cannon plugin: fix cannonball count when loading and firing on the same tick

This commit is contained in:
WooxSolo
2018-04-28 17:29:34 -04:00
committed by Adam
parent 7c8db8025e
commit 17b4475504

View File

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