Add support for combat related UI

* Allows switching between different combat styles, and updates the
  combat tabs styles for every equipped weapon. If a weapon with a
  special attack is equipped, the special bar for that interface will be
  shown.

* Adds a scheduled task which periodically restores special energy to
  the player and updates their special bar.
This commit is contained in:
Gary Tierney
2015-12-24 05:10:43 +00:00
parent c9592c38df
commit 5686a1dcd6
2 changed files with 93 additions and 0 deletions
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java_import 'org.apollo.game.model.inter.InterfaceConstants'
java_import 'org.apollo.game.model.entity.EquipmentConstants'
java_import 'org.apollo.game.message.impl.SetWidgetTextMessage'
java_import 'org.apollo.game.message.impl.SetInterfaceConfigMessage'
java_import 'org.apollo.game.message.impl.ConfigMessage'
java_import 'org.apollo.game.model.inv.SynchronizationInventoryListener'
on :message, :item_option do |player, message|
update_combat_tab(player) if message.option == 2 and message.interface_id == SynchronizationInventoryListener::INVENTORY_ID
end
on :login do |event|
update_combat_tab(event.player)
end
on :message, :item_action do |player, message|
update_combat_tab(player) if message.interface_id == SynchronizationInventoryListener::EQUIPMENT_ID and message.slot == EquipmentConstants::WEAPON
end
on :message, :button do |player, msg|
weapon = EquipmentUtil.equipped_weapon player
weapon_class = weapon.weapon_class
weapon_class_widget = weapon_class.widget
next unless weapon_class_widget == msg.interface_id
if weapon_class.special_bar? and msg.button == weapon_class.special_bar_button
player.using_special = !player.using_special
update_special_bar(player)
else
player.combat_style = msg.button
end
update_combat_style player
end
private
def update_combat_tab(player)
weapon = EquipmentUtil.equipped_weapon player
weapon_name = weapon.name
weapon_class = weapon.weapon_class
weapon_class_widget = weapon_class.widget
attack_style_interface_layer = InterfaceConstants::UserInterface::ATTACK_STYLE.layer
player.interface_set.send_user_interface(attack_style_interface_layer, weapon_class_widget)
player.send SetWidgetTextMessage.new(weapon_class_widget, 0, weapon_name)
if weapon_class.special_bar?
player.send SetInterfaceConfigMessage.new(weapon_class_widget, weapon_class.special_bar_config, !weapon.special_attack?)
end
update_combat_style player
end
def update_combat_style(player)
weapon = EquipmentUtil.equipped_weapon player
weapon_class = weapon.weapon_class
# Update the combat style in case we had an invalid style selected,
# and therefore reverted to the first combat style
selected_style = weapon_class.style_at(player.combat_style)
player.combat_style = weapon_class.button selected_style
player.send ConfigMessage.new(43, weapon_class.config(selected_style))
end
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java_import 'org.apollo.game.message.impl.ConfigMessage'
def update_special_bar(player)
player.send(ConfigMessage.new(300, player.special_energy * 10)) # special energy
player.send(ConfigMessage.new(301, player.using_special ? 1 : 0)) # special enabled
end
on :login do |event|
player = event.player
update_special_bar player
schedule 25 do |task|
unless player.is_active
task.stop
next
end
player.special_energy = [player.special_energy + 5, 100].min
update_special_bar player
end
end