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207 lines
6.0 KiB
207 lines
6.0 KiB
3 years ago
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package engine.net.client.handlers;
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import engine.Enum;
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import engine.Enum.BuildingGroup;
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import engine.Enum.GuildState;
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import engine.exception.MsgSendException;
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import engine.gameManager.*;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.AbandonAssetMsg;
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import engine.net.client.msg.ClientNetMsg;
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import engine.net.client.msg.ErrorPopupMsg;
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import engine.objects.*;
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import org.pmw.tinylog.Logger;
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/*
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* @Author:
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* @Summary: Processes application protocol message which processes
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* client requests to abandon a building.
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*/
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public class AbandonAssetMsgHandler extends AbstractClientMsgHandler {
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// Instance variables
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public AbandonAssetMsgHandler() {
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super(AbandonAssetMsg.class);
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}
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@Override
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protected boolean _handleNetMsg(ClientNetMsg baseMsg, ClientConnection origin) throws MsgSendException {
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// Member variable declaration
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PlayerCharacter player;
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Building building;
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AbandonAssetMsg msg;
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// Member variable assignment
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msg = (AbandonAssetMsg) baseMsg;
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player = origin.getPlayerCharacter();
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building = BuildingManager.getBuildingFromCache(msg.getUUID());
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// Oops! *** Refactor: Log error
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if ((player == null) || (building == null))
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return true;
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// Early exit if object is not owned by the player
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if (building.getOwnerUUID() != player.getObjectUUID())
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return true;
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// Cannot abandon a building without a blueprint.
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// Players do not own rocks or shrubbery.
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if (building.getBlueprintUUID() == 0)
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return true;
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// Players cannot abandon shrines
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if ((building.getBlueprint().getBuildingGroup() == BuildingGroup.SHRINE)) {
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ErrorPopupMsg.sendErrorMsg(player, "Cannot for to abandon shrine!");
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return true;
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}
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if ((building.getBlueprint().getBuildingGroup() == BuildingGroup.MINE)) {
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ErrorPopupMsg.sendErrorMsg(player, "Cannot abandon mine!");
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return true;
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}
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if (Blueprint.isMeshWallPiece(building.getBlueprintUUID())) {
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ErrorPopupMsg.sendErrorMsg(player, "Cannot for to abandon fortress asset!");
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return true;
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}
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if ((building.getBlueprint().getBuildingGroup() == BuildingGroup.BARRACK)) {
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ErrorPopupMsg.sendErrorMsg(player, "Cannot for to abandon fortress asset!");
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return true;
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}
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if ((building.getBlueprint().getBuildingGroup() == BuildingGroup.BULWARK)) {
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ErrorPopupMsg.sendErrorMsg(player, "Cannot for to abandon siege asset!");
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return true;
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}
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if ((building.getBlueprint().getBuildingGroup() == BuildingGroup.SIEGETENT)) {
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ErrorPopupMsg.sendErrorMsg(player, "Cannot for to abandon siege asset!");
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return true;
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}
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if ((building.getBlueprint().getBuildingGroup() == BuildingGroup.BANESTONE)) {
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ErrorPopupMsg.sendErrorMsg(player, "Cannot for to abandon banestone!");
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return true;
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}
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// Trees require special handling beyond an individual building
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if ((building.getBlueprint().getBuildingGroup() == BuildingGroup.TOL))
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AbandonAllCityObjects(player, building);
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else
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AbandonSingleAsset(player, building);
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return true;
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}
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private static void AbandonSingleAsset(PlayerCharacter sourcePlayer,
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Building targetBuilding) {
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// Transfer the building asset ownership and refresh all clients
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DbManager.BuildingQueries.CLEAR_FRIENDS_LIST(targetBuilding.getObjectUUID());
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targetBuilding.getFriends().clear();
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// Clear protection status but only if a seige building
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if (targetBuilding.getBlueprint().getBuildingGroup().equals(BuildingGroup.BULWARK) ||
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targetBuilding.getBlueprint().getBuildingGroup().equals(BuildingGroup.SIEGETENT))
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targetBuilding.setProtectionState(Enum.ProtectionState.NONE);
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DbManager.BuildingQueries.CLEAR_CONDEMNED_LIST(targetBuilding.getObjectUUID());
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targetBuilding.getCondemned().clear();
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targetBuilding.setOwner(null);
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targetBuilding.refreshGuild();
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}
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private void AbandonAllCityObjects(PlayerCharacter sourcePlayer,
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Building targetBuilding) {
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Guild sourceGuild;
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Zone cityZone;
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sourceGuild = sourcePlayer.getGuild();
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if (sourceGuild == null)
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return;
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if (sourceGuild.getSubGuildList().size() > 0) {
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ChatManager.chatCityError(sourcePlayer, "You Cannot abandon a nation city.");
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return;
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}
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cityZone = ZoneManager.findSmallestZone(targetBuilding.getLoc());
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// Can't abandon a tree not within a player city zone
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if (cityZone.isPlayerCity() == false)
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return;
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if (targetBuilding.getCity() == null)
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return;
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if (targetBuilding.getCity().getBane() != null){
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ErrorPopupMsg.sendErrorMsg(sourcePlayer, "Can't abandon Tree while a bane exists.");
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return;
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}
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if (targetBuilding.getCity().hasBeenTransfered == true) {
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ChatManager.chatCityError(sourcePlayer, "City can only be abandoned once per rebooting.");
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return;
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}
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// Guild no longer owns his tree.
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if (!DbManager.GuildQueries.SET_GUILD_OWNED_CITY(sourceGuild.getObjectUUID(), 0)) {
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Logger.error("Failed to update Owned City to Database");
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return;
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}
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sourceGuild.setCityUUID(0);
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sourceGuild.setGuildState(GuildState.Errant);
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sourceGuild.setNation(null);
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// Transfer the city assets
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TransferCityAssets(sourcePlayer, targetBuilding);
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GuildManager.updateAllGuildTags(sourceGuild);
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GuildManager.updateAllGuildBinds(sourceGuild, null);
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}
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private void TransferCityAssets(PlayerCharacter sourcePlayer,
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Building cityTOL) {
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Zone cityZone;
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// Build list of buildings within this parent zone
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cityZone = ZoneManager.findSmallestZone(cityTOL.getLoc());
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for (Building cityBuilding : cityZone.zoneBuildingSet) {
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Blueprint cityBlueprint;
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cityBlueprint = cityBuilding.getBlueprint();
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// Buildings without blueprints cannot be abandoned
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if (cityBlueprint == null)
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continue;
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// Transfer ownership of valid city assets
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if ((cityBlueprint.getBuildingGroup() == BuildingGroup.TOL)
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|| (cityBlueprint.getBuildingGroup() == BuildingGroup.SPIRE)
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|| (cityBlueprint.getBuildingGroup() == BuildingGroup.BARRACK)
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|| (cityBlueprint.isWallPiece())
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|| (cityBuilding.getBlueprint().getBuildingGroup() == BuildingGroup.SHRINE))
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AbandonSingleAsset(sourcePlayer, cityBuilding);
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}
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}
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}
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