forked from MagicBane/Server
Bane logic tweaking
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@@ -561,7 +561,7 @@ public class Building extends AbstractWorldObject {
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BuildingManager.setRank(barracksBuilding, -1);
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}
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// If the tree is R8 and deranking, we need to update it's
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// If the tree is R8 and deranking, we need to update the
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// mesh along with buildings losing their health bonus
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if (this.rank == 8) {
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@@ -53,11 +53,12 @@ public class DestroyCityThread implements Runnable {
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// Member variable assignment
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try {
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cityZone = city.getParent();
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newParent = cityZone.parent;
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formerGuild = city.getTOL().getGuild();
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// Former guild loses it's tree!
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// Former guild loses tree!
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if (DbManager.GuildQueries.SET_GUILD_OWNED_CITY(formerGuild.getObjectUUID(), 0)) {
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@@ -83,8 +84,6 @@ public class DestroyCityThread implements Runnable {
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}
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}
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Building tol = null;
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// Build list of buildings within this parent zone
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for (Building cityBuilding : cityZone.zoneBuildingSet) {
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@@ -100,13 +99,6 @@ public class DestroyCityThread implements Runnable {
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if (cityBuilding.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.BANESTONE))
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continue;
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// TOL is processed after all other structures in the city zone
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if (cityBuilding.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.TOL)) {
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tol = cityBuilding;
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continue;
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}
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// All buildings are moved to a location relative
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// to their new parent zone
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@@ -132,8 +124,6 @@ public class DestroyCityThread implements Runnable {
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city.warehouse = null;
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}
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// Destroy all remaining city assets
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if ((cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.BARRACK)
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|| (cityBuilding.getBlueprint().isWallPiece())
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|| (cityBuilding.getBlueprint().getBuildingGroup() == mbEnums.BuildingGroup.SHRINE)
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@@ -146,18 +136,14 @@ public class DestroyCityThread implements Runnable {
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}
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}
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// Destroy the tol
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if (tol != null)
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BuildingManager.setRank(tol, -1);
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if (city.realm != null)
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if (city.realm != null) {
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city.realm.removeCity(city.getObjectUUID());
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city.realm = null;
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}
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// It's now safe to delete the city zone from the database
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// which will cause a cascade delete of everything else
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if (DbManager.ZoneQueries.DELETE_ZONE(cityZone) == false) {
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Logger.error("DestroyCityThread", "Database error when deleting city zone: " + cityZone.getObjectUUID());
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return;
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@@ -167,6 +153,10 @@ public class DestroyCityThread implements Runnable {
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City.lastCityUpdate = System.currentTimeMillis();
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} catch (Exception e) {
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Logger.error(e);
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}
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// Zone and city should vanish upon next reboot
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// if the codebase reaches here.
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