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apollo/game/data/plugins/location/tutorial-island/survival.rb
T
KeepBotting 739c331860 Housekeeping
2019-03-26 14:05:40 -04:00

155 lines
4.8 KiB
Ruby

require 'java'
java_import 'org.apollo.game.message.impl.FlashTabInterfaceMessage'
java_import 'org.apollo.game.message.impl.FlashingTabClickedMessage'
java_import 'org.apollo.game.message.impl.SwitchTabInterfaceMessage'
private
# Contains Survival Expert-related constants.
module SurvivalConstants
# The Survival Expert Npc.
@survival_expert = spawn_npc name: :survival_expert, x: 3104, y: 3095, face: :north
# The inventory tab index.
INVENTORY_TAB_INDEX = 3
# The inventory tab id.
INVENTORY_TAB_ID = 3213
# The id of the tree the Player will cut down.
TREE_ID = 3033
# The id of the bronze axe.
BRONZE_AXE = lookup_item(:bronze_axe)
# The id of the tinderbox.
TINDERBOX = lookup_item(:tinderbox)
end
# The conversation with the Survival Expert, when on tutorial island.
conversation :tutorial_survival_expert do
dialogue :introduction do
type :npc_speech
npc :survival_expert
precondition { |player| player.tutorial_island_progress == :moving_around }
text 'Hello there, newcomer. My name is Brynna. My job is to teach you a few survival tips and'\
' tricks. First off we\'re going to start with the most basic survival skill of all: '\
'making a fire.'
close { |player| add_survival_items(player) }
end
dialogue :hello_again do
type :npc_speech
npc :survival_expert
precondition { |player| player.tutorial_island_progress == :moving_around }
text 'Hello again. I\'m here to teach you a few survival tips and tricks. First off we\'re '\
'going to start with the most basic survival skill of all: making a fire.'
close { |player| add_survival_items(player) }
end
# The dialogue displayed when the Survival Expert gives the player a bronze axe.
dialogue :give_bronze_axe do
type :message_with_item
item :bronze_axe
text 'The Survival Expert gives you a bronze axe!'
close { |player| TutorialInstructions.show_instruction(player) }
end
# The dialogue displayed when the Survival Expert gives the player a tinderbox.
dialogue :give_tinderbox do
type :message_with_item
item :tinderbox
text 'The Survival Expert gives you a tinderbox!'
close { |player| TutorialInstructions.show_instruction(player) }
end
# The dialogue displayed when the Survival Expert gives the player both a bronze axe and a
# tinderbox.
dialogue :give_axe_and_tinderbox do
type :message_with_item
item :bronze_axe
# TODO: the tinderbox is also displayed - find this dialogue id. Scale looks like the default
# http://i.imgur.com/i1abN5X.png
text 'The Survival Expert gives you a tinderbox and a bronze axe!'
close do |player|
if player.tutorial_island_progress < :given_axe
player.tutorial_island_progress = :given_axe
index = SurvivalConstants::INVENTORY_TAB_INDEX
player.send(SwitchTabInterfaceMessage.new(index, SurvivalConstants::INVENTORY_TAB_ID))
player.send(FlashTabInterfaceMessage.new(index))
end
TutorialInstructions.show_instruction(player)
end
end
# The dialogue displayed when the player has succesfully cut down a tree.
dialogue :get_logs do
type :message_with_item
item :logs
text 'You get some logs.'
close { |player| TutorialInstructions.show_instruction(player) }
end
end
# Add the survival items (bronze axe and tinderbox) to the inventory of the player, if they do not
# already have them.
def add_survival_items(player)
inventory = player.inventory
unless inventory.contains(SurvivalConstants::BRONZE_AXE)
inventory.add(SurvivalConstants::BRONZE_AXE)
dialogue = :give_bronze_axe
end
unless inventory.contains(SurvivalConstants::TINDERBOX)
inventory.add(SurvivalConstants::TINDERBOX)
dialogue = (dialogue == :give_bronze_axe) ? :give_axe_and_tinderbox : :give_tinderbox
end
send_dialogue(player, get_dialogue(:tutorial_survival_expert, dialogue))
end
# Intercept the FirstObjectActionMessage to send tutorial-only events if the player is chopping
# down a tree.
on :message, :first_object_action do |player, message|
if player.in_tutorial_island && message.id == SurvivalConstants::TREE_ID
progress = player.tutorial_island_progress
if progress < :cut_tree
send_dialogue(player, get_dialogue(:tutorial_island_instructions, :try_cut_tree))
elsif player.tutorial_island_progress == :cut_tree
# Don't break the chain, so that the Woodcutting event actually happens.
player.tutorial_island_progress = :cutting_tree
end
end
end
# Intercept the FlashingTabClickedMessage to update the player's progress, if applicable.
on :message, :flashing_tab_clicked do |player, message|
if player.in_tutorial_island && message.tab == SurvivalConstants::INVENTORY_TAB_INDEX &&
player.tutorial_island_progress == :given_axe
player.tutorial_island_progress = :cut_tree
message.terminate
end
end