Changed trading so it's more responsive

Will need to refactor how most of this stuff is done, it's pretty ugly
atm. For now I changed so the trading maps will only store the object
ID's, this way we don't have the objects not being traded (since they
aren't initialized)
This commit is contained in:
Waverunner
2014-07-19 12:55:04 -04:00
parent 8605c75da2
commit 2c531c0959
2 changed files with 22 additions and 16 deletions
@@ -60,7 +60,8 @@ public class BuildingObject extends TangibleObject implements IPersistent, Seria
public BuildingObject(long objectID, Planet planet, Point3D position, Quaternion orientation, String Template) {
super(objectID, planet, position, orientation, Template);
getBaseline(3).set("volume", 255);
getBaseline(3).set("volume", 255); // 255 seen on player buildings + some server spawned ones and 100 - lucky despot, watto
//getBaseline(3).set("complexity", (float) 1); // seen as 1 (player housing) + some server spawned ones and 0 - lucky despot, watto
setOptionsBitmask(Options.INVULNERABLE);
setConditionDamage(0);
setMaximumCondition(4320);
@@ -70,6 +71,7 @@ public class BuildingObject extends TangibleObject implements IPersistent, Seria
public BuildingObject() {
super();
getBaseline(3).set("volume", 255);
getBaseline(3).set("complexity", (float) 1);
setOptionsBitmask(Options.INVULNERABLE);
setConditionDamage(0);
setMaximumCondition(4320);
@@ -81,6 +83,7 @@ public class BuildingObject extends TangibleObject implements IPersistent, Seria
super.init();
defendersList = new Vector<TangibleObject>();
getBaseline(3).set("volume", 255);
getBaseline(3).set("complexity", (float) 1);
setOptionsBitmask(Options.INVULNERABLE);
setConditionDamage(0);
setMaximumCondition(4320);
@@ -102,6 +105,8 @@ public class BuildingObject extends TangibleObject implements IPersistent, Seria
@Override
public Baseline getBaseline3() {
Baseline baseline = super.getBaseline3();
// No additional variables, uses TANO
return baseline;
}