Optimised, fixed and refactored container (bank/inventory/equipment) checks
This commit is contained in:
@@ -1,6 +1,6 @@
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package content.global.handlers.npc
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import core.api.isEquipped
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import core.api.anyInEquipment
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import core.api.openDepositBox
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import core.api.sendNPCDialogue
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import core.api.setInterfaceText
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@@ -14,9 +14,7 @@ class NPCDepositListener : InteractionListener {
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override fun defineListeners() {
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on(NPCs.PEER_THE_SEER_1288, IntType.NPC, "deposit") { player, _ ->
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if (isEquipped(player, Items.FREMENNIK_SEA_BOOTS_1_14571) ||
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isEquipped(player, Items.FREMENNIK_SEA_BOOTS_2_14572) ||
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isEquipped(player, Items.FREMENNIK_SEA_BOOTS_3_14573)) {
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if (anyInEquipment(player, Items.FREMENNIK_SEA_BOOTS_1_14571, Items.FREMENNIK_SEA_BOOTS_2_14572, Items.FREMENNIK_SEA_BOOTS_3_14573)) {
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openDepositBox(player)
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setInterfaceText(player, "Peer the Seer's Deposits", 11, 12)
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} else {
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@@ -42,7 +42,7 @@ class CatherbyGrappleShortcut : InteractionListener {
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on(Scenery.ROCKS_17042, IntType.SCENERY, "grapple") { player, _ ->
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if (isPlayerInRangeToGrapple(player)) {
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forceWalk(player, content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.START_LOCATION, "smart")
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forceWalk(player, START_LOCATION, "smart")
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} else {
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sendMessage(player, "Nothing interesting happens.")
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return@on true
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@@ -56,10 +56,10 @@ class CatherbyGrappleShortcut : InteractionListener {
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if (!doesPlayerHaveRequiredLevels(player)) {
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sendDialogueLines(player,
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"You need at least " +
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content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.REQUIREMENTS[Skills.AGILITY] + " " + Skills.SKILL_NAME[Skills.AGILITY] + ", " +
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content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.REQUIREMENTS[Skills.RANGE] + " " + Skills.SKILL_NAME[Skills.RANGE] + ", ",
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REQUIREMENTS[Skills.AGILITY] + " " + Skills.SKILL_NAME[Skills.AGILITY] + ", " +
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REQUIREMENTS[Skills.RANGE] + " " + Skills.SKILL_NAME[Skills.RANGE] + ", ",
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"and " +
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content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.REQUIREMENTS[Skills.STRENGTH] + " " + Skills.SKILL_NAME[Skills.STRENGTH] + " to use this shortcut."
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REQUIREMENTS[Skills.STRENGTH] + " " + Skills.SKILL_NAME[Skills.STRENGTH] + " to use this shortcut."
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)
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return@on true
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}
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@@ -70,7 +70,7 @@ class CatherbyGrappleShortcut : InteractionListener {
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override fun pulse() : Boolean {
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when (counter++) {
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1 -> {
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face(player, content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.END_LOCATION)
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face(player, END_LOCATION)
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// Audit: shows player climbing (probably a wall), need a cliff climb animation
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animate(player, Animation(4455))
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}
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@@ -79,7 +79,7 @@ class CatherbyGrappleShortcut : InteractionListener {
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replaceScenery(rocks!!, rocks!!.id + 1, 10)
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}
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8 -> {
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teleport(player, content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.END_LOCATION)
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teleport(player, END_LOCATION)
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}
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9 -> {
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sendMessage(player, "You successfully grapple the rock and climb the cliffside.")
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@@ -96,11 +96,11 @@ class CatherbyGrappleShortcut : InteractionListener {
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}
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private fun doesPlayerHaveRequiredItemsEquipped(player: Player): Boolean {
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return isEquipped(player, Items.MITH_GRAPPLE_9419) && areAnyEquipped(player, *content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.VALID_CROSSBOWS)
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return inEquipment(player, Items.MITH_GRAPPLE_9419) && anyInEquipment(player, *VALID_CROSSBOWS)
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}
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private fun doesPlayerHaveRequiredLevels(player: Player): Boolean {
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for ((skill, requiredLevel) in content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.REQUIREMENTS) {
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for ((skill, requiredLevel) in REQUIREMENTS) {
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if (!hasLevelDyn(player, skill, requiredLevel)) {
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return false
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}
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@@ -109,6 +109,6 @@ class CatherbyGrappleShortcut : InteractionListener {
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}
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private fun isPlayerInRangeToGrapple(player: Player): Boolean {
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return inBorders(player, content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.START_LOCATION.x - 2, content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.START_LOCATION.y - 2, content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.START_LOCATION.x, content.global.skill.agility.shortcuts.CatherbyGrappleShortcut.Companion.START_LOCATION.y)
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return inBorders(player, START_LOCATION.x - 2, START_LOCATION.y - 2, START_LOCATION.x, START_LOCATION.y)
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}
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}
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@@ -1,6 +1,6 @@
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package content.region.asgarnia.falador.diary
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import core.api.areEquipped
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import core.api.allInEquipment
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import core.api.inBorders
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import core.game.node.entity.player.Player
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import core.game.node.entity.player.link.diary.DiaryType
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@@ -131,8 +131,8 @@ class FaladorAchievementDiary : DiaryEventHookBase(DiaryType.FALADOR) {
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DiaryLevel.HARD,
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HardTasks.DARK_WIZARDS_TOWER_ASCEND_IN_FULL_PROSELYTE_ARMOR,
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) { player ->
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areEquipped(player, *PROSELYTE_FULL_ARMOR_MALE)
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|| areEquipped(player, *PROSELYTE_FULL_ARMOR_FEMALE)
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allInEquipment(player, *PROSELYTE_FULL_ARMOR_MALE)
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|| allInEquipment(player, *PROSELYTE_FULL_ARMOR_FEMALE)
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}
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)
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+2
-2
@@ -18,7 +18,7 @@ import core.game.world.update.flag.context.Graphics;
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import core.plugin.Plugin;
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import org.rs09.consts.Items;
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import static core.api.ContentAPIKt.isEquipped;
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import static core.api.ContentAPIKt.allInEquipment;
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/**
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* Represents the black knights fortress node option plugin.
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@@ -140,7 +140,7 @@ public final class BKFortressPlugin extends OptionHandler {
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case 2337: // Guard Door - only check for uniform from outside
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switch (player.getLocation().getY()) {
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case 3514: // Outside constant Y location, block the player for checks
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if(isEquipped(player, Items.BRONZE_MED_HELM_1139) && isEquipped(player, Items.IRON_CHAINBODY_1101)){
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if(allInEquipment(player, Items.BRONZE_MED_HELM_1139, Items.IRON_CHAINBODY_1101)){
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DoorActionHandler.handleAutowalkDoor(player, (Scenery) node);
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}
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else player.getDialogueInterpreter().open(4605, Repository.findNPC(4604), true);
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@@ -115,7 +115,7 @@ class FightArenaListeners : InteractionListener {
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when (player.location.y) {
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3171 -> DoorActionHandler.handleAutowalkDoor(player, maingate.asScenery())
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3172 -> {
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if (isEquipped(player, HELMET) && isEquipped(player, ARMOUR)) {
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if (allInEquipment(player, HELMET, ARMOUR)) {
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openDialogue(player, EastDoorSupportDialogue())
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} else {
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sendPlayerDialogue(player, "This door appears to be locked.")
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@@ -126,7 +126,7 @@ class FightArenaListeners : InteractionListener {
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when (player.location.x) {
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2585 -> DoorActionHandler.handleAutowalkDoor(player, maingate.asScenery())
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2584 -> {
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if (isEquipped(player, HELMET) && isEquipped(player, ARMOUR)) {
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if (allInEquipment(player, HELMET, ARMOUR)) {
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openDialogue(player, WestDoorSupportDialogue())
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} else {
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sendPlayerDialogue(player, "This door appears to be locked.")
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@@ -1,6 +1,6 @@
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package content.region.kandarin.ardougne.quest.arena
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import core.api.isEquipped
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import core.api.allInEquipment
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import core.game.dialogue.DialoguePlugin
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import core.game.dialogue.FacialExpression
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import core.game.node.entity.npc.NPC
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@@ -14,7 +14,7 @@ import org.rs09.consts.NPCs
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class FightslaveDialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun open(vararg args: Any?): Boolean {
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npc = args[0] as NPC
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if (isEquipped(player!!, Items.KHAZARD_HELMET_74) && isEquipped(player!!, Items.KHAZARD_ARMOUR_75)) {
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if (allInEquipment(player, Items.KHAZARD_HELMET_74, Items.KHAZARD_ARMOUR_75)) {
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playerl(FacialExpression.FRIENDLY, "Do you know of a Justin or Jeremy in this arena?").also { stage = 0 }
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} else {
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playerl(FacialExpression.FRIENDLY, "Do you know of a Justin or Jeremy in this arena?").also { stage = 1 }
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@@ -7,6 +7,7 @@ import core.game.dialogue.FacialExpression
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import core.game.node.entity.npc.NPC
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import core.game.world.map.RegionManager
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import core.tools.END_DIALOGUE
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import org.rs09.consts.Items
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import org.rs09.consts.NPCs.GENERAL_KHAZARD_258
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class GeneralKhazardDialogue : DialogueFile() {
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@@ -20,7 +21,7 @@ class GeneralKhazardDialogue : DialogueFile() {
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(questStage == 71) -> {
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when (stage) {
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0 -> if (!isEquipped(player!!, 74) && !isEquipped(player!!, 75)) {
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0 -> if (!anyInEquipment(player!!, Items.KHAZARD_HELMET_74, Items.KHAZARD_ARMOUR_75)) {
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sendPlayerDialogue(player!!, "General Khazard?").also { stage = 2 }
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} else {
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sendNPCDialogue(player!!, 258, "Who dares enter my home? You? A feeble traveller?").also { stage = 6 }
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@@ -1,6 +1,6 @@
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package content.region.kandarin.ardougne.quest.arena
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import core.api.isEquipped
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import core.api.allInEquipment
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import core.game.dialogue.DialoguePlugin
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import core.game.dialogue.FacialExpression
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import core.game.node.entity.npc.NPC
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@@ -16,7 +16,7 @@ class GuardsDialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun open(vararg args: Any?): Boolean {
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npc = args[0] as NPC
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if (isEquipped(player!!, Items.KHAZARD_HELMET_74) && isEquipped(player!!, Items.KHAZARD_ARMOUR_75)) {
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if (allInEquipment(player, Items.KHAZARD_HELMET_74, Items.KHAZARD_ARMOUR_75)) {
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playerl(FacialExpression.FRIENDLY, "Hello.").also { stage = 0 }
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} else {
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playerl(FacialExpression.FRIENDLY, "Hi.").also { stage = 2 }
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@@ -49,7 +49,7 @@ class GuardsDialogue(player: Player? = null) : DialoguePlugin(player) {
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class KhazardGuard254Dialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun open(vararg args: Any?): Boolean {
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npc = args[0] as NPC
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if (isEquipped(player!!, Items.KHAZARD_HELMET_74) && isEquipped(player!!, Items.KHAZARD_ARMOUR_75)) {
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if (allInEquipment(player, Items.KHAZARD_HELMET_74, Items.KHAZARD_ARMOUR_75)) {
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playerl(FacialExpression.FRIENDLY, "Hello.").also { stage = 0 }
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} else {
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playerl(FacialExpression.FRIENDLY, "Hi.").also { stage = 7 }
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@@ -90,7 +90,7 @@ class KhazardGuard254Dialogue(player: Player? = null) : DialoguePlugin(player) {
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class KhazardGuard255Dialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun open(vararg args: Any?): Boolean {
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npc = args[0] as NPC
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if (isEquipped(player!!, Items.KHAZARD_HELMET_74) && isEquipped(player!!, Items.KHAZARD_ARMOUR_75)) {
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if (allInEquipment(player, Items.KHAZARD_HELMET_74, Items.KHAZARD_ARMOUR_75)) {
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playerl(FacialExpression.FRIENDLY, "Hello.").also { stage = 0 }
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} else {
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playerl(FacialExpression.FRIENDLY, "Hi.").also { stage = 2 }
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@@ -123,7 +123,7 @@ class KhazardGuard255Dialogue(player: Player? = null) : DialoguePlugin(player) {
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class KhazardGuard256Dialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun open(vararg args: Any?): Boolean {
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npc = args[0] as NPC
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if (isEquipped(player!!, Items.KHAZARD_HELMET_74) && isEquipped(player!!, Items.KHAZARD_ARMOUR_75)) {
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if (allInEquipment(player, Items.KHAZARD_HELMET_74, Items.KHAZARD_ARMOUR_75)) {
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playerl(FacialExpression.FRIENDLY, "Hello.").also { stage = 0 }
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} else {
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playerl(FacialExpression.FRIENDLY, "Hi.").also { stage = 3 }
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@@ -1,6 +1,6 @@
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package content.region.kandarin.ardougne.quest.arena
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import core.api.isEquipped
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import core.api.allInEquipment
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import core.api.sendNPCDialogue
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import core.game.dialogue.DialoguePlugin
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import core.game.dialogue.FacialExpression
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@@ -16,7 +16,7 @@ class JoeDialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun open(vararg args: Any?): Boolean {
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npc = args[0] as NPC
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if (isEquipped(player!!, Items.KHAZARD_HELMET_74) && isEquipped(player!!, Items.KHAZARD_ARMOUR_75)) {
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if (allInEquipment(player, Items.KHAZARD_HELMET_74, Items.KHAZARD_ARMOUR_75)) {
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playerl(FacialExpression.FRIENDLY, "Do you know of a Justin or Jeremy in this arena?").also { stage = 0 }
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} else {
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playerl(FacialExpression.FRIENDLY, "Do you know of a Justin or Jeremy in this arena?").also { stage = 3 }
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@@ -1,6 +1,6 @@
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package content.region.kandarin.ardougne.quest.arena
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import core.api.isEquipped
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import core.api.allInEquipment
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import core.api.sendNPCDialogue
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import core.game.dialogue.DialoguePlugin
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import core.game.dialogue.FacialExpression
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@@ -15,7 +15,7 @@ import org.rs09.consts.NPCs
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class KelvinDialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun open(vararg args: Any?): Boolean {
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npc = args[0] as NPC
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if (isEquipped(player, Items.KHAZARD_HELMET_74) && isEquipped(player, Items.KHAZARD_ARMOUR_75)) {
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if (allInEquipment(player, Items.KHAZARD_HELMET_74, Items.KHAZARD_ARMOUR_75)) {
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sendNPCDialogue(player, NPCs.KELVIN_260, "Get away, get away. One day I'll have my revenge, and I'll have all your heads.", FacialExpression.ANNOYED).also { stage = END_DIALOGUE }
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} else {
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sendNPCDialogue(player, NPCs.KELVIN_260, "You're not safe here traveller. Leave while you still can", FacialExpression.FRIENDLY).also { stage = END_DIALOGUE }
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@@ -1,6 +1,5 @@
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package content.region.kandarin.seers.diary
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import core.api.*
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import core.game.node.entity.player.Player
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import core.game.node.entity.player.link.diary.DiaryType
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import core.game.node.item.Item
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@@ -10,6 +9,8 @@ import org.rs09.consts.Items
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import org.rs09.consts.NPCs
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import content.global.handlers.iface.FairyRing
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import content.global.handlers.item.withnpc.PoisonChaliceOnKingArthurDialogue
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import core.api.inBorders
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import core.api.inEquipment
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import core.game.diary.DiaryEventHookBase
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import core.game.diary.DiaryLevel
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import core.game.event.*
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@@ -142,7 +143,7 @@ class SeersVillageAchivementDiary : DiaryEventHookBase(DiaryType.SEERS_VILLAGE)
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}
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Items.SHARK_385 -> {
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if (isEquipped(player, Items.COOKING_GAUNTLETS_775)) {
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if (inEquipment(player, Items.COOKING_GAUNTLETS_775)) {
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progressIncrementalTask(
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player,
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DiaryLevel.HARD,
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@@ -1,6 +1,6 @@
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package content.region.misc.zanaris.handlers
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import core.api.isEquipped
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import core.api.anyInEquipment
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import core.api.isQuestComplete
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import core.game.component.Component
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import core.game.node.entity.player.Player
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@@ -42,11 +42,11 @@ class FairyRingPlugin : InteractionListener {
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}
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private fun fairyMagic(player: Player) : Boolean {
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if(!isQuestComplete(player,"Lost City")) { // should be converted to a FTP2 stage requirement once FTP2 is implemented
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if (!isQuestComplete(player,"Lost City")) { // should be converted to a FTP2 stage requirement once FTP2 is implemented
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player.sendMessage("The fairy ring is inert.")
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return false
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}
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if(!isEquipped(player, Items.DRAMEN_STAFF_772) && !isEquipped(player,Items.LUNAR_STAFF_9084)) {
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if (!anyInEquipment(player, Items.DRAMEN_STAFF_772, Items.LUNAR_STAFF_9084)) {
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player.sendMessage("The fairy ring only works for those who wield fairy magic.")
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return false
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}
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@@ -107,17 +107,6 @@ fun hasLevelStat(player: Player, skill: Int, level: Int): Boolean {
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return player.skills.getStaticLevel(skill) >= level
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}
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/**
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* Check if an item exists in a player's inventory
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* @param player the player whose inventory to check
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* @param item the ID of the item to check for
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* @param amount the amount to check for
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* @return true if the player has >= the given item in the given amount, false otherwise.
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*/
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fun inInventory(player: Player, item: Int, amount: Int = 1): Boolean {
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return player.inventory.contains(item, amount)
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}
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/**
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* Check the amount of a given item in the player's inventory
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* @param player the player whose inventory to check
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@@ -132,10 +121,25 @@ fun amountInInventory(player: Player, id: Int): Int {
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* Check the amount of a given item in the player's bank
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* @param player the player to check
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* @param id the ID of the item to check for
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* @param includeSecondary if the secondary bank should be included in the search
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* @return the amount of the ID in the player's bank.
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*/
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fun amountInBank(player: Player, id: Int, includeSecondary: Boolean = true): Int {
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return player.bank.getAmount(id) + if (includeSecondary) player.bankSecondary.getAmount(id) else 0
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return getAmountInBank(player, id) + if (includeSecondary) getAmountInBank(player, id, true) else 0
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}
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/**
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* More performant way to check the amount of a given item in the player's bank
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* Uses the alwaysStack property of banks to short circuit the search.
|
||||
* @param player the player to check
|
||||
* @param id the ID of the item to check for
|
||||
* @param secondary if the secondary bank should be searched instead
|
||||
* @return the amount of the ID in the player's bank.
|
||||
*/
|
||||
private fun getAmountInBank(player: Player, id: Int, secondary: Boolean = false): Int {
|
||||
val bank = if (secondary) player.bankSecondary.toArray() else player.bankPrimary.toArray()
|
||||
bank.forEach { if (it?.id == id) return it.amount }
|
||||
return 0
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -145,22 +149,63 @@ fun amountInBank(player: Player, id: Int, includeSecondary: Boolean = true): Int
|
||||
* @return the amount of the ID in the player's equipment.
|
||||
*/
|
||||
fun amountInEquipment(player: Player, id: Int): Int {
|
||||
return player.equipment.getAmount(id)
|
||||
val slot = itemDefinition(id).getConfiguration(ItemConfigParser.EQUIP_SLOT, -1)
|
||||
val equipped = player.equipment[slot] ?: return 0
|
||||
return if (equipped.id == id) equipped.amount else 0
|
||||
}
|
||||
|
||||
/**
|
||||
* Check that an item is equipped by the given player
|
||||
* Check if an item exists in a player's inventory
|
||||
* @param player the player whose inventory to check
|
||||
* @param id the ID of the item to check for
|
||||
* @param amount the amount to check for
|
||||
* @return true if the player has >= the given item in the given amount, false otherwise.
|
||||
*/
|
||||
fun isEquipped(player: Player, id: Int): Boolean {
|
||||
return amountInEquipment(player, id) > 0
|
||||
fun inInventory(player: Player, id: Int, amount: Int = 1): Boolean {
|
||||
return player.inventory.contains(id, amount)
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if an item exists in a player's bank
|
||||
* @param player the player whose bank to check
|
||||
* @param id the ID of the item to check for
|
||||
* @param amount the amount to check for, defaults to 1
|
||||
* @return true if the item exists in the given amount in the player's bank
|
||||
*/
|
||||
fun inBank(player: Player, id: Int, amount: Int = 1): Boolean {
|
||||
return amountInBank(player, id) >= amount
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if an item exists in a player's equipment
|
||||
* @param player the player whose equipment to check
|
||||
* @param id the ID of the item to check for
|
||||
* @param amount the amount to check for, defaults to 1
|
||||
* @return true if the item exists in the given amount in the player's equipment
|
||||
*/
|
||||
fun inEquipment(player: Player, id: Int, amount: Int = 1): Boolean {
|
||||
return amountInEquipment(player, id) >= amount
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if an item exists in a player's equipment or inventory
|
||||
* @param player the player whose equipment to check
|
||||
* @param id the ID of the item to check for
|
||||
* @param amount the amount to check for, defaults to 1
|
||||
* @return true if the item exists in the given amount in the player's equipment or inventory
|
||||
*/
|
||||
fun inEquipmentOrInventory(player: Player, id: Int, amount: Int = 1): Boolean {
|
||||
// Proper, but slower implementation. Use faster unless need to check amounts split between equip/inv
|
||||
//return amountInEquipment(player, id) + amountInInventory(player, id) >= amount
|
||||
return inEquipment(player, id, amount) || inInventory(player, id, amount)
|
||||
}
|
||||
|
||||
/**
|
||||
* Check that a set of items is equipped by the given player
|
||||
*/
|
||||
fun areEquipped(player: Player, vararg ids: Int): Boolean {
|
||||
fun allInEquipment(player: Player, vararg ids: Int): Boolean {
|
||||
return ids.all { id ->
|
||||
amountInEquipment(player, id) > 0
|
||||
inEquipment(player, id)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -170,12 +215,22 @@ fun areEquipped(player: Player, vararg ids: Int): Boolean {
|
||||
* @param ids the set of item ids to check
|
||||
* @return true if the player has at least one of the items equipped, false if none are equipped
|
||||
*/
|
||||
fun areAnyEquipped(player: Player, vararg ids: Int): Boolean {
|
||||
fun anyInEquipment(player: Player, vararg ids: Int): Boolean {
|
||||
return ids.any { id ->
|
||||
amountInEquipment(player, id) > 0
|
||||
inEquipment(player, id)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the item in the given equipment slot for the given player
|
||||
* @param player the player whose equipment to pull from
|
||||
* @param slot the Equipment slot to use, EquipmentSlot enum contains the options.
|
||||
* @return the Item in the given slot, or null if none.
|
||||
*/
|
||||
fun getItemFromEquipment(player: Player, slot: EquipmentSlot): Item? {
|
||||
return player.equipment.get(slot.ordinal)
|
||||
}
|
||||
|
||||
class ContainerisedItem(val container: core.game.container.Container?, val itemId: Int) {
|
||||
fun remove() : Boolean {
|
||||
return this.container?.remove(this.itemId.asItem()) ?: false
|
||||
@@ -207,7 +262,7 @@ fun hasAnItem(player: Player, vararg ids: Int): ContainerisedItem {
|
||||
* @return true if the player has an item corresponding to the given god, false otherwise
|
||||
*/
|
||||
fun hasGodItem(player: Player, god: God): Boolean {
|
||||
god.validItems.forEach { if (amountInEquipment(player, it) > 0) return true }
|
||||
god.validItems.forEach { if (inEquipment(player, it)) return true }
|
||||
return false
|
||||
}
|
||||
|
||||
@@ -321,39 +376,6 @@ fun poofClear(npc: NPC) {
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if an item exists in a player's bank
|
||||
* @param player the player whose bank to check
|
||||
* @param item the ID of the item to check for
|
||||
* @param amount the amount to check for, defaults to 1
|
||||
* @return true if the item exists in the given amount in the player's bank
|
||||
*/
|
||||
fun inBank(player: Player, item: Int, amount: Int = 1): Boolean {
|
||||
return player.bank.contains(item, amount) || player.bankSecondary.contains(item, amount)
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if an item exists in a player's equipment
|
||||
* @param player the player whose equipment to check
|
||||
* @param item the ID of the item to check for
|
||||
* @param amount the amount to check for, defaults to 1
|
||||
* @return true if the item exists in the given amount in the player's equipment
|
||||
*/
|
||||
fun inEquipment(player: Player, item: Int, amount: Int = 1): Boolean {
|
||||
return player.equipment.contains(item, amount)
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if an item exists in a player's equipment or inventory
|
||||
* @param player the player whose equipment to check
|
||||
* @param item the ID of the item to check for
|
||||
* @param amount the amount to check for, defaults to 1
|
||||
* @return true if the item exists in the given amount in the player's equipment or inventory
|
||||
*/
|
||||
fun inEquipmentOrInventory(player: Player, item: Int, amount: Int = 1): Boolean {
|
||||
return inInventory(player, item, amount) || inEquipment(player, item, amount)
|
||||
}
|
||||
|
||||
/**
|
||||
* Get number of free slots in a player's inventory
|
||||
* @param player the player to check
|
||||
@@ -1068,16 +1090,6 @@ fun stopWalk(entity: Entity) {
|
||||
entity.walkingQueue.reset()
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the item in the given equipment slot for the given player
|
||||
* @param player the player whose equipment to pull from
|
||||
* @param slot the Equipment slot to use, EquipmentSlot enum contains the options.
|
||||
* @return the Item in the given slot, or null if none.
|
||||
*/
|
||||
fun getItemFromEquipment(player: Player, slot: EquipmentSlot): Item? {
|
||||
return player.equipment.get(slot.ordinal)
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a list of all valid children IDs for a given scenery ID
|
||||
*/
|
||||
@@ -1746,8 +1758,7 @@ fun unnote(item: Item): Item {
|
||||
* @return True if Seal of Passage present, false otherwise.
|
||||
*/
|
||||
fun hasSealOfPassage(player: Player): Boolean {
|
||||
return isEquipped(player, Items.SEAL_OF_PASSAGE_9083)
|
||||
|| inInventory(player, Items.SEAL_OF_PASSAGE_9083)
|
||||
return inEquipmentOrInventory(player, Items.SEAL_OF_PASSAGE_9083)
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user