Code cleanup

Reorganised imports
Removed redundant qualifiers
This commit is contained in:
bushtail
2023-08-19 15:07:23 +00:00
committed by Ryan
parent 0eca9521bc
commit 1b4e0aafaa
346 changed files with 2871 additions and 2886 deletions
@@ -14,7 +14,7 @@ import org.rs09.consts.NPCs
*/
@Initializable
class ArchaeologistDialogue(player: Player? = null) : core.game.dialogue.DialoguePlugin(player){
class ArchaeologistDialogue(player: Player? = null) : DialoguePlugin(player){
override fun open(vararg args: Any?): Boolean {
npc = args[0] as NPC
@@ -29,9 +29,9 @@ class ArchaeologistDialogue(player: Player? = null) : core.game.dialogue.Dialogu
player.skills.getStaticLevel(Skills.FIREMAKING) >= 50 &&
player.skills.getStaticLevel(Skills.MAGIC) >= 50 &&
player.skills.getStaticLevel(Skills.THIEVING) >= 53 ) {
player(core.game.dialogue.FacialExpression.FRIENDLY,"Hello there.").also { stage = 0 }
player(FacialExpression.FRIENDLY,"Hello there.").also { stage = 0 }
} else {
player(core.game.dialogue.FacialExpression.FRIENDLY,"Hello there.").also { stage = 999 }
player(FacialExpression.FRIENDLY,"Hello there.").also { stage = 999 }
}
} else {
@@ -46,36 +46,36 @@ class ArchaeologistDialogue(player: Player? = null) : core.game.dialogue.Dialogu
999 -> sendDialogue("He seems to be lost in his own thoughts...").also { stage = 99 }
0 -> npc(core.game.dialogue.FacialExpression.FRIENDLY, "Howdy stranger. What brings you out to these parts?").also { stage++ }
0 -> npc(FacialExpression.FRIENDLY, "Howdy stranger. What brings you out to these parts?").also { stage++ }
1 -> options("What are you doing here?", "Do you have any quests?", "Who are you?", "Nothing really.").also { stage++ }
2 -> when (buttonId) {
//1 -> todo
2 -> player(core.game.dialogue.FacialExpression.FRIENDLY, "Do you have any quests?", "Call it a hunch, but you look like the type of man who", "might...").also { stage = 20 }
2 -> player(FacialExpression.FRIENDLY, "Do you have any quests?", "Call it a hunch, but you look like the type of man who", "might...").also { stage = 20 }
//3 -> todo
//4 -> todo
}
20 -> npc(core.game.dialogue.FacialExpression.HALF_THINKING, "Well, it's funny you should say that.",
20 -> npc(FacialExpression.HALF_THINKING, "Well, it's funny you should say that.",
"I'm not sure if I would really call it a quest as such,",
"but I found this ancient stone tablet in one of my",
"excavations, and it would really help me out if you").also { stage++ }
21 -> npc(core.game.dialogue.FacialExpression.FRIENDLY, "could go and take it back to the digsite for me and get",
21 -> npc(FacialExpression.FRIENDLY, "could go and take it back to the digsite for me and get",
"it examined.").also { stage++ }
22 -> npc(core.game.dialogue.FacialExpression.NEUTRAL, "It's very old, and I don't recognise and of the",
22 -> npc(FacialExpression.NEUTRAL, "It's very old, and I don't recognise and of the",
"inscriptions on it.").also { stage++ }
23 -> options("Yes, I'll help you.", "No thanks, I don't want to help.").also { stage++ }
24 -> when(buttonId) {
1 -> player(core.game.dialogue.FacialExpression.FRIENDLY, "Sure, I was heading that way anyways.",
1 -> player(FacialExpression.FRIENDLY, "Sure, I was heading that way anyways.",
"Any particular person at the digsite you want me to",
"talk to?").also { stage = 30 }
// 2 -> todo
}
30 -> npc(core.game.dialogue.FacialExpression.NEUTRAL, "His name's Terry Balando. Give it to nobody but him.",
30 -> npc(FacialExpression.NEUTRAL, "His name's Terry Balando. Give it to nobody but him.",
"I'm sorry, I can't entrust you with the actual tablet I",
"found, but it is far too valuable to give away, but I took",
"these etchings - they should be enough for him to make").also { stage++ }
31 -> npc(core.game.dialogue.FacialExpression.NEUTRAL, "a preliminary translation on.",
31 -> npc(FacialExpression.NEUTRAL, "a preliminary translation on.",
"Come back and let me know what he says, I would hate",
"to waste my time excavating anything that isn't worth",
"my time as a world famous archaeologist!").also {
@@ -92,7 +92,7 @@ class ArchaeologistDialogue(player: Player? = null) : core.game.dialogue.Dialogu
return true
}
override fun newInstance(player: Player?): core.game.dialogue.DialoguePlugin {
override fun newInstance(player: Player?): DialoguePlugin {
return ArchaeologistDialogue(player)
}
@@ -194,7 +194,7 @@ class TheGolemListeners : InteractionListener {
fun initializeStatuettes(player: Player) {
if(!player.getAttribute("the-golem:statuette-rotation:initialized", false)) {
for(i in 0 until 4) {
player.setAttribute("/save:the-golem:statuette-rotation:${i}", RandomFunction.random(2));
player.setAttribute("/save:the-golem:statuette-rotation:${i}", RandomFunction.random(2))
}
player.setAttribute("/save:the-golem:statuette-rotation:initialized", true)
}
@@ -331,7 +331,7 @@ class TheGolemListeners : InteractionListener {
fun penOnPapyrus(player: Player): Boolean {
if(!player.getAttribute("the-golem:varmen-notes-read", false)) {
player.sendMessage("You don't know what to write.");
player.sendMessage("You don't know what to write.")
return true
}
if(player.inventory.remove(Item(Items.PAPYRUS_970, 1))) {
@@ -343,7 +343,7 @@ class TheGolemListeners : InteractionListener {
fun implementOnGolem(player: Player): Boolean {
if(!player.getAttribute("the-golem:varmen-notes-read", false)) {
player.sendMessage("You don't know what that would do.");
player.sendMessage("You don't know what that would do.")
return true
}
if(player.questRepository.getStage("The Golem") == 7) {