Exemple #1
0
  public void deleteMe() {

    // Although raids are not removed from the sql server, their supporting au should be. They are
    // merely placeholders
    // and will either survive or goto zero, besides, the statreports exist to tell the true story.
    // By placeholders I mean they are like extra au fields for the raid, the actual
    // data is held on the supportAU table.
    try {
      int k = 6;
      UberStatement stmt = con.createStatement();
      ArrayList<AttackUnit> au = getAu();
      //   stmt.executeUpdate("update raid set ticksToHit=-1 where rid = " + raidID);
      setTicksToHit(-1);
      save(); // save the current state right before deletion.
      while (k < au.size()) {
        stmt.executeUpdate(
            "delete from raidSupportAU where tid = "
                + getTown1().townID
                + " and rid = "
                + raidID
                + " and tidslot = "
                + au.get(k).getSlot()
                + ";");
        k++;
      }
      stmt.close();
      getTown1().attackServer().remove(this); // and we remove it from memory....
    } catch (SQLException exc) {
      exc.printStackTrace();
    }
  }
Exemple #2
0
  public ArrayList<AttackUnit> getAu() {
    if (au == null) {
      int y = 0;

      ArrayList<AttackUnit> raidAU = new ArrayList<AttackUnit>();
      AttackUnit auHold;
      ArrayList<AttackUnit> tau = getTown1().getAu();
      while (y < 6) {
        auHold = tau.get(y).returnCopy();
        if (getSupport() == 1 && getTown1().getPlayer().ID != getTown2().getPlayer().ID) {
          auHold.makeSupportUnit(auHold.getSlot(), getTown1().getPlayer(), getTown1().townID);
        } else if (getSupport() == 2 && getTown1().getPlayer().ID != getTown2().getPlayer().ID)
          auHold.makeOffSupportUnit(auHold.getSlot(), getTown1().getPlayer(), getTown1().townID);

        auHold.setSize(getInt("au" + (y + 1)));
        raidAU.add(auHold);

        y++;
      }

      try {

        UberStatement rustown2 = con.createStatement();
        ResultSet rrs2 =
            rustown2.executeQuery(
                "select * from raidSupportAU where rid = "
                    + raidID
                    + " and tid = "
                    + getTown1().townID
                    + " order by tidslot asc");
        AttackUnit sAU;
        while (rrs2.next()) {
          int size = rrs2.getInt(4);
          // right we have what we need, we know
          // we already have a reference to town1...
          int j = 6;
          boolean found = false;
          while (j < tau.size()) {
            if (tau.get(j).getSlot() == rrs2.getInt(3)) {
              sAU = tau.get(j).returnCopy();
              // attackunits are already on town 1, so they were ported
              // here, just need sizes!
              sAU.setSize(size);
              raidAU.add(sAU);
            }
            j++;
          }
        }

        rrs2.close();
        rustown2.close();

        au = raidAU;
      } catch (SQLException exc) {
        exc.printStackTrace();
      }
    }
    return au;
  }
Exemple #3
0
 public void setString(String fieldName, String toSet) {
   try {
     UberStatement stmt = con.createStatement();
     stmt.execute("update raid set " + fieldName + " = \"" + toSet + "\" where rid = " + raidID);
     stmt.close();
   } catch (SQLException exc) {
     exc.printStackTrace();
   }
 }
Exemple #4
0
  public void add(AttackUnit j) {
    // THIS IS ONLY FOR DB USAGE...
    // getAu().add(j);
    UberStatement stmt;
    try {

      stmt = con.createStatement();

      // First things first. We update the player table.
      boolean transacted = false;
      while (!transacted) {

        try {
          stmt.execute(
              "start transaction;"); // it's logged in, starts transaction so data problems won't
                                     // happen.

          // let's add this raid and therefore get the rid out of it.
          if (j.getSlot() < 6) {
            stmt.executeUpdate(
                "update raid set au"
                    + (j.getSlot() + 1)
                    + " = "
                    + j.getSize()
                    + " where rid = "
                    + raidID
                    + ";");
          } else {

            stmt.executeUpdate(
                "insert into raidSupportAU (rid,tid,tidslot,size) values ("
                    + raidID
                    + ","
                    + getTown1().townID
                    + ","
                    + j.getSlot()
                    + ","
                    + j.getSize()
                    + ");"); // don't need original slot, need
            // current town slot for remembering!

          }

          stmt.execute("commit;");
          stmt.close();
          transacted = true;
        } catch (MySQLTransactionRollbackException exc) {
          System.out.println(raidID + " is having trouble adding units.");
        }
      }
    } catch (SQLException exc) {
      exc.printStackTrace();
    }
  }
Exemple #5
0
  public String getString(String toGet) {
    try {
      UberStatement stmt = con.createStatement();

      ResultSet rs = stmt.executeQuery("select " + toGet + " from raid where rid = " + raidID);
      rs.next();
      String toRet = rs.getString(1);
      rs.close();
      stmt.close();
      return toRet;
    } catch (SQLException exc) {
      exc.printStackTrace();
    }
    return null;
  }
Exemple #6
0
  public void setMemSize(int index, int size) {
    if (index < 6) setInt("au" + (index + 1), size);
    else {
      try {
        UberStatement stmt = con.createStatement();
        AttackUnit a = getAu().get(index);
        stmt.executeUpdate(
            "update raidSupportAU set size = "
                + size
                + " where tidslot = "
                + a.getSlot()
                + " and rid = "
                + raidID
                + " and tid = "
                + getTown1().townID);

        stmt.close();
      } catch (SQLException exc) {
        exc.printStackTrace();
        System.out.println("Your shit is a-okay.");
      }
    }
  }
Exemple #7
0
  public Raid(
      double distance,
      int ticksToHit,
      Town town1,
      Town town2,
      boolean Genocide,
      boolean Bomb,
      int support,
      boolean invade,
      String name,
      boolean debris,
      ArrayList<AttackUnit> au,
      int digAmt) {
    // Can't do an infinite number of arguments here so need to add manually.
    // holds distance and ticksToHit in this object.
    this.setInvade(invade);
    this.setSupport(support);
    this.setDebris(debris);
    this.digAmt = digAmt;
    this.setName(name);
    this.au = au;
    this.setDistance(distance);
    this.setTicksToHit(ticksToHit);
    if (distance == 0) distance = 1;
    God = town1.getPlayer().God;

    this.setBomb(Bomb);
    this.setTown2(town2);
    this.setTown1(town1);

    setRaidOver(false);
    this.setTotalTicks(ticksToHit);
    this.setGenocide(Genocide);
    if (Genocide)
      setAllClear(
          false); // Note you need to watch in loaded raids, that raidOver and allClear need to be
    // set manually.
    // player1 hits player2's town2, only need town2 to access units.
    UberStatement stmt;
    try {

      con = town1.getPlayer().God.con;
      stmt = con.createStatement();

      // First things first. We update the player table.
      boolean transacted = false;
      while (!transacted) {
        try {

          stmt.execute(
              "start transaction;"); // it's logged in, starts transaction so data problems won't
                                     // happen.

          // let's add this raid and therefore get the rid out of it.

          stmt.executeUpdate(
              "insert into raid (tid1, tid2, distance, ticksToHit, genocide, raidOver,allClear,m,t,mm,f,totalTicks,Bomb,support,invade,name,debris,digAmt) values ("
                  + town1.townID
                  + ","
                  + town2.townID
                  + ","
                  + distance
                  + ","
                  + ticksToHit
                  + ","
                  + Genocide
                  + ","
                  + false
                  + ","
                  + false
                  + ","
                  + 0
                  + ","
                  + 0
                  + ","
                  + 0
                  + ","
                  + 0
                  + ","
                  + ticksToHit
                  + ","
                  + Bomb
                  + ","
                  + support
                  + ","
                  + invade
                  + ",\""
                  + name
                  + "\","
                  + debris
                  + ","
                  + digAmt
                  + ");");
          stmt.execute("commit;");

          Thread.currentThread().sleep(10);

          ResultSet ridstuff =
              stmt.executeQuery(
                  "select rid from raid where tid1 = " + town1.townID + " and raidOver = false");
          /*
           *Okay, search out all raids on the db for this town, and compare them to the raid server that the town has. There should be an rid
           *corresponding to each raid on there, and one that isn't. This one is our rid.
           *Now, if the user is running concurrent threads and they both call to this to add the raid at the same time, then there will be two
           *separate raidIDs on there. Still something of a problem, but we have to acknowledge the quickness of this maneuver - this thing will
           *literally be lightning quick. It'll snatch up that rid and add this one to the server without a hesitation.
           *if there is a problem, we can always assign a huge random number tempid to it, and use that as an extra comparison. If the user
           *does do two things at once, two raids, then I have to ask - what is the problem with switching the rids up? You see, if he does manage
           *to do it on the same town at the same time within a time frame that would allow both to be unaccounted for at the same time, then as soon
           *as the rids are switched, the player object would update them both with correct values from us. There we go. It happens so quickly.
           */

          while (ridstuff.next()) {
            int j = 0;
            ArrayList<Raid> attackServer = town1.attackServer();
            while (j < attackServer.size()) {
              if (attackServer.get(j).raidID == ridstuff.getInt(1)) break;
              j++;
            }

            if (j == attackServer.size()) break; // means we found no raid accompanying this raidID.
          }

          raidID = (ridstuff.getInt(1));

          // town1.attackServer.add(this); // <---- THIS NEEDS TO BE RETURNED TO NORMAL IF YOU GO
          // BACK TO MEMORYLOADING!
          //	      System.out.println("I put on " +raidID);
          town1.attackServer().add(this); // even if this error happens, raid still works...

          ridstuff.close();

          stmt.execute("commit;");
          /*
             int timesTried = 0;
             ArrayList<Raid> a  = town1.attackServer();
             while(a.size()<=0&&timesTried<10) {
          Thread.currentThread().sleep(10);
             a= town1.attackServer();
             timesTried++;

             }
             raidID=a.get(a.size()-1).raidID;*/

          stmt.close();

          transacted = true;
        } catch (MySQLTransactionRollbackException exc) {
        } catch (InterruptedException e) {
          // TODO Auto-generated catch block
          e.printStackTrace();
        }
      } // need connection for attackunit adds!
    } catch (SQLException exc) {
      exc.printStackTrace();
    }
  }
Exemple #8
0
  public Raid(int raidID, GodGenerator God) {
    this.raidID = raidID;
    this.God = God;
    this.con = God.con;
    try {
      UberStatement rus = con.createStatement();

      ResultSet rrs = rus.executeQuery("select * from raid where rid = " + raidID);
      // so we don't want it to load if raidOver is true and ticksToHit is 0. Assume 0 is not, 1 is
      // on, for ttH. !F = R!T
      // Then F = !(R!T) = !R + T;
      while (rrs.next()) {

        // First, to seek out town 2, use a query!

        Town town1 = God.findTown(rrs.getInt(1));
        Town town2Obj = God.findTown(rrs.getInt(2));

        // double distance = Math.sqrt((town2Obj.x-Town1.x)*(town2Obj.x-Town1.x) +
        // (town2Obj.y-Town1.y)*(town2Obj.y-Town1.y));

        //
        //	public Raid(int raidID, double distance, int ticksToHit, Town town1, Town town2, boolean
        // Genocide,boolean allClear,
        // int metal, int timber, int manmat, int food,boolean raidOver,ArrayList<AttackUnit> au,
        // boolean Bomb) {
        int y = 0;

        setRaidValues(
            rrs.getInt(3),
            rrs.getDouble(4),
            rrs.getInt(5),
            town1,
            town2Obj,
            rrs.getBoolean(6),
            rrs.getBoolean(8),
            rrs.getInt(9),
            rrs.getInt(10),
            rrs.getInt(11),
            rrs.getInt(12),
            rrs.getBoolean(7),
            rrs.getBoolean(19),
            rrs.getBoolean(23),
            rrs.getInt(25),
            rrs.getString(26),
            rrs.getInt(27),
            rrs.getBoolean(28),
            rrs.getInt(29)); // this one has no sql addition!
        getAu();

        if (rrs.getBoolean(19)) bombTarget = rrs.getInt(20);
        if (rrs.getInt(21) == 1 && !rrs.getBoolean(7)) makeSupportRun();
        else if (rrs.getInt(21) == 2 && !rrs.getBoolean(7)) makeOffSupportRun();
        else if (rrs.getInt(22) == 1 && !rrs.getBoolean(7)) makeScoutRun();
        else if (rrs.getInt(22) == 2 && !rrs.getBoolean(7)) makeDiscoveredScoutRun();

        if (rrs.getInt(24) != -1 && !rrs.getBoolean(7)) setResupplyID(rrs.getInt(24));
      }

      rrs.close();
      rus.close();
    } catch (SQLException exc) {
      exc.printStackTrace();
    }
    /*	this.distance=getMemDistance(); this.ticksToHit=getMemTicksToHit(); getTown1();
    getTown1(); this.Genocide=isMemGenocide(); this.allClear=isMemAllClear();
    this.metal=getMemMetal();this.timber=getMemTimber();this.manmat=getMemManmat();this.food=getMemFood();
    this.raidOver=isMemRaidOver();getAu();this.Bomb=isMemBomb();this.invade=isMemInvade();
    this.totalTicks=getMemTotalTicks();this.name=getMemName();this.genoRounds=getMemGenoRounds();*/
    // we set nothing else!
  }
Exemple #9
0
  public Raid(
      int raidID,
      double distance,
      int ticksToHit,
      Town town1,
      Town town2,
      boolean Genocide,
      boolean allClear,
      int metal,
      int timber,
      int manmat,
      int food,
      boolean raidOver,
      ArrayList<AttackUnit> au,
      boolean Bomb,
      boolean invade,
      int totalTicks,
      String name,
      int genoRounds,
      boolean debris,
      int digAmt) {
    // This constructor does not use the support integer because it is rarely used compared to other
    // things
    // and so to save space that is exported as an extra usable method. It is only necessary
    // when creating raids.
    // this constructor is for when a raid is being loaded into memory.

    if (distance == 0) distance = 1;
    this.digAmt = digAmt;
    this.setDebris(debris);
    this.distance = distance;
    this.ticksToHit = ticksToHit;
    this.town1 = town1;
    this.town2 = town2;
    this.Genocide = Genocide;
    this.allClear = allClear;
    this.metal = metal;
    this.timber = timber;
    this.manmat = manmat;
    this.food = food;
    this.raidOver = raidOver;
    this.au = au;
    this.Bomb = Bomb;
    this.invade = invade;
    this.totalTicks = totalTicks;
    this.name = name;
    this.genoRounds = genoRounds;

    UberStatement stmt;
    try {

      con = town1.getPlayer().God.con;
      God = town1.getPlayer().God;
      stmt = con.createStatement();

      // First things first. We update the player table.
      boolean transacted = false;
      while (!transacted) {
        try {

          stmt.execute(
              "start transaction;"); // it's logged in, starts transaction so data problems won't
                                     // happen.

          // let's add this raid and therefore get the rid out of it.

          stmt.executeUpdate(
              "insert into raid (tid1, tid2, distance, ticksToHit, genocide, raidOver,allClear,m,t,mm,f,totalTicks,Bomb,invade,name,genoRounds,digAmt) values ("
                  + town1.townID
                  + ","
                  + town2.townID
                  + ","
                  + distance
                  + ","
                  + ticksToHit
                  + ","
                  + Genocide
                  + ","
                  + false
                  + ","
                  + false
                  + ","
                  + 0
                  + ","
                  + 0
                  + ","
                  + 0
                  + ","
                  + 0
                  + ","
                  + ticksToHit
                  + ","
                  + Bomb
                  + ","
                  + invade
                  + ",\""
                  + name
                  + "\","
                  + genoRounds
                  + ","
                  + digAmt
                  + ");");
          stmt.execute("commit;");

          Thread.currentThread().sleep(10);

          ResultSet ridstuff =
              stmt.executeQuery(
                  "select rid from raid where tid1 = " + town1.townID + " and raidOver = false");

          while (ridstuff.next()) {
            int j = 0;
            ArrayList<Raid> attackServer = town1.attackServer();
            while (j < attackServer.size()) {
              if (attackServer.get(j).raidID == ridstuff.getInt(1)) break;
              j++;
            }

            if (j == attackServer.size()) break; // means we found no raid accompanying this raidID.
          }

          raidID = (ridstuff.getInt(1));
          // town1.attackServer.add(this); // <---- THIS NEEDS TO BE RETURNED TO NORMAL IF YOU GO
          // BACK TO MEMORYLOADING!
          //      System.out.println("I put on " +raidID);

          ridstuff.close();
          /* Thread.currentThread().sleep(100);


             int timesTried = 0;
             ArrayList<Raid> a  = town1.attackServer();
             while(a.size()<=0&&timesTried<1000) { // we wait longer for raids...f*****g a raid up is really bad...REALLY.
           	  // because we add shit to it after it is made! Of course, could f**k up oppositely, and take a raid already
           	  // on there and add shit to it, either way, bad for biz. So we wait 100ms before we even try.
          Thread.currentThread().sleep(10);
             a= town1.attackServer();
             timesTried++;

             }
             raidID=a.get(a.size()-1).raidID;*/
          int i = 0;
          while (i < au.size()) {
            add(au.get(i));
            i++;
          }

          stmt.close();

          transacted = true;
        } catch (MySQLTransactionRollbackException exc) {
        } catch (InterruptedException e) {
          // TODO Auto-generated catch block
          e.printStackTrace();
        }
      } // need connection for attackunit adds!
    } catch (SQLException exc) {
      exc.printStackTrace();
    }
  }
Exemple #10
0
  public synchronized void save() {
    try {
      UberStatement stmt = con.createStatement();
      ArrayList<AttackUnit> au = getAu();
      if (getTown1().townID == 3569) System.out.println("I am raid " + raidID);
      String update = "";
      try {

        update =
            "update raid set distance = "
                + distance
                + ", ticksToHit = "
                + ticksToHit
                + ", genocide = "
                + Genocide
                + ", raidOver = "
                + raidOver
                + ", allClear = "
                + allClear
                + ", m = "
                + metal
                + ", t = "
                + timber
                + ", mm = "
                + manmat
                + ", f = "
                + food
                + ", au1 = "
                + au.get(0).getSize()
                + ", au2 = "
                + au.get(1).getSize()
                + ", au3 = "
                + au.get(2).getSize()
                + ", au4 = "
                + au.get(3).getSize()
                + ", au5 = "
                + au.get(4).getSize()
                + ", au6 = "
                + au.get(5).getSize()
                + ", bomb = "
                + Bomb
                + ", bombtarget = "
                + bombTarget
                + ", support = "
                + support
                + ", scout = "
                + scout
                + ", invade = "
                + invade
                + ", resupplyID = "
                + resupplyID
                + ", totalTicks = "
                + totalTicks
                + " where rid = "
                + raidID
                + ";";
      } catch (IndexOutOfBoundsException exc) {
        exc.printStackTrace();
        System.out.println("Found");
      }
      stmt.executeUpdate(update);

      int k = 6;
      while (k < au.size()) {
        stmt.executeUpdate(
            "update raidSupportAU set size = "
                + au.get(k).getSize()
                + " where tid = "
                + town1.townID
                + " and rid = "
                + raidID
                + " and tidslot = "
                + au.get(k).getSlot()
                + ";");
        k++;
      }
      stmt.close();

      // either being added back to town or was completely wiped out, either way, should be removed
      // from memory.
    } catch (SQLException exc) {
      exc.printStackTrace();
    }
  }