Add ranged combat support

* Clean up the CombatAction and Attack code to make it easier to use for
  range.

* Add collision detection to the distance checks before attacking in the
  CombatAction.

* Create a Ruby DSL for defining projectile types and fix the
  ProjectileUpdateOperation so it uses the correct position offset.

* Fix the packet structure of the HintIconMessageEncoder.
This commit is contained in:
Gary Tierney
2016-01-03 22:24:43 +00:00
parent f80ea82ce7
commit 3082fade1d
35 changed files with 741 additions and 433 deletions
+60 -41
View File
@@ -1,4 +1,5 @@
java_import 'org.apollo.cache.def.ItemDefinition'
java_import 'org.apollo.cache.def.EquipmentDefinition'
java_import 'org.apollo.game.model.inv.InventoryAdapter'
java_import 'org.apollo.game.model.entity.EquipmentConstants'
java_import 'org.apollo.game.model.entity.AnimationSet'
@@ -16,41 +17,52 @@ def create_weapon(identifier, class_name = nil, named: false, &block)
end
end
private
def create_normal_weapon(item_matcher, class_name = nil, &block)
items = find_entities :item, item_matcher, -1
fail "Unable to find weapon matching #{item_matcher}" if items.empty?
items.each do |item_id|
equipment_def = EquipmentDefinition.lookup(item_id)
next if equipment_def.nil? || equipment_def.slot != EquipmentConstants::WEAPON
definition = ItemDefinition.lookup(item_id)
definition_name = definition.name.downcase.to_s
if class_name.nil?
class_name =
case definition_name
when /[a-zA-Z]+ 2h sword/
:two_handed_sword
when /[a-zA-Z]+ scimitar/
:scimitar
when /[a-zA-Z]+ dagger/
:dagger
else
raise "Couldn't find a suitable weapon class for the given weapon."
when /[a-zA-Z]+ 2h sword/
:two_handed_sword
when /[a-zA-Z]+ scimitar/
:scimitar
when /[a-zA-Z]+ dagger/
:dagger
when /[a-z\s]*longbow/
:longbow
when /[a-z\s]*shortbow/
:shortbow
when /[a-z]+ c'bow/
:crossbow
else
fail "Couldn't find a suitable weapon class for the given weapon."
end
end
WEAPONS[item_id] = Weapon.new(definition.name, WEAPON_CLASSES[class_name])
WEAPONS[item_id].instance_eval &block
WEAPONS[item_id].instance_eval &block if block_given?
end
end
def create_named_weapon(name, class_name, &block)
NAMED_WEAPONS[name] = Weapon.new name.to_s.capitalize, WEAPON_CLASSES[class_name]
NAMED_WEAPONS[name].instance_eval &block
NAMED_WEAPONS[name].instance_eval &block if block_given?
end
# Represents an equippable weapon, and the class it belongs to.
#
#
# * has an optional special_attack
# * belongs to a certain WeaponClass, and inherits bonuses from it.
class Weapon
@@ -65,18 +77,22 @@ class Weapon
end
def special_attack?
not special_attack.nil?
!special_attack.nil?
end
def set_special_attack(energy_requirement:, animation:, graphic: nil, &block)
# todo figure out if ranged or melee
def set_special_attack(speed:, range: 1, energy_requirement:, animation:, graphic: nil, &block)
attack_dsl = AttackDSL.new
attack_dsl.speed = speed
attack_dsl.range = range
attack_dsl.animation = animation
attack_dsl.graphic = graphic
attack_dsl.add_requirement SpecialEnergyRequirement.new(energy_requirement)
attack_dsl.instance_eval &block
requirements = [SpecialEnergyRequirement.new(energy_requirement)]
@special_attack = ProcAttack.new(block, animation: animation, graphic: graphic, requirements: requirements)
@special_attack = attack_dsl.to_attack
end
end
def update_weapon_animations(player)
default_animations = AnimationSet::DEFAULT_ANIMATION_SET
player_animations = player.animation_set
@@ -93,33 +109,33 @@ def update_weapon_animations(player)
weapon_class = weapon.weapon_class
[:stand, :walk, :run, :idle_turn, :turn_around, :turn_left, :turn_right].each do |key|
animation = weapon_class.other_animation(key)
animation = weapon_class.animation(key)
unless animation.nil?
case key
when :stand
player_animations.stand = animation
when :walk
player_animations.walking = animation
when :run
player_animations.running = animation
when :idle_turn
player_animations.idle_turn = animation
when :turn_around
player_animations.turn_around = animation
when :turn_left
player_animations.turn_left = animation
when :turn_right
player_animations.turn_right = animation
else
# type code here
end
next if animation.nil?
case key
when :stand
player_animations.stand = animation
when :walk
player_animations.walking = animation
when :run
player_animations.running = animation
when :idle_turn
player_animations.idle_turn = animation
when :turn_around
player_animations.turn_around = animation
when :turn_left
player_animations.turn_left = animation
when :turn_right
player_animations.turn_right = animation
end
end
end
on :message, :item_option do |player, message|
update_weapon_animations(player) if message.option == 2 and message.interface_id == SynchronizationInventoryListener::INVENTORY_ID
next unless message.interface_id == SynchronizationInventoryListener::INVENTORY_ID &&
message.option == 2
update_weapon_animations(player)
end
on :login do |event|
@@ -127,5 +143,8 @@ on :login do |event|
end
on :message, :item_action do |player, message|
update_weapon_animations(player) if message.interface_id == SynchronizationInventoryListener::EQUIPMENT_ID and message.slot == EquipmentConstants::WEAPON
next unless message.interface_id == SynchronizationInventoryListener::EQUIPMENT_ID &&
message.slot == EquipmentConstants::WEAPON
update_weapon_animations(player)
end