/******************************************************************************* * Copyright (c) 2015, 2016 * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. *******************************************************************************/ 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(); } }