Repository reorganisation
Unified kotlin and java into just src/main Unified the rs09 and core packages Took all content out of the core package, and placed it into the new content package Reorganised all source code relating to content to be easier to find and explore
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package content.global.skill.slayer;
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import core.plugin.Initializable;
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import core.game.node.entity.skill.Skills;
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import core.game.node.entity.Entity;
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import core.game.node.entity.combat.BattleState;
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import core.game.node.entity.combat.CombatStyle;
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import core.game.node.entity.combat.CombatSwingHandler;
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import core.game.node.entity.combat.InteractionType;
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import core.game.node.entity.combat.MeleeSwingHandler;
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import core.game.node.entity.impl.Animator.Priority;
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import core.game.node.entity.npc.AbstractNPC;
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import core.game.node.entity.player.Player;
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import core.game.world.GameWorld;
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import core.game.world.map.Location;
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import core.game.world.update.flag.context.Animation;
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import core.tools.RandomFunction;
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/**
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* Handles the banshee npc.
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* @author Vexia
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*/
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@Initializable
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public final class BansheeNPC extends AbstractNPC {
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/**
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* The skills to drain.
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*/
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private static final int[] SKILLS = new int[] { Skills.ATTACK, Skills.STRENGTH, Skills.DEFENCE, Skills.RANGE, Skills.MAGIC, Skills.PRAYER, Skills.AGILITY };
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/**
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* The combat handler.
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*/
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private static final MeleeSwingHandler COMBAT_HANDLER = new MeleeSwingHandler() {
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@Override
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public void impact(Entity entity, Entity victim, BattleState state) {
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if (victim instanceof Player) {
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final Player player = (Player) victim;
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if (!hasEarMuffs(player)) {
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if (RandomFunction.random(10) < 4 && player.getProperties().getCombatPulse().getNextAttack() <= GameWorld.getTicks()) {
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player.getWalkingQueue().reset();
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player.getLocks().lockMovement(3);
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player.getProperties().getCombatPulse().setNextAttack(3);
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player.animate(new Animation(1572, Priority.HIGH));
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}
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for (int skill : SKILLS) {
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int drain = (int) (player.getSkills().getStaticLevel(skill) * 0.5);
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player.getSkills().updateLevel(skill, -drain, 0);
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}
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state.setEstimatedHit(8);
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}
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}
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super.impact(entity, victim, state);
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}
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@Override
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public InteractionType isAttackable(Entity entity, Entity victim) {
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return CombatStyle.MAGIC.getSwingHandler().isAttackable(entity, victim);
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}
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};
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/**
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* Constructs a new {@code BansheeNPC} {@code Object}.
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* @param id the id.
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* @param location the location.
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*/
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public BansheeNPC(int id, Location location) {
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super(id, location);
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}
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/**
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* Constructs a new {@code BansheeNPC} {@code Object}.
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*/
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public BansheeNPC() {
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super(0, null);
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}
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@Override
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public AbstractNPC construct(int id, Location location, Object... objects) {
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return new BansheeNPC(id, location);
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}
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@Override
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public void onImpact(Entity entity, BattleState state) {
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super.onImpact(entity, state);
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if (state.getAttacker() instanceof Player) {
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final Player player = (Player) state.getAttacker();
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if (!hasEarMuffs(player)) {
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state.neutralizeHits();
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}
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}
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if (state.getEstimatedHit() > 0 || state.getSecondaryHit() > 0) {
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getSkills().heal(1);
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}
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}
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@Override
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public CombatSwingHandler getSwingHandler(boolean swing) {
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return COMBAT_HANDLER;
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}
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/**
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* Checks if the player has ear muffs.
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* @param player the player.
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* @return {@code True} if they have it.
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*/
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public static boolean hasEarMuffs(Player player) {
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return SlayerEquipmentFlags.hasEarmuffs(player);
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}
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@Override
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public int[] getIds() {
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return new int[] { 1612 };
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}
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}
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