forked from MagicBane/Server
Comment cleanup
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@@ -29,13 +29,13 @@ import java.util.concurrent.atomic.AtomicInteger;
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public enum ForgeManager implements Runnable {
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public enum ForgeManager implements Runnable {
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// MB Dev notes:
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// MB Dev notes:
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// Class handles all forge rolling mechanics for the game.
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// Class handles all forge rolling mechanics for Magicbane.
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//
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//
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// WorkOrders may be submitted from any thread: usually (ItemProductionMsgHandler).
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// .submit(workOrder) may be called from any thread: (ItemProductionMsgHandler).
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// Concurrency is managed by the same lock used by the warehouse (city.cityTransactionLock).
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// Concurrency is managed by the same lock used by the warehouse (city.cityTransactionLock).
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// WorkOrders are persisted then reconstituted at bootstrap from table dyn.workorders.
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// WorkOrders are persisted then reconstituted at bootstrap using table dyn.workorders.
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//
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//
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// p.s. replaces garbage code that looked like it was written by a crack head with face boils.
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// p.s. replaces garbage code that looked like it was written by a mental patient with face boils.
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FORGE_MANAGER;
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FORGE_MANAGER;
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@@ -58,9 +58,13 @@ public enum ForgeManager implements Runnable {
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try {
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try {
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workOrder = forge.take();
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workOrder = forge.take();
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// This workOrder has completed production.
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if (workOrder.total_produced >= workOrder.total_to_produce) {
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if (workOrder.total_produced >= workOrder.total_to_produce) {
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// Complete this workOrder.
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// Set items as completed in the window.
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// First CONFIRM_PRODUCE adds virtual item to the interface.
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// Second CONFIRM_PRODUCE sets virtual item to complete.
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for (Item workOrderItem : workOrder.cooking) {
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for (Item workOrderItem : workOrder.cooking) {
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workOrderItem.flags.add(mbEnums.ItemFlags.Identified);
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workOrderItem.flags.add(mbEnums.ItemFlags.Identified);
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