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Fix combat not working after logout; Fix DDS hits
* Removes the use of the MOB_STATE_CACHE and instead monkey patches a get_combat_state method onto Mob.
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@@ -93,9 +93,9 @@ class AttackDSL
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##
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# Deal melee damage.
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def damage!(damage_modifier: 1, delay: 0)
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def damage!(damage_modifier: 1, delay: 0, secondary: false)
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@subattacks.push lambda { |source, target|
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do_damage! source, target, 1, delay
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do_damage! source, target, 1, delay, secondary
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}
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end
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@@ -124,7 +124,7 @@ def do_damage!(source, target, amount, delay = 0, secondary = false, &_block)
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schedule delay do |task|
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task.stop && return if source.dead || target.dead
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target_combat_state = get_combat_state target
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target_combat_state = target.get_combat_state
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target_hitpoints = target.skill_set.get_skill(Skill::HITPOINTS).get_current_level
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amount = target_hitpoints if target_hitpoints < amount
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@@ -10,7 +10,7 @@ on :message, :npc_action do |player, message|
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# target.start_action CombatAction.new(target)
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# end
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player_combat_state = get_combat_state player
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player_combat_state = player.get_combat_state
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player_combat_state.target = target
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player.send HintIconMessage.for_npc(target.index)
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@@ -7,7 +7,7 @@ class CombatAction < Action
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mob.attacking = true
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@combat_state = get_combat_state(source)
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@combat_state = source.get_combat_state
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@attack_timer = 100
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@once = once
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end
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@@ -1,13 +1,17 @@
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def get_combat_state(mob)
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mob.is_a?(Player) ? type = :player : type = :npc
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java_import 'org.apollo.game.model.entity.Mob'
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unless MOB_COMBAT_STATE_CACHE[type].key? mob.index
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MOB_COMBAT_STATE_CACHE[type][mob.index] = CombatState.new(mob)
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module MobCombatState
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def get_combat_state
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if @combat_state.nil?
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@combat_state = CombatState.new(self, true)
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end
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@combat_state
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end
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MOB_COMBAT_STATE_CACHE[type][mob.index]
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end
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Mob.include MobCombatState
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private
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class CombatState
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@@ -58,12 +62,3 @@ class CombatState
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end
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end
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end
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MOB_COMBAT_STATE_CACHE = {
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player: {},
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npc: {}
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}
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on :logout do |event|
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MOB_COMBAT_STATE_CACHE[:player].delete event.player.index
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end
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@@ -31,7 +31,7 @@ end
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create_weapon /(?:drag|dragon) dagger.*/, :dragon_dagger do
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set_special_attack speed: 4, energy_requirement: 25, animation: 1062, graphic: { id: 252, height: 100 } do
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damage! delay: 0
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damage! delay: 1
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damage!
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damage! secondary: true
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end
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end
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