runelite-api: add game object and wall object spawn/change/despawn events
This commit is contained in:
@@ -0,0 +1,37 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package net.runelite.api.events;
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import lombok.Data;
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import net.runelite.api.GameObject;
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import net.runelite.api.Tile;
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@Data
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public class GameObjectChanged
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{
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private Tile tile;
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private GameObject previous;
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private GameObject gameObject;
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}
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@@ -0,0 +1,36 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package net.runelite.api.events;
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import lombok.Data;
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import net.runelite.api.GameObject;
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import net.runelite.api.Tile;
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@Data
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public class GameObjectDespawned
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{
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private Tile tile;
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private GameObject gameObject;
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}
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@@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2017, Robin Weymans <Robin.weymans@gmail.com>
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@@ -26,9 +26,11 @@ package net.runelite.api.events;
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import lombok.Data;
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import net.runelite.api.GameObject;
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import net.runelite.api.Tile;
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@Data
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public class GameObjectsChanged
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public class GameObjectSpawned
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{
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private Tile tile;
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private GameObject gameObject;
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}
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@@ -0,0 +1,37 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package net.runelite.api.events;
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import lombok.Data;
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import net.runelite.api.Tile;
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import net.runelite.api.WallObject;
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@Data
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public class WallObjectChanged
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{
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private Tile tile;
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private WallObject previous;
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private WallObject wallObject;
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}
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@@ -0,0 +1,36 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package net.runelite.api.events;
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import lombok.Data;
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import net.runelite.api.Tile;
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import net.runelite.api.WallObject;
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@Data
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public class WallObjectDespawned
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{
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private Tile tile;
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private WallObject wallObject;
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}
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@@ -0,0 +1,36 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
|
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* 2. Redistributions in binary form must reproduce the above copyright notice,
|
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package net.runelite.api.events;
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import lombok.Data;
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import net.runelite.api.Tile;
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import net.runelite.api.WallObject;
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@Data
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public class WallObjectSpawned
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{
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private Tile tile;
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private WallObject wallObject;
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}
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@@ -24,16 +24,24 @@
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*/
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package net.runelite.mixins;
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import net.runelite.api.Actor;
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import net.runelite.api.GameObject;
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import net.runelite.api.Perspective;
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import net.runelite.api.Point;
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import net.runelite.api.WallObject;
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import net.runelite.api.events.GameObjectChanged;
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import net.runelite.api.events.GameObjectDespawned;
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import net.runelite.api.events.GameObjectSpawned;
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import net.runelite.api.events.WallObjectChanged;
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import net.runelite.api.events.WallObjectDespawned;
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import net.runelite.api.events.WallObjectSpawned;
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import net.runelite.api.mixins.FieldHook;
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import net.runelite.api.mixins.Inject;
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import net.runelite.api.mixins.Mixin;
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import net.runelite.api.mixins.Shadow;
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import net.runelite.api.events.GameObjectsChanged;
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import static net.runelite.client.callback.Hooks.eventBus;
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import net.runelite.rs.api.RSClient;
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import net.runelite.rs.api.RSGameObject;
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import net.runelite.rs.api.RSTile;
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@Mixin(RSTile.class)
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@@ -42,6 +50,12 @@ public abstract class RSTileMixin implements RSTile
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@Shadow("clientInstance")
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private static RSClient client;
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@Inject
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private WallObject previousWallObject;
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@Inject
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private GameObject[] previousGameObjects;
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@Inject
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@Override
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public Point getWorldLocation()
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@@ -65,18 +79,84 @@ public abstract class RSTileMixin implements RSTile
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return Perspective.regionToLocal(client, regionLocation);
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}
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@FieldHook("wallObject")
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@Inject
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public void wallObjectChanged(int idx)
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{
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WallObject previous = previousWallObject;
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WallObject current = getWallObject();
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previousWallObject = current;
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if (current == null && previous != null)
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{
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WallObjectDespawned wallObjectDespawned = new WallObjectDespawned();
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wallObjectDespawned.setTile(this);
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wallObjectDespawned.setWallObject(previous);
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eventBus.post(wallObjectDespawned);
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}
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else if (current != null && previous == null)
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{
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WallObjectSpawned wallObjectSpawned = new WallObjectSpawned();
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wallObjectSpawned.setTile(this);
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wallObjectSpawned.setWallObject(current);
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eventBus.post(wallObjectSpawned);
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}
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else if (current != null && previous != null)
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{
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WallObjectChanged wallObjectChanged = new WallObjectChanged();
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wallObjectChanged.setTile(this);
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wallObjectChanged.setPrevious(previous);
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wallObjectChanged.setWallObject(current);
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eventBus.post(wallObjectChanged);
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}
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}
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@FieldHook("objects")
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@Inject
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public void animationChanged(int idx)
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public void gameObjectsChanged(int idx)
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{
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if (idx != -1) // this happens from the field assignment
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if (idx == -1) // this happens from the field assignment
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{
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// GameObject that was changed.
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GameObject go = getGameObjects()[idx];
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if (go != null)
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return;
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}
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if (previousGameObjects == null)
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{
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previousGameObjects = new GameObject[5];
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}
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// Previous game object
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GameObject previous = previousGameObjects[idx];
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// GameObject that was changed.
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RSGameObject current = (RSGameObject) getGameObjects()[idx];
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// Update previous object to current
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previousGameObjects[idx] = current;
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// Characters seem to generate a constant stream of new GameObjects
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if (current == null || !(current.getRenderable() instanceof Actor))
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{
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if (current == null && previous != null)
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{
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GameObjectsChanged gameObjectsChanged = new GameObjectsChanged();
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gameObjectsChanged.setGameObject(go);
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GameObjectDespawned gameObjectDespawned = new GameObjectDespawned();
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gameObjectDespawned.setTile(this);
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gameObjectDespawned.setGameObject(previous);
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eventBus.post(gameObjectDespawned);
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}
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else if (current != null && previous == null)
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{
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GameObjectSpawned gameObjectSpawned = new GameObjectSpawned();
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gameObjectSpawned.setTile(this);
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gameObjectSpawned.setGameObject(current);
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eventBus.post(gameObjectSpawned);
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}
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else if (current != null && previous != null)
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{
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GameObjectChanged gameObjectsChanged = new GameObjectChanged();
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gameObjectsChanged.setTile(this);
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gameObjectsChanged.setPrevious(previous);
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gameObjectsChanged.setGameObject(current);
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eventBus.post(gameObjectsChanged);
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}
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}
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