Support On Cooldown Attacks - #180
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; Conflicts: ; src/main/java/com/attacktimer/ClientUtils/Utils.java ; src/main/java/com/attacktimer/Damage.java ; src/main/java/com/attacktimer/VariableSpeed/State/TickCount.java ; src/main/java/com/attacktimer/VariableSpeed/VariableSpeed.java ; src/test/java/com/attacktimer/RoyalTitansTest.java ; src/test/java/com/attacktimer/TormentedDemonsTest.java
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Summary
This PR refactors the plugin such that certain boss mechanics which trigger when a player is already on cooldown can be modelled. These new capabilities are then used for Doom and Maggot King which have various mechanics that let the player attack even when on cooldown and can overwrite the existing cool down.
These are unfortunately in
onRenderbecause we need to catch the mechanic nice and early to overwrite the cooldown. I tried with them inonGameTickand they were just inconsistent.Other changes
gamevalAPI for The special NPCs, nightmare pillars and ALL combat dummiesHUMAN_BOWbut there are some exceptions for special attacks and venny bow.enableMetronomeconfig option from the panel, it's still there because I believe these are saved to disk so it's easier to just deprecate this and stop using it rather than need a migration.Closes #159
Testing
Doom Testing: https://youtu.be/mgu-FDM7k3k
Maggot King Testing:
java_p27nngCKdS.mp4