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https://github.com/2006-Scape/apollo.git
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Update all plugins to conform to Rubocop.
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@@ -10,22 +10,29 @@ java_import 'org.apollo.game.model.entity.Npc'
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# Information about npc spawning
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#
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# Npcs are passed to spawn npc as a hash. Every key and every non-integer value must be a Symbol. Every hash must implement the following:
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# :name - the name of the npc. If this npc shares its name with another, append the specific id after the name (e.g. :woman_4)
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# Npcs are passed to spawn npc as a hash. Every key and every non-integer value must be a Symbol.
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# Every hash must implement the following:
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# :name - the name of the npc. If this npc shares its name with another, append the specific id
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# after the name (e.g. :woman_4)
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# :x - the x coordinate where the npc will spawn.
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# :y - the y coordinate where the npc will spawn.
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# Optional arguments are as follows:
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# :face - the direction the npc should face when it spawns. Supported options are :north, :north_east, :east, :south_east, :south, :south_west, :west, and :north_west
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# :bounds - the rectangular bound that the npc can wander about in. Order is [bottom-left x-coordinate, bottom-left y-coordinate, top-right x-coordinate, top-right y-coordinate]
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# :delta_bounds - the rectangular bound that the npc can wander about in, as a difference from the spawn point. Order is [x-delta, y-delta]. Should not be used with :bounds.
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# :face - the direction the npc should face when it spawns. Supported options are :north,
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# :north_east, :east, :south_east, :south, :south_west, :west, and :north_west
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# :bounds - the rectangular bound that the npc can wander about in. Order is
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# [bottom-left x-coordinate, bottom-left y-coordinate, top-right x-coordinate,
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# top-right y-coordinate]
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# :delta_bounds - the rectangular bound that the npc can wander about in, as a difference from
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# the spawn point. Order is [x-delta, y-delta]. Should not be used with :bounds.
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# :spawn_animation - the animation that will be played when the npc spawns.
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# :spawn_graphic - the graphic that will be played when the npc spawns.
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# Spawns an npc with the properties specified in the hash.
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def spawn_npc(hash)
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raise 'A name (or id), x coordinate, and y coordinate must be specified to spawn an npc.' unless (hash.has_key?(:name) || hash.has_key?(:id)) && hash.has_keys?(:x, :y)
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unless (hash.key?(:name) || hash.key?(:id)) && hash.has_keys?(:x, :y)
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fail 'A name (or id), x coordinate, and y coordinate must be specified to spawn an npc.'
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end
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npc = get_npc(hash)
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spawn(npc, hash)
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npc
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@@ -46,8 +53,8 @@ def get_npc(hash)
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id = lookup_npc(hash.delete(:name))
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z = hash.delete(:z)
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position = Position.new(hash.delete(:x), hash.delete(:y), z == nil ? 0 : z)
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return Npc.new($world, id, position)
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position = Position.new(hash.delete(:x), hash.delete(:y), z.nil? ? 0 : z)
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Npc.new($world, id, position)
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end
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# Applies a decoded hash (one aquired using parse_hash) to the specified npc.
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@@ -58,7 +65,7 @@ def apply_decoded_hash(npc, hash)
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when :boundary then npc.boundaries = value
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when :spawn_animation then npc.play_animation(Animation.new(value))
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when :spawn_graphic then npc.play_graphic(Graphic.new(value))
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else raise "Unrecognised key #{key} - value #{value}."
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else fail "Unrecognised key #{key} - value #{value}."
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end
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end
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end
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@@ -72,27 +79,27 @@ def decode_hash(position, hash)
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when :face
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decoded[:face] = direction_to_position(value, position)
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when :delta_bounds
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raise ':delta_bounds must have two values.' unless value.length == 2
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fail ':delta_bounds must have two values.' unless value.length == 2
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dx, dy, x, y, z = value[0], value[1], position.x, position.y, position.height
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raise 'Delta values cannot be less than 0.' if (dx < 0 || dy < 0)
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fail 'Delta values cannot be less than 0.' if dx < 0 || dy < 0
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decoded[:boundary] = [ Position.new(x - dx, y - dy, z), Position.new(x + dx, y + dy, z) ]
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decoded[:boundary] = [Position.new(x - dx, y - dy, z), Position.new(x + dx, y + dy, z)]
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when :bounds
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raise ':bounds must have four values.' unless value.length == 4
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fail ':bounds must have four values.' unless value.length == 4
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min_x, min_y, max_x, max_y = value[0], value[1], value[2], value[3]
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decoded[:boundary] = [ Position.new(min_x, min_y), Position.new(max_x, max_y) ]
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decoded[:boundary] = [Position.new(min_x, min_y), Position.new(max_x, max_y)]
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when :spawn_animation then decoded[:spawn_animation] = Animation.new(value)
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when :spawn_graphic then decoded[:spawn_graphic ] = Graphic.new(value)
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else raise "Unrecognised key #{key} - value #{value}."
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when :spawn_graphic then decoded[:spawn_graphic] = Graphic.new(value)
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else fail "Unrecognised key #{key} - value #{value}."
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end
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end
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return decoded
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decoded
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end
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# Returns a position that an entity at the specified position should be facing towards if they are looking in the specified direction.
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# Returns a position that an entity at the specified position should be facing towards if they are
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# looking in the specified direction.
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def direction_to_position(direction, position)
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x, y, z = position.x, position.y, position.height
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@@ -121,13 +128,14 @@ class TemporaryNpcAction < Action
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end
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def execute
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if executions == 0
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if @executions == 0
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spawn(mob, @hash)
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execute_spawn_action
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else
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execute_action
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end
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executions += 1
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@executions += 1
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end
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def execute_action
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@@ -168,20 +176,22 @@ RANDOM_EVENTS = []
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# Spawns a random event for the specified player.
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def send_random_event(player)
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position = player.position
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npc_position = Position.new(position.x + 1, position.y, position.height) # TODO Find an unoccupied tile instead of the assumption that (x + 1) is traversable!!
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npc_position = Position.new(position.x + 1, position.y, position.height)
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# TODO: Find an unoccupied tile instead of the assumption that (x + 1) is traversable!!
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spawn_random_event(npc_position, false)
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end
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# Spawns a random event in the specified position.
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# If 'combat' is false, only non-combat events will be spawned.
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def spawn_random_event(position, combat)
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def spawn_random_event(_position, _combat)
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event = RANDOM_EVENTS[rand(RANDOM_EVENTS.size)]
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attempts = 0
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while (event.combative && attempts < 5)
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while event.combative && attempts < 5
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event = RANDOM_EVENTS[rand(RANDOM_EVENTS.size)]
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attempts += 1
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end
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event.execute unless attempts == 5 # 5 iterations is plenty, just give up at this point
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end
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end
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