Files
2006Scape/2006Redone Server/src/com/rebotted/game/content/skills/agility/GnomeAgility.java
T
Gptaqbc 5f500280b2 New stuff 6 (#324)
* Some stuff on weight

Some stuff on weight

* Cleaned some code related to trading and fixed most likely the issue where the player stays busy and cant trade till relog

Cleaned some code related to trading and fixed most likely the issue where the player stays busy and cant trade till relog

* removed a shitload of '== true'

I did a search and replace but I manually checked the changes that were made so there shouldn't be any issue with that.
2019-12-25 13:01:24 -05:00

126 lines
4.2 KiB
Java

package com.rebotted.game.content.skills.agility;
import com.rebotted.game.players.Player;
public class GnomeAgility {
private final Player c;
public GnomeAgility(Player player) {
this.c = player;
}
private static long clickTimer = 0;
public static final int LOG_OBJECT = 2295, NET1_OBJECT = 2285,
TREE_OBJECT = 2313, ROPE_OBJECT = 2312, TREE_BRANCH_OBJECT = 2314,
NET2_OBJECT = 2286, PIPES1_OBJECT = 154, PIPES2_OBJECT = 4058;// gnome
// course
// objects
public boolean gnomeCourse(int objectId) {
switch (objectId) {
case LOG_OBJECT:
if (c.getAgility().hotSpot(2474, 3436)) {
c.getAgility().walk(0, -7, c.getAgility().getAnimation(objectId), -1);
} else if (c.absX == 2474 && c.absY > 3429 && c.absY < 3436) {
c.getPlayerAssistant().movePlayer(2474, 3429, 0);
}
c.getPlayerAssistant().addSkillXP(c.getAgility().getXp(objectId), c.playerAgility);
c.getAgility().resetAgilityProgress();
c.getAgility().agilityProgress[0] = true;
return true;
case NET1_OBJECT:
c.getAgility().climbUp(c.getX(), c.getY() - 2, 1);
c.getPlayerAssistant().addSkillXP(c.getAgility().getXp(objectId), c.playerAgility);
if (c.getAgility().agilityProgress[0]) {
c.getAgility().agilityProgress[1] = true;
}
return true;
case TREE_OBJECT:
c.getAgility().climbUp(c.getX(), c.getY() - 3, 2);
c.getPlayerAssistant().addSkillXP(c.getAgility().getXp(objectId), c.playerAgility);
if (c.getAgility().agilityProgress[1]) {
c.getAgility().agilityProgress[2] = true;
}
return true;
case ROPE_OBJECT:
if (c.getAgility().hotSpot(2477, 3420)) {
c.getAgility().walk(6, 0, c.getAgility().getAnimation(objectId), -1);
} else if (c.absY == 3420 && c.absX > 2477 && c.absX < 2483) {// makes
// sure
// they
// don't
// cheat
c.getPlayerAssistant().movePlayer(2483, 3420, 2);
}
c.getPlayerAssistant().addSkillXP(c.getAgility().getXp(objectId), c.playerAgility);
if (c.getAgility().agilityProgress[2]) {
c.getAgility().agilityProgress[3] = true;
}
return true;
case TREE_BRANCH_OBJECT:
c.getAgility().climbDown(c.getX(), c.getY(), 0);
c.getPlayerAssistant().addSkillXP(c.getAgility().getXp(objectId), c.playerAgility);
if (c.getAgility().agilityProgress[3]) {
c.getAgility().agilityProgress[4] = true;
}
return true;
case NET2_OBJECT:
if (System.currentTimeMillis() - clickTimer < 1800) {
return false;
}
if (c.getY() == 3425 && System.currentTimeMillis() - clickTimer > 1800) {
c.getAgility().climbUp(c.getX(), c.getY() + 2, 0);
c.getPlayerAssistant().addSkillXP(c.getAgility().getXp(objectId), c.playerAgility);
clickTimer = System.currentTimeMillis();
if (c.getAgility().agilityProgress[4]) {
c.getAgility().agilityProgress[5] = true;
}
}
return true;
case PIPES1_OBJECT:
if (c.getAgility().hotSpot(2484, 3430)) {
c.getAgility().walk(0, 7, c.getAgility().getAnimation(objectId), 748);
if (c.getAgility().agilityProgress[5]) {
c.getPlayerAssistant().addSkillXP(c.getAgility().getXp(objectId), c.playerAgility);
c.getAgility().lapBonus = 1400 / 30;
c.getAgility().lapFinished();
} else {
c.getPlayerAssistant().addSkillXP(
c.getAgility().getXp(objectId), c.playerAgility);
}
c.getAgility().resetAgilityProgress();
} else if (c.absY > 3430 && c.absY < 3436 && System.currentTimeMillis() - clickTimer > 1800) {
c.getPlayerAssistant().movePlayer(2484, 3437, 0);
}
return true;
case PIPES2_OBJECT:
if (c.getAgility().hotSpot(2487, 3430)) {
c.getAgility().walk(0, 7, c.getAgility().getAnimation(objectId), 748);
if (c.getAgility().agilityProgress[5]) {
c.getPlayerAssistant().addSkillXP(
c.getAgility().getXp(objectId), c.playerAgility);
c.getAgility().lapBonus = 1400 / 30;
c.getAgility().lapFinished();
} else {
c.getPlayerAssistant().addSkillXP(
c.getAgility().getXp(objectId), c.playerAgility);
}
c.getAgility().resetAgilityProgress();
} else if (c.absY > 3430 && c.absY < 3436) {
c.getPlayerAssistant().movePlayer(2487, 3437, 0);
}
return true;
}
return false;
}
}