a105821427
1st of many audio refactors, the end goal is removing AudioManager.java and using contentAPI functions for all sound Refactored playAudio Refactored playGlobalAudio Fixed lunar teleport sounds to not play if teleblocked Refactored the following sounds: All the special attack and DFS sounds defaulting to new API radius of 8 instead of 5 Dropping coins, item, and destroying object sounds fixed Ectophial refill sound Agility pyramid sounds Emptying a fishbowl Enchanted jewellery teleport sound Enchanted jewellery enchant tab sound All the sounds for Elemental Workshop 1 listeners The sound when getting experience from a lamp Blessing and repairing a grave Hunter pitfall sounds Hunter sound when catching a kebbit with a noose Lunar cure me and cure group spell sound High and low alchemy spells Silver crafting at a furnace Spinning at a spinning wheel Drinking from a waterskin in the desert Sound when being blessed by drezel in nature's spirit quest Sound when poison immunity has 30 seconds left and when your immunity expires Shearing regular sheep and the penguin sheep at lumbridge Sound when regular spell book charge spell expires GE sounds: making 0 coin offer when buying, not having enough money, placing a buy offer, not enough room in inventory Sound when filling vessels from a water source Regular and ancient combat spells
133 lines
5.1 KiB
Java
133 lines
5.1 KiB
Java
package content.global.skill.magic.ancient;
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import java.util.List;
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import core.game.node.entity.player.Player;
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import core.game.node.entity.skill.Skills;
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import core.game.node.entity.combat.spell.Runes;
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import core.game.node.Node;
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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.spell.CombatSpell;
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import core.game.node.entity.combat.spell.SpellType;
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import core.game.node.entity.impl.Projectile;
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import core.game.node.entity.impl.Animator.Priority;
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import core.game.node.entity.player.link.SpellBookManager.SpellBook;
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import core.game.node.item.Item;
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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.plugin.Plugin;
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import org.rs09.consts.Sounds;
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import static core.api.ContentAPIKt.playGlobalAudio;
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/**
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* Handles the Shadow spells from the Ancient spellbook.
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* @author Emperor
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*/
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@Initializable
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public final class ShadowSpells extends CombatSpell {
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/**
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* The projectile for Shadow rush.
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*/
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private static final Projectile RUSH_PROJECTILE = Projectile.create((Entity) null, null, 378, 40, 36, 52, 75, 15, 11);
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/**
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* The end graphic for Shadow rush.
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*/
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private static final Graphics RUSH_END = new Graphics(379, 96);
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/**
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* The projectile for Shadow burst.
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*/
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private static final Projectile BURST_PROJECTILE = Projectile.create((Entity) null, null, 380, 40, 36, 52, 75, 15, 11);
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/**
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* The end graphic for Shadow burst.
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*/
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private static final Graphics BURST_END = new Graphics(381, 0);
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/**
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* The end graphic for Shadow blitz.
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*/
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private static final Graphics BLITZ_END = new Graphics(382, 96);
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/**
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* The end graphic for Shadow barrage.
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*/
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private static final Graphics BARRAGE_END = new Graphics(383, 0);
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/**
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* Constructs a new {@code ShadowSpells} {@code Object}.
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*/
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public ShadowSpells() {
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/*
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* empty.
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*/
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}
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/**
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* Constructs a new {@code ShadowSpells} {@Code Object}
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* @param type The spell type.
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* @param level The level requirement.
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* @param sound The casting sound.
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* @param impactSound The impact sound id.
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* @param anim The animation.
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* @param start The start graphics.
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* @param projectile The projectile.
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* @param end The end graphics.
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*/
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private ShadowSpells(SpellType type, int level, double baseExperience, int sound, int impactSound, Animation anim, Graphics start, Projectile projectile, Graphics end, Item... runes) {
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super(type, SpellBook.ANCIENT, level, baseExperience, sound, impactSound, anim, start, projectile, end, runes);
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}
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@Override
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public Plugin<SpellType> newInstance(SpellType arg) throws Throwable {
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SpellBook.ANCIENT.register(12, new ShadowSpells(SpellType.RUSH, 52, 31.0, Sounds.SHADOW_CAST_178, Sounds.SHADOW_RUSH_IMPACT_179, new Animation(1978, Priority.HIGH), null, RUSH_PROJECTILE, RUSH_END, Runes.SOUL_RUNE.getItem(1), Runes.DEATH_RUNE.getItem(2), Runes.CHAOS_RUNE.getItem(2), Runes.AIR_RUNE.getItem(1)));
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SpellBook.ANCIENT.register(14, new ShadowSpells(SpellType.BURST, 64, 37.0, Sounds.SHADOW_CAST_178, Sounds.SHADOW_BURST_IMPACT_177, new Animation(1979, Priority.HIGH), null, BURST_PROJECTILE, BURST_END, Runes.SOUL_RUNE.getItem(2), Runes.DEATH_RUNE.getItem(2), Runes.CHAOS_RUNE.getItem(4), Runes.AIR_RUNE.getItem(1)));
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SpellBook.ANCIENT.register(13, new ShadowSpells(SpellType.BLITZ, 76, 43.0, Sounds.SHADOW_CAST_178, Sounds.SHADOW_BLITZ_IMPACT_176, new Animation(1978, Priority.HIGH), null, null, BLITZ_END, Runes.SOUL_RUNE.getItem(2), Runes.BLOOD_RUNE.getItem(2), Runes.DEATH_RUNE.getItem(2), Runes.AIR_RUNE.getItem(2)));
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SpellBook.ANCIENT.register(15, new ShadowSpells(SpellType.BARRAGE, 88, 48.0, Sounds.SHADOW_CAST_178, Sounds.SHADOW_BARRAGE_IMPACT_175, new Animation(1979, Priority.HIGH), null, null, BARRAGE_END, Runes.SOUL_RUNE.getItem(3), Runes.BLOOD_RUNE.getItem(2), Runes.DEATH_RUNE.getItem(4), Runes.AIR_RUNE.getItem(4)));
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return this;
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}
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@Override
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public void visualize(Entity entity, Node target) {
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entity.graphics(graphic);
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if (projectile != null) {
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projectile.transform(entity, (Entity) target, false, 58, 10).send();
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}
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entity.animate(animation);
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playGlobalAudio(entity.getLocation(), audio.getId(), 20);
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}
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@Override
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public void fireEffect(Entity entity, Entity victim, BattleState state) {
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if (state.getEstimatedHit() > -1) {
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int level = victim.getSkills().getStaticLevel(Skills.ATTACK);
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victim.getSkills().updateLevel(Skills.ATTACK, (int) -(level * 0.1), (int) (level - (level * 0.1)));
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}
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}
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@Override
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public BattleState[] getTargets(Entity entity, Entity target) {
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if (animation.getId() == 1978 || !entity.getProperties().isMultiZone() || !target.getProperties().isMultiZone()) {
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return super.getTargets(entity, target);
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}
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List<Entity> list = getMultihitTargets(entity, target, 9);
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BattleState[] targets = new BattleState[list.size()];
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int index = 0;
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for (Entity e : list) {
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targets[index++] = new BattleState(entity, e);
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}
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return targets;
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}
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@Override
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public int getMaximumImpact(Entity entity, Entity victim, BattleState state) {
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return getType().getImpactAmount(entity, victim, 2);
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}
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}
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