use of net.aufdemrand.denizen.npc.traits.TriggerTrait in project Denizen-For-Bukkit by DenizenScript.
the class TriggerCommand method execute.
@Override
public void execute(ScriptEntry scriptEntry) throws CommandExecutionException {
Element toggle = scriptEntry.getElement("toggle");
Element trigger = scriptEntry.getElement("trigger");
Element radius = scriptEntry.getElement("radius");
Duration cooldown = (Duration) scriptEntry.getObject("cooldown");
dNPC npc = scriptEntry.hasObject("npc") ? (dNPC) scriptEntry.getObject("npc") : ((BukkitScriptEntryData) scriptEntry.entryData).getNPC();
dB.report(scriptEntry, getName(), trigger.debug() + toggle.debug() + (radius != null ? radius.debug() : "") + (cooldown != null ? cooldown.debug() : "") + npc.debug());
// Add trigger trait
if (!npc.getCitizen().hasTrait(TriggerTrait.class)) {
npc.getCitizen().addTrait(TriggerTrait.class);
}
TriggerTrait trait = npc.getCitizen().getTrait(TriggerTrait.class);
switch(Toggle.valueOf(toggle.asString().toUpperCase())) {
case TOGGLE:
trait.toggleTrigger(trigger.asString());
break;
case TRUE:
trait.toggleTrigger(trigger.asString(), true);
break;
case FALSE:
trait.toggleTrigger(trigger.asString(), false);
break;
}
if (radius != null) {
trait.setLocalRadius(trigger.asString(), radius.asInt());
}
if (cooldown != null) {
trait.setLocalCooldown(trigger.asString(), cooldown.getSeconds());
}
}
use of net.aufdemrand.denizen.npc.traits.TriggerTrait in project Denizen-For-Bukkit by DenizenScript.
the class ChatTrigger method process.
// Technically defined in TriggerTrait, but placing here instead.
// <--[action]
// @Actions
// chat
//
// @Triggers when a player chats to the NPC.
//
// @Context
// <context.message> returns the triggering message
// <context.keyword> returns the keyword matched by a RegEx trigger
//
// @Determine
// "CANCELLED" to stop the player from chatting.
// Element to change the message.
//
// -->
public ChatContext process(Player player, String message) {
// Check if there is an NPC within range of a player to chat to.
dNPC npc = Utilities.getClosestNPC_ChatTrigger(player.getLocation(), 25);
dPlayer denizenPlayer = dPlayer.mirrorBukkitPlayer(player);
if (HyperDebug) {
dB.log("Processing chat trigger: valid npc? " + (npc != null));
}
// No NPC? Nothing else to do here.
if (npc == null) {
return new ChatContext(false);
}
if (HyperDebug) {
dB.log("Has trait? " + npc.getCitizen().hasTrait(TriggerTrait.class));
}
// just return false.
if (!npc.getCitizen().hasTrait(TriggerTrait.class)) {
return new ChatContext(false);
}
if (HyperDebug) {
dB.log("enabled? " + npc.getCitizen().getTrait(TriggerTrait.class).isEnabled(name));
}
if (!npc.getCitizen().getTrait(TriggerTrait.class).isEnabled(name)) {
return new ChatContext(false);
}
// Check range
if (npc.getTriggerTrait().getRadius(name) < npc.getLocation().distance(player.getLocation())) {
if (HyperDebug) {
dB.log("Not in range");
}
return new ChatContext(false);
}
if (Settings.chatMustSeeNPC()) {
if (!player.hasLineOfSight(npc.getEntity())) {
if (HyperDebug) {
dB.log("no LOS");
}
return new ChatContext(false);
}
}
if (Settings.chatMustLookAtNPC()) {
if (!NMSHandler.getInstance().getEntityHelper().isFacingEntity(player, npc.getEntity(), 45)) {
if (HyperDebug) {
dB.log("Not facing");
}
return new ChatContext(false);
}
}
Boolean ret = false;
// Denizen should be good to interact with. Let's get the script.
InteractScriptContainer script = npc.getInteractScript(denizenPlayer, ChatTrigger.class);
Map<String, dObject> context = new HashMap<String, dObject>();
context.put("message", new Element(message));
//
// Fire the Actions!
//
// If engaged or not cool, calls On Unavailable, if cool, calls On Chat
// If available (not engaged, and cool) sets cool down and returns true.
TriggerTrait.TriggerContext trigger = npc.getTriggerTrait().trigger(ChatTrigger.this, denizenPlayer, context);
// Return false if determine cancelled
if (trigger.hasDetermination()) {
if (trigger.getDetermination().equalsIgnoreCase("cancelled")) {
if (HyperDebug) {
dB.log("Cancelled");
}
// Mark as handled, the event will cancel.
return new ChatContext(true);
}
}
// Return false if trigger was unable to fire
if (!trigger.wasTriggered()) {
// through. Check the Settings if this is enabled.
if (Settings.chatGloballyIfUninteractable()) {
dB.echoDebug(script, ChatColor.YELLOW + "Resuming. " + ChatColor.WHITE + "The NPC is currently cooling down or engaged.");
return new ChatContext(false);
} else {
ret = true;
}
}
// Debugger
dB.report(script, name, aH.debugObj("Player", player.getName()) + aH.debugObj("NPC", npc.toString()) + aH.debugObj("Radius(Max)", npc.getLocation().distance(player.getLocation()) + "(" + npc.getTriggerTrait().getRadius(name) + ")") + aH.debugObj("Trigger text", message) + aH.debugObj("LOS", String.valueOf(player.hasLineOfSight(npc.getEntity()))) + aH.debugObj("Facing", String.valueOf(NMSHandler.getInstance().getEntityHelper().isFacingEntity(player, npc.getEntity(), 45))));
// Change the text if it's in the determination
if (trigger.hasDetermination()) {
message = trigger.getDetermination();
}
if (script == null) {
if (HyperDebug) {
dB.log("null script");
}
return new ChatContext(message, false);
}
// Check if the NPC has Chat Triggers for this step.
if (!script.containsTriggerInStep(InteractScriptHelper.getCurrentStep(denizenPlayer, script.getName()), ChatTrigger.class)) {
// it has no chat triggers for this step
if (npc.getCitizen().hasTrait(ChatbotTrait.class)) {
Utilities.talkToNPC(message, denizenPlayer, npc, Settings.chatToNpcOverhearingRange());
npc.getCitizen().getTrait(ChatbotTrait.class).chatTo(player, message);
if (HyperDebug) {
dB.log("chatbot");
}
return new ChatContext(false);
} else // No chat trigger for this step.. do we chat globally, or to the NPC?
if (!Settings.chatGloballyIfNoChatTriggers()) {
dB.echoDebug(script, player.getName() + " says to " + npc.getNicknameTrait().getNickname() + ", " + message);
return new ChatContext(false);
} else {
if (HyperDebug) {
dB.log("No trigger in step, chatting globally");
}
return new ChatContext(message, ret);
}
}
// Parse the script and match Triggers.. if found, cancel the text! The
// parser will take care of everything else.
String id = null;
boolean matched = false;
String replacementText = null;
String regexId = null;
String regexMessage = null;
// Use TreeMap to sort chat triggers alphabetically
TreeMap<String, String> idMap = new TreeMap<String, String>();
idMap.putAll(script.getIdMapFor(ChatTrigger.class, denizenPlayer));
if (!idMap.isEmpty()) {
// Iterate through the different id entries in the step's chat trigger
List<Map.Entry<String, String>> entries = new ArrayList<Map.Entry<String, String>>(idMap.entrySet());
Collections.sort(entries, new Comparator<Map.Entry<String, String>>() {
@Override
public int compare(Map.Entry<String, String> o1, Map.Entry<String, String> o2) {
if (o1 == null || o2 == null) {
return 0;
}
return o1.getKey().compareToIgnoreCase(o2.getKey());
}
});
for (Map.Entry<String, String> entry : entries) {
// Check if the chat trigger specified in the specified id's 'trigger:' key
// matches the text the player has said
// TODO: script arg?
String triggerText = TagManager.tag(entry.getValue(), new BukkitTagContext(denizenPlayer, npc, false, null, false, null));
Matcher matcher = triggerPattern.matcher(triggerText);
while (matcher.find()) {
if (!script.checkSpecificTriggerScriptRequirementsFor(ChatTrigger.class, denizenPlayer, npc, entry.getKey())) {
continue;
}
// TODO: script arg?
String keyword = TagManager.tag(matcher.group().replace("/", ""), new BukkitTagContext(denizenPlayer, npc, false, null, false, null));
String[] split = keyword.split("\\\\\\+REPLACE:", 2);
String replace = null;
if (split.length == 2) {
keyword = split[0];
replace = split[1];
}
// match already (thus using alphabetical priority for triggers)
if (regexId == null && isKeywordRegex(keyword)) {
Pattern pattern = Pattern.compile(keyword.substring(6));
Matcher m = pattern.matcher(message);
if (m.find()) {
// REGEX matches are left for last, so save it in case non-REGEX
// matches don't exist
regexId = entry.getKey();
regexMessage = triggerText.replace(matcher.group(), m.group());
dB.log("entry value: " + triggerText + " keyword: " + keyword + " m.group: " + m.group() + " matcher.group: " + matcher.group());
context.put("keyword", new Element(m.group()));
if (replace != null) {
regexMessage = replace;
}
}
} else if (isKeywordStrict(keyword)) {
if (message.toUpperCase().equalsIgnoreCase(keyword.toUpperCase())) {
// Trigger matches
id = entry.getKey();
replacementText = triggerText.replace("/", "");
matched = true;
if (replace != null) {
replacementText = replace;
}
}
} else if (message.toUpperCase().contains(keyword.toUpperCase())) {
// Trigger matches
id = entry.getKey();
replacementText = triggerText.replace("/", "");
matched = true;
if (replace != null) {
replacementText = replace;
}
}
}
if (matched) {
break;
}
}
}
if (!matched && regexId != null) {
id = regexId;
replacementText = regexMessage;
}
// If there was a match, the id of the match should have been returned.
if (id != null) {
Utilities.talkToNPC(replacementText, denizenPlayer, npc, Settings.chatToNpcOverhearingRange());
parse(npc, denizenPlayer, script, id, context);
if (HyperDebug) {
dB.log("chat to NPC");
}
return new ChatContext(true);
} else {
// none of its chat triggers worked
if (npc.getCitizen().hasTrait(ChatbotTrait.class)) {
Utilities.talkToNPC(message, denizenPlayer, npc, Settings.chatToNpcOverhearingRange());
npc.getCitizen().getTrait(ChatbotTrait.class).chatTo(player, message);
if (HyperDebug) {
dB.log("Chatbot");
}
return new ChatContext(true);
} else if (!Settings.chatGloballyIfFailedChatTriggers()) {
Utilities.talkToNPC(message, denizenPlayer, npc, Settings.chatToNpcOverhearingRange());
if (HyperDebug) {
dB.log("Chat globally");
}
return new ChatContext(true);
}
// No matching chat triggers, and the config.yml says we
// should just ignore the interaction...
}
if (HyperDebug) {
dB.log("Finished calculating");
}
return new ChatContext(message, ret);
}
use of net.aufdemrand.denizen.npc.traits.TriggerTrait in project Denizen-For-Bukkit by DenizenScript.
the class ProximityTrigger method onEnable.
@Override
public void onEnable() {
Bukkit.getServer().getPluginManager().registerEvents(this, DenizenAPI.getCurrentInstance());
final ProximityTrigger trigger = this;
taskID = Bukkit.getScheduler().scheduleSyncRepeatingTask(DenizenAPI.getCurrentInstance(), new Runnable() {
@Override
public void run() {
//
// Iterate over all of the NPCs
//
Iterator<dNPC> it = dNPCRegistry.getSpawnedNPCs().iterator();
while (it.hasNext()) {
dNPC npc = it.next();
if (npc == null) {
continue;
}
if (npc.getCitizen() == null) {
continue;
}
//
if (!npc.getCitizen().hasTrait(TriggerTrait.class)) {
continue;
}
if (!npc.getCitizen().getTrait(TriggerTrait.class).isEnabled(name)) {
continue;
}
if (!npc.isSpawned()) {
continue;
}
// Loop through all players
for (Player BukkitPlayer : Bukkit.getOnlinePlayers()) {
//
if (!npc.getWorld().equals(BukkitPlayer.getWorld()) && hasExitedProximityOf(BukkitPlayer, npc)) {
continue;
}
//
if (!isCloseEnough(BukkitPlayer, npc) && hasExitedProximityOf(BukkitPlayer, npc)) {
continue;
}
// Get the player
dPlayer player = dPlayer.mirrorBukkitPlayer(BukkitPlayer);
//
// Check to make sure the NPC has an assignment. If no assignment, a script doesn't need to be parsed,
// but it does still need to trigger for cooldown and action purposes.
//
InteractScriptContainer script = npc.getInteractScriptQuietly(player, ProximityTrigger.class);
//
// Set default ranges with information from the TriggerTrait. This allows per-npc overrides and will
// automatically check the config for defaults.
//
double entryRadius = npc.getTriggerTrait().getRadius(name);
double exitRadius = npc.getTriggerTrait().getRadius(name);
double moveRadius = npc.getTriggerTrait().getRadius(name);
//
if (script != null) {
try {
if (script.hasTriggerOptionFor(ProximityTrigger.class, player, null, "ENTRY RADIUS")) {
entryRadius = Integer.valueOf(script.getTriggerOptionFor(ProximityTrigger.class, player, null, "ENTRY RADIUS"));
}
} catch (NumberFormatException nfe) {
dB.echoDebug(script, "Entry Radius was not an integer. Assuming " + entryRadius + " as the radius.");
}
try {
if (script.hasTriggerOptionFor(ProximityTrigger.class, player, null, "EXIT RADIUS")) {
exitRadius = Integer.valueOf(script.getTriggerOptionFor(ProximityTrigger.class, player, null, "EXIT RADIUS"));
}
} catch (NumberFormatException nfe) {
dB.echoDebug(script, "Exit Radius was not an integer. Assuming " + exitRadius + " as the radius.");
}
try {
if (script.hasTriggerOptionFor(ProximityTrigger.class, player, null, "MOVE RADIUS")) {
moveRadius = Integer.valueOf(script.getTriggerOptionFor(ProximityTrigger.class, player, null, "MOVE RADIUS"));
}
} catch (NumberFormatException nfe) {
dB.echoDebug(script, "Move Radius was not an integer. Assuming " + moveRadius + " as the radius.");
}
}
Location npcLocation = npc.getLocation();
//
// If the Player switches worlds while in range of an NPC, trigger still needs to
// fire since technically they have exited proximity. Let's check that before
// trying to calculate a distance between the Player and NPC, which will throw
// an exception if worlds do not match.
//
boolean playerChangedWorlds = false;
if (npcLocation.getWorld() != player.getWorld()) {
playerChangedWorlds = true;
}
//
// If the user is outside the range, and was previously within the
// range, then execute the "Exit" script.
//
// If the user entered the range and were not previously within the
// range, then execute the "Entry" script.
//
// If the user was previously within the range and moved, then execute
// the "Move" script.
//
boolean exitedProximity = hasExitedProximityOf(BukkitPlayer, npc);
double distance = 0;
if (!playerChangedWorlds) {
distance = npcLocation.distance(player.getLocation());
}
if (!exitedProximity && (playerChangedWorlds || distance >= exitRadius)) {
if (!npc.getTriggerTrait().triggerCooldownOnly(trigger, player)) {
continue;
}
// Remember that NPC has exited proximity.
exitProximityOf(BukkitPlayer, npc);
// Exit Proximity Action
npc.action("exit proximity", player);
// Parse Interact Script
parse(npc, player, script, "EXIT");
} else if (exitedProximity && distance <= entryRadius) {
// Cooldown
if (!npc.getTriggerTrait().triggerCooldownOnly(trigger, player)) {
continue;
}
// Remember that Player has entered proximity of the NPC
enterProximityOf(BukkitPlayer, npc);
// Enter Proximity Action
npc.action("enter proximity", player);
// Parse Interact Script
parse(npc, player, script, "ENTRY");
} else if (!exitedProximity && distance <= moveRadius) {
// TODO: Remove this? Constantly cooling down on move may make
// future entry/exit proximities 'lag' behind. Temporarily removing
// cooldown on 'move proximity'.
// if (!npc.getTriggerTrait().triggerCooldownOnly(this, event.getPlayer()))
// continue;
// Move Proximity Action
npc.action("move proximity", player);
// Parse Interact Script
parse(npc, player, script, "MOVE");
}
}
}
}
}, 5, 5);
}
use of net.aufdemrand.denizen.npc.traits.TriggerTrait in project Denizen-For-Bukkit by DenizenScript.
the class ClickTrigger method clickTrigger.
// <--[action]
// @Actions
// no click trigger
//
// @Triggers when the NPC is clicked but no click trigger fires.
//
// @Context
// None
//
// -->
// Technically defined in TriggerTrait, but placing here instead.
// <--[action]
// @Actions
// click
//
// @Triggers when the NPC is clicked by a player.
//
// @Context
// None
//
// @Determine
// "cancelled" to cancel the click event completely.
//
// -->
@EventHandler
public void clickTrigger(NPCRightClickEvent event) {
// ANY triggers enabled!
if (!event.getNPC().hasTrait(TriggerTrait.class)) {
return;
}
// The rest of the methods beyond this point require a dNPC object, which can easily be
// obtained if a valid NPC object is available:
dNPC npc = DenizenAPI.getDenizenNPC(event.getNPC());
// super AbstractTrigger and contains the name of the trigger that was use in registration.
if (!npc.getTriggerTrait().isEnabled(name)) {
return;
}
// We'll get the player too, since it makes reading the next few methods a bit easier:
dPlayer player = dPlayer.mirrorBukkitPlayer(event.getClicker());
// Check availability based on the NPC's ENGAGED status and the trigger's COOLDOWN that is
// provided (and adjustable) by the TriggerTrait. Just use .trigger(...)!
// If unavailable (engaged or not cool), .trigger calls 'On Unavailable' action and returns false.
// If available (not engaged, and cool), .trigger sets cool down and returns true.
TriggerTrait.TriggerContext trigger = npc.getTriggerTrait().trigger(this, player);
if (!trigger.wasTriggered()) {
return;
}
if (trigger.hasDetermination() && trigger.getDetermination().equalsIgnoreCase("cancelled")) {
event.setCancelled(true);
return;
}
// Note: In some cases, the automatic actions that .trigger offers may not be
// desired. In this case, it's recommended to at least use .triggerCooldownOnly which
// only handles cooling down the trigger with the triggertrait if the 'available' criteria
// is met. This handles the built-in cooldown that TriggerTrait implements.
// Okay, now we need to know which interact script will be selected for the Player/NPC
// based on requirements/npc's assignment script. To get that information, use:
// InteractScriptHelper.getInteractScript(dNPC, Player, Trigger Class)
// .getInteractScript will check the Assignment for possible scripts, and automatically
// check requirements for each of them.
InteractScriptContainer script = npc.getInteractScript(player, getClass());
// In an Interact Script, Triggers can have multiple scripts to choose from depending on
// some kind of 'criteria'. For the 'Click Trigger', that criteria is the item the Player
// has in hand. Let's get the possible criteria to see which 'Click Trigger script', if any,
// should trigger. For example:
//
// Script Name:
// type: interact
// steps:
// current step:
// click trigger:
String id = null;
if (script != null) {
Map<String, String> idMap = script.getIdMapFor(this.getClass(), player);
if (!idMap.isEmpty()) // Iterate through the different id entries in the step's click trigger
{
for (Map.Entry<String, String> entry : idMap.entrySet()) {
// Tag the entry value to account for replaceables
// TODO: script arg?
String entry_value = TagManager.tag(entry.getValue(), new BukkitTagContext(player, npc, false, null, false, null));
// Check if the item specified in the specified id's 'trigger:' key
// matches the item that the player is holding.
dItem item = dItem.valueOf(entry_value);
if (item == null) {
dB.echoError("Invalid click trigger in script '" + script.getName() + "' (null trigger item)!");
}
if (item != null && item.comparesTo(player.getPlayerEntity().getItemInHand()) >= 0 && script.checkSpecificTriggerScriptRequirementsFor(this.getClass(), player, npc, entry.getKey())) {
id = entry.getKey();
}
}
}
}
// we'll call the action 'on no click trigger'.
if (!parse(npc, player, script, id)) {
npc.action("no click trigger", player);
}
}
use of net.aufdemrand.denizen.npc.traits.TriggerTrait in project Denizen-For-Bukkit by DenizenScript.
the class DamageTrigger method damageTrigger.
// <--[action]
// @Actions
// no damage trigger
//
// @Triggers when the NPC is damaged by a player but no damage trigger fires.
//
// @Context
// None
//
// -->
// Technically defined in TriggerTrait, but placing here instead.
// <--[action]
// @Actions
// damage
//
// @Triggers when the NPC is damaged by a player.
//
// @Context
// <context.damage> returns how much damage was done.
//
// @Determine
// "cancelled" to cancel the damage event.
//
// -->
// <--[action]
// @Actions
// damaged
//
// @Triggers when the NPC is damaged by an entity.
//
// @Context
// <context.damage> returns how much damage was done.
// <context.damager> returns the entity that did the damage.
//
// @Determine
// "cancelled" to cancel the damage event.
//
// -->
@EventHandler
public void damageTrigger(EntityDamageByEntityEvent event) {
if (event.getEntity() == null) {
return;
}
dEntity damager = new dEntity(event.getDamager());
if (damager.isProjectile() && damager.hasShooter()) {
damager = damager.getShooter();
}
Map<String, dObject> context = new HashMap<String, dObject>();
context.put("damage", new Element(event.getDamage()));
dPlayer dplayer = null;
if (CitizensAPI.getNPCRegistry().isNPC(event.getEntity())) {
dNPC npc = DenizenAPI.getDenizenNPC(CitizensAPI.getNPCRegistry().getNPC(event.getEntity()));
if (npc == null) {
return;
}
if (npc.getCitizen() == null) {
return;
}
context.put("damager", damager);
npc.action("damaged", null, context);
if (damager.isPlayer()) {
dplayer = damager.getDenizenPlayer();
} else {
return;
}
if (!npc.getCitizen().hasTrait(TriggerTrait.class)) {
return;
}
if (!npc.getTriggerTrait().isEnabled(name)) {
return;
}
// Get the TriggerContext
TriggerTrait.TriggerContext trigger = npc.getTriggerTrait().trigger(this, dplayer);
// Return if the trigger wasn't triggered.
if (!trigger.wasTriggered()) {
return;
}
// ..or if the determination was cancelled.
if (trigger.hasDetermination() && trigger.getDetermination().equalsIgnoreCase("cancelled")) {
event.setCancelled(true);
return;
}
// Build the interact script
InteractScriptContainer script = InteractScriptHelper.getInteractScript(npc, dplayer, getClass());
String id = null;
if (script != null) {
Map<String, String> idMap = script.getIdMapFor(this.getClass(), dplayer);
if (!idMap.isEmpty()) // Iterate through the different id entries in the step's click trigger
{
for (Map.Entry<String, String> entry : idMap.entrySet()) {
// Tag the entry value to account for replaceables
// TODO: script arg?
String entry_value = TagManager.tag(entry.getValue(), new BukkitTagContext(dplayer, npc, false, null, false, null));
// matches the item that the player is holding.
if (dItem.valueOf(entry_value).comparesTo(dplayer.getPlayerEntity().getItemInHand()) >= 0 && script.checkSpecificTriggerScriptRequirementsFor(this.getClass(), dplayer, npc, entry.getKey())) {
id = entry.getKey();
}
}
}
}
if (!parse(npc, dplayer, script, id, context)) {
npc.action("no damage trigger", dplayer);
}
}
}
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