Botre Posted March 18, 2016 Share Posted March 18, 2016 (edited) Allows you to group multiple entity types in one list which may or may not allow for more efficient overall traversal cost / filtering. Allows you to access sub-list of RS2Object sub-types such as Wall Decoration, which may allow for more efficient filtering. Examples: List<Entity> wallRelated = Entitype.collect(this, Entitype.OBJECT_WALL_DECORATION, Entitype.OBJECT_WALL_OBJECT); List<Entity> playersAndGroundItems = Entitype.collect(this, Entitype.PLAYER, Entitype.GROUND_ITEM); List<Entity> all = Entitype.collect(this, Entitype.ALL); List<Entity> entities = Entitype.collect(ctx, Entitype.OBJECT_ALL, Entitype.NPC, Entitype.GROUND_ITEM); if(!entities.isEmpty()) { Entity target = entities.get(random.nextInt(entities.size())); target.examine(); } Snippet: import java.util.ArrayList; import java.util.List; import java.util.stream.IntStream; import org.osbot.rs07.api.model.Character; import org.osbot.rs07.api.model.Entity; import org.osbot.rs07.api.model.GroundDecoration; import org.osbot.rs07.api.model.InteractableObject; import org.osbot.rs07.api.model.RS2Object; import org.osbot.rs07.api.model.WallDecoration; import org.osbot.rs07.api.model.WallObject; import org.osbot.rs07.script.MethodProvider; public class Entitype { public static final int OBJECT_GROUND_DECORATION = 0; public static final int OBJECT_INTERACTABLE_OBJECT = 1; public static final int OBJECT_WALL_DECORATION = 2; public static final int OBJECT_WALL_OBJECT = 3; public static final int OBJECT_ALL = 4; public static final int CHARACTER = 5; public static final int NPC = 6; public static final int PLAYER = 7; public static final int GROUND_ITEM = 8; public static final int ALL = 9; public static List<Entity> collect(MethodProvider ctx, int... types) { List<Entity> result = new ArrayList<>(); List<Entity> objectsGroundDecoration = new ArrayList<>(); List<Entity> objectsInteractableObject = new ArrayList<>(); List<Entity> objectsWallDecoration = new ArrayList<>(); List<Entity> objectsWallObject = new ArrayList<>(); if(IntStream.of(types).anyMatch(x -> x < OBJECT_ALL)) { for (RS2Object o : ctx.getObjects().getAll()) { Class<?> clazz = o.getClass(); if(clazz.equals(GroundDecoration.class)) { objectsGroundDecoration.add(o); } else if(clazz.equals(InteractableObject.class)) { objectsInteractableObject.add(o); } else if(clazz.equals(WallDecoration.class)) { objectsWallDecoration.add(o); } else if(clazz.equals(WallObject.class)) { objectsWallObject.add(o); } } } for (int type : types) { switch (type) { case ALL: List<Entity> all = new ArrayList<>(); all.addAll(ctx.getObjects().getAll()); all.addAll(ctx.getNpcs().getAll()); all.addAll(ctx.getPlayers().getAll()); result.addAll(all); break; case OBJECT_ALL: result.addAll(ctx.getObjects().getAll()); break; case OBJECT_GROUND_DECORATION: result.addAll(objectsGroundDecoration); break; case OBJECT_INTERACTABLE_OBJECT: result.addAll(objectsInteractableObject); break; case OBJECT_WALL_DECORATION: result.addAll(objectsWallDecoration); break; case OBJECT_WALL_OBJECT: result.addAll(objectsWallObject); break; case CHARACTER: List<Character<?>> characters = new ArrayList<>(); characters.addAll(ctx.getNpcs().getAll()); characters.addAll(ctx.getPlayers().getAll()); result.addAll(characters); break; case NPC: result.addAll(ctx.getNpcs().getAll()); break; case PLAYER: result.addAll(ctx.getPlayers().getAll()); break; case GROUND_ITEM: result.addAll(ctx.getGroundItems().getAll()); break; } } return result; } } Edited March 18, 2016 by Botre 2 Quote Link to comment Share on other sites More sharing options...