wall bonus HP
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@@ -166,6 +166,13 @@ public class Building extends AbstractWorldObject {
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if (this.blueprintUUID != 0)
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if (this.blueprintUUID != 0)
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this.meshUUID = blueprint.getMeshForRank(rank);
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this.meshUUID = blueprint.getMeshForRank(rank);
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this.healthMax = blueprint.getMaxHealth(this.rank);
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} else {
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this.healthMax = 100000; // Structures with no blueprint mesh
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this.setHealth(healthMax);
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}
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if(this.getBlueprint() != null && this.getBlueprint().getBuildingGroup() != null && this.getBlueprint().isWallPiece()){
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if(this.getBlueprint() != null && this.getBlueprint().getBuildingGroup() != null && this.getBlueprint().isWallPiece()){
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City cityObject = ZoneManager.getCityAtLocation(this.loc);
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City cityObject = ZoneManager.getCityAtLocation(this.loc);
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if(cityObject.getTOL().getRank() == 8) {
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if(cityObject.getTOL().getRank() == 8) {
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@@ -173,12 +180,9 @@ public class Building extends AbstractWorldObject {
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float newMax = this.healthMax * 1.1f;
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float newMax = this.healthMax * 1.1f;
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this.setMaxHitPoints(newMax);
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this.setMaxHitPoints(newMax);
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this.setHealth(this.healthMax * currentHealthRatio);
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this.setHealth(this.healthMax * currentHealthRatio);
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}else {
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this.healthMax = blueprint.getMaxHealth(this.rank);
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}
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}
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} else {
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this.healthMax = blueprint.getMaxHealth(this.rank);
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}
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}
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// If this object has no blueprint but is a blueprint
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// If this object has no blueprint but is a blueprint
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// mesh then set it's current health to max health
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// mesh then set it's current health to max health
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@@ -188,10 +192,6 @@ public class Building extends AbstractWorldObject {
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if (blueprint.getBuildingGroup().equals(BuildingGroup.BARRACK))
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if (blueprint.getBuildingGroup().equals(BuildingGroup.BARRACK))
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this.patrolPoints = DbManager.BuildingQueries.LOAD_PATROL_POINTS(this);
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this.patrolPoints = DbManager.BuildingQueries.LOAD_PATROL_POINTS(this);
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} else {
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this.healthMax = 100000; // Structures with no blueprint mesh
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this.setHealth(healthMax);
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}
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if(!this.ownerIsNPC){
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if(!this.ownerIsNPC){
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//add extra HP for city walls of R8 trees
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//add extra HP for city walls of R8 trees
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