Fixed Abyss obstacle skill checks

This commit is contained in:
phil lips
2021-07-19 16:50:02 +00:00
committed by Ceikry
parent a99ab18a67
commit 8b391b7872
3 changed files with 462 additions and 442 deletions
@@ -10,7 +10,6 @@ import core.game.node.Node;
import core.game.node.entity.npc.NPC;
import core.game.node.entity.player.Player;
import core.game.node.entity.player.info.Rights;
import core.game.node.entity.skill.runecrafting.abyss.AbyssPlugin;
import core.game.node.item.Item;
import core.game.node.object.Scenery;
import core.game.system.task.Pulse;
@@ -35,7 +34,6 @@ public class RunecraftingPlugin extends OptionHandler {
@Override
public Plugin<Object> newInstance(Object arg) throws Throwable {
addNodes();
PluginManager.definePlugin(new AbyssPlugin());
PluginManager.definePlugin(new TiaraPlugin());
PluginManager.definePlugin(new RunePouchPlugin());
PluginManager.definePlugin(new EnchantTiaraPlugin());
@@ -1,440 +0,0 @@
package core.game.node.entity.skill.runecrafting.abyss;
import core.cache.def.impl.NPCDefinition;
import core.cache.def.impl.SceneryDefinition;
import core.game.node.entity.skill.gather.SkillingTool;
import core.game.node.entity.skill.runecrafting.Altar;
import core.game.interaction.OptionHandler;
import core.game.node.Node;
import core.game.node.entity.impl.Animator.Priority;
import core.game.node.entity.npc.NPC;
import core.game.node.entity.player.Player;
import core.game.node.object.Scenery;
import core.game.system.task.Pulse;
import rs09.game.world.GameWorld;
import core.game.world.map.Location;
import core.game.world.update.flag.context.Animation;
import core.game.world.update.flag.context.Graphics;
import core.plugin.Plugin;
import rs09.plugin.PluginManager;
import core.tools.RandomFunction;
/**
* A plugin used to handle the abyss.
* @author Vexia
*/
public final class AbyssPlugin extends OptionHandler {
@Override
public Plugin<Object> newInstance(Object arg) throws Throwable {
for (AbbysalObstacle obstacle : AbbysalObstacle.values()) {
for (int i : obstacle.getObjects()) {
SceneryDefinition.forId(i).getHandlers().put("option:" + obstacle.getOption(), this);
}
}
PluginManager.definePlugin(new AbyssalNPC());
PluginManager.definePlugin(new DarkMageDialogue());
SceneryDefinition.setOptionHandler("exit-through", this);
PluginManager.definePlugin(new ZamorakMageDialogue());
NPCDefinition.forId(2259).getHandlers().put("option:teleport", this);
NPCDefinition.forId(2262).getHandlers().put("option:repair-pouches", this);
return null;
}
@Override
public boolean handle(Player player, Node node, String option) {
switch (option) {
case "teleport":
teleport(player, (NPC) node);
break;
case "repair-pouches":
player.getDialogueInterpreter().open(node.getId(), node, true);
break;
case "exit-through":
Altar altar = Altar.forObject((Scenery) node);
if (altar != null) {
altar.enterRift(player);
}
break;
case "mine":
case "chop":
case "squeeze-through":
case "distract":
case "go-through":
case "burn-down":
final AbbysalObstacle obstacle = AbbysalObstacle.forObject(((Scenery) node));
obstacle.handle(player, ((Scenery) node));
break;
}
return true;
}
/**
* Represents the teleporting to the abyss.
* @param player the player.
*/
public static void teleport(final Player player, final NPC npc) {
player.lock(3);
npc.visualize(new Animation(1979), new Graphics(4));
npc.sendChat("Veniens! Sallakar! Rinnesset!");
player.getSkills().decrementPrayerPoints(100);
player.getSkullManager().checkSkull(player);
GameWorld.getPulser().submit(new Pulse(2, player) {
@Override
public boolean pulse() {
player.getProperties().setTeleportLocation(Location.create(3021, 4847, 0));
npc.getUpdateMasks().reset();
return true;
}
});
}
/**
* Represents an obstacle in an abbsyal.
* @author 'Vexia
* @date 02/11/2013
*/
public enum AbbysalObstacle {
BOIL("burn-down", new Location[] { Location.create(3024, 4833, 0), Location.create(3053, 4830, 0) }, 7165) {
@Override
public void handle(final Player player, final Scenery object) {
if (!player.getInventory().contains(590, 1)) {
player.getPacketDispatch().sendMessage("You don't have a tinderbox to burn it.");
return;
}
player.animate(new Animation(733));
player.lock(3);
GameWorld.getPulser().submit(new Pulse(1, player) {
int count = 0;
@Override
public boolean pulse() {
switch (count) {
case 1:
player.getPacketDispatch().sendMessage("You attempt to burn your way through..");
break;
case 4:
if (RandomFunction.random(3) != 1) {
player.getPacketDispatch().sendMessage("...and manage to burn it down and get past.");
player.getProperties().setTeleportLocation(getLocations()[getIndex(object)]);
return true;
} else {
player.getPacketDispatch().sendMessage("You fail to set it on fire.");
return true;
}
}
count++;
return false;
}
@Override
public void stop() {
super.stop();
player.animate(new Animation(-1, Priority.HIGH));
}
});
}
},
MINE("mine", new Location[] { Location.create(3030, 4821, 0), Location.create(3048, 4822, 0) }, 7158, 7153) {
@Override
public void handle(final Player player, final Scenery object) {
final SkillingTool tool = setTool(true, player);
if (tool == null) {
player.getPacketDispatch().sendMessage("You need a pickaxe in order to do that.");
return;
}
player.animate(tool.getAnimation());
player.lock(3);
GameWorld.getPulser().submit(new Pulse(1, player) {
int count = 0;
@Override
public boolean pulse() {
switch (count) {
case 1:
player.getPacketDispatch().sendMessage("You attempt to mine your way through..");
break;
case 4:
if (RandomFunction.random(3) != 1) {
player.getPacketDispatch().sendMessage("...and manage to break through the rock.");
player.getProperties().setTeleportLocation(getLocations()[getIndex(object)]);
return true;
} else {
player.getPacketDispatch().sendMessage("...but fail to break-up the rock.");
return true;
}
}
count++;
return false;
}
@Override
public void stop() {
super.stop();
player.animate(new Animation(-1, Priority.HIGH));
}
});
}
},
CHOP("chop", new Location[] { Location.create(3050, 4824, 0), Location.create(3028, 4824, 0) }, 7161, 7144) {
@Override
public void handle(final Player player, final Scenery object) {
final SkillingTool tool = setTool(false, player);
if (tool == null) {
player.getPacketDispatch().sendMessage("You need an axe in order to do that.");
return;
}
player.animate(tool.getAnimation());
player.lock(3);
GameWorld.getPulser().submit(new Pulse(1, player) {
int count = 0;
@Override
public boolean pulse() {
switch (count) {
case 1:
player.getPacketDispatch().sendMessage("You attempt to chop your way through...");
break;
case 4:
if (RandomFunction.random(3) != 1) {
player.getPacketDispatch().sendMessage("...and manage to chop down the tendrils.");
player.getProperties().setTeleportLocation(getLocations()[getIndex(object)]);
return true;
} else {
player.getPacketDispatch().sendMessage("You fail to cut through the tendrils.");
return true;
}
}
count++;
return false;
}
@Override
public void stop() {
super.stop();
player.animate(new Animation(-1, Priority.HIGH));
}
});
}
},
SQUEEZE("squeeze-through", new Location[] { Location.create(3048, 4842, 0), Location.create(3031, 4842, 0) }, 7164, 7147) {
@Override
public void handle(final Player player, final Scenery object) {
player.animate(new Animation(1331));
player.lock(3);
player.lock(3);
GameWorld.getPulser().submit(new Pulse(1, player) {
int count = 0;
@Override
public boolean pulse() {
switch (count) {
case 1:
player.getPacketDispatch().sendMessage("You attempt to squeeze through the narrow gap...");
break;
case 2:
player.getPacketDispatch().sendMessage("...and you manage to crawl through.");
player.getProperties().setTeleportLocation(getLocations()[getIndex(object)]);
return true;
}
count++;
return false;
}
@Override
public void stop() {
super.stop();
player.animate(new Animation(-1, Priority.HIGH));
}
});
}
},
DISTRACT("distract", new Location[] { Location.create(3029, 4841, 0), Location.create(3051, 4838, 0) }, 7168, 7150) {
@Override
public void handle(final Player player, final Scenery object) {
int[] emotes = { 855, 856, 857, 858, 859, 860, 861, 862, 863, 864, 865, 866, 2113, 2109, 2111, 2106, 2107, 2108, 0x558, 2105, 2110, 2112, 0x84F, 0x850, 1131, 1130, 1129, 1128, 1745, 3544, 3543, 2836 };
int index = RandomFunction.random(emotes.length);
player.animate(new Animation(emotes[index]));
player.lock(3);
GameWorld.getPulser().submit(new Pulse(1, player) {
int count = 0;
@Override
public boolean pulse() {
switch (count) {
case 1:
player.getPacketDispatch().sendMessage("You use your thieving skills to misdirect the eyes...");
break;
case 4:
if (RandomFunction.random(3) != 1) {
player.getPacketDispatch().sendMessage("...and sneak past while they're not looking.");
player.getProperties().setTeleportLocation(getLocations()[getIndex(object)]);
} else {
player.getPacketDispatch().sendMessage("You fail to distract the eyes.");
return true;
}
return true;
}
count++;
return false;
}
@Override
public void stop() {
super.stop();
player.animate(new Animation(-1, Priority.HIGH));
}
});
}
},
PASSAGE("go-through", new Location[] { Location.create(3040, 4844, 0) }, 7154) {
@Override
public void handle(final Player player, final Scenery object) {
player.getProperties().setTeleportLocation(getLocations()[0]);
}
};
/**
* Constructs a new {@code RunecraftingOptionPlugin} {@code Object}.
* @param locations the locations.
* @param objects the objects.
*/
AbbysalObstacle(final String option, Location[] locations, int... objects) {
this.option = option;
this.objects = objects;
this.locations = locations;
this.option = option;
}
/**
* Represents the option.
*/
private String option;
/**
* Represents the corssing location.
*/
private final Location[] locations;
/**
* Represents the object id.
*/
private final int[] objects;
/**
* Gets the locations.
* @return The locations.
*/
public Location[] getLocations() {
return locations;
}
/**
* Gets the objects.
* @return The objects.
*/
public int[] getObjects() {
return objects;
}
/**
* Method used to get the abbysal obstacle.
* @param object the object.
* @return the <code>AbbysalObstacle</code> or <code>Null</code>.
*/
public static AbbysalObstacle forObject(final Scenery object) {
for (AbbysalObstacle obstacle : values()) {
for (int i : obstacle.getObjects()) {
if (i == object.getId()) {
return obstacle;
}
}
}
return null;
}
/**
* Method used to get the index.
* @param object the object.
* @return the index.
*/
public int getIndex(final Scenery object) {
for (int i = 0; i < objects.length; i++) {
if (getObjects()[i] == object.getId()) {
return i;
}
}
return 0;
}
/**
* Methhod used to handle the obstacle.
* @param player the player.
* @param object the object.
*/
public void handle(final Player player, final Scenery object) {
}
/**
* Gets the option.
* @return The option.
*/
public String getOption() {
return option;
}
/**
* Sets the tool used.
*/
private static SkillingTool setTool(final boolean mining, final Player player) {
SkillingTool tool = null;
if (!mining) {
if (checkTool(player, SkillingTool.DRAGON_AXE)) {
tool = SkillingTool.DRAGON_AXE;
} else if (checkTool(player, SkillingTool.RUNE_AXE)) {
tool = SkillingTool.RUNE_AXE;
} else if (checkTool(player, SkillingTool.ADAMANT_AXE)) {
tool = SkillingTool.ADAMANT_AXE;
} else if (checkTool(player, SkillingTool.MITHRIL_AXE)) {
tool = SkillingTool.MITHRIL_AXE;
} else if (checkTool(player, SkillingTool.BLACK_AXE)) {
tool = SkillingTool.BLACK_AXE;
} else if (checkTool(player, SkillingTool.STEEL_AXE)) {
tool = SkillingTool.STEEL_AXE;
} else if (checkTool(player, SkillingTool.IRON_AXE)) {
tool = SkillingTool.IRON_AXE;
} else if (checkTool(player, SkillingTool.BRONZE_AXE)) {
tool = SkillingTool.BRONZE_AXE;
}
} else {
if (checkTool(player, SkillingTool.RUNE_PICKAXE)) {
tool = SkillingTool.RUNE_PICKAXE;
} else if (checkTool(player, SkillingTool.ADAMANT_PICKAXE)) {
tool = SkillingTool.ADAMANT_PICKAXE;
} else if (checkTool(player, SkillingTool.MITHRIL_PICKAXE)) {
tool = SkillingTool.MITHRIL_PICKAXE;
} else if (checkTool(player, SkillingTool.STEEL_PICKAXE)) {
tool = SkillingTool.STEEL_PICKAXE;
} else if (checkTool(player, SkillingTool.IRON_PICKAXE)) {
tool = SkillingTool.IRON_PICKAXE;
} else if (checkTool(player, SkillingTool.BRONZE_PICKAXE)) {
tool = SkillingTool.BRONZE_PICKAXE;
}
}
return tool;
}
/**
* Checks if the player has a tool and if he can use it.
* @param tool The tool.
* @return {@code True} if the tool is usable.
*/
private static boolean checkTool(final Player player, SkillingTool tool) {
if (player.getEquipment().contains(tool.getId(), 1)) {
return true;
}
return player.getInventory().contains(tool.getId(), 1);
}
}
}
@@ -0,0 +1,462 @@
package core.game.node.entity.skill.runecrafting.abyss
import api.ContentAPI
import rs09.plugin.PluginManager.definePlugin
import rs09.tools.stringtools.colorize
import rs09.game.system.SystemLogger.logInfo
import core.game.node.`object`.Scenery
import core.game.node.entity.impl.Animator
import core.game.node.entity.npc.NPC
import core.game.node.entity.player.Player
import core.game.node.entity.skill.Skills
import core.game.node.entity.skill.gather.SkillingTool
import core.game.node.entity.skill.runecrafting.Altar
import core.game.system.task.Pulse
import core.game.world.map.Location
import core.game.world.update.flag.context.Animation
import core.game.world.update.flag.context.Graphics
import core.tools.RandomFunction
import org.rs09.consts.NPCs
import rs09.game.interaction.InteractionListener
import rs09.game.world.GameWorld
/**
* A plugin used to handle the abyss.
* @author cfunny
*/
class AbyssPlugin : InteractionListener() {
val OBSTACLE = AbbysalObstacle.values().filter { it != AbbysalObstacle.MINE }.map { it.option }.toTypedArray()
val miningObstacle = 7158
override fun defineListeners() {
definePlugin(AbyssalNPC())
definePlugin(DarkMageDialogue())
definePlugin(ZamorakMageDialogue())
on(NPCs.MAGE_OF_ZAMORAK_2259, NPC, "teleport"){ player, node ->
teleport(player, node as NPC)
return@on true
}
on(NPCs.DARK_MAGE_2262, NPC, "repair-pouches"){ player, node ->
player.dialogueInterpreter.open(node.id, node, true)
return@on true
}
on(SCENERY, "exit-through"){ player, node ->
val altar = Altar.forObject(node as Scenery)
altar?.enterRift(player)
return@on true
}
on(SCENERY, *OBSTACLE){ player, node ->
val obstacle = AbbysalObstacle.forObject(node as Scenery)
obstacle!!.handle(player, node as Scenery)
return@on true
}
on(miningObstacle, SCENERY, "mine"){ player, node ->
val obstacle = AbbysalObstacle.forObject(node as Scenery)
obstacle!!.handle(player, node as Scenery)
return@on true
}
}
/**
* Represents an obstacle in an abbsyal.
* @author cfunny
* @date 02/11/2013
*/
enum class AbbysalObstacle(
/**
* Represents the option.
*/
var option: String,
/**
* Represents the corssing location.
*/
val locations: Array<Location>,
/**
* Represents the object id.
*/
vararg val objects: Int
) {
BOIL("burn-down", arrayOf(Location.create(3024, 4833, 0), Location.create(3053, 4830, 0)), 7165) {
override fun handle(player: Player, `object`: Scenery?) {
`object` ?: return
if (!ContentAPI.inInventory(player, 590, 1)) {
ContentAPI.sendMessage(player, "You don't have a tinderbox to burn it.")
return
}
player.animate(Animation(733))
player.lock()
GameWorld.Pulser.submit(object : Pulse(1, player) {
var count = 0
override fun pulse(): Boolean {
when (count) {
1 -> ContentAPI.sendMessage(player, "You attempt to burn your way through..")
4 -> return if (RandomFunction.random(100) < ContentAPI.getStatLevel(
player,
Skills.FIREMAKING
)
) {
ContentAPI.sendMessage(
player,
colorize("%G...and manage to burn it down and get past.")
)
player.properties.teleportLocation = locations[getIndex(`object`)]
player.unlock()
true
} else {
ContentAPI.sendMessage(player, colorize("%RYou fail to set it on fire."))
player.unlock()
true
}
}
count++
return false
}
override fun stop() {
super.stop()
player.animate(Animation(-1, Animator.Priority.HIGH))
}
})
}
},
MINE("mine", arrayOf(Location.create(3030, 4821, 0), Location.create(3048, 4822, 0)), 7158, 7153) {
override fun handle(player: Player, `object`: Scenery?) {
`object` ?: return
logInfo("handled abyss mine")
val tool: SkillingTool = ContentAPI.getTool(player, true) ?: return
if (tool == null) {
ContentAPI.sendMessage(player, "You need a pickaxe in order to do that.")
return
}
player.animate(tool.getAnimation())
player.lock()
GameWorld.Pulser.submit(object : Pulse(1, player) {
var count = 0
override fun pulse(): Boolean {
when (count) {
1 -> ContentAPI.sendMessage(player, "You attempt to mine your way through..")
4 -> return if (RandomFunction.random(100) < ContentAPI.getStatLevel(
player,
Skills.MINING
)
) {
ContentAPI.sendMessage(player, colorize("%G...and manage to break through the rock."))
player.properties.teleportLocation = locations[getIndex(`object`)]
player.unlock()
true
} else {
ContentAPI.sendMessage(player, colorize("%R...but fail to break-up the rock."))
player.unlock()
true
}
}
count++
return false
}
override fun stop() {
super.stop()
player.animate(Animation(-1, Animator.Priority.HIGH))
}
})
}
},
CHOP("chop", arrayOf(Location.create(3050, 4824, 0), Location.create(3028, 4824, 0)), 7161, 7144) {
override fun handle(player: Player, `object`: Scenery?) {
`object` ?: return
val tool: SkillingTool? = setTool(false, player)
if (tool == null) {
player.packetDispatch.sendMessage("You need an axe in order to do that.")
return
}
player.animate(tool.getAnimation())
player.lock()
GameWorld.Pulser.submit(object : Pulse(1, player) {
var count = 0
override fun pulse(): Boolean {
when (count) {
1 -> ContentAPI.sendMessage(player, "You attempt to chop your way through...")
4 -> return if (RandomFunction.random(100) < ContentAPI.getStatLevel(
player,
Skills.WOODCUTTING
)
) {
ContentAPI.sendMessage(player, colorize("%G...and manage to chop down the tendrils."))
player.properties.teleportLocation = locations[getIndex(`object`)]
player.unlock()
true
} else {
ContentAPI.sendMessage(player, colorize("%RYou fail to cut through the tendrils."))
player.unlock()
true
}
}
count++
return false
}
override fun stop() {
super.stop()
player.animate(Animation(-1, Animator.Priority.HIGH))
}
})
}
},
SQUEEZE(
"squeeze-through",
arrayOf(Location.create(3048, 4842, 0), Location.create(3031, 4842, 0)),
7164,
7147
) {
override fun handle(player: Player, `object`: Scenery?) {
`object` ?: return
player.animate(Animation(1331))
player.lock()
GameWorld.Pulser.submit(object : Pulse(1, player) {
var count = 0
override fun pulse(): Boolean {
when (count) {
1 -> ContentAPI.sendMessage(player, "You attempt to squeeze through the narrow gap...")
4 -> return if (RandomFunction.random(100) < ContentAPI.getStatLevel(
player,
Skills.AGILITY
)
) {
ContentAPI.sendMessage(player, colorize("%G...and you manage to crawl through."))
player.properties.teleportLocation = locations[getIndex(`object`)]
player.unlock()
true
} else {
ContentAPI.sendMessage(player, colorize("%RYou fail to squeeze through the narrow gap"))
player.unlock()
true
}
}
count++
return false
}
override fun stop() {
super.stop()
player.animate(Animation(-1, Animator.Priority.HIGH))
}
})
}
},
DISTRACT("distract", arrayOf(Location.create(3029, 4841, 0), Location.create(3051, 4838, 0)), 7168, 7150) {
override fun handle(player: Player, `object`: Scenery?) {
`object` ?: return
val emotes = intArrayOf(
855,
856,
857,
858,
859,
860,
861,
862,
863,
864,
865,
866,
2113,
2109,
2111,
2106,
2107,
2108,
0x558,
2105,
2110,
2112,
0x84F,
0x850,
1131,
1130,
1129,
1128,
1745,
3544,
3543,
2836
)
val index: Int = RandomFunction.random(emotes.size)
player.animate(Animation(emotes[index]))
player.lock()
GameWorld.Pulser.submit(object : Pulse(1, player) {
var count = 0
override fun pulse(): Boolean {
when (count) {
1 -> ContentAPI.sendMessage(player, "You use your thieving skills to misdirect the eyes...")
4 -> return if (RandomFunction.random(100) < ContentAPI.getStatLevel(
player,
Skills.THIEVING
)
) {
ContentAPI.sendMessage(
player,
colorize("%G...and sneak past while they're not looking.")
)
player.properties.teleportLocation = locations[getIndex(`object`)]
player.unlock()
true
} else {
ContentAPI.sendMessage(player, colorize("%RYou fail to distract the eyes."))
player.unlock()
true
}
}
count++
return false
}
override fun stop() {
super.stop()
player.animate(Animation(-1, Animator.Priority.HIGH))
}
})
}
},
PASSAGE("go-through", arrayOf(Location.create(3040, 4844, 0)), 7154) {
override fun handle(player: Player, `object`: Scenery?) {
player.properties.teleportLocation = locations[0]
}
};
/**
* Gets the option.
* @return The option.
*/
/**
* Gets the locations.
* @return The locations.
*/
/**
* Gets the objects.
* @return The objects.
*/
/**
* Method used to get the index.
* @param object the object.
* @return the index.
*/
fun getIndex(`object`: Scenery): Int {
for (i in objects.indices) {
if (objects[i] == `object`.getId()) {
return i
}
}
return 0
}
/**
* Method used to handle the obstacle.
* @param player the player.
* @param object the object.
*/
open fun handle(player: Player, `object`: Scenery?) {}
companion object {
/**
* Method used to get the abbysal obstacle.
* @param object the object.
* @return the `AbbysalObstacle` or `Null`.
*/
fun forObject(`object`: Scenery): AbbysalObstacle? {
for (obstacle in values()) {
for (i in obstacle.objects) {
if (i == `object`.getId()) {
return obstacle
}
}
}
return null
}
/**
* Sets the tool used.
*/
private fun setTool(mining: Boolean, player: Player): SkillingTool? {
var tool: SkillingTool? = null
if (!mining) {
if (checkTool(player, SkillingTool.DRAGON_AXE)) {
tool = SkillingTool.DRAGON_AXE
} else if (checkTool(player, SkillingTool.RUNE_AXE)) {
tool = SkillingTool.RUNE_AXE
} else if (checkTool(player, SkillingTool.ADAMANT_AXE)) {
tool = SkillingTool.ADAMANT_AXE
} else if (checkTool(player, SkillingTool.MITHRIL_AXE)) {
tool = SkillingTool.MITHRIL_AXE
} else if (checkTool(player, SkillingTool.BLACK_AXE)) {
tool = SkillingTool.BLACK_AXE
} else if (checkTool(player, SkillingTool.STEEL_AXE)) {
tool = SkillingTool.STEEL_AXE
} else if (checkTool(player, SkillingTool.IRON_AXE)) {
tool = SkillingTool.IRON_AXE
} else if (checkTool(player, SkillingTool.BRONZE_AXE)) {
tool = SkillingTool.BRONZE_AXE
}
} else {
if (checkTool(player, SkillingTool.RUNE_PICKAXE)) {
tool = SkillingTool.RUNE_PICKAXE
} else if (checkTool(player, SkillingTool.ADAMANT_PICKAXE)) {
tool = SkillingTool.ADAMANT_PICKAXE
} else if (checkTool(player, SkillingTool.MITHRIL_PICKAXE)) {
tool = SkillingTool.MITHRIL_PICKAXE
} else if (checkTool(player, SkillingTool.STEEL_PICKAXE)) {
tool = SkillingTool.STEEL_PICKAXE
} else if (checkTool(player, SkillingTool.IRON_PICKAXE)) {
tool = SkillingTool.IRON_PICKAXE
} else if (checkTool(player, SkillingTool.BRONZE_PICKAXE)) {
tool = SkillingTool.BRONZE_PICKAXE
}
}
return tool
}
/**
* Checks if the player has a tool and if he can use it.
* @param tool The tool.
* @return `True` if the tool is usable.
*/
private fun checkTool(player: Player, tool: SkillingTool): Boolean {
return if (player.equipment.contains(tool.getId(), 1)) {
true
} else player.inventory.contains(tool.getId(), 1)
}
}
/**
* Constructs a new `RunecraftingOptionPlugin` `Object`.
* @param locations the locations.
* @param objects the objects.
*/
init {
option = option
}
}
companion object {
/**
* Represents the teleporting to the abyss.
* @param player the player.
*/
fun teleport(player: Player, npc: NPC) {
player.lock(3)
npc.visualize(Animation(1979), Graphics(4))
npc.sendChat("Veniens! Sallakar! Rinnesset!")
player.skills.decrementPrayerPoints(100.0)
player.skullManager.checkSkull(player)
GameWorld.Pulser.submit(object : Pulse(2, player) {
override fun pulse(): Boolean {
player.properties.teleportLocation = Location.create(3021, 4847, 0)
npc.updateMasks.reset()
return true
}
})
}
}
}