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*
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*
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package jsettlers.logic.buildings.spawn;
import jsettlers.common.buildings.EBuildingType;
import jsettlers.common.mapobject.EMapObjectType;
import jsettlers.common.movable.EMovableType;
import jsettlers.common.position.ShortPoint2D;
import jsettlers.logic.buildings.Building;
import jsettlers.logic.buildings.IBuildingsGrid;
import jsettlers.logic.movable.Movable;
import jsettlers.logic.movable.interfaces.ILogicMovable;
import jsettlers.logic.player.Player;
/**
* Abstract parent class for buildings that spawn new movables.
*
* @author Andreas Eberle
*
*/
public abstract class SpawnBuilding extends Building {
private static final long serialVersionUID = 7584783336566602225L;
private static final int PRODUCE_PERIOD = 2000;
private byte produced = 0;
protected SpawnBuilding(EBuildingType type, Player player, ShortPoint2D position, IBuildingsGrid buildingsGrid) {
super(type, player, position, buildingsGrid);
}
@Override
public final EMapObjectType getFlagType() {
return EMapObjectType.FLAG_DOOR;
}
@Override
protected int constructionFinishedEvent() {
return PRODUCE_PERIOD;
}
@Override
protected int subTimerEvent() {
int rescheduleDelay;
ILogicMovable movableAtDoor = super.grid.getMovable(super.getDoor());
if (movableAtDoor == null) {
movableAtDoor = new Movable(super.grid.getMovableGrid(), getMovableType(), getDoor(), super.getPlayer());
produced++;
if (produced < getProduceLimit()) {
rescheduleDelay = getProducePeriod();
} else {
rescheduleDelay = -1; // remove from scheduling
}
} else {
rescheduleDelay = 100; // door position wasn't free, so check more often
}
movableAtDoor.leavePosition();
return rescheduleDelay;
}
protected int getProducePeriod() {
return PRODUCE_PERIOD;
}
protected abstract EMovableType getMovableType();
protected abstract byte getProduceLimit();
@Override
public final boolean isOccupied() {
return true;
}
@Override
public boolean cannotWork() {
return produced >= getProduceLimit();
}
}