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348e5cc8dc
* Uses a hierarchy of WeaponClasses -> Weapons for performing attacks, with WeaponClass having a set of styles and associated Attacks for those styles. Weapons and their classes are built with an easy to use and clean DSL. * Adds a BonusContainer mixin, so that Equipment, Weapons, and WeaponClasses can all have their own set of bonuses which apply to the player. * Allows attacks to be queued to the Mobs CombatState instance from external code, allowing e.g., NPCs or auto-cast to queue attacks to be executed.
57 lines
1.2 KiB
Ruby
57 lines
1.2 KiB
Ruby
java_import 'org.apollo.cache.def.ItemDefinition'
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class AttackRequirementException < Exception
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attr_reader :message
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def initialize(message)
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@message = message
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end
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end
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class AttackRequirement
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def validate!(player)
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throw RuntimeError.new('validate! not implemented')
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end
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def apply(player)
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throw RuntimeError.new('apply not implemented')
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end
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end
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class SpecialEnergyRequirement < AttackRequirement
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def initialize(amount)
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@amount = amount
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end
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def validate!(player)
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throw AttackRequirementException.new('Not enough special attack energy.') unless player.special_energy >= @amount
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end
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def apply(player)
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player.special_energy = player.special_energy - @amount
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end
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end
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class ItemRequirement < AttackRequirement
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def initialize(item, amount)
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@item = item
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@amount = amount
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end
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def validate!(player)
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throw AttackRequirementException.new(item_missing_message) unless player.inventory.get_amount(@item) >= @amount
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end
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def apply(player)
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player.inventory.remove(@item, @amount)
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end
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private
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def item_missing_message
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definition = ItemDefinition.lookup(@item)
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"You don't have enough #{lookup_item(@item).name}s"
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end
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end
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