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250 lines
6.6 KiB
Ruby
250 lines
6.6 KiB
Ruby
java_import 'org.apollo.cache.def.ItemDefinition'
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java_import 'org.apollo.game.model.Animation'
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java_import 'org.apollo.game.model.Graphic'
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class BaseAttack
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attr_reader :requirements, :range, :speed
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def initialize(speed:, animation:, graphic: nil, range: 1, requirements: [])
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fail 'Attack speed must be a non-negative number' if speed < 0
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fail 'Attack range must be a non-negative number' if range < 0
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@speed = speed
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@animation = animation
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@graphic = graphic
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@range = range
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@requirements = requirements
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end
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def do(source, target)
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source.play_animation(Animation.new(@animation))
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unless @graphic.nil?
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if @graphic.is_a?(Hash)
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source.play_graphic(Graphic.new(@graphic[:id], @graphic[:delay] || 0, @graphic[:height] || 0))
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else
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source.play_graphic(Graphic.new(@graphic))
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end
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end
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apply(source, target)
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end
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def apply(_source, _target)
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fail 'BaseAttack#apply unimplemented'
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end
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end
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class ProcAttack < BaseAttack
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def initialize(block, hash)
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super(hash)
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@block = block
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end
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def apply(source, target)
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instance_exec(source, target, &@block)
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end
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end
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##
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# A simple ranged attack, which sends a projectile based on the currently equipped ammo and weapon
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# and deals damage delayed by the speed and travel distance of the projectile.
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class RangedAttack < BaseAttack
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def apply(source, target)
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do_ranged_damage! source, target
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end
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end
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##
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# A simple magic attack, which sends a projectile based on the current spell that the player is casting and deals
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# damage delayed by the speed and travel distance of the projectile.
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class MagicAttack < BaseAttack
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##
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# The maximum distance that a magic attack can be performed from.
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MAX_DISTANCE = 8
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##
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# The speed that magic attacks can be casted at.
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SPEED = 5
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def initialize(spell)
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super(animation: spell.animation, graphic: spell.graphic, requirements: spell.requirements, speed: SPEED, range: MAX_DISTANCE)
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@damage = spell.damage
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@hit_graphic = spell.hit_graphic
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@projectile = spell.projectile
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@projectile_type = PROJECTILE_TYPES[spell.projectile_type]
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end
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def apply(source, target)
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projectile!(source, target, @projectile, @projectile_type)
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distance = source.position.get_distance(target.position)
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damage_delay = (@projectile_type.delay + @projectile_type.speed + distance * 5) * 0.02857
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schedule_damage!(source, target, rand(@damage), damage_delay) do
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unless @hit_graphic.nil?
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if @hit_graphic.is_a?(Hash)
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target.play_graphic(Graphic.new(@hit_graphic[:id], @hit_graphic[:delay] || 0, @hit_graphic[:height] || 0))
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else
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target.play_graphic(Graphic.new(@hit_graphic))
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end
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end
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end
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end
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end
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##
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# A basic melee attack, which deals damage a tick after the attack was made.
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class Attack < BaseAttack
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def apply(source, target)
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do_damage! source, target, CombatUtil.calculate_hit(source, target)
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end
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end
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##
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# A DSL-like builder object for creating a new Attack, used mainly (exclusively?) for special attacks.
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class AttackDSL
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attr_accessor :animation, :speed, :range, :graphic
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def initialize()
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@requirements = []
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@subattacks = []
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end
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def add_requirement(requirement)
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@requirements.push requirement
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end
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##
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# Deal ranged damage.
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def range_damage!(hash)
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@subattacks.push lambda { |source, target|
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do_ranged_damage! source, target, hash
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}
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end
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##
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# Deal melee damage.
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def damage!(damage_modifier: 1, delay: 0, secondary: false)
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@subattacks.push lambda { |source, target|
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schedule_damage! source, target, 1, delay, secondary
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}
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end
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##
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# Process the attack instructions in this DSL then build and return an {@link Attack} object.
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def to_attack
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subattacks = @subattacks
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attack = lambda do |source, target|
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subattacks.each do |subattack|
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subattack[source, target]
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end
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end
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# TODO: clean up? Decide where keyword arguments are appropriate and where not
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ProcAttack.new(attack, speed: speed, animation: animation, graphic: graphic, range: range, requirements: @requirements)
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end
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end
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private
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def schedule_damage!(source, target, amount, delay, secondary = false, &callback)
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schedule delay do |task|
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do_damage!(source, target, amount, secondary)
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callback.call if block_given?
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task.stop
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end
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end
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def do_damage!(source, target, amount, secondary = false)
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return if source.dead || target.dead
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target_hitpoints = target.skill_set.get_skill(Skill::HITPOINTS).get_current_level
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amount = target_hitpoints if target_hitpoints < amount
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type = (amount > 0) ? 1 : 0
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target.damage(amount, type, secondary)
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auto_retaliate!(source, target)
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end
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def auto_retaliate!(source, target)
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target_combat_state = target.get_combat_state
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if target.auto_retaliate && !target_combat_state.is_attacking?
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target_combat_state.target = source
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target.start_action(CombatAction.new(target))
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end
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end
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##
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# TODO: refactor
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def do_ranged_damage!(source, target, _damage_modifier = 1, speed_modifier = 1, projectile = nil, projectile_type = nil, projectile_graphic = nil,
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delay = 0, secondary = false)
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apply = lambda do
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distance = source.position.get_distance(target.position)
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ammo = EquipmentUtil.equipped_ammo source
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if projectile.nil? && projectile_type.nil?
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projectile = ammo.projectile
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projectile_type = ammo.projectile_type
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projectile_graphic = ammo.graphic
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end
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projectile! source, target, projectile, projectile_type, speed_modifier
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schedule_damage! source, target, rand(1...50), (projectile_type.delay + projectile_type.speed + distance * 5) * 0.02857, secondary
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unless projectile_graphic.nil?
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source.play_graphic Graphic.new(projectile_graphic, 0, 100)
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end
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end
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if delay == 0
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apply.call
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else
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# account for the one tick delay in the scheduler
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schedule(delay - 1) do |task|
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apply.call
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task.stop
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end
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end
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end
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##
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# TODO: refactor
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def projectile!(source, target, projectile_id, projectile_type, speed_modifier = 1)
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distance = source.position.get_distance(target.position)
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projectile_parameters = {
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angle: -1,
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start_height: projectile_type.start_height,
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end_height: projectile_type.end_height,
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delay: projectile_type.delay * (2 - speed_modifier),
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speed: (projectile_type.delay + projectile_type.speed + distance * 5) * speed_modifier,
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slope: projectile_type.slope,
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radius: projectile_type.radius
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}
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ProjectileModule.fire_projectile(source.position, target.position, projectile_id, projectile_parameters, target)
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end
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