private void getVerticalWallSegment( Player player, Location loc, Map<String, SimpleBlock> simpleBlocks) throws CivException { Location tmp = new Location(loc.getWorld(), loc.getX(), loc.getY(), loc.getZ()); for (int i = 0; i < Wall.HEIGHT; i++) { SimpleBlock sb; if (i == 0) { sb = new SimpleBlock(CivData.STONE_BRICK, 0x1); } else { sb = new SimpleBlock(CivData.STONE_BRICK, 0); } sb.worldname = tmp.getWorld().getName(); sb.x = tmp.getBlockX(); sb.y = tmp.getBlockY(); sb.z = tmp.getBlockZ(); validateBlockLocation(player, tmp); simpleBlocks.put(sb.worldname + "," + sb.x + "," + sb.y + "," + sb.z, sb); tmp.add(0, 1.0, 0); } }
private int buildWallSegment( Player player, BlockCoord first, BlockCoord second, int blockCount, HashMap<String, SimpleBlock> simpleBlocks, int verticalSegments) throws CivException { Location locFirst = first.getLocation(); Location locSecond = second.getLocation(); Vector dir = new Vector( locFirst.getX() - locSecond.getX(), locFirst.getY() - locSecond.getY(), locFirst.getZ() - locSecond.getZ()); dir.normalize(); dir.multiply(0.5); HashMap<String, SimpleBlock> thisWallBlocks = new HashMap<String, SimpleBlock>(); this.getTown().lastBuildableBuilt = null; getVerticalWallSegment(player, locSecond, thisWallBlocks); simpleBlocks.putAll(thisWallBlocks); verticalSegments++; double distance = locSecond.distance(locFirst); BlockCoord lastBlockCoord = new BlockCoord(locSecond); BlockCoord currentBlockCoord = new BlockCoord(locSecond); while (locSecond.distance(locFirst) > 1.0) { locSecond.add(dir); ChunkCoord coord = new ChunkCoord(locSecond); CivGlobal.addWallChunk(this, coord); currentBlockCoord.setFromLocation(locSecond); if (lastBlockCoord.equals(currentBlockCoord)) { continue; } else { lastBlockCoord.setFromLocation(locSecond); } blockCount++; if (blockCount > Wall.RECURSION_LIMIT) { throw new CivException( "ERROR: Building wall blocks exceeded recusion limit! Halted to keep server alive."); } getVerticalWallSegment(player, locSecond, thisWallBlocks); simpleBlocks.putAll(thisWallBlocks); verticalSegments++; // Distance should always be going down, as a failsave // check that it is. Abort if our distance goes up. double tmpDist = locSecond.distance(locFirst); if (tmpDist > distance) { break; } } /* build the last wall segment. */ if (!wallBlocks.containsKey(new BlockCoord(locFirst))) { try { getVerticalWallSegment(player, locFirst, thisWallBlocks); simpleBlocks.putAll(thisWallBlocks); verticalSegments++; } catch (CivException e) { CivLog.warning("Couldn't build the last wall segment, oh well."); } } for (SimpleBlock sb : simpleBlocks.values()) { BlockCoord bcoord = new BlockCoord(sb); int old_id = ItemManager.getId(bcoord.getBlock()); int old_data = ItemManager.getData(bcoord.getBlock()); if (!wallBlocks.containsKey(bcoord)) { try { WallBlock wb = new WallBlock(bcoord, this, old_id, old_data, sb.getType(), sb.getData()); wallBlocks.put(bcoord, wb); this.addStructureBlock(bcoord, true); wb.save(); } catch (SQLException e) { e.printStackTrace(); } } } return verticalSegments; }
@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; }