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Writing up a simple object interaction plugin system #32
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58 changes: 58 additions & 0 deletions
58
src/world/mob/player/action/object-action/object-action.ts
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,58 @@ | ||
| import { Player } from '@server/world/mob/player/player'; | ||
| import { LandscapeObject } from '@runejs/cache-parser'; | ||
| import { Position } from '@server/world/position'; | ||
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| import doorAction from '@server/world/mob/player/action/object-action/doors/door-action'; | ||
| import doubleDoorAction from '@server/world/mob/player/action/object-action/doors/double-door-action'; | ||
| import gateAction from '@server/world/mob/player/action/object-action/doors/gate-action'; | ||
| import { walkToAction } from '@server/world/mob/player/action/action'; | ||
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| /** | ||
| * The definition for an object action function. | ||
| */ | ||
| export type objectAction = (player: Player, landscapeObject: LandscapeObject, position: Position, cacheOriginal: boolean) => void; | ||
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| /** | ||
| * Defines an object interaction plugin. | ||
| * A list of object ids that apply to the plugin, the action to be performed, and whether or not the player must first walk to the object. | ||
| */ | ||
| export interface ObjectActionPlugin { | ||
| objectIds: number[]; | ||
| action: objectAction; | ||
| walkTo: boolean; | ||
| } | ||
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| /** | ||
| * A directory of all object interaction plugins. | ||
| * When making a new object interaction, it needs to follow the same format and be listed here. | ||
| */ | ||
| export const objectInteractions: ObjectActionPlugin[] = [ | ||
| doorAction, | ||
| doubleDoorAction, | ||
| gateAction | ||
| ]; | ||
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| // @TODO priority and cancelling other (lower priority) actions | ||
| export const objectAction = (player: Player, landscapeObject: LandscapeObject, position: Position, cacheOriginal: boolean): void => { | ||
| // Find all object action plugins that reference this landscape object | ||
| const interactionPlugins = objectInteractions.filter(plugin => plugin.objectIds.indexOf(landscapeObject.objectId) !== -1); | ||
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| if(interactionPlugins.length === 0) { | ||
| player.packetSender.chatboxMessage(`Unhandled object interaction: ${landscapeObject.objectId} @ ${position.x},${position.y},${position.level}`); | ||
| return; | ||
| } | ||
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| // Separate out walk-to actions from immediate actions | ||
| const walkToPlugins = interactionPlugins.filter(plugin => plugin.walkTo); | ||
| const immediatePlugins = interactionPlugins.filter(plugin => !plugin.walkTo); | ||
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| // Make sure we walk to the object before running any of the walk-to plugins | ||
| if(walkToPlugins.length !== 0) { | ||
| walkToAction(player, position).then(() => walkToPlugins.forEach(plugin => plugin.action(player, landscapeObject, position, cacheOriginal))); | ||
| } | ||
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| // Immediately run any non-walk-to plugins | ||
| if(immediatePlugins.length !== 0) { | ||
| immediatePlugins.forEach(plugin => plugin.action(player, landscapeObject, position, cacheOriginal)); | ||
| } | ||
| }; |
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the
::movecommand was previously crashing due to the new object chunk packets. This fixes it.