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.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.equipment.SwitchAttack;
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import content.global.handlers.item.equipment.special.DragonfireSwingHandler;
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import core.game.node.entity.impl.Animator.Priority;
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import core.game.node.entity.impl.Projectile;
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import core.game.node.entity.npc.AbstractNPC;
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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.game.world.update.flag.context.Graphics;
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import core.plugin.Initializable;
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import core.tools.RandomFunction;
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import core.game.node.entity.combat.CombatSwingHandler;
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import core.game.node.entity.combat.MultiSwingHandler;
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/**
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* Handles a mithril dragon npc.
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* @author Vexia
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*/
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@Initializable
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public final class MithrilDragonNPC extends AbstractNPC {
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/**
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* The dragonfire attack.
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*/
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private static final SwitchAttack DRAGONFIRE = DragonfireSwingHandler.get(false, 52, new Animation(81, Priority.HIGH), Graphics.create(1), null, null);
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/**
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* Handles the combat.
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*/
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private final CombatSwingHandler combatAction = new MultiSwingHandler(true, new SwitchAttack(CombatStyle.MELEE.getSwingHandler(), new Animation(80, Priority.HIGH)), new SwitchAttack(CombatStyle.MELEE.getSwingHandler(), new Animation(80, Priority.HIGH)), new SwitchAttack(CombatStyle.MAGIC.getSwingHandler(), new Animation(81, Priority.HIGH), null, null, Projectile.create((Entity) null, null, 500, 20, 20, 41, 40, 18, 255)), DRAGONFIRE, new SwitchAttack(CombatStyle.RANGE.getSwingHandler(), new Animation(81, Priority.HIGH), null, null, Projectile.create((Entity) null, null, 16, 20, 20, 41, 40, 18, 255)));
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/**
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* Constructs a new {@code MithrilDragonNPC} {@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 MithrilDragonNPC(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 MithrilDragonNPC} {@code Object}.
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*/
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public MithrilDragonNPC() {
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super(0, null);
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}
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@Override
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public void sendImpact(BattleState state) {
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CombatStyle style = state.getStyle();
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if (style == null) {
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return;
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}
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int maxHit = state.getEstimatedHit();
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if (maxHit < 1) {
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return;
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}
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switch (style) {
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case MELEE:
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maxHit = 28;
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break;
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case MAGIC:
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maxHit = 18;
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break;
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case RANGE:
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maxHit = 18;
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break;
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}
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if (state.getEstimatedHit() > maxHit) {
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state.setEstimatedHit(RandomFunction.random(maxHit - 5, maxHit));
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}
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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 MithrilDragonNPC(id, location);
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}
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@Override
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public CombatSwingHandler getSwingHandler(boolean swing) {
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return combatAction;
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}
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@Override
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public int getDragonfireProtection(boolean fire) {
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return 0x2 | 0x4 | 0x8;
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}
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@Override
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public int[] getIds() {
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return Tasks.MITHRIL_DRAGON.getNpcs();
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}
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}
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