && this.buildingGroup.equals(BuildingGroup.TOL))
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return 4;
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return 4;
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switch(Objects.requireNonNull(this.buildingGroup)){
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case CATHEDRAL:
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case ELVENHALL:
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case ELVENSANCTUM:
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case FORESTHALL:
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case IREKEIHALL:
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case TEMPLEHALL:
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case THIEFHALL:
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case WIZARDHALL:
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return 3;
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}
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return maxSlots;
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return maxSlots;
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}
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}
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@@ -311,19 +337,6 @@ public class Blueprint {
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if (currentRank == 0)
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if (currentRank == 0)
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return 0;
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return 0;
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switch(this.buildingGroup){
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case CATHEDRAL:
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case ELVENHALL:
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case ELVENSANCTUM:
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case FORESTHALL:
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case IREKEIHALL:
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case TEMPLEHALL:
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case THIEFHALL:
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case WIZARDHALL:
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return 3;
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}
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// Early exit for buildings with single or no slots
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// Early exit for buildings with single or no slots
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if (this.maxSlots <= 1 && !this.buildingGroup.equals(BuildingGroup.TOL))
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if (this.maxSlots <= 1 && !this.buildingGroup.equals(BuildingGroup.TOL))
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return maxSlots;
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return maxSlots;
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