cannon plugin: fix cannonball count when loading and firing on the same tick
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@@ -50,6 +50,7 @@ import net.runelite.api.coords.WorldPoint;
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import net.runelite.api.events.ChatMessage;
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import net.runelite.api.events.ConfigChanged;
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import net.runelite.api.events.GameObjectSpawned;
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import net.runelite.api.events.GameTick;
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import net.runelite.api.events.ProjectileMoved;
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import net.runelite.client.Notifier;
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import net.runelite.client.callback.ClientThread;
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@@ -70,6 +71,7 @@ public class CannonPlugin extends Plugin
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private static final int MAX_CBALLS = 30;
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private CannonCounter counter;
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private boolean skipProjectileCheckThisTick;
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@Getter
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private int cballsLeft;
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@@ -203,7 +205,15 @@ public class CannonPlugin extends Plugin
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//Check to see if projectile x,y is 0 else it will continuously decrease while ball is flying.
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if (projectileLoc.equals(cannonPosition) && projectile.getX() == 0 && projectile.getY() == 0)
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{
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cballsLeft--;
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// When there's a chat message about cannon reloaded/unloaded/out of ammo,
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// the message event runs before the projectile event. However they run
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// in the opposite order on the server. So if both fires in the same tick,
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// we don't want to update the cannonball counter if it was set to a specific
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// amount.
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if (!skipProjectileCheckThisTick)
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{
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cballsLeft--;
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}
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}
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}
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}
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@@ -235,11 +245,17 @@ public class CannonPlugin extends Plugin
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Matcher m = NUMBER_PATTERN.matcher(event.getMessage());
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if (m.find())
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{
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// The cannon will usually refill to MAX_CBALLS, but if the
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// player didn't have enough cannonballs in their inventory,
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// it could fill up less than that. Filling the cannon to
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// cballsLeft + amt is not always accurate though because our
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// counter doesn't decrease if the player has been too far away
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// from the cannon due to the projectiels not being in memory,
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// so our counter can be higher than it is supposed to be.
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int amt = Integer.valueOf(m.group());
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// make sure cballs doesn't go above MAX_CBALLS
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if (amt + cballsLeft > MAX_CBALLS)
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if (cballsLeft + amt >= MAX_CBALLS)
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{
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skipProjectileCheckThisTick = true;
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cballsLeft = MAX_CBALLS;
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}
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else
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@@ -247,15 +263,27 @@ public class CannonPlugin extends Plugin
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cballsLeft += amt;
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}
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}
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}
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if (event.getMessage().equals("You load the cannon with one cannonball."))
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{
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cballsLeft++;
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else if (event.getMessage().equals("You load the cannon with one cannonball."))
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{
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if (cballsLeft + 1 >= MAX_CBALLS)
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{
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skipProjectileCheckThisTick = true;
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cballsLeft = MAX_CBALLS;
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}
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else
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{
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cballsLeft++;
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}
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}
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}
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if (event.getMessage().contains("Your cannon is out of ammo!"))
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{
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skipProjectileCheckThisTick = true;
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// If the player was out of range of the cannon, some cannonballs
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// may have been used without the client knowing, so having this
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// extra check is a good idea.
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cballsLeft = 0;
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if (config.showEmptyCannonNotification())
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@@ -264,26 +292,20 @@ public class CannonPlugin extends Plugin
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}
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}
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if (event.getMessage().contains("You unload your cannon and receive Cannonball"))
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if (event.getMessage().startsWith("You unload your cannon and receive Cannonball"))
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{
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Matcher m = NUMBER_PATTERN.matcher(event.getMessage());
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if (m.find())
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{
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int unload = Integer.valueOf(m.group());
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skipProjectileCheckThisTick = true;
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// make sure cballs doesn't go below 0
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if (cballsLeft - unload < 0)
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{
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cballsLeft = 0;
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}
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else
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{
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cballsLeft -= unload;
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}
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}
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cballsLeft = 0;
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}
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}
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@Subscribe
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public void onGameTick(GameTick event)
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{
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skipProjectileCheckThisTick = false;
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}
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Color getStateColor()
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{
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if (cballsLeft > 15)
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