ProductionRate added to ConfigManager.
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@@ -13,10 +13,7 @@ import engine.Enum;
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import engine.Enum.ItemContainerType;
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import engine.Enum.ItemType;
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import engine.Enum.OwnerType;
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import engine.gameManager.BuildingManager;
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import engine.gameManager.ChatManager;
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import engine.gameManager.DbManager;
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import engine.gameManager.PowersManager;
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import engine.gameManager.*;
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import engine.net.ItemProductionManager;
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import engine.net.ItemQueue;
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import engine.net.client.ClientConnection;
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@@ -202,7 +199,7 @@ public class ItemFactory {
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// is used to determin whether or not an object has
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// compelted rolling. The game object exists previously
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// to this, not when 'compelte' is pressed.
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long upgradeTime = System.currentTimeMillis() + (long)(time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER) ;
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long upgradeTime = System.currentTimeMillis() + (long)(time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue()));
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DateTime dateTime = new DateTime();
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dateTime = dateTime.withMillis(upgradeTime);
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@@ -220,7 +217,7 @@ public class ItemFactory {
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pi.setAmount(itemsToRoll);
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pi.setRandom(false);
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER));
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue())));
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ItemProductionManager.send(produced);
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return ml;
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@@ -620,7 +617,7 @@ public class ItemFactory {
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// is used to determin whether or not an object has
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// compelted rolling. The game object exists previously
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// to this, not when 'compelte' is pressed.
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long upgradeTime = System.currentTimeMillis() + (long)(time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER) ;
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long upgradeTime = System.currentTimeMillis() + (long)(time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue())) ;
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DateTime dateTime = new DateTime();
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dateTime = dateTime.withMillis(upgradeTime);
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@@ -637,7 +634,7 @@ public class ItemFactory {
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pi.setProducedItemID(ml.getObjectUUID());
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pi.setAmount(itemsToRoll);
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER));
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue())));
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ItemProductionManager.send(produced);
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}catch(Exception e){
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Logger.error(e);
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@@ -906,7 +903,7 @@ public class ItemFactory {
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// is used to determin whether or not an object has
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// compelted rolling. The game object exists previously
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// to this, not when 'compelte' is pressed.
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long upgradeTime = System.currentTimeMillis() + (long)(time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER) ;
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long upgradeTime = System.currentTimeMillis() + (long)(time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue())) ;
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DateTime dateTime = new DateTime();
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dateTime = dateTime.withMillis(upgradeTime);
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@@ -920,7 +917,7 @@ public class ItemFactory {
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ProducedItem pi = new ProducedItem(toRoll.getObjectUUID(),vendor.getObjectUUID(),toRoll.getItemBaseID(),dateTime,true,prefix, suffix, toRoll.getCustomName(),playerID);
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pi.setProducedItemID(toRoll.getObjectUUID());
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pi.setAmount(itemsToRoll);
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * MBServerStatics.PRODUCTION_TIME_MULTIPLIER));
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ItemQueue produced = ItemQueue.borrow(pi, (long) (time * Float.parseFloat(ConfigManager.MB_PRODUCTION_RATE.getValue())));
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ItemProductionManager.send(produced);
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return toRoll;
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}
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