🆙 Start making ReBug Football great - all movements are 100% effects will follow later

This commit is contained in:
duckietm
2026-03-16 17:37:00 +01:00
parent 8ccb2cabfb
commit a50ff9b9f8
2 changed files with 74 additions and 23 deletions
@@ -1,23 +1,23 @@
package com.eu.habbo.habbohotel.items.interactions.games.football; package com.eu.habbo.habbohotel.items.interactions.games.football;
import com.eu.habbo.Emulator; import com.eu.habbo.Emulator;
import com.eu.habbo.habbohotel.gameclients.GameClient;
import com.eu.habbo.habbohotel.items.Item; import com.eu.habbo.habbohotel.items.Item;
import com.eu.habbo.habbohotel.items.interactions.InteractionDefault; import com.eu.habbo.habbohotel.items.interactions.InteractionDefault;
import com.eu.habbo.habbohotel.rooms.Room; import com.eu.habbo.habbohotel.rooms.Room;
import com.eu.habbo.habbohotel.rooms.RoomLayout;
import com.eu.habbo.habbohotel.rooms.RoomTile;
import com.eu.habbo.habbohotel.rooms.RoomUnit; import com.eu.habbo.habbohotel.rooms.RoomUnit;
import com.eu.habbo.threading.runnables.RebugKickBallAction; import com.eu.habbo.threading.runnables.RebugKickBallAction;
import com.eu.habbo.util.pathfinding.Direction8;
import java.sql.ResultSet; import java.sql.ResultSet;
import java.sql.SQLException; import java.sql.SQLException;
/**
* Rebug-style football interaction.
* Uses simplified momentum-decay physics with 180-degree bounce.
* Set interaction_type to "rebug_football" on a ball item to use this instead of the default football physics.
*/
public class InteractionRebugFootball extends InteractionDefault { public class InteractionRebugFootball extends InteractionDefault {
private RebugKickBallAction currentThread; private RebugKickBallAction currentThread;
private Direction8 lastDribbleDirection;
public InteractionRebugFootball(ResultSet set, Item baseItem) throws SQLException { public InteractionRebugFootball(ResultSet set, Item baseItem) throws SQLException {
super(set, baseItem); super(set, baseItem);
@@ -43,12 +43,64 @@ public class InteractionRebugFootball extends InteractionDefault {
public void onWalkOn(RoomUnit roomUnit, Room room, Object[] objects) throws Exception { public void onWalkOn(RoomUnit roomUnit, Room room, Object[] objects) throws Exception {
super.onWalkOn(roomUnit, room, objects); super.onWalkOn(roomUnit, room, objects);
Direction8 userDir = Direction8.getDirection(roomUnit.getBodyRotation().getValue());
this.lastDribbleDirection = userDir;
// If this tile is the user's final destination, they'll stop here → long shot
RoomTile goal = roomUnit.getGoal();
if (goal != null && goal.x == this.getX() && goal.y == this.getY()) {
this.kick(room, roomUnit, 55);
} else {
// Dribble: ball moves 1 tile ahead of the user
this.kick(room, roomUnit, 0);
}
}
@Override
public void onWalkOff(RoomUnit roomUnit, Room room, Object[] objects) throws Exception {
super.onWalkOff(roomUnit, room, objects);
if (objects != null && objects.length >= 2 && objects[1] instanceof RoomTile && objects[0] instanceof RoomTile) {
RoomTile fromTile = (RoomTile) objects[0];
RoomTile nextTile = (RoomTile) objects[1];
int dx = nextTile.x - fromTile.x;
int dy = nextTile.y - fromTile.y;
Direction8 walkDir = Direction8.fromDelta(dx, dy);
// User is walking in the same direction as the ball was dribbled → long shot
if (this.lastDribbleDirection != null && walkDir.getRot() == this.lastDribbleDirection.getRot()) {
this.kick(room, roomUnit, 55);
return;
}
}
// Walking sideways or away → just stop the ball
if (this.currentThread != null) {
this.currentThread.dead = true;
this.currentThread = null;
}
}
@Override
public void onClick(GameClient client, Room room, Object[] objects) throws Exception {
super.onClick(client, room, objects);
if (client == null) return;
RoomUnit unit = client.getHabbo().getRoomUnit();
if (RoomLayout.tilesAdjecent(unit.getCurrentLocation(), room.getLayout().getTile(this.getX(), this.getY()))) {
// Long shot when clicking the ball
this.kick(room, unit, 55);
}
}
private void kick(Room room, RoomUnit kicker, int momentum) {
if (this.currentThread != null) { if (this.currentThread != null) {
this.currentThread.dead = true; this.currentThread.dead = true;
} }
boolean hasPath = !roomUnit.getPath().isEmpty(); Direction8 direction = Direction8.getDirection(kicker.getBodyRotation().getValue());
this.currentThread = new RebugKickBallAction(this, room, roomUnit, hasPath); this.currentThread = new RebugKickBallAction(this, room, direction, momentum);
Emulator.getThreading().run(this.currentThread, 50); Emulator.getThreading().run(this.currentThread, 50);
} }
} }
@@ -4,38 +4,31 @@ import com.eu.habbo.Emulator;
import com.eu.habbo.habbohotel.rooms.Room; import com.eu.habbo.habbohotel.rooms.Room;
import com.eu.habbo.habbohotel.rooms.RoomTile; import com.eu.habbo.habbohotel.rooms.RoomTile;
import com.eu.habbo.habbohotel.rooms.RoomTileState; import com.eu.habbo.habbohotel.rooms.RoomTileState;
import com.eu.habbo.habbohotel.rooms.RoomUnit;
import com.eu.habbo.habbohotel.users.HabboItem; import com.eu.habbo.habbohotel.users.HabboItem;
import com.eu.habbo.messages.outgoing.rooms.items.FloorItemOnRollerComposer; import com.eu.habbo.messages.outgoing.rooms.items.FloorItemOnRollerComposer;
import com.eu.habbo.util.pathfinding.Direction8; import com.eu.habbo.util.pathfinding.Direction8;
import gnu.trove.set.hash.THashSet; import gnu.trove.set.hash.THashSet;
/**
* Alternative football physics based on the Rebug plugin.
* Uses momentum decay (ball slows down over time) and simple 180-degree bounce.
*/
public class RebugKickBallAction implements Runnable { public class RebugKickBallAction implements Runnable {
private final HabboItem ball; private final HabboItem ball;
private final Room room; private final Room room;
private Direction8 direction; private Direction8 direction;
private int momentum; private int momentum;
private boolean isDribble;
public boolean dead = false; public boolean dead = false;
public RebugKickBallAction(HabboItem ball, Room room, RoomUnit kicker, boolean hasPath) { public RebugKickBallAction(HabboItem ball, Room room, Direction8 direction, int momentum) {
this.ball = ball; this.ball = ball;
this.room = room; this.room = room;
this.direction = Direction8.fromDelta( this.direction = direction;
ball.getX() - kicker.getX(), this.momentum = momentum;
ball.getY() - kicker.getY() this.isDribble = (momentum == 0);
);
this.momentum = hasPath ? 55 : 0;
} }
private boolean isTileBlocked(int x, int y) { private boolean isTileBlocked(int x, int y) {
RoomTile tile = this.room.getLayout().getTile((short) x, (short) y); RoomTile tile = this.room.getLayout().getTile((short) x, (short) y);
if (tile == null) return true; if (tile == null) return true;
if (tile.hasUnits()) return true;
return tile.getState() != RoomTileState.OPEN; return tile.getState() != RoomTileState.OPEN;
} }
@@ -65,10 +58,16 @@ public class RebugKickBallAction implements Runnable {
this.ball.setZ(nextTile.getStackHeight()); this.ball.setZ(nextTile.getStackHeight());
this.ball.needsUpdate(true); this.ball.needsUpdate(true);
// Schedule next movement based on momentum // Schedule next movement
long delay = getDelayForMomentum(this.momentum); if (!this.isDribble) {
if (delay > 0) { long delay = getDelayForMomentum(this.momentum);
Emulator.getThreading().run(this, delay); if (delay > 0) {
Emulator.getThreading().run(this, delay);
} else {
this.dead = true;
}
} else {
this.dead = true;
} }
// Update tiles // Update tiles