Redwings Drop III: Ceikry GE, Job, Slayer, Achievement Diary rewrites
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@@ -1379,11 +1379,17 @@ fun announceIfRare(player: Player, item: Item) {
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*/
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fun getMasteredSkillNames(player: Player): List<String> {
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val hasMastered = player.getSkills().masteredSkills > 0
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val masteredSkills = ArrayList<String>()
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for ((skillId, skillName) in Skills.SKILL_NAME.withIndex()) {
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if(hasLevelStat(player, skillId, 99)){
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masteredSkills.add(skillName)
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if(hasMastered){
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for ((skillId, skillName) in Skills.SKILL_NAME.withIndex()) {
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//phil you were looping every skill and performing a string comparison (another loop) for every one here.
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//that's some real shit code bro.
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//you were also performing a dynamic level check rather than a static.
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if(hasLevelStat(player, skillId, 99)){
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masteredSkills.add(skillName)
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}
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}
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}
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return masteredSkills
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@@ -0,0 +1,7 @@
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package api
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import core.game.node.entity.player.Player
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interface LoginListener {
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fun login(player: Player)
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}
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@@ -0,0 +1,3 @@
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package api.events
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interface Event {}
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@@ -0,0 +1,7 @@
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package api.events
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import core.game.node.entity.Entity
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interface EventHook<T: Event> {
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fun process(entity: Entity, event: T)
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}
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@@ -0,0 +1,11 @@
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package api.events
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import core.game.node.Node
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import core.game.node.entity.npc.NPC
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import core.game.node.entity.player.link.TeleportManager.TeleportType
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data class ResourceGatheredEvent(val itemId: Int, val amount: Int, val source: Node) : Event
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data class NPCKillEvent(val npc: NPC) : Event
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data class TeleportEvent(val type: TeleportType, val source: Int = -1) : Event
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data class LitFireEvent(val logId: Int) : Event
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data class InteractionEvent(val target: Node, val option: String) : Event
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