Files
apollo/data/plugins/combat/combat_state.rb
T
Gary Tierney 3082fade1d Add ranged combat support
* Clean up the CombatAction and Attack code to make it easier to use for
  range.

* Add collision detection to the distance checks before attacking in the
  CombatAction.

* Create a Ruby DSL for defining projectile types and fix the
  ProjectileUpdateOperation so it uses the correct position offset.

* Fix the packet structure of the HintIconMessageEncoder.
2016-02-29 22:24:26 +00:00

70 lines
1.4 KiB
Ruby

def get_combat_state(mob)
mob.is_a?(Player) ? type = :player : type = :npc
unless MOB_COMBAT_STATE_CACHE[type].key? mob.index
MOB_COMBAT_STATE_CACHE[type][mob.index] = CombatState.new(mob)
end
MOB_COMBAT_STATE_CACHE[type][mob.index]
end
private
class CombatState
attr_reader :target
def initialize(mob, supports_weapon = true)
@mob = mob
@supports_weapon = supports_weapon
reset
end
def reset
@target = nil
@next_attack = nil
@queued_attacks = []
end
def will_attack?
is_attacking? && next_attack(true).speed >= @mob.attack_timer
end
def is_attacking?
!target.nil? && @mob.attacking
end
def target=(target)
@mob.reset_interacting_mob
@mob.interacting_mob = target unless target.nil?
@target = target
end
def queue_attack(attack)
@queued_attacks.push(attack)
end
def next_attack(peek = false)
if @queued_attacks.size > 0
peek ? @queued_attacks.last : @queued_attacks.pop
else
weapon = EquipmentUtil.equipped_weapon @mob
if @mob.using_special && weapon.special_attack?
weapon.special_attack
else
combat_style = weapon.weapon_class.selected_style @mob
combat_style.attack
end
end
end
end
MOB_COMBAT_STATE_CACHE = {
player: {},
npc: {}
}
on :logout do |event|
MOB_COMBAT_STATE_CACHE[:player].delete event.player.index
end