forked from MagicBane/Server
maintenance rewrite - needs completeing for r8
This commit is contained in:
@@ -17,6 +17,8 @@ import org.pmw.tinylog.Logger;
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import java.time.LocalDateTime;
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import java.time.LocalDateTime;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.concurrent.ConcurrentHashMap;
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public enum MaintenanceManager {
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public enum MaintenanceManager {
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@@ -29,292 +31,6 @@ public enum MaintenanceManager {
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}
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}
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public static void processBuildingMaintenance() {
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ArrayList<AbstractGameObject> buildingList;
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ArrayList<Building> maintList;
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ArrayList<Building> derankList = new ArrayList<>();
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Logger.info("Starting Maintenance on Player Buildings");
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// Build list of buildings to apply maintenance on.
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buildingList = new ArrayList(DbManager.getList(Enum.GameObjectType.City));
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maintList = buildMaintList(buildingList);
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// Deduct upkeep and build list of buildings
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// which did not have funds available
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for (Building building : maintList) {
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if (chargeUpkeep(building) == false)
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derankList.add(building);
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}
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// Reset maintenance dates for these buildings
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for (Building building : maintList) {
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if(derankList.contains(building) == false)
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setMaintDateTime(building, LocalDateTime.now().plusDays(7));
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else
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setMaintDateTime(building, LocalDateTime.now().plusDays(1));
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}
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// Derak or destroy buildings that did not
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// have funds available.
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for (Building building : derankList)
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building.destroyOrDerank(null);
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Logger.info("Structures: " + buildingList.size() + " Maint: " + maintList.size() + " Derank: " + derankList.size());
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}
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// Iterate over all buildings in game and apply exclusion rules
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// returning a list of building for which maintenance is due.
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private static ArrayList<Building> buildMaintList(ArrayList<AbstractGameObject> buildingList) {
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ArrayList<Building> maintList = new ArrayList<>();
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for (AbstractGameObject gameObject : buildingList) {
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Building building = ((City)gameObject).getTOL();//(Building) gameObject;
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if(building == null)
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continue;
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// No maintenance on NPC owned buildings (Cache loaded)
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if (building.getProtectionState() == Enum.ProtectionState.NPC)
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continue;
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// No maintenance on constructing meshes
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if (building.getRank() < 1)
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continue;
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// No Maintenance on furniture
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if (building.parentBuildingID != 0)
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continue;
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// No Blueprint?
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if (building.getBlueprint() == null) {
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Logger.error("Blueprint missing for uuid: " + building.getObjectUUID());
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continue;
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}
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// No maintenance on banestones omfg
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if (building.getBlueprint().getBuildingGroup().equals(Enum.BuildingGroup.BANESTONE))
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continue;
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// no maintenance on Mines omfg
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if (building.getBlueprint().getBuildingGroup().equals(Enum.BuildingGroup.MINE))
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continue;
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// Null Maintenance date?
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if (building.maintDateTime == null) {
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Logger.error("Null maint date for building UUID: " + building.getObjectUUID());
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continue;
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}
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// Maintenance date is in the future
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if (building.maintDateTime.isAfter(LocalDateTime.now()))
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continue;
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//no maintenance if day of week doesnt match
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if (LocalDateTime.now().getDayOfWeek().ordinal() != building.maintDateTime.getDayOfWeek().ordinal()) {
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continue;
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}
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// Add building to maintenance queue
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maintList.add(building);
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}
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return maintList;
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}
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// Method removes the appropriate amount of gold/resources from
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// a building according to it's maintenance schedule. True/False
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// is returned indicating if the building had enough funds to cover.
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public static boolean chargeUpkeep(Building building) {
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City city = null;
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Warehouse warehouse = null;
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int maintCost = 0;
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int overDraft = 0;
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boolean hasFunds = false;
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boolean hasResources = false;
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int resourceValue = 0;
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city = building.getCity();
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if (city != null)
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warehouse = city.getWarehouse();
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// Cache maintenance cost value
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//maintCost = building.getMaintCost();
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maintCost = 3000000;
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// Something went wrong. Missing buildinggroup from switch?
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if (maintCost == 0) {
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Logger.error("chargeUpkeep", "Error retrieving rankcost for " + building.getName() + " uuid:" + building.getObjectUUID() + "buildinggroup:" + building.getBlueprint().getBuildingGroup().name());
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// check if there is enough gold on the building
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return true;
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}
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if (building.getStrongboxValue() >= maintCost)
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hasFunds = true;
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// If we cannot cover with just the strongbox
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// see if there is a warehouse that will cover
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// the overdraft for us.
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if (hasFunds == false && (building.assetIsProtected() || building.getBlueprint().getBuildingGroup() == Enum.BuildingGroup.WAREHOUSE)) {
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overDraft = maintCost - building.getStrongboxValue();
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}
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if ((overDraft > 0))
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if ((building.getBlueprint().getBuildingGroup().equals(Enum.BuildingGroup.SHRINE) == false) &&
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(warehouse != null) && building.assetIsProtected() == true &&
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(warehouse.getResources().get(ItemBase.GOLD_ITEM_BASE)) >= overDraft) {
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hasFunds = true;
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}
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// If this is an R8 tree, validate that we can
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// cover the resources required
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if (building.getRank() == 8) {
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hasResources = true;
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if (warehouse == null)
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hasResources = false;
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else {
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resourceValue = warehouse.getResources().get(Warehouse.stoneIB);
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if (resourceValue < 1500)
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hasResources = false;
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resourceValue = warehouse.getResources().get(Warehouse.lumberIB);
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if (resourceValue < 1500)
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hasResources = false;
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resourceValue = warehouse.getResources().get(Warehouse.galvorIB);
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if (resourceValue < 5)
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hasResources = false;
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resourceValue = warehouse.getResources().get(Warehouse.wormwoodIB);
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if (resourceValue < 5)
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hasResources = false;
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}
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}
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// Validation completed but has failed. We can derank
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// the target building and early exit
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if ((hasFunds == false) ||
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((building.getRank() == 8) && !hasResources)) {
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// Add cash back to strongbox for lost rank if the building isn't being destroyed
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// and it's not an R8 deranking
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//if ((building.getRank() > 1) && (building.getRank() < 8)) {
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// building.setStrongboxValue(building.getStrongboxValue() + building.getBlueprint().getRankCost(Math.min(building.getRank(), 7)));
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//}
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return false; // Early exit for having failed to meet maintenance
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}
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// Remove cash and resources
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// withdraw what we can from the building
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building.setStrongboxValue(building.getStrongboxValue() - (maintCost - overDraft));
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// withdraw overdraft from the whorehouse
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if (overDraft > 0) {
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resourceValue = warehouse.getResources().get(Warehouse.goldIB);
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if (DbManager.WarehouseQueries.updateGold(warehouse, resourceValue - overDraft) == true) {
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warehouse.getResources().put(Warehouse.goldIB, resourceValue - overDraft);
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warehouse.AddTransactionToWarehouse(Enum.GameObjectType.Building, building.getObjectUUID(), Enum.TransactionType.WITHDRAWL, Resource.GOLD, overDraft);
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} else {
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Logger.error("gold update failed for warehouse of UUID:" + warehouse.getObjectUUID());
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return true;
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}
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}
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// Early exit as we're done if we're not an R8 tree
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if (building.getRank() < 8)
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return true;
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// Now for the resources if it's an R8 tree
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// Withdraw Stone
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resourceValue = warehouse.getResources().get(Warehouse.stoneIB);
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if (DbManager.WarehouseQueries.updateStone(warehouse, resourceValue - 1500) == true) {
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warehouse.getResources().put(Warehouse.stoneIB, resourceValue - 1500);
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warehouse.AddTransactionToWarehouse(Enum.GameObjectType.Building, building.getObjectUUID(), Enum.TransactionType.WITHDRAWL, Resource.STONE, 1500);
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} else {
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Logger.error("stone update failed for warehouse of UUID:" + warehouse.getObjectUUID());
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return true;
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}
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// Withdraw Lumber
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resourceValue = warehouse.getResources().get(Warehouse.lumberIB);
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if (DbManager.WarehouseQueries.updateLumber(warehouse, resourceValue - 1500) == true) {
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warehouse.getResources().put(Warehouse.lumberIB, resourceValue - 1500);
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warehouse.AddTransactionToWarehouse(Enum.GameObjectType.Building, building.getObjectUUID(), Enum.TransactionType.WITHDRAWL, Resource.LUMBER, 1500);
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} else {
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Logger.error("lumber update failed for warehouse of UUID:" + warehouse.getObjectUUID());
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return true;
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}
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// Withdraw Galvor
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resourceValue = warehouse.getResources().get(Warehouse.galvorIB);
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if (DbManager.WarehouseQueries.updateGalvor(warehouse, resourceValue - 5) == true) {
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warehouse.getResources().put(Warehouse.galvorIB, resourceValue - 5);
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warehouse.AddTransactionToWarehouse(Enum.GameObjectType.Building, building.getObjectUUID(), Enum.TransactionType.WITHDRAWL, Resource.GALVOR, 5);
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} else {
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Logger.error("galvor update failed for warehouse of UUID:" + warehouse.getObjectUUID());
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return true;
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}
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resourceValue = warehouse.getResources().get(Warehouse.wormwoodIB);
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if (DbManager.WarehouseQueries.updateWormwood(warehouse, resourceValue - 5) == true) {
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warehouse.getResources().put(Warehouse.wormwoodIB, resourceValue - 5);
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warehouse.AddTransactionToWarehouse(Enum.GameObjectType.Building, building.getObjectUUID(), Enum.TransactionType.WITHDRAWL, Resource.WORMWOOD, 5);
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} else {
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Logger.error("wyrmwood update failed for warehouse of UUID:" + warehouse.getObjectUUID());
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}
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return true;
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}
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public static void dailyMaintenance() {
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public static void dailyMaintenance() {
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Logger.info("Maintenance has started");
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Logger.info("Maintenance has started");
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@@ -322,10 +38,106 @@ public enum MaintenanceManager {
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// Run maintenance on player buildings
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// Run maintenance on player buildings
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if (ConfigManager.MB_WORLD_MAINTENANCE.getValue().equalsIgnoreCase("true"))
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if (ConfigManager.MB_WORLD_MAINTENANCE.getValue().equalsIgnoreCase("true"))
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processBuildingMaintenance();
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processMaintenance();
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else
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else
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Logger.info("Maintenance Costings: DISABLED");
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Logger.info("Maintenance Costings: DISABLED");
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Logger.info("Maintenance has completed!");
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Logger.info("Maintenance has completed!");
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}
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}
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public static void processMaintenance() {
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//create list of all cities
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ConcurrentHashMap<Integer, AbstractGameObject> worldCities = DbManager.getMap(Enum.GameObjectType.City);
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//loop all cities
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for (AbstractGameObject ago : worldCities.values()) {
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if (ago.getObjectType().equals(Enum.GameObjectType.City)) {
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City city = (City) ago;
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if(city == null)
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continue;
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Building tol = city.getTOL();
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if(tol == null)
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continue;
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if(tol.maintDateTime.toLocalDate().equals(LocalDateTime.now().toLocalDate())){
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// today is maintenance day
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processTolMaintenance(tol, city.getWarehouse());
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}
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}
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}
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}
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public static void processTolMaintenance(Building tol, Warehouse warehouse){
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//create the required resource maintenance list
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HashMap<Integer,Integer> maintCosts = new HashMap<>();
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maintCosts.put(7,3000000);
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if(tol.getRank() == 8){
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maintCosts.put(1580000,3000);//stone
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maintCosts.put(1580004,3000);//lumber
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maintCosts.put(1580017,5);//galvor
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maintCosts.put(1580018,5);//wormwood
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}else {
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//not r8, only need to process gold value and we're done
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int maintenanceDue = maintCosts.get(7);
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int strongboxGold = tol.getStrongboxValue();
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if (strongboxGold > 0) {
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if (strongboxGold > maintenanceDue) {
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//enough gold in strongbox to cover all of maintenance
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maintenanceDue = 0;
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strongboxGold -= maintenanceDue;
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tol.setStrongboxValue(strongboxGold); //update strongbox value
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setMaintDateTime(tol, tol.maintDateTime.plusDays(7)); //maintenance paid, set next maintenance date for 1 week from today
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return; //maintenance is paid, all done
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} else {
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maintenanceDue -= strongboxGold;
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strongboxGold = 0;
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}
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}
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//now we need to take the remaining maintenance from the warehouse
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int warehouseGold = 0;
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if (warehouse != null) {
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warehouseGold = warehouse.getResources().get(ItemBase.getItemBase(7));
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}
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if (warehouseGold >= maintenanceDue) {
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//we have enough gold to process maintenance
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tol.setStrongboxValue(strongboxGold); //update the strongbox now that we are sure maintenance is being paid
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warehouseGold -= maintenanceDue;
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warehouse.getResources().put(ItemBase.getItemBase(7),warehouseGold);
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DbManager.WarehouseQueries.updateGold(warehouse, warehouseGold);
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setMaintDateTime(tol, tol.maintDateTime.plusDays(7)); //maintenance paid, set next maintenance date for 1 week from today
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//maintenance is paid, all done
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} else {
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//failed maintenance, derank asset
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HandleMaintenanceDerank(tol); //handle derank or potential destruction of the city
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}
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return;
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}
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//handle r8 ToL maintenance here after the fact
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HashMap<Integer,Integer> updatedValues = new HashMap<>();
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Boolean success = true;
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for(Integer ibId : maintCosts.keySet()){
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if (warehouse != null) {
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int resourceCount = warehouse.getResources().get(ItemBase.getItemBase(ibId));
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if(resourceCount < maintCosts.get(ibId))
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success = false;
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}else{
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success = false;
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}
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}
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if(success = true){
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||||||
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//determined there is enough of each resourceType to withdraw maintenance
|
||||||
|
|
||||||
|
}else{
|
||||||
|
HandleMaintenanceDerank(tol);//handle derank or potential destruction of the city
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void HandleMaintenanceDerank(Building tol){
|
||||||
|
setMaintDateTime(tol, tol.maintDateTime.plusDays(1)); //failed to pay maintenance, set next date for tomorrow
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user