jiggerjaw Posted March 4, 2017 Posted March 4, 2017 (edited) Having some problems and also have some questions... The biggest problem is I open the bank, then dont deposit anything... I used getBank().depositAll(); It also seems to hang up sometimes... Once it stopped on log("check4") without saying log("action") which kind of confused me cuz that shouldn't be possible? Is there something I'm missing? Also, is the random solver incorporated into onLoop, I can't seem to figure it out. Look forward to working with you all, thanks for all the help so far import org.osbot.rs07.api.map.Position; import org.osbot.rs07.api.model.Entity; import org.osbot.rs07.api.model.Interactable; import org.osbot.rs07.script.Script; import org.osbot.rs07.script.ScriptManifest; import org.osbot.rs07.api.map.Area; import org.osbot.rs07.api.model.Character; import org.osbot.rs07.api.Bank; import org.osbot.rs07.randoms.DismissRandom; import java.awt.*; import java.util.ArrayList; @ScriptManifest(author = "Me", info = "My first script", name = "Maple cutter", version = 0, logo = "") public class Main extends Script { int count=0; int bank_count=0; int super_antiban=random(0,50); int super_antiban2=random(0,5); int super_antiban3=random(0,5); int super_antiban4=random(0,5); int super_antiban5=random(0,100); Area pos1= new Area(2998,3376,3002,3369); Area pos2= new Area(2999,3360,3007,3366); Area pos3= new Area(3009,3357,3013,3361); int action=0; private enum State { CUT, BANK, WAIT }; @Override public void onStart() { log("Hello world!"); } private State getState() { Entity check = objects.closest("Maple Tree"); if (inventory.isFull()) return State.BANK; if (check != null) return State.CUT; return State.WAIT; } @Override public int onLoop() throws InterruptedException { log("Still looping"); Interactable tree = null; tree=objects.closest("Maple tree"); log("check3"); boolean action=myPlayer().isAnimating(); while(action==true) log("check4"); log("check5"); sleep(random(0,500)); action=myPlayer().isAnimating(); log("action"); //* boolean rando = shouldActivate(); // if(rando==true) // DismissRandom(); switch (getState()) { case CUT: log("check1"); tree=objects.closest("Maple tree"); if(tree!=null) tree= objects.closest("Maple tree"); tree.interact("Chop down"); sleep(random(1000)); log("check2"); break; case BANK: bank_count=bank_count+1; if(bank_count==super_antiban2) tree= objects.closest("Maple tree"); if(tree!=null) tree.interact("Chop down"); sleep(random(300)); if(bank_count==super_antiban3) getWalking().walk(pos1); super_antiban3=super_antiban3+random(0,5); bank_count=bank_count+1; getWalking().walk(pos2); sleep(random(100)); getWalking().walk(pos3); sleep(random(100)); Entity bank = objects.closest("Bank booth"); bank.interact("Bank"); sleep(random(100)); getBank().depositAll(); getWalking().walk(pos3); if(bank_count==super_antiban4) getWalking().walk(pos2); super_antiban4=super_antiban4+random(0,5); break; case WAIT: sleep(random(3000, 7000)); break; } count=count+1; if(count==super_antiban) sleep(random(10000,20000)); super_antiban=super_antiban+random(50,100); return random(200, 300); } @Override public void onExit() { log("Goodbye world, you banked: "+bank_count+" inventories."); } @Override public void onPaint(Graphics2D g) { } } Edited March 4, 2017 by jiggerjaw
TheWind Posted March 4, 2017 Posted March 4, 2017 1 minute ago, jiggerjaw said: Entity tree = objects.closest("Maple Tree"); You can't initialize this until the onStart() method. so keep this: Entity tree = null; and put this in onStart() : tree = objects.closest("Maple Tree");
jiggerjaw Posted March 4, 2017 Author Posted March 4, 2017 12 minutes ago, TheWind said: You can't initialize this until the onStart() method. so keep this: Entity tree = null; and put this in onStart() : tree = objects.closest("Maple Tree"); You are correct sir, thank you. Now the problem is "tree cannot be resolved" guessing it has something to do with it being a farming patch tree
MAMU 31CM Posted March 4, 2017 Posted March 4, 2017 54 minutes ago, ferwf534f34f said: Antiban? Nice work though lol