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package engine.net.client.handlers;
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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.ChatManager;
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import engine.gameManager.DbManager;
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import engine.gameManager.GuildManager;
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import engine.gameManager.ZoneManager;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.ChatFilterMsg;
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import engine.net.client.msg.ClientNetMsg;
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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 ChannelMuteMsgHandler extends AbstractClientMsgHandler {
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// Instance variables
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public ChannelMuteMsgHandler() {
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super(ChatFilterMsg.class);
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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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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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@Override
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protected boolean _handleNetMsg(ClientNetMsg baseMsg, ClientConnection origin) throws MsgSendException {
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return true;
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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.guild_zone == false)
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return;
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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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