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FeedBack- PLEASE DELETE, ISSUE SOLVED


Ivy Rems

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I'm guessing the issue has something to do with your from-boat-to-Void-Knight logic. I say that because you're using both a state-based system and a task node system, which has made your script difficult to follow.

I wrote an ad-hoc alternative that might help:
 

Spoiler

import org.osbot.rs07.api.map.Area;
import org.osbot.rs07.api.map.Position;
import org.osbot.rs07.api.model.Character;
import org.osbot.rs07.api.model.NPC;
import org.osbot.rs07.api.model.RS2Object;
import org.osbot.rs07.script.Script;

public class PestControl extends Script {
	
	Position outsideBoat = new Position(2657,2639,0);
	Area insideBoat = new Area(2660,2638,2663,2643);
	
	Position whereToGo;
	
	@Override
    public int onLoop() throws InterruptedException {
	
		if (myPosition().equals(outsideBoat)) {
			
			enterTheBoat();
		
		} else if (insideBoat.contains(myPlayer())) {
		
			whereToGo = null; // reset before the next game
			
			waitOnTheBoat();
		
		} else { // assume we're in the minigame
		
			playMinigame();
		
		}
		
		return 250;
	}
	
	private void enterTheBoat() {
		RS2Object plank = objects.closest("Gangplank");
			
		if (plank != null) {
			log("I am crossing the plank");
			plank.interact("Cross");
		}
	}
	
	private void waitOnTheBoat() throws InterruptedException {
		log("I am waiting on the Boat");
		sleep(5000);
	}
	
	private void playMinigame() {
		if (whereToGo == null) {
			// generate a dynamic tile where void knight is at
			
			NPC squire = npcs.closest("Squire");
			
			if (squire != null) {

				log("I can see the Squire");
			
				whereToGo = squire.getPosition().translate(0, -15);
			}
			
		} else if (map.realDistance(whereToGo) > 10) {
			// go to void knight
			
			log("I am walking to where the Void Knight should be");
			
			walking.walk(whereToGo);
			
		} else {
			// protect void knight
			
			NPC voidKnight =  npcs.closest("Void Knight");
			
			if (voidKnight != null) {
			
				if (!myPlayer().isUnderAttack() && myPlayer().getInteracting() == null) {
					
					log("Attacking");
					
					NPC enemy = findEnemy();
					
					if (enemy != null) {
						
						enemy.interact("Attack");
					}
				}
			}
		}
	}
	
	private NPC findEnemy() {
		return npcs.getAll().stream()
				// only get Pest Control foes
				.filter(PestControl::isEnemy)
				
				// and make sure they're alive
				.filter(npc -> npc.getHealthPercent() > 0)
				
				// and that they're nearby to where we want to be
				.filter(npc -> npc.getPosition().distance(whereToGo) < 10)
				
				// then sort our enemies by whether or not they're attacking void knight
				.sorted(PestControl::prioritiseOnEnemiesAttackingVoidKnight)
				
				// then get the first enemy in the list
				.findFirst()
				
				// or return null
				.orElse(null);
	}
	
	private static boolean isEnemy(NPC npc) {
		String name = npc.getName();
		return name.equals("Spinner")
				|| name.equals("Shifter")
				|| name.equals("Portal")
				|| name.equals("Defiler")
				|| name.equals("Splatter")
				|| name.equals("Torcher")
				|| name.equals("Brawler");
	}
	
	private static int prioritiseOnEnemiesAttackingVoidKnight(NPC npc1, NPC npc2) {
		Character<?> c1 = npc1.getInteracting();
		Character<?> c2 = npc2.getInteracting();
		return Boolean.compare(isVoidKnight(c1), isVoidKnight(c2));
	}
	
	private static boolean isVoidKnight(Character<?> c) {
		return c != null && c instanceof NPC && c.getName().equals("Void Knight");
	}
}

 

 

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