Add Discord plugin

Add Discord plugin that updates the Discord rich presence currently only
for trained skills.

Signed-off-by: Tomas Slusny <slusnucky@gmail.com>
This commit is contained in:
Tomas Slusny
2018-02-03 23:41:28 +01:00
parent 15ad949123
commit ea06adf9f4
4 changed files with 509 additions and 0 deletions

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/*
* Copyright (c) 2018, Tomas Slusny <slusnucky@gmail.com>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package net.runelite.client.plugins.discord;
import net.runelite.client.config.Config;
import net.runelite.client.config.ConfigGroup;
import net.runelite.client.config.ConfigItem;
@ConfigGroup(
keyName = "discord",
name = "Discord",
description = "Configuration for Discord plugin"
)
public interface DiscordConfig extends Config
{
@ConfigItem(
keyName = "enabled",
name = "Enabled",
description = "Configures whether or not Discord plugin is enabled"
)
default boolean enabled()
{
return true;
}
@ConfigItem(
keyName = "actionTimeout",
name = "Action timeout (minutes)",
description = "Configures after how long of not updating status will be reset (in minutes)"
)
default int actionTimeout()
{
return 5;
}
@ConfigItem(
keyName = "actionDelay",
name = "New action delay (seconds)",
description = "Configures the delay before new action will be considered as valid"
)
default int actionDelay()
{
return 10;
}
}

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/*
* Copyright (c) 2018, Tomas Slusny <slusnucky@gmail.com>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package net.runelite.client.plugins.discord;
import com.google.common.collect.Sets;
import java.util.Set;
import java.util.function.Function;
import lombok.AllArgsConstructor;
import lombok.Getter;
import lombok.RequiredArgsConstructor;
import net.runelite.api.Skill;
import static net.runelite.api.Skill.AGILITY;
import static net.runelite.api.Skill.ATTACK;
import static net.runelite.api.Skill.CONSTRUCTION;
import static net.runelite.api.Skill.COOKING;
import static net.runelite.api.Skill.CRAFTING;
import static net.runelite.api.Skill.DEFENCE;
import static net.runelite.api.Skill.FARMING;
import static net.runelite.api.Skill.FIREMAKING;
import static net.runelite.api.Skill.FISHING;
import static net.runelite.api.Skill.FLETCHING;
import static net.runelite.api.Skill.HERBLORE;
import static net.runelite.api.Skill.HITPOINTS;
import static net.runelite.api.Skill.HUNTER;
import static net.runelite.api.Skill.MAGIC;
import static net.runelite.api.Skill.MINING;
import static net.runelite.api.Skill.PRAYER;
import static net.runelite.api.Skill.RANGED;
import static net.runelite.api.Skill.RUNECRAFT;
import static net.runelite.api.Skill.SLAYER;
import static net.runelite.api.Skill.SMITHING;
import static net.runelite.api.Skill.STRENGTH;
import static net.runelite.api.Skill.THIEVING;
import static net.runelite.api.Skill.WOODCUTTING;
@RequiredArgsConstructor
@AllArgsConstructor
@Getter
public enum DiscordGameEventType
{
IN_GAME("In Game", false),
IN_MENU("In Menu", false),
TRAINING_ATTACK(training(ATTACK), DiscordGameEventType::combatSkillChanged),
TRAINING_DEFENCE(training(DEFENCE), DiscordGameEventType::combatSkillChanged),
TRAINING_STRENGTH(training(STRENGTH), DiscordGameEventType::combatSkillChanged),
TRAINING_HITPOINTS(training(HITPOINTS), DiscordGameEventType::combatSkillChanged),
TRAINING_SLAYER(training(SLAYER), 1, DiscordGameEventType::combatSkillChanged),
TRAINING_RANGED(training(RANGED), DiscordGameEventType::combatSkillChanged),
TRAINING_MAGIC(training(MAGIC), DiscordGameEventType::combatSkillChanged),
TRAINING_PRAYER(training(PRAYER)),
TRAINING_COOKING(training(COOKING)),
TRAINING_WOODCUTTING(training(WOODCUTTING)),
TRAINING_FLETCHING(training(FLETCHING)),
TRAINING_FISHING(training(FISHING)),
TRAINING_FIREMAKING(training(FIREMAKING)),
TRAINING_CRAFTING(training(CRAFTING)),
TRAINING_SMITHING(training(SMITHING)),
TRAINING_MINING(training(MINING)),
TRAINING_HERBLORE(training(HERBLORE)),
TRAINING_AGILITY(training(AGILITY)),
TRAINING_THIEVING(training(THIEVING)),
TRAINING_FARMING(training(FARMING)),
TRAINING_RUNECRAFT(training(RUNECRAFT)),
TRAINING_HUNTER(training(HUNTER)),
TRAINING_CONSTRUCTION(training(CONSTRUCTION));
private static final Set<Skill> COMBAT_SKILLS = Sets.newHashSet(ATTACK, STRENGTH, DEFENCE, HITPOINTS, SLAYER, RANGED, MAGIC);
private final String state;
private String details;
private boolean considerDelay = true;
private Function<DiscordGameEventType, Boolean> isChanged = (l) -> true;
private int priority = 0;
DiscordGameEventType(String state, boolean considerDelay)
{
this.state = state;
this.considerDelay = considerDelay;
}
DiscordGameEventType(String state, int priority, Function<DiscordGameEventType, Boolean> isChanged)
{
this.state = state;
this.priority = priority;
this.isChanged = isChanged;
}
DiscordGameEventType(String state, Function<DiscordGameEventType, Boolean> isChanged)
{
this.state = state;
this.isChanged = isChanged;
}
private static String training(final Skill skill)
{
return training(skill.getName());
}
private static String training(final String what)
{
return "Training: " + what;
}
static boolean combatSkillChanged(final DiscordGameEventType l)
{
for (Skill skill : Skill.values())
{
if (l.getState().contains(skill.getName()))
{
return !COMBAT_SKILLS.contains(skill);
}
}
return true;
}
public static DiscordGameEventType fromSkill(final Skill skill)
{
switch (skill)
{
case ATTACK: return TRAINING_ATTACK;
case DEFENCE: return TRAINING_DEFENCE;
case STRENGTH: return TRAINING_STRENGTH;
case RANGED: return TRAINING_RANGED;
case PRAYER: return TRAINING_PRAYER;
case MAGIC: return TRAINING_MAGIC;
case COOKING: return TRAINING_COOKING;
case WOODCUTTING: return TRAINING_WOODCUTTING;
case FLETCHING: return TRAINING_FLETCHING;
case FISHING: return TRAINING_FISHING;
case FIREMAKING: return TRAINING_FIREMAKING;
case CRAFTING: return TRAINING_CRAFTING;
case SMITHING: return TRAINING_SMITHING;
case MINING: return TRAINING_MINING;
case HERBLORE: return TRAINING_HERBLORE;
case AGILITY: return TRAINING_AGILITY;
case THIEVING: return TRAINING_THIEVING;
case SLAYER: return TRAINING_SLAYER;
case FARMING: return TRAINING_FARMING;
case RUNECRAFT: return TRAINING_RUNECRAFT;
case HUNTER: return TRAINING_HUNTER;
case CONSTRUCTION: return TRAINING_CONSTRUCTION;
}
return null;
}
}

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/*
* Copyright (c) 2018, Tomas Slusny <slusnucky@gmail.com>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package net.runelite.client.plugins.discord;
import com.google.common.eventbus.Subscribe;
import com.google.inject.Inject;
import com.google.inject.Provides;
import java.time.temporal.ChronoUnit;
import java.util.HashMap;
import java.util.Map;
import net.runelite.api.Client;
import net.runelite.api.GameState;
import net.runelite.api.Skill;
import net.runelite.api.events.ExperienceChanged;
import net.runelite.api.events.GameStateChanged;
import net.runelite.client.config.ConfigManager;
import net.runelite.client.discord.DiscordService;
import net.runelite.client.plugins.Plugin;
import net.runelite.client.plugins.PluginDescriptor;
import net.runelite.client.task.Schedule;
@PluginDescriptor(
name = "Discord plugin"
)
public class DiscordPlugin extends Plugin
{
@Inject
private Client client;
@Inject
private DiscordConfig config;
@Inject
private DiscordService discordService;
private final DiscordState discordState = new DiscordState();
private Map<Skill, Integer> skillExp = new HashMap<>();
private boolean loggedIn = false;
@Provides
private DiscordConfig provideConfig(ConfigManager configManager)
{
return configManager.getConfig(DiscordConfig.class);
}
@Subscribe
public void onGameStateChanged(GameStateChanged event)
{
if (!config.enabled())
{
return;
}
updateGameStatus(event.getGameState(), false);
}
@Subscribe
public void onXpChanged(ExperienceChanged event)
{
final int exp = client.getSkillExperience(event.getSkill());
final Integer previous = skillExp.put(event.getSkill(), exp);
if (previous == null || previous >= exp)
{
return;
}
if (!config.enabled())
{
return;
}
final DiscordGameEventType discordGameEventType = DiscordGameEventType.fromSkill(event.getSkill());
if (discordGameEventType != null)
{
discordState.triggerEvent(discordGameEventType, config.actionDelay());
}
}
@Schedule(
period = 1,
unit = ChronoUnit.MINUTES
)
public void checkForValidStatus()
{
if (!config.enabled())
{
return;
}
if (discordState.checkForTimeout(config.actionTimeout()))
{
updateGameStatus(client.getGameState(), true);
}
}
@Schedule(
period = 1,
unit = ChronoUnit.SECONDS
)
public void flushDiscordStatus()
{
if (!config.enabled())
{
return;
}
discordState.flushEvent(discordService);
}
private void updateGameStatus(GameState gameState, boolean force)
{
if (gameState == GameState.LOGIN_SCREEN)
{
skillExp.clear();
loggedIn = false;
discordState.triggerEvent(DiscordGameEventType.IN_MENU, config.actionDelay());
}
else if (client.getGameState() == GameState.LOGGED_IN && (force || !loggedIn))
{
loggedIn = true;
discordState.triggerEvent(DiscordGameEventType.IN_GAME, config.actionDelay());
}
}
}

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/*
* Copyright (c) 2018, Tomas Slusny <slusnucky@gmail.com>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package net.runelite.client.plugins.discord;
import java.time.Duration;
import java.time.Instant;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.List;
import net.runelite.client.discord.DiscordPresence;
import net.runelite.client.discord.DiscordService;
public class DiscordState
{
private final List<DiscordGameEventType> lastQueue = new ArrayList<>();
private DiscordGameEventType lastEvent;
private Instant startOfAction;
private Instant lastAction;
private DiscordPresence lastPresence;
private boolean needsFlush;
void flushEvent(DiscordService discordService)
{
if (lastPresence != null && needsFlush)
{
needsFlush = false;
discordService.updatePresence(lastPresence);
}
}
void triggerEvent(final DiscordGameEventType eventType, int delay)
{
final boolean first = startOfAction == null;
final boolean changed = eventType != lastEvent && eventType.getIsChanged().apply(lastEvent);
boolean reset = false;
if (first)
{
reset = true;
}
else if (changed)
{
if (eventType.isConsiderDelay())
{
final Duration actionDelay = Duration.ofSeconds(delay);
final Duration sinceLastAction = Duration.between(lastAction, Instant.now());
if (sinceLastAction.compareTo(actionDelay) >= 0)
{
reset = true;
}
}
else
{
reset = true;
}
}
if (reset)
{
lastQueue.clear();
startOfAction = Instant.now();
}
if (!lastQueue.contains(eventType))
{
lastQueue.add(eventType);
lastQueue.sort(Comparator.comparingInt(DiscordGameEventType::getPriority));
}
lastAction = Instant.now();
final DiscordGameEventType newEvent = lastQueue.get(lastQueue.size() - 1);
if (lastEvent != newEvent)
{
lastEvent = newEvent;
lastPresence = DiscordPresence.builder()
.state(lastEvent.getState())
.details(lastEvent.getDetails())
.startTimestamp(startOfAction)
.build();
needsFlush = true;
}
}
boolean checkForTimeout(final int timeout)
{
if (lastAction == null)
{
return false;
}
final Duration actionTimeout = Duration.ofMinutes(timeout);
if (Instant.now().compareTo(lastAction.plus(actionTimeout)) >= 0)
{
return true;
}
return false;
}
}