@Override public void repairStructure() throws CivException { double cost = getRepairCost(); if (!this.isValidWall()) { throw new CivException( "This wall is no longer valid and cannot be repaired. Walls can no longer overlap with protected structure blocks, demolish this wall instead."); } if (!getTown().getTreasury().hasEnough(cost)) { throw new CivException( "Your town cannot not afford the " + cost + " coins to build a " + getDisplayName()); } setHitpoints(this.getMaxHitPoints()); bindStructureBlocks(); for (WallBlock wb : this.wallBlocks.values()) { BlockCoord bcoord = wb.getCoord(); ItemManager.setTypeId(bcoord.getBlock(), wb.getTypeId()); ItemManager.setData(bcoord.getBlock(), wb.getData()); } save(); getTown().getTreasury().withdraw(cost); CivMessage.sendTown( getTown(), CivColor.Yellow + "The town has repaired a " + getDisplayName() + " at " + getCorner()); }
@Override public void processUndo() throws CivException { double refund = 0.0; for (WallBlock wb : wallBlocks.values()) { Material material = ItemManager.getMaterial(wb.getOldId()); if (CivSettings.restrictedUndoBlocks.contains(material)) { continue; } ItemManager.setTypeId(wb.getCoord().getBlock(), wb.getOldId()); ItemManager.setData(wb.getCoord().getBlock(), wb.getOldData()); refund += COST_PER_SEGMENT; try { wb.delete(); } catch (SQLException e) { e.printStackTrace(); } } refund /= HEIGHT; refund = Math.round(refund); this.getTown().getTreasury().deposit(refund); CivMessage.sendTown( this.getTown(), CivColor.Yellow + "Refunded " + refund + " coins from wall construction."); try { this.delete(); } catch (SQLException e) { e.printStackTrace(); } }
@Override public void onMarkerPlacement(Player player, Location next, ArrayList<Location> locs) throws CivException { BlockCoord first = new BlockCoord(next); BlockCoord second = null; CultureChunk cc = CivGlobal.getCultureChunk(next); if (cc == null || cc.getTown().getCiv() != this.getTown().getCiv()) { throw new CivException("Cannot build here, you need to build inside your culture."); } if (locs.size() <= 1) { CivMessage.send( player, CivColor.LightGray + "First location placed, place another to start building a wall."); return; } // Validate our locations if (locs.get(0).distance(locs.get(1)) > Wall.MAX_SEGMENT) { throw new CivException( "Can only build a wall in " + Wall.MAX_SEGMENT + " block segments, pick a closer location"); } second = new BlockCoord(locs.get(0)); locs.clear(); MarkerPlacementManager.removeFromPlacementMode(player, false); Location secondLoc = second.getLocation(); // Setting to a new block coord so we can increment in buildWallSegment without changing the // corner. this.setCorner(new BlockCoord(secondLoc)); this.setComplete(true); this.save(); // We should now be able to draw a line between these two block points. HashMap<String, SimpleBlock> simpleBlocks = new HashMap<String, SimpleBlock>(); int verticalSegments = this.buildWallSegment(player, first, second, 0, simpleBlocks, 0); // Pay the piper double cost = verticalSegments * COST_PER_SEGMENT; if (!this.getTown().getTreasury().hasEnough(cost)) { for (WallBlock wb : this.wallBlocks.values()) { try { wb.delete(); } catch (SQLException e) { e.printStackTrace(); } } this.wallBlocks.clear(); throw new CivException( "Cannot build, not enough coins to pay " + cost + " coins for wall of length " + verticalSegments + " blocks."); } this.getTown().getTreasury().withdraw(cost); CivMessage.sendTown( this.getTown(), CivColor.Yellow + "Paid " + cost + " coins for " + verticalSegments + " wall segments."); // build the blocks for (SimpleBlock sb : simpleBlocks.values()) { BlockCoord bcoord = new BlockCoord(sb); ItemManager.setTypeId(bcoord.getBlock(), sb.getType()); ItemManager.setData(bcoord.getBlock(), sb.getData()); } // Add wall to town and global tables this.getTown().addStructure(this); CivGlobal.addStructure(this); this.getTown().lastBuildableBuilt = this; }