Files
apollo/data/plugins/shops/shops.rb
T
2016-02-13 17:54:57 -05:00

300 lines
8.2 KiB
Ruby

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