Fixed some of the doors not being one-way in the Maze random event

This commit is contained in:
Edie
2026-06-20 13:38:06 +00:00
committed by Ryan
parent 353266d748
commit 50e95c1101
@@ -76,6 +76,20 @@ class MazeInterface : InteractionListener, EventHook<TickEvent>, MapArea {
WeightedItem(Items.DEFENCE_POTION2_135,1,1,1.0),
)
private val ONE_WAY_WALL = mapOf(
Location.create(2904, 4573, 0) to setOf( // Diagonal entries
Location.create(2904, 4573, 0),
Location.create(2904, 4572, 0),
Location.create(2904, 4574, 0),
),
Location.create(2906, 4586, 0) to setOf( // Diagonal entries
Location.create(2906, 4586, 0),
Location.create(2907, 4586, 0),
),
Location.create(2902, 4575, 0) to setOf(Location.create(2903, 4575, 0)),
Location.create(2924, 4583, 0) to setOf(Location.create(2923, 4583, 0)),
)
fun initMaze(player: Player) {
setAttribute(player, MAZE_ATTRIBUTE_TICKS_LEFT, 300)
setVarp(player, MAZE_TIMER_VARP, (getAttribute<Int>(player, MAZE_ATTRIBUTE_TICKS_LEFT, 0) / 3),false)
@@ -190,10 +204,25 @@ class MazeInterface : InteractionListener, EventHook<TickEvent>, MapArea {
return@on true
}
on(Scenery.WALL_3628, IntType.SCENERY, "open") { player, node ->
// Door opening workaround
// Ignore 3629(WALL_3629) and 3630(WALL_3630) in handleAutowalkDoor ignoreSecondDoor
DoorActionHandler.handleAutowalkDoor(player, node as core.game.node.scenery.Scenery)
on(
intArrayOf(
Scenery.WALL_3628,
Scenery.WALL_3629,
Scenery.WALL_3630,
Scenery.WALL_3631,
Scenery.WALL_3632,
),
IntType.SCENERY,
"open"
) { player, node ->
val scenery = node as core.game.node.scenery.Scenery
if (ONE_WAY_WALL[scenery.location]?.contains(player.location) == true) {
sendDialogue(player, "I don't think that's the right way.")
} else {
DoorActionHandler.handleAutowalkDoor(player, scenery)
}
return@on true
}