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
This commit is contained in:
Ceikry
2023-01-26 13:59:28 +00:00
committed by Ryan
parent e4b799c44a
commit a100affda2
3156 changed files with 24205 additions and 30585 deletions
@@ -0,0 +1,116 @@
package content.global.skill.slayer;
import core.plugin.Initializable;
import core.game.node.entity.skill.Skills;
import core.game.node.entity.Entity;
import core.game.node.entity.combat.BattleState;
import core.game.node.entity.combat.CombatStyle;
import core.game.node.entity.combat.CombatSwingHandler;
import core.game.node.entity.combat.InteractionType;
import core.game.node.entity.combat.MeleeSwingHandler;
import core.game.node.entity.impl.Animator.Priority;
import core.game.node.entity.npc.AbstractNPC;
import core.game.node.entity.player.Player;
import core.game.world.GameWorld;
import core.game.world.map.Location;
import core.game.world.update.flag.context.Animation;
import core.tools.RandomFunction;
/**
* Handles the banshee npc.
* @author Vexia
*/
@Initializable
public final class BansheeNPC extends AbstractNPC {
/**
* The skills to drain.
*/
private static final int[] SKILLS = new int[] { Skills.ATTACK, Skills.STRENGTH, Skills.DEFENCE, Skills.RANGE, Skills.MAGIC, Skills.PRAYER, Skills.AGILITY };
/**
* The combat handler.
*/
private static final MeleeSwingHandler COMBAT_HANDLER = new MeleeSwingHandler() {
@Override
public void impact(Entity entity, Entity victim, BattleState state) {
if (victim instanceof Player) {
final Player player = (Player) victim;
if (!hasEarMuffs(player)) {
if (RandomFunction.random(10) < 4 && player.getProperties().getCombatPulse().getNextAttack() <= GameWorld.getTicks()) {
player.getWalkingQueue().reset();
player.getLocks().lockMovement(3);
player.getProperties().getCombatPulse().setNextAttack(3);
player.animate(new Animation(1572, Priority.HIGH));
}
for (int skill : SKILLS) {
int drain = (int) (player.getSkills().getStaticLevel(skill) * 0.5);
player.getSkills().updateLevel(skill, -drain, 0);
}
state.setEstimatedHit(8);
}
}
super.impact(entity, victim, state);
}
@Override
public InteractionType isAttackable(Entity entity, Entity victim) {
return CombatStyle.MAGIC.getSwingHandler().isAttackable(entity, victim);
}
};
/**
* Constructs a new {@code BansheeNPC} {@code Object}.
* @param id the id.
* @param location the location.
*/
public BansheeNPC(int id, Location location) {
super(id, location);
}
/**
* Constructs a new {@code BansheeNPC} {@code Object}.
*/
public BansheeNPC() {
super(0, null);
}
@Override
public AbstractNPC construct(int id, Location location, Object... objects) {
return new BansheeNPC(id, location);
}
@Override
public void onImpact(Entity entity, BattleState state) {
super.onImpact(entity, state);
if (state.getAttacker() instanceof Player) {
final Player player = (Player) state.getAttacker();
if (!hasEarMuffs(player)) {
state.neutralizeHits();
}
}
if (state.getEstimatedHit() > 0 || state.getSecondaryHit() > 0) {
getSkills().heal(1);
}
}
@Override
public CombatSwingHandler getSwingHandler(boolean swing) {
return COMBAT_HANDLER;
}
/**
* Checks if the player has ear muffs.
* @param player the player.
* @return {@code True} if they have it.
*/
public static boolean hasEarMuffs(Player player) {
return SlayerEquipmentFlags.hasEarmuffs(player);
}
@Override
public int[] getIds() {
return new int[] { 1612 };
}
}