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Fix code-style in prayer plugin
Adds named arguments to enum declarations along with lookup functions, fixes continuation indent, and replaces Map<Player, ArrayList<Prayer>> with a SetMultimap<Player, Prayer>.
This commit is contained in:
@@ -1,67 +1,71 @@
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import com.google.common.collect.MultimapBuilder
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import com.google.common.collect.SetMultimap
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import org.apollo.game.message.impl.ConfigMessage
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import org.apollo.game.model.Animation
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import org.apollo.game.model.entity.Mob
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import org.apollo.game.model.entity.Player
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val BURY_BONE_ANIMATION = Animation(827)
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val PLAYER_PRAYERS = hashMapOf<Player, ArrayList<Prayer>?>()
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val PLAYER_PRAYERS: SetMultimap<Player, Prayer> = MultimapBuilder.hashKeys()
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.enumSetValues(Prayer::class.java)
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.build<Player, Prayer>()
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fun Player.getCurrentPrayers(): ArrayList<Prayer> {
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PLAYER_PRAYERS[this] = PLAYER_PRAYERS[this] ?: ArrayList<Prayer>(); //Make sure that the array list exists
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return PLAYER_PRAYERS[this]!!
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fun Player.getCurrentPrayers(): Set<Prayer> {
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return PLAYER_PRAYERS[this]
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}
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enum class Bone(val id: Int, val xp: Double) {
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REGULAR_BONES(526, 5.0),
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BURNT_BONES(528, 5.0),
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BAT_BONES(530, 4.0),
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BIG_BONES(532, 45.0),
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BABYDRAGON_BONES(534, 30.0),
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DRAGON_BONES(536, 72.0),
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WOLF_BONES(2859, 14.0),
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SHAIKAHAN_BONES(3123, 25.0),
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JOGRE_BONES(3125, 15.0),
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BURNT_ZOGRE_BONES(3127, 25.0),
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MONKEY_BONES_SMALL_0(3179, 14.0),
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MONKEY_BONES_MEDIUM(3180, 14.0),
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MONKEY_BONES_LARGE_0(3181, 14.0),
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MONKEY_BONES_LARGE_1(3182, 14.0),
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MONKEY_BONES_SMALL_1(3183, 14.0),
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SHAKING_BONES(3187, 14.0),
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FAYRG_BONES(4830, 84.0),
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RAURG_BONES(4832, 96.0),
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OURG_BONES(4834, 140.0);
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REGULAR_BONES(id = 526, xp = 5.0),
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BURNT_BONES(id = 528, xp = 5.0),
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BAT_BONES(id = 530, xp = 4.0),
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BIG_BONES(id = 532, xp = 45.0),
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BABY_DRAGON_BONES(id = 534, xp = 30.0),
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DRAGON_BONES(id = 536, xp = 72.0),
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WOLF_BONES(id = 2859, xp = 14.0),
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SHAIKAHAN_BONES(id = 3123, xp = 25.0),
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JOGRE_BONES(id = 3125, xp = 15.0),
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BURNT_ZOGRE_BONES(id = 3127, xp = 25.0),
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MONKEY_BONES_SMALL_0(id = 3179, xp = 14.0),
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MONKEY_BONES_MEDIUM(id = 3180, xp = 14.0),
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MONKEY_BONES_LARGE_0(id = 3181, xp = 14.0),
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MONKEY_BONES_LARGE_1(id = 3182, xp = 14.0),
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MONKEY_BONES_SMALL_1(id = 3183, xp = 14.0),
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SHAKING_BONES(id = 3187, xp = 14.0),
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FAYRG_BONES(id = 4830, xp = 84.0),
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RAURG_BONES(id = 4832, xp = 96.0),
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OURG_BONES(id = 4834, xp = 140.0);
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companion object {
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val BONES = Bone.values()
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fun findById(id: Int): Bone? = BONES.find { bone -> bone.id == id }
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private val BONES = Bone.values()
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operator fun get(id: Int) = BONES.find { bone -> bone.id == id }
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}
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}
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enum class Prayer(val button: Int, val level: Int, val setting: Int, val drain: Double) {
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THICK_SKIN(5609, 1, 83, 0.01),
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BURST_OF_STRENGHT(5610, 4, 84, 0.01),
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CLARITY_OF_THOUGHT(5611, 7, 85, 0.01),
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ROCK_SKIN(5612, 10, 86, 0.04),
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SUPERHUMAN_STRENGTH(5613, 13, 87, 0.04),
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IMPROVED_REFLEXES(5614, 16, 88, 0.04),
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RAPID_RESORE(5615, 19, 89, 0.01),
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RAPID_HEAL(5615, 22, 90, 0.01),
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PROTECT_ITEM(5617, 25, 91, 0.01),
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STEEL_SKIN(5618, 28, 92, 0.1),
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ULTIMATE_STRENGTH(5619, 31, 93, 0.1),
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INCREDIBLE_REFLEXES(5620, 34, 94, 0.1),
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PROTECT_FROM_MAGIC(5621, 37, 95, 0.15),
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PROTECT_FROM_MISSILES(5622, 40, 96, 0.15),
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PROTECT_FROM_MELEE(5623, 43, 97, 0.15),
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RETRIBUTION(683, 46, 98, 0.15),
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REDEMPTION(684, 49, 99, 0.15),
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SMITE(685, 52, 100, 0.2);
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THICK_SKIN(button = 5609, level = 1, setting = 83, drain = 0.01),
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BURST_OF_STRENGTH(button = 5610, level = 4, setting = 84, drain = 0.01),
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CLARITY_OF_THOUGHT(button = 5611, level = 7, setting = 85, drain = 0.01),
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ROCK_SKIN(button = 5612, level = 10, setting = 86, drain = 0.04),
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SUPERHUMAN_STRENGTH(button = 5613, level = 13, setting = 87, drain = 0.04),
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IMPROVED_REFLEXES(button = 5614, level = 16, setting = 88, drain = 0.04),
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RAPID_RESTORE(button = 5615, level = 19, setting = 89, drain = 0.01),
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RAPID_HEAL(button = 5615, level = 22, setting = 90, drain = 0.01),
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PROTECT_ITEM(button = 5617, level = 25, setting = 91, drain = 0.01),
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STEEL_SKIN(button = 5618, level = 28, setting = 92, drain = 0.1),
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ULTIMATE_STRENGTH(button = 5619, level = 31, setting = 93, drain = 0.1),
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INCREDIBLE_REFLEXES(button = 5620, level = 34, setting = 94, drain = 0.1),
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PROTECT_FROM_MAGIC(button = 5621, level = 37, setting = 95, drain = 0.15),
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PROTECT_FROM_MISSILES(button = 5622, level = 40, setting = 96, drain = 0.15),
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PROTECT_FROM_MELEE(button = 5623, level = 43, setting = 97, drain = 0.15),
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RETRIBUTION(button = 683, level = 46, setting = 98, drain = 0.15),
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REDEMPTION(button = 684, level = 49, setting = 99, drain = 0.15),
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SMITE(button = 685, level = 52, setting = 100, drain = 0.2);
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companion object {
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val PRAYERS = Prayer.values()
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fun findByButton(button: Int): Prayer? = PRAYERS.find { prayer -> prayer.button == button }
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fun forButton(button: Int) = PRAYERS.find { it.button == button }
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}
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}
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@@ -1,4 +1,3 @@
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import org.apollo.game.action.Action
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import org.apollo.game.action.ActionBlock
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import org.apollo.game.action.AsyncAction
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import org.apollo.game.message.impl.ButtonMessage
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@@ -9,30 +8,31 @@ import org.apollo.game.plugin.api.prayer
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//Clear the player prayer on logout
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on_player_event { LogoutEvent::class }
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.then {
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PLAYER_PRAYERS[it] = null;
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}
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.then {
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PLAYER_PRAYERS.removeAll(it)
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}
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on { ButtonMessage::class }
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.then {
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val prayer = Prayer.findByButton(widgetId) ?: return@then
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if (prayer.level > it.prayer.current) {
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terminate();
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return@then
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}
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updatePrayer(it, prayer)
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.then {
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val prayer = Prayer.forButton(widgetId) ?: return@then
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if (prayer.level > it.prayer.current) {
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terminate()
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return@then
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}
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updatePrayer(it, prayer)
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terminate()
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}
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on { ItemOptionMessage::class }
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.where { option == 1 }
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.then {
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val bone = Bone.findById(id) ?: return@then
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it.startAction(BuryBoneAction(it, slot, bone))
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terminate()
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}
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.where { option == 1 }
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.then {
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val bone = Bone[id] ?: return@then
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class BuryBoneAction(val player: Player, val slot: Int, val bone: Bone): AsyncAction<Player>(0, true, player) {
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it.startAction(BuryBoneAction(it, slot, bone))
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terminate()
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}
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class BuryBoneAction(val player: Player, val slot: Int, val bone: Bone) : AsyncAction<Player>(0, true, player) {
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override fun action(): ActionBlock = {
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if (player.inventory.get(slot).id == bone.id) {
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player.sendMessage("You dig a hole in the ground...")
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