mirror of
https://github.com/2006-Scape/apollo.git
synced 2026-07-03 16:49:11 +00:00
Complete special attacks; Fix WeaponClass issues
* Adds a button property to a WeaponClasses styles, which maps a combat style to the button that was pressed in the combat tab. * Adds full support for special attacks, with their config IDs and buttons. * Adds the DDS special attack, along with the D2H special attack as some starting examples. * Rename the "no_weapon" Weapon to "unarmed", so it shows up better in the UI.
This commit is contained in:
@@ -100,7 +100,5 @@ class CombatAction < Action
|
||||
|
||||
@combat_state.reset
|
||||
mob.attacking = false
|
||||
|
||||
puts 'stopped combat action'
|
||||
end
|
||||
end
|
||||
@@ -8,14 +8,6 @@ java_import 'org.apollo.game.model.inv.SynchronizationInventoryListener'
|
||||
WEAPONS = {}
|
||||
NAMED_WEAPONS = {}
|
||||
|
||||
COMBAT_STYLES = [
|
||||
:accurate,
|
||||
:aggressive,
|
||||
:defensive,
|
||||
:controlled,
|
||||
:alt_aggressive
|
||||
]
|
||||
|
||||
def create_weapon(identifier, class_name = nil, named: false, &block)
|
||||
if named
|
||||
create_named_weapon(identifier, class_name, &block)
|
||||
@@ -28,11 +20,11 @@ end
|
||||
private
|
||||
|
||||
def create_normal_weapon(item_matcher, class_name = nil, &block)
|
||||
items = find_entities :item, item_matcher.to_s.gsub(/_/, ' '), -1
|
||||
items = find_entities :item, item_matcher, -1
|
||||
items.each do |item_id|
|
||||
definition = ItemDefinition.lookup(item_id)
|
||||
definition_name = definition.name.downcase.to_s
|
||||
|
||||
|
||||
if class_name.nil?
|
||||
class_name =
|
||||
case definition_name
|
||||
@@ -40,18 +32,20 @@ def create_normal_weapon(item_matcher, class_name = nil, &block)
|
||||
:two_handed_sword
|
||||
when /[a-zA-Z]+ scimitar/
|
||||
:scimitar
|
||||
when /[a-zA-Z]+ dagger/
|
||||
:dagger
|
||||
else
|
||||
raise "Couldn't find a suitable weapon class for the given weapon."
|
||||
end
|
||||
end
|
||||
|
||||
WEAPONS[item_id] = Weapon.new(WEAPON_CLASSES[class_name])
|
||||
WEAPONS[item_id] = Weapon.new(definition.name, WEAPON_CLASSES[class_name])
|
||||
WEAPONS[item_id].instance_eval &block
|
||||
end
|
||||
end
|
||||
|
||||
def create_named_weapon(name, class_name, &block)
|
||||
NAMED_WEAPONS[name] = Weapon.new WEAPON_CLASSES[class_name]
|
||||
NAMED_WEAPONS[name] = Weapon.new name.to_s.capitalize, WEAPON_CLASSES[class_name]
|
||||
NAMED_WEAPONS[name].instance_eval &block
|
||||
end
|
||||
|
||||
@@ -60,11 +54,12 @@ end
|
||||
# * has an optional special_attack
|
||||
# * belongs to a certain WeaponClass, and inherits bonuses from it.
|
||||
class Weapon
|
||||
attr_reader :weapon_class, :special_attack
|
||||
attr_reader :name, :weapon_class, :special_attack
|
||||
|
||||
include Combat::BonusContainer
|
||||
|
||||
def initialize(weapon_class)
|
||||
def initialize(name, weapon_class)
|
||||
@name = name
|
||||
@weapon_class = weapon_class
|
||||
@special_attack = nil
|
||||
end
|
||||
@@ -74,7 +69,10 @@ class Weapon
|
||||
end
|
||||
|
||||
def set_special_attack(energy_requirement:, animation:, graphic: nil, &block)
|
||||
# todo figure out if ranged or melee
|
||||
|
||||
requirements = [SpecialEnergyRequirement.new(energy_requirement)]
|
||||
@special_attack = ProcAttack.new(block, animation: animation, graphic: graphic, requirements: requirements)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -96,9 +94,7 @@ def update_weapon_animations(player)
|
||||
|
||||
[:stand, :walk, :run, :idle_turn, :turn_around, :turn_left, :turn_right].each do |key|
|
||||
animation = weapon_class.other_animation(key)
|
||||
puts animation
|
||||
|
||||
puts key
|
||||
unless animation.nil?
|
||||
case key
|
||||
when :stand
|
||||
|
||||
@@ -24,7 +24,7 @@ RANGE_COMBAT_STYLES = [
|
||||
]
|
||||
|
||||
class WeaponClass
|
||||
attr_reader :widget, :name
|
||||
attr_reader :widget, :name, :special_bar_button, :special_bar_config
|
||||
|
||||
include Combat::BonusContainer
|
||||
|
||||
@@ -37,7 +37,7 @@ class WeaponClass
|
||||
@animations = {}
|
||||
end
|
||||
|
||||
def add_style(style, attack_type: nil, speed: nil, animation: nil, block_animation: nil, range: 1)
|
||||
def add_style(style, button: nil, attack_type: nil, speed: nil, animation: nil, block_animation: nil, range: 1)
|
||||
raise 'Invalid combat style given' unless COMBAT_STYLES.include? style
|
||||
|
||||
@styles[style] = {
|
||||
@@ -45,11 +45,12 @@ class WeaponClass
|
||||
:speed => speed,
|
||||
:animation => animation,
|
||||
:block_animation => block_animation,
|
||||
:range => range
|
||||
:range => range,
|
||||
:button => button == nil ? @styles.size + 1 : button
|
||||
}
|
||||
|
||||
|
||||
@style_offsets.push style
|
||||
|
||||
|
||||
if MELEE_COMBAT_STYLES.include? style
|
||||
@style_attacks[style] = Attack.new(animation: animation)
|
||||
end
|
||||
@@ -67,16 +68,30 @@ class WeaponClass
|
||||
@styles[style][:block_animation]
|
||||
end
|
||||
|
||||
def button(style)
|
||||
@styles[style][:button]
|
||||
end
|
||||
|
||||
def config(style)
|
||||
@style_offsets.find_index {|v| v == style }
|
||||
end
|
||||
|
||||
def other_animation(type)
|
||||
@animations[type]
|
||||
end
|
||||
|
||||
|
||||
def speed(style)
|
||||
@styles[style][:speed] || default_speed
|
||||
end
|
||||
|
||||
def style_at(offset)
|
||||
@style_offsets[offset]
|
||||
def style_at(button)
|
||||
selected_style = @styles.select { |key, hash| hash[:button] == button }.keys[0]
|
||||
|
||||
if selected_style == nil
|
||||
selected_style = @styles.min_by { |key, hash| hash[:button] }.first
|
||||
end
|
||||
|
||||
selected_style
|
||||
end
|
||||
|
||||
def default_speed(speed = nil)
|
||||
@@ -87,12 +102,13 @@ class WeaponClass
|
||||
@default_speed
|
||||
end
|
||||
|
||||
def special_bar(id = nil)
|
||||
unless id.nil?
|
||||
@special_bar = id
|
||||
end
|
||||
def special_bar(config, button)
|
||||
@special_bar_config = config
|
||||
@special_bar_button = button
|
||||
end
|
||||
|
||||
@special_bar
|
||||
def special_bar?
|
||||
!@special_bar_button.nil? and !@special_bar_config.nil?
|
||||
end
|
||||
|
||||
def animations(stand: nil, walk: nil, run: nil, idle_turn: nil, turn_around: nil, turn_left: nil, turn_right: nil)
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
DAGGER_WIDGET_ID = 89
|
||||
DAGGER_SPECIAL_CONFIG_ID = 12
|
||||
DAGGER_SPECIAL_BUTTON_ID = 10
|
||||
|
||||
create_weapon_class :dagger, widget: DAGGER_WIDGET_ID do
|
||||
default_speed 4
|
||||
|
||||
attack_bonuses crush: -4, magic: 1
|
||||
defence_bonuses magic: 1
|
||||
|
||||
add_style :accurate, attack_type: :stab, animation: 7041, button: 2
|
||||
add_style :aggressive, attack_type: :stab, animation: 7041, button: 3
|
||||
add_style :alt_aggressive, attack_type: :slash, animation: 7048, button: 4
|
||||
add_style :defensive, attack_type: :stab, animation: 7049, button: 5
|
||||
end
|
||||
|
||||
# Need a separate WeaponClass for the dragon dagger because
|
||||
# of the differing animations
|
||||
create_weapon_class :dragon_dagger, widget: DAGGER_WIDGET_ID do
|
||||
default_speed 4
|
||||
special_bar DAGGER_SPECIAL_CONFIG_ID, DAGGER_SPECIAL_BUTTON_ID
|
||||
|
||||
attack_bonuses crush: -4, magic: 1
|
||||
defence_bonuses magic: 1
|
||||
|
||||
add_style :accurate, attack_type: :stab, animation: 402, button: 2
|
||||
add_style :aggressive, attack_type: :stab, animation: 402, button: 3
|
||||
add_style :alt_aggressive, attack_type: :slash, animation: 402, button: 4
|
||||
add_style :defensive, attack_type: :stab, animation: 402, button: 5
|
||||
end
|
||||
|
||||
create_weapon /(?:drag|dragon) dagger.*/, :dragon_dagger do
|
||||
set_special_attack energy_requirement: 25, animation: 1062, graphic: {id: 252, height: 100} do |source, target|
|
||||
damage! source, target, CombatUtil::calculate_hit(source, target)
|
||||
damage! source, target, CombatUtil::calculate_hit(source, target), 1
|
||||
end
|
||||
end
|
||||
@@ -1,17 +1,18 @@
|
||||
SCIMITAR_WIDGET_ID = 81
|
||||
SCIMITAR_SPECIAL_BAR_ID = 21
|
||||
SCIMITAR_WIDGET_ID = 81
|
||||
SCIMITAR_SPECIAL_BAR_CONFIG_ID = 21
|
||||
SCIMITAR_SPECIAL_BAR_BUTTON_ID = 21
|
||||
|
||||
create_weapon_class :scimitar, widget: SCIMITAR_WIDGET_ID do
|
||||
default_speed 4
|
||||
special_bar SCIMITAR_SPECIAL_BAR_ID
|
||||
special_bar SCIMITAR_SPECIAL_BAR_CONFIG_ID, SCIMITAR_SPECIAL_BAR_BUTTON_ID
|
||||
|
||||
attack_bonuses crush: -2
|
||||
defence_bonuses slash: -1
|
||||
|
||||
add_style :accurate, attack_type: :slash, animation: 390
|
||||
add_style :aggressive, attack_type: :slash, animation: 390
|
||||
add_style :alt_aggressive, attack_type: :stab, animation: 391
|
||||
add_style :defensive, attack_type: :slash, animation: 390
|
||||
add_style :accurate, attack_type: :slash, animation: 390, button: 2
|
||||
add_style :aggressive, attack_type: :slash, animation: 390, button: 3
|
||||
add_style :alt_aggressive, attack_type: :stab, animation: 391, button: 4
|
||||
add_style :defensive, attack_type: :slash, animation: 390, button: 5
|
||||
end
|
||||
|
||||
create_weapon :iron_scimitar do
|
||||
|
||||
@@ -1,19 +1,20 @@
|
||||
TWO_HANDED_SWORD_WIDGET_ID = 82
|
||||
TWO_HANDED_SWORD_SPECIAL_ID = 12
|
||||
TWO_HANDED_SWORD_SPECIAL_CONFIG_ID = 12
|
||||
TWO_HANDED_SWORD_SPECIAL_BUTTON_ID = 10
|
||||
|
||||
create_weapon_class :two_handed_sword, widget: TWO_HANDED_SWORD_WIDGET_ID do
|
||||
default_speed 7
|
||||
special_bar TWO_HANDED_SWORD_SPECIAL_ID
|
||||
|
||||
special_bar TWO_HANDED_SWORD_SPECIAL_CONFIG_ID, TWO_HANDED_SWORD_SPECIAL_BUTTON_ID
|
||||
|
||||
animations stand: 7047, walk: 7046, run: 7039, idle_turn: 7044, turn_around: 7044, turn_left: 7043, turn_right: 7044
|
||||
|
||||
|
||||
attack_bonuses stab: -4, magic: -4
|
||||
defence_bonuses range: -1
|
||||
|
||||
add_style :accurate, attack_type: :slash, animation: 7041
|
||||
add_style :aggressive, attack_type: :crush, animation: 7041
|
||||
add_style :alt_aggressive, attack_type: :crush, animation: 7048
|
||||
add_style :defensive, attack_type: :slash, animation: 7049
|
||||
add_style :accurate, attack_type: :slash, animation: 7041, button: 2
|
||||
add_style :aggressive, attack_type: :crush, animation: 7041, button: 3
|
||||
add_style :alt_aggressive, attack_type: :crush, animation: 7048, button: 4
|
||||
add_style :defensive, attack_type: :slash, animation: 7049, button: 5
|
||||
end
|
||||
|
||||
create_weapon :iron_2h_sword do
|
||||
@@ -49,4 +50,8 @@ end
|
||||
create_weapon :dragon_2h_sword do
|
||||
attack_bonuses slash: 92, crush: 80
|
||||
other_bonuses melee_strength: 70
|
||||
|
||||
set_special_attack energy_requirement: 60, animation: 3157, graphic: 1225 do |source, target|
|
||||
damage! source, target, 5
|
||||
end
|
||||
end
|
||||
@@ -1,4 +1,4 @@
|
||||
create_weapon_class :unarmed, widget: -1 do
|
||||
create_weapon_class :no_weapon, widget: 92 do
|
||||
default_speed 4
|
||||
|
||||
add_style :accurate, animation: 422, block_animation: 424
|
||||
@@ -6,6 +6,6 @@ create_weapon_class :unarmed, widget: -1 do
|
||||
add_style :defensive, animation: 422, block_animation: 424
|
||||
end
|
||||
|
||||
create_weapon :no_weapon, :unarmed, named: true do
|
||||
create_weapon :unarmed, :no_weapon, named: true do
|
||||
# Todo factor out empty blocks
|
||||
end
|
||||
Reference in New Issue
Block a user