mirror of
https://github.com/2006-Scape/apollo.git
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164 lines
4.1 KiB
Ruby
164 lines
4.1 KiB
Ruby
java_import 'org.apollo.cache.def.ItemDefinition'
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java_import 'org.apollo.game.model.entity.EquipmentConstants'
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java_import 'org.apollo.game.model.entity.Skill'
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java_import 'org.apollo.cache.def.EquipmentDefinition'
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##
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# An {@code Exception} thrown by an {@code AttackRequirement} if a player doesn't atch its requirements.
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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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##
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# A requirement which is checked before an {@code Attack} is executed.
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class AttackRequirement
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##
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# Verify that {@code _player} meets the requirements, throwing an AttackRequirementException with an appropriate
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# message if not.
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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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##
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# Do any destructive actions (e.g., remove items) after all requirements for an {@code Attack} have been met.
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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 AttackRequirementDSL
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RUNES = {
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air: 556, water: 555, earth: 557, fire: 554,
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mind: 558, chaos: 562, death: 560, blood: 565,
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cosmic: 564, law: 563, nature: 561, soul: 566
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}
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attr_reader :requirements
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def initialize(&block)
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@requirements = []
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instance_eval(&block)
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end
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def rune(type, amount: 1)
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fail 'Invalid rune type' unless RUNES.key? type
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requirements << ItemRequirement.new(RUNES[type], amount)
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end
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def skill(skill, level:)
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requirements << LevelRequirement.new(skill, level)
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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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if false
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player.using_special = false
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update_special_bar(player)
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fail AttackRequirementException, 'Not enough special attack energy.'
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end
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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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player.using_special = false
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update_special_bar player
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end
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end
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class LevelRequirement < AttackRequirement
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SKILLS = {
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magic: Skill::MAGIC
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}
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def initialize(type, level)
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fail "Could not find '#{type}' skill." unless SKILLS.key?(type)
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@skill = SKILLS[type]
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@level = level
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end
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def validate(player)
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current_level = player.skill_set.current_level(@skill)
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fail AttackRequirementException, skill_requirement_message unless current_level >= @level
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end
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def apply!(player)
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end
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private
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def skill_requirement_message
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'TODO'
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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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fail AttackRequirementException, 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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"You don't have enough #{lookup_item(@item).name}s"
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end
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end
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class AmmoRequirement < AttackRequirement
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def initialize(amount = 1)
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@amount = amount
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end
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def validate(player)
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equipped_weapon_item = player.equipment.get(EquipmentConstants::WEAPON)
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equipped_weapon_def = EquipmentDefinition.lookup(equipped_weapon_item.id)
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equipped_weapon = EquipmentUtil.equipped_weapon player
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equipped_ammo = EquipmentUtil.equipped_ammo player
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equipped_ammo_amt = player.equipment.get(EquipmentConstants::AMMO).amount
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if equipped_ammo.nil?
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fail AttackRequirementException, 'You have no ammo left in your quiver!'
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end
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if @amount > 1 && equipped_ammo_amt < @amount
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fail AttackRequirementException, 'You don\'t have enough ammo left in your quiver!'
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end
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unless equipped_ammo.weapon_classes.include? equipped_weapon.weapon_class.name
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fail AttackRequirementException, 'You can\'t use this ammo with this weapon.'
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end
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if equipped_ammo.level_requirement > equipped_weapon_def.ranged_level
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fail AttackRequirementException, 'You can\'t use this ammo with this weapon.'
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end
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end
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def apply!(player)
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equipped_ammo = EquipmentUtil.equipped_ammo player
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player.equipment.remove equipped_ammo.item
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end
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end
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