forked from MagicBane/Server
Minor formatting cleanup.
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@@ -768,7 +768,7 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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treeObject = (Building) cityObjectMap.get(GameObjectType.Building);
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treeObject.runAfterLoad();
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;
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cityObject = (City) cityObjectMap.get(GameObjectType.City);
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zoneObject = (Zone) cityObjectMap.get(GameObjectType.Zone);
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@@ -819,7 +819,6 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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City.lastCityUpdate = System.currentTimeMillis();
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treeObject.setLoc(treeObject.getLoc());
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InterestManager.setObjectDirty(treeObject);
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// WorldGrid.addObject(treeObject, playerCharacter);
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serverRealm.addCity(cityObject.getObjectUUID());
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playerNation.setCityUUID(cityObject.getObjectUUID());
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@@ -917,6 +916,7 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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// Early exit if something went horribly wrong
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// with locating the current realm and/or zone
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if (serverZone == null)
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return false;
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@@ -979,7 +979,8 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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City cityObject;
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PlacementInfo buildingList;
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// Setup working variables we'll need
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// Setup working variables
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buildingList = msg.getFirstPlacementInfo();
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serverZone = ZoneManager.findSmallestZone(buildingList.getLoc());
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@@ -1092,7 +1093,6 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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placementCost = 0; // reset placement cost for fix bug with wall pieces somethings not taking gold out if forced an error.
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// Overlap check and wall deed verifications
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for (PlacementInfo wall : walls) {
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@@ -1111,7 +1111,6 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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for (Building building : serverZone.zoneBuildingSet) {
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//TODO Clean up collision with placementInfo. don't need to create the same placementinfo bounds for collision checks on each building.
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if ((building.getBlueprintUUID() != 0) && (Bounds.collide(wall, building) == true)) {
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@@ -1131,12 +1130,14 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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return false;
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}
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}
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placementCost = PlaceAssetMsg.getWallCost(wall.getBlueprintUUID());
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if (!itemMan.modifyInventoryGold(-placementCost)) {
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ChatManager.chatSystemInfo(player, player.getFirstName() + " can't has free moneys! no for real.. Thor.. seriously... I didnt fix it because you getting laid isnt important enough for me.");
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return false;
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}
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// Attempt to place wall piece
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wallPiece = createStructure(player, wall, serverZone);
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@@ -1147,14 +1148,12 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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}
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// walls are auto protected
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wallPiece.setProtectionState(ProtectionState.PROTECTED);
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PlaceAssetMsg.sendPlaceAssetConfirmWall(origin, serverZone);
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}
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// Deduct gold from character's inventory
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return true;
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}
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@@ -1174,6 +1173,7 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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}
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// All siege buildings build in 15 minutes
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if ((blueprint.getBuildingGroup().equals(BuildingGroup.SIEGETENT))
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|| (blueprint.getBuildingGroup().equals(BuildingGroup.BULWARK)))
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completionDate = DateTime.now().plusMinutes(15);
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@@ -1193,6 +1193,7 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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completionDate, blueprint.getMeshForRank(0), vendorRotation, buildingRotation);
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// Make sure we have a valid mesh
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if (newMesh == null) {
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Logger.error("CreateStructure: DB returned null object.");
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return null;
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@@ -1364,15 +1365,16 @@ public class PlaceAssetMsgHandler extends AbstractClientMsgHandler {
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newMesh = (Building) ago;
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newMesh.setObjectTypeMask(MBServerStatics.MASK_BUILDING);
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MaintenanceManager.setMaintDateTime(newMesh, LocalDateTime.now().plusDays(7));
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// WorldGrid.addObject(newMesh, player);
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newMesh.setLoc(newMesh.getLoc());
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InterestManager.setObjectDirty(newMesh);
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newMesh.runAfterLoad();
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} else if (ago.getObjectType() == GameObjectType.Warehouse) {
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Warehouse warehouse = (Warehouse) ago;
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City city = City.getCity(currentZone.getPlayerCityUUID());
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if (city == null)
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return true;
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city.setWarehouseBuildingID(newMesh.getObjectUUID());
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Warehouse.warehouseByBuildingUUID.put(newMesh.getObjectUUID(), warehouse);
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}
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