mirror of
https://github.com/2006-Scape/apollo.git
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300 lines
8.2 KiB
Ruby
300 lines
8.2 KiB
Ruby
require 'java'
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java_import 'org.apollo.cache.def.ItemDefinition'
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java_import 'org.apollo.game.action.DistancedAction'
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java_import 'org.apollo.game.message.impl.SetWidgetTextMessage'
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java_import 'org.apollo.game.message.handler.ItemVerificationHandler'
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java_import 'org.apollo.game.model.inv.SynchronizationInventoryListener'
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java_import 'org.apollo.game.model.inter.InterfaceListener'
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# The hash of npc ids to Shops.
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SHOPS = {}
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# Creates the Shop from the specified Hash.
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def create_shop(hash)
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unless hash.has_keys?(:items, :name, :npcs)
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fail 'Shop name, npcs, and items must be specified to create a shop.'
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end
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npcs, name = hash[:npcs], hash[:name]
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currency = hash[:currency] || DEFAULT_CURRENCY
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options = hash[:npc_options] || [1]
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buys = hash[:buys] || :own
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items = hash.delete(:items).collect { |data| ShopItem.new(*data) }
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shop = Shop.new(name, items, currency, options, buys)
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npcs.each { |npc| SHOPS[npc] = shop }
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end
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private
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# The sidebar id for the inventory, when a Shop window is open.
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INVENTORY_SIDEBAR = 3822
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# The container id for the above inventory, when a Shop window is open.
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INVENTORY_CONTAINER = 3823
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# The Shop interface id.
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SHOP_INTERFACE = 3824
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# The container id for the Shop interface.
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SHOP_CONTAINER = 3900
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# The widget that displays the shop name.
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SHOP_NAME_WIDGET = 3901
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# The delay before a Shop is opened when the Player is in range of the Npc, in ticks.
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SHOP_OPEN_DELAY = 0
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# The distance, in tiles, the Player must reach before a Shop can be opened.
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SHOP_DISTANCE = 1
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# An `InventorySupplier` for a `Shop`.
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class ShopInventorySupplier
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java_implements ItemVerificationHandler::InventorySupplier
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def getInventory(player)
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shop = player.open_shop
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shop == -1 ? nil : SHOPS[shop].inventory
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end
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end
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# An `InventorySupplier` for a `Player` with the shop window open.
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class PlayerInventorySupplier
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java_implements ItemVerificationHandler::InventorySupplier
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def getInventory(player)
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player.open_shop == -1 ? nil : player.inventory
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end
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end
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ItemVerificationHandler.add_inventory(SHOP_CONTAINER, ShopInventorySupplier.new)
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ItemVerificationHandler.add_inventory(INVENTORY_CONTAINER, PlayerInventorySupplier.new)
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# A DistancedAction causing a Player to open a shop.
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class OpenShopAction < DistancedAction
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attr_reader :player, :npc, :shop
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# Creates the OpenShopAction.
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def initialize(player, npc, shop)
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super(SHOP_OPEN_DELAY, true, player, npc.position, 1)
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@npc = npc
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@shop = shop
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end
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# Executes this DistancedAction, opening the shop.
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def executeAction
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mob.interacting_mob = @npc
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open_shop(mob, @npc.id)
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stop
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end
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# Returns whether or not this DistancedAction is equal to the specified Object.
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def equals(other)
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get_class == other.get_class && @npc == other.npc && @shop == other.shop
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end
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end
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# An InterfaceListener for when a Shop is closed.
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class ShopCloseInterfaceListener
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java_implements InterfaceListener
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# Creates the ShopCloseInterfaceListener.
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def initialize(player, inventory_listener, shop_listener)
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@player = player
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@inventory_listener = inventory_listener
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@shop_listener = shop_listener
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end
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# Executed when the Shop interface is closed.
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def interface_closed
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@player.inventory.remove_listener(@inventory_listener)
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SHOPS[@player.open_shop].inventory.remove_listener(@shop_listener)
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@player.open_shop = -1
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@player.reset_interacting_mob
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end
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end
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# Intercept the npc action message.
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on :message, :first_npc_action do |player, message|
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npc = $world.npc_repository.get(message.index)
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if SHOPS.key?(npc.id)
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shop = SHOPS[npc.id]
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valid = shop.npc_options.empty? || shop.npc_options.include?(message.option)
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player.start_action(OpenShopAction.new(player, npc, SHOPS[npc.id])) if valid
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end
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end
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# Opens the Shop registered to the specified npc.
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def open_shop(player, npc)
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shop = SHOPS[npc]
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fail "No shop registered to npc #{npc} exists." if shop.nil?
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player.open_shop = npc
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inventory_listener = SynchronizationInventoryListener.new(player, INVENTORY_CONTAINER)
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shop_listener = SynchronizationInventoryListener.new(player, SHOP_CONTAINER)
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player_inventory, shop_inventory = player.inventory, shop.inventory
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player_inventory.add_listener(inventory_listener)
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player_inventory.force_refresh
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shop_inventory.add_listener(shop_listener)
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shop_inventory.force_refresh
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player.send(SetWidgetTextMessage.new(SHOP_NAME_WIDGET, shop.name))
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listener = ShopCloseInterfaceListener.new(player, inventory_listener, shop_listener)
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player.interface_set.open_window_with_sidebar(listener, SHOP_INTERFACE, INVENTORY_SIDEBAR)
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end
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# Intercept the Item action.
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on :message, :item_action do |player, message|
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interface = message.interface_id
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if player.open_shop == -1 || !SHOPS.key?(player.open_shop)
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message.terminate
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next
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end
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if interface != INVENTORY_CONTAINER && interface != SHOP_CONTAINER
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message.terminate
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next
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end
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shop = SHOPS[player.open_shop]
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inventory = shop.inventory
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currency = shop.currency
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slot = message.slot
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player_inventory = player.inventory
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if interface == INVENTORY_CONTAINER
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id = message.id
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contains = inventory.contains(id)
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if !shop.buys == :none || shop.buys == :own && !contains
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player.send_message('You can\'t sell this item to this shop.')
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message.terminate
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next
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end
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if !contains && inventory.free_slots == 0
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player.send_message('The shop is currently full at the moment.')
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message.terminate
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next
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end
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item = player_inventory.get(slot)
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value = currency.sell_value(id)
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option = message.option
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if option == 1
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player.send_message("#{item.definition.name}: shop will buy for #{value} #{currency.name}.")
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next
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end
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sell_amount = case option
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when 2 then 1
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when 3 then 5
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when 4 then 10
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else next
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end
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available = player_inventory.get_amount(id)
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sell_amount = available if sell_amount > available
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total_value = (value * sell_amount).floor
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player_inventory.remove(id, sell_amount)
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inventory.add(id, sell_amount)
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currency.add(player, total_value) if total_value > 0
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message.terminate
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elsif interface == SHOP_CONTAINER
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buy(shop, player, message, currency)
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end
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end
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# Buys the item from the `Shop`.
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def buy(shop, player, message, currency)
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inventory, slot = shop.inventory, message.slot
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shop_item, invent_item = shop.items[slot], inventory.get(slot)
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id = shop_item.id
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option = message.option
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if option == 1
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player.send_message("#{shop_item.name}: currently costs #{shop_item.cost} #{currency.name}.")
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return
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end
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buy_amount = case option
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when 2 then 1
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when 3 then 5
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when 4 then 10
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else next
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end
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no_stock = false
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if buy_amount > invent_item.amount
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buy_amount = invent_item.amount
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no_stock = true
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end
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player_inventory = player.inventory
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has_item = player_inventory.get_amount(id) == 0
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definition = invent_item.definition
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space_required = if definition.stackable && has_item then 0
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elsif !definition.stackable then buy_amount
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else 1
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end
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free_slots = player_inventory.free_slots
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not_enough_space = false
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if space_required > free_slots
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not_enough_space = true
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buy_amount = free_slots
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end
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total_currency = shop.currency.total(player)
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too_poor = false
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total_cost = buy_amount * shop_item.cost
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if total_cost > total_currency
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buy_amount = (total_currency / shop_item.cost).floor
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too_poor = true
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end
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if buy_amount > 0
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currency.remove(player, buy_amount * shop_item.cost)
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player_inventory.add(id, buy_amount)
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keep = invent_item.amount == buy_amount && shop.buys == :own
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keep ? inventory.set(slot, Item.new(id, 0)) : inventory.remove(id, buy_amount)
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end
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warning = if too_poor then "You don't have enough #{currency.name}."
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elsif no_stock then 'The shop has run out of stock.'
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elsif not_enough_space then 'You don\'t have enough inventory space.'
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end
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player.send_message(warning) unless warning.nil?
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message.terminate
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end
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# Declares the open_shop attribute, which contains the id of the currently open shop.
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declare_attribute(:open_shop, -1) |