Files
apollo/data/plugins/entity/spawning/npc-spawn.rb
T
2015-05-26 13:49:27 +01:00

187 lines
6.3 KiB
Ruby

require 'java'
java_import 'org.apollo.cache.def.NpcDefinition'
java_import 'org.apollo.game.action.Action'
java_import 'org.apollo.game.model.Animation'
java_import 'org.apollo.game.model.Graphic'
java_import 'org.apollo.game.model.Position'
java_import 'org.apollo.game.model.World'
java_import 'org.apollo.game.model.entity.Npc'
# Information about npc spawning
#
# Npcs are passed to spawn npc as a hash. Every key and every non-integer value must be a Symbol. Every hash must implement the following:
# :name - the name of the npc. If this npc shares its name with another, append the specific id after the name (e.g. :woman_4)
# :x - the x coordinate where the npc will spawn.
# :y - the y coordinate where the npc will spawn.
# Optional arguments are as follows:
# :face - the direction the npc should face when it spawns. Supported options are :north, :north_east, :east, :south_east, :south, :south_west, :west, and :north_west
# :bounds - the rectangular bound that the npc can wander about in. Order is [bottom-left x-coordinate, bottom-left y-coordinate, top-right x-coordinate, top-right y-coordinate]
# :delta_bounds - the rectangular bound that the npc can wander about in, as a difference from the spawn point. Order is [x-delta, y-delta]. Should not be used with :bounds.
# :spawn_animation - the animation that will be played when the npc spawns.
# :spawn_graphic - the graphic that will be played when the npc spawns.
# Spawns an npc with the properties specified in the hash.
def spawn_npc(hash)
raise 'A name (or id), x coordinate, and y coordinate must be specified to spawn an npc.' unless (hash.has_key?(:name) || hash.has_key?(:id)) && hash.has_keys?(:x, :y)
npc = get_npc(hash)
spawn(npc, hash)
npc
end
# Spawns the specified npc and applies the properties in the hash.
def spawn(npc, hash)
unless hash.empty?
hash = decode_hash(npc.position, hash)
apply_decoded_hash(npc, hash)
end
$world.register(npc)
end
# Returns an npc with the id and position specified by the hash.
def get_npc(hash)
id = lookup_npc(hash.delete(:name))
z = hash.delete(:z)
position = Position.new(hash.delete(:x), hash.delete(:y), z == nil ? 0 : z)
return Npc.new($world, id, position)
end
# Applies a decoded hash (one aquired using parse_hash) to the specified npc.
def apply_decoded_hash(npc, hash)
hash.each do |key, value|
case key
when :face then npc.turn_to(value)
when :boundary then npc.boundaries = value
when :spawn_animation then npc.play_animation(Animation.new(value))
when :spawn_graphic then npc.play_graphic(Graphic.new(value))
else raise "Unrecognised key #{key} - value #{value}."
end
end
end
# Parses the remaining key-value pairs in the hash.
def decode_hash(position, hash)
decoded = {}
hash.each do |key, value|
case key
when :face
decoded[:face] = direction_to_position(value, position)
when :delta_bounds
raise ':delta_bounds must have two values.' unless value.length == 2
dx, dy, x, y, z = value[0], value[1], position.x, position.y, position.height
raise 'Delta values cannot be less than 0.' if (dx < 0 || dy < 0)
decoded[:boundary] = [ Position.new(x - dx, y - dy, z), Position.new(x + dx, y + dy, z) ]
when :bounds
raise ':bounds must have four values.' unless value.length == 4
min_x, min_y, max_x, max_y = value[0], value[1], value[2], value[3]
decoded[:boundary] = [ Position.new(min_x, min_y), Position.new(max_x, max_y) ]
when :spawn_animation then decoded[:spawn_animation] = Animation.new(value)
when :spawn_graphic then decoded[:spawn_graphic ] = Graphic.new(value)
else raise "Unrecognised key #{key} - value #{value}."
end
end
return decoded
end
# Returns a position that an entity at the specified position should be facing towards if they are looking in the specified direction.
def direction_to_position(direction, position)
x, y, z = position.x, position.y, position.height
case direction
when :north then return Position.new(x, y + 1, z)
when :north_east then return Position.new(x + 1, y + 1, z)
when :east then return Position.new(x + 1, y, z)
when :south_east then return Position.new(x + 1, y - 1, z)
when :south then return Position.new(x, y - 1, z)
when :south_west then return Position.new(x - 1, y - 1, z)
when :west then return Position.new(x - 1, y, z)
when :north_west then return Position.new(x - 1, y + 1, z)
else return position
end
end
# An action that spawns an npc temporarily, before executing an action.
class TemporaryNpcAction < Action
attr_reader :executions, :combative
def initialize(delay, immediate, hash)
super(delay, immediate, get_npc(hash))
@executions = 0
@hash = hash
end
def execute
if executions == 0
spawn(mob, @hash)
execute_spawn_action
else
execute_action
end
executions += 1
end
def execute_action
# Override to provide functionality.
end
def execute_spawn_action
# Overridden to provide functionality for when the npc spawns.
end
end
# A random event that spawns and executes some sort of action.
class RandomEvent < TemporaryNpcAction
def initialize(delay, immediate, hash, combative, target)
super(delay, immediate, hash)
@combative = combative
@target = target
end
def execute_spawn_action
mob.turn_to(target.position)
mob.update_interacting_mob(target.index)
end
end
# Adds a random event to the array.
def register_random_event(event)
RANDOM_EVENTS << event
end
# Contains random event npcs
RANDOM_EVENTS = []
# Spawns a random event for the specified player.
def send_random_event(player)
position = player.position
npc_position = Position.new(position.x + 1, position.y, position.height) # TODO Find an unoccupied tile instead of the assumption that (x + 1) is traversable!!
spawn_random_event(npc_position, false)
end
# Spawns a random event in the specified position.
# If 'combat' is false, only non-combat events will be spawned.
def spawn_random_event(position, combat)
event = RANDOM_EVENTS[rand(RANDOM_EVENTS.size)]
attempts = 0
while (event.combative && attempts < 5)
event = RANDOM_EVENTS[rand(RANDOM_EVENTS.size)]
attempts += 1
end
event.execute unless attempts == 5 # 5 iterations is plenty, just give up at this point
end