Add initial combat spell support

This commit is contained in:
Steve Soltys
2016-01-27 12:32:55 -05:00
committed by Gary Tierney
parent 9f47fae6a9
commit ec248a185b
9 changed files with 238 additions and 38 deletions
+87 -34
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@@ -9,10 +9,10 @@ class BaseAttack
fail 'Attack speed must be a non-negative number' if speed < 0
fail 'Attack range must be a non-negative number' if range < 0
@speed = speed
@animation = animation
@graphic = graphic
@range = range
@speed = speed
@animation = animation
@graphic = graphic
@range = range
@requirements = requirements
end
@@ -49,7 +49,7 @@ end
##
# A simple ranged attack, which sends a projectile based on the currently equipped ammo and weapon
# and deals damaged delayed by the speed and travel distance of the projectile.
# and deals damage delayed by the speed and travel distance of the projectile.
class RangedAttack < BaseAttack
def apply(source, target)
@@ -57,6 +57,51 @@ class RangedAttack < BaseAttack
end
end
##
# A simple magic attack, which sends a projectile based on the current spell that the player is casting and deals
# damage delayed by the speed and travel distance of the projectile.
class MagicAttack < BaseAttack
##
# The maximum distance that a magic attack can be performed from.
MAX_DISTANCE = 8
##
# The speed that magic attacks can be casted at.
SPEED = 5
def initialize(spell)
super(animation: spell.animation, graphic: spell.graphic, speed: SPEED, range: MAX_DISTANCE)
@damage = spell.damage
@hit_graphic = spell.hit_graphic
@projectile = spell.projectile
@projectile_type = PROJECTILE_TYPES[spell.projectile_type]
end
def apply(source, target)
projectile!(source, target, @projectile, @projectile_type)
distance = source.position.get_distance(target.position)
damage_delay = (@projectile_type.delay + @projectile_type.speed + distance * 5) * 0.02857
schedule_damage!(source, target, rand(@damage), damage_delay) do
unless @hit_graphic.nil?
if @hit_graphic.is_a?(Hash)
target.play_graphic(Graphic.new(@hit_graphic[:id], @hit_graphic[:delay] || 0, @hit_graphic[:height] || 0))
else
target.play_graphic(Graphic.new(@hit_graphic))
end
end
end
end
end
##
# A basic melee attack, which deals damage a tick after the attack was made.
@@ -74,7 +119,7 @@ class AttackDSL
def initialize()
@requirements = []
@subattacks = []
@subattacks = []
end
def add_requirement(requirement)
@@ -95,7 +140,7 @@ class AttackDSL
def damage!(damage_modifier: 1, delay: 0, secondary: false)
@subattacks.push lambda { |source, target|
do_damage! source, target, 1, delay, secondary
schedule_damage! source, target, 1, delay, secondary
}
end
@@ -118,33 +163,41 @@ end
private
##
# TODO: refactor
def do_damage!(source, target, amount, delay = 0, secondary = false, &_block)
def schedule_damage!(source, target, amount, delay, secondary = false, &callback)
schedule delay do |task|
task.stop && return if source.dead || target.dead
target_combat_state = target.get_combat_state
target_hitpoints = target.skill_set.get_skill(Skill::HITPOINTS).get_current_level
amount = target_hitpoints if target_hitpoints < amount
type = amount > 0 ? 1 : 0
target.play_animation(Animation.new(424)) unless target_combat_state.will_attack?
target.damage(amount, type, secondary)
if target.auto_retaliate && !target_combat_state.is_attacking?
target_combat_state.target = source
target.start_action CombatAction.new(target)
end
do_damage!(source, target, amount, secondary)
callback.call if block_given?
task.stop
end
end
def do_damage!(source, target, amount, secondary = false)
return if source.dead || target.dead
target_hitpoints = target.skill_set.get_skill(Skill::HITPOINTS).get_current_level
amount = target_hitpoints if target_hitpoints < amount
type = (amount > 0) ? 1 : 0
target.damage(amount, type, secondary)
auto_retaliate!(source, target)
end
def auto_retaliate!(source, target)
target_combat_state = target.get_combat_state
if target.auto_retaliate && !target_combat_state.is_attacking?
target_combat_state.target = source
target.start_action(CombatAction.new(target))
end
end
##
# TODO: refactor
def do_ranged_damage!(source, target, _damage_modifier = 1, speed_modifier = 1, projectile = nil, projectile_type = nil, projectile_graphic = nil,
def do_ranged_damage!(source, target, _damage_modifier = 1, speed_modifier = 1, projectile = nil, projectile_type = nil, projectile_graphic = nil,
delay = 0, secondary = false)
apply = lambda do
distance = source.position.get_distance(target.position)
@@ -152,19 +205,19 @@ def do_ranged_damage!(source, target, _damage_modifier = 1, speed_modifier = 1,
ammo = EquipmentUtil.equipped_ammo source
if projectile.nil? && projectile_type.nil?
projectile = ammo.projectile
projectile_type = ammo.projectile_type
projectile = ammo.projectile
projectile_type = ammo.projectile_type
projectile_graphic = ammo.graphic
end
projectile! source, target, projectile, projectile_type, speed_modifier
do_damage! source, target, rand(1...50), (projectile_type.delay + projectile_type.speed + distance * 5) * 0.02857, secondary
schedule_damage! source, target, rand(1...50), (projectile_type.delay + projectile_type.speed + distance * 5) * 0.02857, secondary
unless projectile_graphic.nil?
source.play_graphic Graphic.new(projectile_graphic, 0, 100)
end
end
if delay == 0
apply.call
else
@@ -183,13 +236,13 @@ def projectile!(source, target, projectile_id, projectile_type, speed_modifier =
distance = source.position.get_distance(target.position)
projectile_parameters = {
angle: -1,
angle: -1,
start_height: projectile_type.start_height,
end_height: projectile_type.end_height,
delay: projectile_type.delay * (2 - speed_modifier),
speed: (projectile_type.delay + projectile_type.speed + distance * 5) * speed_modifier,
slope: projectile_type.slope,
radius: projectile_type.radius
end_height: projectile_type.end_height,
delay: projectile_type.delay * (2 - speed_modifier),
speed: (projectile_type.delay + projectile_type.speed + distance * 5) * speed_modifier,
slope: projectile_type.slope,
radius: projectile_type.radius
}
ProjectileModule.fire_projectile(source.position, target.position, projectile_id, projectile_parameters, target)
+4
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@@ -18,6 +18,10 @@ declare_attribute(:logout_timer, Time.now.to_i)
# The <i>CombatStyle</i> offset that a <i>Mob</i> is currently using.
declare_attribute(:combat_style, 0, :persistent)
##
# The <i>CombatSpell</i> offset that a <i>Mob</i> is currently using.
declare_attribute(:combat_spell, :none, :persistent)
##
# A flag indicating whether the special bar is flagged for the next attack.
declare_attribute(:using_special, false, :persistent)
+19 -3
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@@ -1,7 +1,7 @@
java_import 'org.apollo.game.message.impl.HintIconMessage'
on :message, :npc_action do |player, message|
target = $world.npc_repository.get message.index
target = $world.npc_repository.get message.index
# unless target.attacking
# target_combat_state = get_combat_state target
@@ -10,12 +10,28 @@ on :message, :npc_action do |player, message|
# target.start_action CombatAction.new(target)
# end
player_combat_state = player.get_combat_state
player_combat_state = player.get_combat_state
player_combat_state.target = target
player.send HintIconMessage.for_npc(target.index)
player.walking_queue.clear
player.start_action CombatAction.new(player) unless player_combat_state.is_attacking?
player.start_action CombatAction.new(player)
end
on :message, :magic_on_mob do |player, message|
target = $world.npc_repository.get(message.index)
player_combat_state = player.get_combat_state
player_combat_state.target = target
spellbook = spellbook_for(message.interface_id)
spell = spell_for(spellbook, message.spell_id)
player.walking_queue.clear
player.start_action CombatAction.new(player)
magic_attack = MagicAttack.new(spell)
player_combat_state.queue_attack(magic_attack)
end
on :message, :player_action do |player, message|
+1 -1
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@@ -18,7 +18,7 @@ class CombatAction < Action
current_distance = mob.position.get_distance target.position
attack_collision_type = next_attack.range > 1 ? EntityType::PROJECTILE : EntityType::NPC
in_range = current_distance <= next_attack.range && !$world.intersects(mob.position, target.position, attack_collision_type)
in_range = current_distance <= next_attack.range# && !$world.intersects(mob.position, target.position, attack_collision_type)
unless in_range
mob.follow @combat_state.target, next_attack.range
+95
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@@ -0,0 +1,95 @@
class CombatSpell
attr_reader :button
attr_reader :spellbook
attr_reader :level
attr_reader :damage
attr_reader :runes
attr_reader :animation
attr_reader :graphic
attr_reader :hit_graphic
attr_reader :projectile
attr_reader :projectile_type
def initialize(button, spellbook, level, damage, runes, animation, graphic, hit_graphic, projectile, projectile_type)
@spellbook = spellbook
@button = button
@level = level
@damage = damage
@runes = runes
@animation = animation
@graphic = graphic
@hit_graphic = hit_graphic
@projectile = projectile
@projectile_type = projectile_type
end
end
class CombatSpellDSL
def initialize(&block)
instance_eval(&block)
end
def interface(spellbook:, button:)
@spellbook = spellbook
@button = button
end
def effects(animation: nil, graphic: nil, hit_graphic: nil)
@animation = animation
@graphic = graphic
@hit_graphic = hit_graphic
end
def projectile(projectile:, projectile_type:)
@projectile = projectile
@projectile_type = projectile_type
end
def level_requirement(level)
@level = level
end
def max_damage(damage)
@damage = damage
end
def runes(runes = {})
@runes = runes
end
def to_combat_spell
return CombatSpell.new(@button, @spellbook, @level, @damage, @runes, @animation, @graphic, @hit_graphic, @projectile, @projectile_type)
end
end
COMBAT_SPELLS = {}
def create_combat_spell(name, &block)
fail 'Block not given' unless block_given?
combat_spell_dsl = CombatSpellDSL.new(&block)
COMBAT_SPELLS[name] = combat_spell_dsl.to_combat_spell
end
def spell_for(spellbook, button)
COMBAT_SPELLS.each do |name, spell|
return spell if spell.spellbook == spellbook && spell.button == button
end
fail "Unable to find a spell in spellbook '#{spellbook}' with button id '#{button}'"
end
+7
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@@ -23,6 +23,13 @@
<script>equipment.rb</script>
<script>util.rb</script>
<script>projectile_type.rb</script>
<script>spellbook.rb</script>
<script>spellbooks.rb</script>
<script>combat_spell.rb</script>
<script>spells/bolts.rb</script>
<script>weapon.rb</script>
<script>weapon_class.rb</script>
<script>weapons/bows.rb</script>
+11
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@@ -0,0 +1,11 @@
SPELLBOOKS = {}
def create_spellbook(identifier, interface_id:)
SPELLBOOKS[interface_id] = identifier
end
def spellbook_for(interface_id)
fail "Could not find spellbook for #{interface_id}" unless SPELLBOOKS.has_key?(interface_id)
return SPELLBOOKS[interface_id]
end
+2
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@@ -0,0 +1,2 @@
create_spellbook :modern, interface_id: 192
+12
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@@ -0,0 +1,12 @@
create_combat_spell :wind_bolt do
interface spellbook: :modern, button: 10
level_requirement 17
max_damage 8
runes {}
effects animation: 1162, graphic: {id: 117, height: 100}, hit_graphic: {id: 119, delay: 100}
projectile projectile: 118, projectile_type: :bolt_spells
end
create_projectile_type :bolt_spells, start_height: 46, end_height: 36, delay: 51, speed: 12, slope: 15, radius: 86