Corrected the morytania swamp gate behavior

This commit is contained in:
ceikry 2021-08-28 12:26:41 -05:00
parent 549109ddb7
commit ba11798b1f

View file

@ -1,11 +1,16 @@
package rs09.game.interaction.region
import api.ContentAPI
import core.game.content.global.action.DoorActionHandler
import core.game.node.entity.skill.agility.AgilityHandler
import core.game.system.task.Pulse
import core.game.world.map.Location
import core.game.world.update.flag.context.Animation
import core.game.world.update.flag.context.Graphics
import kotlinx.coroutines.GlobalScope
import kotlinx.coroutines.launch
import org.rs09.consts.NPCs
import org.rs09.consts.Scenery
import rs09.game.interaction.InteractionListener
import kotlin.random.Random
@ -17,7 +22,7 @@ import kotlin.random.Random
class MorytaniaListeners : InteractionListener() {
val GROTTO_ENTRANCE = 3516
val SWAMP_GATES = intArrayOf(Scenery.GATE_3506, Scenery.GATE_3507)
val GROTTO_EXIT = intArrayOf(3525, 3526)
val GROTTO_BRIDGE = 3522
val outside = Location.create(3439, 3337, 0)
@ -30,10 +35,26 @@ class MorytaniaListeners : InteractionListener() {
private val splashGFX = Graphics(68)
override fun defineListeners() {
/* on(GROTTO_ENTRANCE,SCENERY,"enter"){ player, node ->
player.teleport(inside)
on(SWAMP_GATES, SCENERY, "open"){player, node ->
if(player.location.y == 3457){
DoorActionHandler.handleAutowalkDoor(player, node.asScenery())
GlobalScope.launch {
ContentAPI.findLocalNPC(player, NPCs.ULIZIUS_1054)?.sendChat("Oh my! You're still alive!", 2)
}
} else {
if (player.questRepository.hasStarted("Nature Spirit")) {
DoorActionHandler.handleAutowalkDoor(player, node.asScenery())
} else {
ContentAPI.sendNPCDialogue(
player,
NPCs.ULIZIUS_1054,
"I'm sorry, but I'm afraid it's too dangerous to let you through this gate right now."
)
}
}
return@on true
}*/
}
on(GROTTO_EXIT,SCENERY,"exit"){ player, node ->
player.teleport(outside)