Files
apollo/data/plugins/combat/weapon_class.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

183 lines
5.4 KiB
Ruby

COMBAT_STYLES = [
:accurate,
:aggressive,
:defensive,
:controlled,
:alt_aggressive,
:rapid,
:long_range
]
##
# A model for a weapon class, which contains the necessary inform
class WeaponClass
##
# Allow this class to set combat bonuses.
include Combat::BonusContainer
##
# The widget which is displayed on the combat tab when this weapon class
# is in use.
attr_reader :widget
##
# A unique identifier for this class.
attr_reader :name
##
# The id of the special bar button for this weapon class, if applicable.
attr_reader :special_bar_button
##
# The id of the widget config used to hide this weapon classes special bar, if applicable.
attr_reader :special_bar_config
##
# Create a new WeaponClass with the given name and specified widget id.
#
# @param [Symbol] name The unique name to give this weapon class.
# @param [Number] widget The id of the widget associated with this weapon class.
def initialize(name, widget, type)
@name = name
@widget = widget
@type = type
@styles = {}
@defaults = {}
@animations = {}
end
##
# Set default properties which are used for styles which don't have
# those properties defined.
#
# @param [Hash] props
# * :attack_type [Symbol] The default attack type for styles in this class.
# * :speed [Number] The default attack speed for styles in this class.
# * :animation [Number] The default attack animation id for styles in this class.
# * :block_animation [Number] The default block animation id for styles in this class.
# * :range [Number] The default attack range for styles in this class.
def defaults(props)
@defaults = props
end
##
# Add a new {@link CombatStyle} to to this class.
#
# @param [Symbol] style The name of the style, one of {@link COMBAT_STYLES}.
# @param [Hash] properties
# * :button [Number] The id of the button which activates this style.
# * :attack_type [Symbol] The attack type for this style.
# * :speed [Number] The attack speed for this style.
# * :animation [Number] The attack animation id for this style.
# * :graphic [Hash|Number] The id, or a hash specifying height and id for the graphic for this style.
# * :requirements [Array] An array of [AttackRequirement] objects to be applied to this styles attack.
# * :block_animation [Number] The block animation id for this style.
# * :range [Number] The attack range for this style.
#
# @param [Proc] block An optional block which is called in the context of an AttackDSL if present, to create an attack for
# this style.
def style(style, properties = {}, &block)
fail 'Invalid combat style given' unless COMBAT_STYLES.include? style
properties = @defaults.merge properties
## The config ID used to set the active combat style, typically 0-3. TODO: does this always work?
config = @styles.size
button, attack_type, block_animation = properties[:button], properties[:attack_type], properties[:block_animation]
@styles[style] = CombatStyle.new(button, config, attack_type, block_animation)
if block_given?
attack_dsl = AttackDSL.new
attack_dsl.speed = properties[:speed]
attack_dsl.graphic = properties[:graphic]
attack_dsl.animation = properties[:animation]
attack_dsl.range = properties[:range]
properties[:requirements].each {|requirement| attack_dsl.add_requirement requirement }
attack_dsl.instance_eval &block
@styles[style].attack = attack_dsl.to_attack
end
return unless @styles[style].attack.nil?
## Get rid of any properties which aren't included in the keyword argument list
properties.delete_if {|key| ![:speed, :animation, :range, :requirements, :graphic].include? key }
if @type == :melee
@styles[style].attack = Attack.new(properties)
elsif @type == :ranged
@styles[style].attack = RangedAttack.new(properties)
end
end
##
# Get the currently selected combat style in this class for the given mob.
# @param [Mob] mob
# @return [CombatStyle]
def selected_style(mob)
style = @styles.find { |_key, value| value.button == mob.combat_style }
style = @styles.min_by { |_key, value| value.button } if style.nil?
# We want the last element because Hash#find returns [key, value]
style.last
end
##
# Get the animation id for the given animation type.
def animation(type)
@animations[type]
end
##
# Set the widget config and button for this classes special attack bar.
def special_bar(config, button)
@special_bar_config = config
@special_bar_button = button
end
##
# Check if this weapon class supports a special attack bar.
def special_bar?
!@special_bar_button.nil? && !@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)
@animations = {
stand: stand,
walk: walk,
run: run,
idle_turn: idle_turn,
turn_around: turn_around,
turn_left: turn_left,
turn_right: turn_right
}
end
end
WEAPON_CLASSES = {}
WEAPON_CLASS_INTERFACE_MAP = {}
def create_weapon_class(name, widget:, type: :melee, &block)
weapon_class = WeaponClass.new(name, widget, type)
weapon_class.instance_eval &block
WEAPON_CLASSES[name.to_sym] = weapon_class
end