forked from MagicBane/Server
Cleanup building initialization
This commit is contained in:
@@ -44,27 +44,6 @@ public class dbZoneHandler extends dbHandlerBase {
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return zoneList;
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}
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public ArrayList<Zone> GET_ALL_NODES(Zone zone) {
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ArrayList<Zone> wsmList = new ArrayList<>();
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wsmList.addAll(zone.nodes);
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if (zone.absX == 0.0f) {
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zone.absX = zone.xOffset;
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}
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if (zone.absY == 0.0f) {
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zone.absY = zone.yOffset;
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}
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if (zone.absZ == 0.0f) {
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zone.absZ = zone.zOffset;
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}
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for (Zone child : zone.nodes) {
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child.absX = child.xOffset + zone.absX;
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child.absY = child.yOffset + zone.absY;
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child.absZ = child.zOffset + zone.absZ;
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wsmList.addAll(this.GET_ALL_NODES(child));
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}
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return wsmList;
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}
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public Zone GET_BY_UID(long ID) {
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Zone zone = (Zone) DbManager.getFromCache(Enum.GameObjectType.Zone, (int) ID);
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@@ -87,25 +66,6 @@ public class dbZoneHandler extends dbHandlerBase {
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return zone;
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}
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public ArrayList<Zone> GET_MAP_NODES(final int objectUUID) {
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ArrayList<Zone> zoneList = new ArrayList<>();
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try (Connection connection = DbManager.getConnection();
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PreparedStatement preparedStatement = connection.prepareStatement("SELECT `obj_zone`.*, `object`.`parent` FROM `object` INNER JOIN `obj_zone` ON `obj_zone`.`UID` = `object`.`UID` WHERE `object`.`parent` = ?;")) {
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preparedStatement.setLong(1, objectUUID);
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ResultSet rs = preparedStatement.executeQuery();
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zoneList = getObjectsFromRs(rs, 2000);
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} catch (SQLException e) {
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Logger.error(e);
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}
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return zoneList;
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}
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public boolean DELETE_ZONE(final Zone zone) {
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try (Connection connection = DbManager.getConnection();
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@@ -55,6 +55,7 @@ public class Building extends AbstractWorldObject {
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private final HashMap<Integer, DoorCloseJob> doorJobs = new HashMap<>();
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public int meshUUID;
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public Zone parentZone;
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public int parentZoneUUID;
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public boolean reverseKOS;
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public int reserve = 0;
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public float statLat;
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@@ -106,27 +107,23 @@ public class Building extends AbstractWorldObject {
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super(rs);
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float scale;
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Blueprint blueprint = null;
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try {
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this.meshUUID = rs.getInt("meshUUID");
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this.setObjectTypeMask(MBServerStatics.MASK_BUILDING);
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this.blueprintUUID = rs.getInt("blueprintUUID");
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this.gridObjectType = GridObjectType.STATIC;
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this.parentZone = DbManager.ZoneQueries.GET_BY_UID(rs.getLong("parent"));
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this.parentZoneUUID = rs.getInt("parent");
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this.name = rs.getString("name");
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this.ownerUUID = rs.getInt("ownerUUID");
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// Orphaned Object Sanity Check
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//This was causing ABANDONED Tols.
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// if (objectType == DbObjectType.INVALID)
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// this.ownerUUID = 0;
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this.doorState = rs.getInt("doorState");
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this.setHealth(rs.getInt("currentHP"));
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this.w = rs.getFloat("w");
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this.setRot(new Vector3f(0f, rs.getFloat("rotY"), 0f));
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this.reverseKOS = rs.getByte("reverseKOS") == 1 ? true : false;
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this.reverseKOS = rs.getByte("reverseKOS") == 1;
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this.statLat = rs.getFloat("locationX");
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this.statAlt = rs.getFloat("locationY");
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this.statLon = rs.getFloat("locationZ");
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scale = rs.getFloat("scale");
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this.meshScale = new Vector3f(scale, scale, scale);
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@@ -143,79 +140,10 @@ public class Building extends AbstractWorldObject {
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this.level = rs.getInt("level");
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this.isFurniture = (rs.getBoolean("isFurniture"));
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// Lookup building blueprint
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if (this.blueprintUUID == 0)
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blueprint = Blueprint._meshLookup.get(meshUUID);
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else
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blueprint = this.getBlueprint();
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// Log error if something went horrible wrong
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if ((this.blueprintUUID != 0) && (blueprint == null))
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Logger.error("Invalid blueprint for object: " + this.getObjectUUID());
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// Note: We handle R8 tree edge case for mesh and health
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// after city is loaded to avoid recursive result set call
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// in City resulting in a stack ovreflow.
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if (blueprint != null) {
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// Only switch mesh for player dropped structures
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if (this.blueprintUUID != 0)
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this.meshUUID = blueprint.getMeshForRank(rank);
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this.healthMax = blueprint.getMaxHealth(this.rank);
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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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if (this.blueprintUUID == 0)
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this.setHealth(healthMax);
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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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} 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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// Null out blueprint if not needed (npc building)
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if (blueprintUUID == 0)
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blueprint = null;
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resists = new Resists("Building");
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this.statLat = rs.getFloat("locationX");
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this.statAlt = rs.getFloat("locationY");
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this.statLon = rs.getFloat("locationZ");
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if (this.parentZone != null) {
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if (this.parentBuildingID != 0) {
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Building parentBuilding = BuildingManager.getBuilding(this.parentBuildingID);
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if (parentBuilding != null) {
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this.setLoc(new Vector3fImmutable(this.statLat + this.parentZone.absX + parentBuilding.statLat, this.statAlt + this.parentZone.absY + parentBuilding.statAlt, this.statLon + this.parentZone.absZ + parentBuilding.statLon));
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} else {
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this.setLoc(new Vector3fImmutable(this.statLat + this.parentZone.absX, this.statAlt + this.parentZone.absY, this.statLon + this.parentZone.absZ));
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}
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} else {
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// Altitude of this building is derived from the heightmap engine.
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Vector3fImmutable tempLoc = new Vector3fImmutable(this.statLat + this.parentZone.absX, 0, this.statLon + this.parentZone.absZ);
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tempLoc = new Vector3fImmutable(tempLoc.x, Terrain.getWorldHeight(tempLoc), tempLoc.z);
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this.setLoc(tempLoc);
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}
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}
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this._strongboxValue = rs.getInt("currentGold");
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this.maxGold = 15000000; // *** Refactor to blueprint method
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this.reserve = rs.getInt("reserve");
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// Does building have a protection contract?
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this.taxType = TaxType.valueOf(rs.getString("taxType"));
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this.taxAmount = rs.getInt("taxAmount");
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this.protectionState = ProtectionState.valueOf(rs.getString("protectionState"));
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@@ -236,7 +164,6 @@ public class Building extends AbstractWorldObject {
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this.upgradeDateTime = LocalDateTime.ofInstant(upgradeTimeStamp.toInstant(), ZoneId.systemDefault());
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} catch (Exception e) {
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Logger.error("Failed for object " + this.blueprintUUID + ' ' + this.getObjectUUID() + e.toString());
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}
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}
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@@ -1076,8 +1003,72 @@ public class Building extends AbstractWorldObject {
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try {
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// Lookup building blueprint
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Blueprint blueprint;
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if (this.blueprintUUID == 0)
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blueprint = Blueprint._meshLookup.get(meshUUID);
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else
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blueprint = this.getBlueprint();
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// Log error if something went horrible wrong
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if ((this.blueprintUUID != 0) && (blueprint == null))
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Logger.error("Invalid blueprint for object: " + this.getObjectUUID());
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// Note: We handle R8 tree edge case for mesh and health
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// after city is loaded to avoid recursive result set call
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// in City resulting in a stack ovreflow.
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if (blueprint != null) {
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// Only switch mesh for player dropped structures
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if (this.blueprintUUID != 0)
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this.meshUUID = blueprint.getMeshForRank(rank);
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this.healthMax = blueprint.getMaxHealth(this.rank);
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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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if (this.blueprintUUID == 0)
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this.setHealth(healthMax);
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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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} 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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resists = new Resists("Building");
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if (this.parentZone != null) {
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if (this.parentBuildingID != 0) {
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Building parentBuilding = BuildingManager.getBuilding(this.parentBuildingID);
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if (parentBuilding != null) {
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this.setLoc(new Vector3fImmutable(this.statLat + this.parentZone.absX + parentBuilding.statLat, this.statAlt + this.parentZone.absY + parentBuilding.statAlt, this.statLon + this.parentZone.absZ + parentBuilding.statLon));
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} else {
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this.setLoc(new Vector3fImmutable(this.statLat + this.parentZone.absX, this.statAlt + this.parentZone.absY, this.statLon + this.parentZone.absZ));
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}
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} else {
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// Altitude of this building is derived from the heightmap engine.
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Vector3fImmutable tempLoc = new Vector3fImmutable(this.statLat + this.parentZone.absX, 0, this.statLon + this.parentZone.absZ);
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tempLoc = new Vector3fImmutable(tempLoc.x, Terrain.getWorldHeight(tempLoc), tempLoc.z);
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this.setLoc(tempLoc);
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}
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}
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this.parentZone = ZoneManager.getZoneByUUID(this.parentZoneUUID);
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this.parentZone.zoneBuildingSet.add(this);
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// Submit upgrade job if building is currently set to rank.
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try {
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