muffin v7.4.15

This commit is contained in:
alydev 2026-03-01 00:29:23 +10:00
parent 9bf3dbdf69
commit 0b1b2d38c7
14 changed files with 1215 additions and 1057 deletions

View file

@ -21,9 +21,12 @@ internal static class FateFarming
{
private DateTime _nextPollAt = DateTime.MinValue;
private bool _loggedWaitingForFate;
protected override bool Start()
{
logger.LogInformation("Waiting for FATE targets to appear ({Count} targets)", base.Task.Targets.Count);
_loggedWaitingForFate = false;
return true;
}
@ -33,12 +36,24 @@ internal static class FateFarming
{
return ETaskResult.StillRunning;
}
ushort currentFateId = gameFunctions.GetCurrentFateId();
if (currentFateId == 0)
{
if (!_loggedWaitingForFate)
{
logger.LogInformation("No active FATE yet, waiting for FATE to start before checking targets");
_loggedWaitingForFate = true;
}
_nextPollAt = DateTime.Now.AddSeconds(1.0);
return ETaskResult.StillRunning;
}
_loggedWaitingForFate = false;
foreach (FateActionTarget target in base.Task.Targets)
{
IGameObject gameObject = gameFunctions.FindObjectByDataId(target.DataId);
IGameObject gameObject = gameFunctions.FindObjectByDataId(target.DataId, null, warnIfMissing: false);
if (gameObject != null && gameObject.IsTargetable)
{
logger.LogInformation("FATE target {DataId} is now targetable", target.DataId);
logger.LogInformation("FATE {FateId} active and target {DataId} is targetable", currentFateId, target.DataId);
return ETaskResult.TaskComplete;
}
}
@ -86,7 +101,7 @@ internal static class FateFarming
}
}
internal sealed record FateActionLoop(IReadOnlyList<FateActionTarget> Targets) : ITask
internal sealed record FateActionLoop(IReadOnlyList<FateActionTarget> Targets, EStatus? RequiredStatusId = null) : ITask
{
public bool ShouldRedoOnInterrupt()
{
@ -103,12 +118,12 @@ internal static class FateFarming
{
private DateTime _nextActionAt = DateTime.MinValue;
private bool _fateWasActive;
private ushort _trackedFateId;
protected override bool Start()
{
logger.LogInformation("Starting FATE action loop with {Count} targets", base.Task.Targets.Count);
_fateWasActive = gameFunctions.GetCurrentFateId() != 0;
_trackedFateId = gameFunctions.GetCurrentFateId();
logger.LogInformation("Starting FATE action loop with {Count} targets, tracking FATE {FateId}", base.Task.Targets.Count, _trackedFateId);
return true;
}
@ -118,33 +133,31 @@ internal static class FateFarming
{
return ETaskResult.StillRunning;
}
bool flag = gameFunctions.GetCurrentFateId() != 0;
if (_fateWasActive && !flag)
if (base.Task.RequiredStatusId.HasValue && !gameFunctions.HasStatus(base.Task.RequiredStatusId.Value))
{
bool flag2 = false;
foreach (FateActionTarget target in base.Task.Targets)
logger.LogInformation("Required status {StatusId} lost during FATE action loop, ending cycle to re-apply", base.Task.RequiredStatusId.Value);
return ETaskResult.TaskComplete;
}
if (_trackedFateId == 0)
{
_trackedFateId = gameFunctions.GetCurrentFateId();
if (_trackedFateId != 0)
{
IGameObject gameObject = gameFunctions.FindObjectByDataId(target.DataId);
if (gameObject != null && gameObject.IsTargetable)
{
flag2 = true;
break;
}
}
if (!flag2)
{
logger.LogInformation("FATE completed (was active, now inactive, no targetable NPCs)");
return ETaskResult.TaskComplete;
logger.LogInformation("Now tracking FATE {FateId}", _trackedFateId);
}
}
_fateWasActive = flag;
foreach (FateActionTarget target2 in base.Task.Targets)
if (_trackedFateId != 0 && !gameFunctions.IsFateStillActive(_trackedFateId))
{
IGameObject gameObject2 = gameFunctions.FindObjectByDataId(target2.DataId);
if (gameObject2 != null && gameObject2.IsTargetable)
logger.LogInformation("FATE {FateId} is no longer running, cycle complete", _trackedFateId);
return ETaskResult.TaskComplete;
}
foreach (FateActionTarget target in base.Task.Targets)
{
IGameObject gameObject = gameFunctions.FindObjectByDataId(target.DataId, null, warnIfMissing: false);
if (gameObject != null && gameObject.IsTargetable)
{
bool flag3 = gameFunctions.UseAction(gameObject2, target2.Action);
_nextActionAt = (flag3 ? DateTime.Now.AddSeconds(2.5) : DateTime.Now.AddSeconds(0.5));
bool flag = gameFunctions.UseAction(gameObject, target.Action);
_nextActionAt = (flag ? DateTime.Now.AddSeconds(2.5) : DateTime.Now.AddSeconds(0.5));
return ETaskResult.StillRunning;
}
}