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https://github.com/2006-Scape/apollo.git
synced 2026-07-03 00:38:21 +00:00
Add support for executing blocks when directly using close() in a dialogue.
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@@ -163,17 +163,17 @@ class Dialogue
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end
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# Closes the dialogue interface when the player clicks the 'Click here to continue...' text.
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def close
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continue(:close => true)
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def close(&block)
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continue(:close => true, &block)
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end
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# Defines the event that occurs when a player clicks the 'Click here to continue...' text.
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def continue(type=nil, &block)
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raise 'Cannot add a continue event on a dialogue with options.' unless @options.size.zero?
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raise 'Cannot add a continue event on a dialogue with options.' if (@type == :options)
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raise 'Must declare either a type or a block for a continue event.' if (type.nil? && block.nil?)
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action = get_next_dialogue(type) unless type.nil?
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@options << ->(player) { action.call(player) unless type.nil?; block.call(player) unless block.nil? }
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@options[0] = ->(player) { action.call(player) unless type.nil?; block.call(player) unless block.nil? }
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end
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# Sets the emote performed by the dialogue head.
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@@ -19,7 +19,7 @@ CHARACTER_DESIGN = 3559
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on :login do |event, player|
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if player.in_tutorial_island
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TutorialInstructions::show_instruction(player)
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# INITIAL_TABS.each_with_index { |tab, index| player.send(SwitchTabInterfaceMessage.new(index, tab)) } # This is commented so the lame hack works
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INITIAL_TABS.each_with_index { |tab, index| player.send(SwitchTabInterfaceMessage.new(index, tab)) }
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if (player.tutorial_island_progress == :not_started)
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show_hint_icon(player)
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@@ -28,21 +28,6 @@ on :login do |event, player|
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end
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end
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## TODO lame hack to get round the lack of door support - must remove
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on :message, :fifth_item_option do |ctx, player, message|
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player.teleport(Position.new(3100, 3107)) if message.id == 1
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player.tutorial_island_progress = :moving_around
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player.interface_set.open_dialogue_overlay(-1)
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end
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on :login do |event, player|
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player.inventory.add(1)
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end
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## END lame hack
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# The conversation with the Runescape Guide, when on tutorial island.
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conversation :tutorial_runescape_guide do
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@@ -56,7 +41,7 @@ conversation :tutorial_runescape_guide do
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text "Greetings! I see you are a new arrival to this land. My job is to welcome all new visitors. So welcome!"
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continue :dialogue => :go_through_door do |player|
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continue :dialogue => :talk_to_people do |player|
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player.tutorial_island_progress = :talk_to_people
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end
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end
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@@ -67,7 +52,7 @@ conversation :tutorial_runescape_guide do
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type :npc_speech
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npc :runescape_guide
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precondition { |player| player.tutorial_island_progress != :not_started }
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precondition { |player| player.tutorial_island_progress != :talk_to_people }
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text "Welcome back."
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@@ -94,7 +79,7 @@ conversation :tutorial_runescape_guide do
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text "To continue the tutorial go through that door over there, and speak to your first instructor."
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continue :close => true do |player|
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close do |player|
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if (player.tutorial_island_progress < :runescape_guide_finished)
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reset_hint_icon(player)
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# TODO door hint icon
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@@ -6,19 +6,29 @@ java_import 'org.apollo.game.message.impl.SwitchTabInterfaceMessage'
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private
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# The Survival Expert Npc.
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@survival_expert = spawn_npc :name => :survival_expert, :x => 3104, :y => 3095, :face => :north
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# Contains Survival Expert-related constants.
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module SurvivalConstants
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# The inventory tab index.
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INVENTORY_TAB_INDEX = 3
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# The Survival Expert Npc.
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@survival_expert = spawn_npc :name => :survival_expert, :x => 3104, :y => 3095, :face => :north
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# The inventory tab id.
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INVENTORY_TAB_ID = 3213
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# The inventory tab index.
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INVENTORY_TAB_INDEX = 3
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# The id of the tree the Player will cut down.
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TREE_ID = 3033
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# The inventory tab id.
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INVENTORY_TAB_ID = 3213
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# The id of the tree the Player will cut down.
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TREE_ID = 3033
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# The id of the bronze axe.
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BRONZE_AXE = lookup_item(:bronze_axe)
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# The id of the tinderbox.
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TINDERBOX = lookup_item(:tinderbox)
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end
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# TODO prevent axe equipping
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# The conversation with the Survival Expert, when on tutorial island.
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conversation :tutorial_surivival_expert do
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@@ -32,7 +42,7 @@ conversation :tutorial_surivival_expert do
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text "Hello there, newcomer. My name is Brynna. My job is to teach you a few survival tips and tricks. First off we're "\
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"going to start with the most basic survival skill of all: making a fire."
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continue :dialogue => :items
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close &:add_survival_items
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end
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@@ -45,24 +55,44 @@ conversation :tutorial_surivival_expert do
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text "Hello again. I'm here to teach you a few survival tips and tricks. First off we're going to start with the most "\
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"basic survival skill of all: making a fire."
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continue :close => true, &:add_survival_items
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close &:add_survival_items
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end
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# The dialogue displayed when the Survival Guide hands both a bronze axe and a tinderbox to the player.
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dialogue :items do
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# The dialogue displayed when the Survival Expert gives the player a bronze axe.
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dialogue :give_bronze_axe do
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type :message_with_item
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item :bronze_axe, 200 # TODO the tinderbox is also displayed - find this dialogue id. Scale looks like the default http://i.imgur.com/i1abN5X.png
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item :bronze_axe
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text "The Survival Guide gives you a tinderbox and a bronze axe!"
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text "The Survival Expert gives you a bronze axe!"
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close { |player| TutorialInstructions.show_instruction(player) }
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end
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# The dialogue displayed when the Survival Expert gives the player a tinderbox.
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dialogue :give_tinderbox do
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type :message_with_item
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item :tinderbox
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text "The Survival Expert gives you a tinderbox!"
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close { |player| TutorialInstructions.show_instruction(player) }
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end
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# The dialogue displayed when the Survival Expert gives the player both a bronze axe and a tinderbox.
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dialogue :give_axe_and_tinderbox do
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type :message_with_item
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item :bronze_axe # TODO the tinderbox is also displayed - find this dialogue id. Scale looks like the default http://i.imgur.com/i1abN5X.png
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text "The Survival Expert gives you a tinderbox and a bronze axe!"
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continue :close => true do |player|
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if (player.tutorial_island_progress != :given_axe)
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close do |player|
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if (player.tutorial_island_progress < :given_axe)
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player.tutorial_island_progress = :given_axe
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player.send(SwitchTabInterfaceMessage.new(INVENTORY_TAB_INDEX, INVENTORY_TAB_ID))
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player.send(FlashTabInterfaceMessage.new(INVENTORY_TAB_INDEX))
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player.send(SwitchTabInterfaceMessage.new(SurvivalConstants::INVENTORY_TAB_INDEX, SurvivalConstants::INVENTORY_TAB_ID))
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player.send(FlashTabInterfaceMessage.new(SurvivalConstants::INVENTORY_TAB_INDEX))
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end
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add_survival_items(player)
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TutorialInstructions.show_instruction(player)
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end
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end
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@@ -72,36 +102,44 @@ conversation :tutorial_surivival_expert do
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item :logs
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text "You get some logs."
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continue :close => true do |player|
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TutorialInstructions.show_instruction(player)
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end
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close { |player| TutorialInstructions.show_instruction(player) }
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end
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end
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# The id of the bronze axe.
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BRONZE_AXE = lookup_item(:bronze_axe)
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# The id of the tinderbox.
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TINDERBOX = lookup_item(:tinderbox)
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# Add the survival items (bronze axe and tinderbox) to the inventory of the player, if they do not already have them.
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def add_survival_items(player)
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inventory = player.inventory
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[ BRONZE_AXE, TINDERBOX ].each { |item| inventory.add(item) unless inventory.contains(item) }
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TutorialInstructions.show_instruction(player)
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unless inventory.contains(BRONZE_AXE)
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inventory.add(BRONZE_AXE)
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dialogue = :give_bronze_axe
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end
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unless inventory.contains(TINDERBOX)
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inventory.add(TINDERBOX)
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dialogue = (dialogue == :give_bronze_axe) ? :give_axe_and_tinderbox : give_tinderbox
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end
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send_dialogue(player, get_dialogue(:tutorial_surivival_expert, dialogue)
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end
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# Intercept the FirstObjectActionMessage to send tutorial-only events if the player is chopping down a tree.
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on :message, :first_object_action do |ctx, player, message|
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# TODO display "You cannot cut down this tree; you must first follow the guide's instructions." if the player has yet to get the axe
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if (player.in_tutorial_island && player.tutorial_island_progress == :cut_tree && message.id == TREE_ID)
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player.tutorial_island_progress = :cutting_tree # Don't break the chain, so that the Woodcutting event actually happens.
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if (player.in_tutorial_island && message.id == TREE_ID)
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progress = player.tutorial_island_progress
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if (progress < :cut_tree)
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# TODO display "You cannot cut down this tree; you must first follow the guide's instructions."
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elsif (player.tutorial_island_progress == :cut_tree)
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player.tutorial_island_progress = :cutting_tree # Don't break the chain, so that the Woodcutting event actually happens.
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end
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end
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end
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# Intercept the FlashingTabClickedMessage to update the player's progress, if applicable.
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on :message, :flashing_tab_clicked do |ctx, player, message|
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if (player.in_tutorial_island && message.tab == INVENTORY_TAB_INDEX)
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if (player.in_tutorial_island && message.tab == INVENTORY_TAB_INDEX && player.tutorial_island_progress == :given_axe)
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player.tutorial_island_progress = :cut_tree
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ctx.break_handler_chain()
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end
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