qstbak/Questionable/Questionable.Controller.Steps.Interactions/FateFarming.cs
2026-03-01 00:29:23 +10:00

173 lines
4.9 KiB
C#

using System;
using System.Collections.Generic;
using Dalamud.Game.ClientState.Objects.Types;
using Microsoft.Extensions.Logging;
using Questionable.Functions;
using Questionable.Model.Questing;
namespace Questionable.Controller.Steps.Interactions;
internal static class FateFarming
{
internal sealed record WaitForFateTargets(IReadOnlyList<FateActionTarget> Targets) : ITask
{
public override string ToString()
{
return $"WaitForFateTargets({Targets.Count} targets)";
}
}
internal sealed class WaitForFateTargetsExecutor(GameFunctions gameFunctions, ILogger<WaitForFateTargetsExecutor> logger) : TaskExecutor<WaitForFateTargets>()
{
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;
}
public override ETaskResult Update()
{
if (DateTime.Now < _nextPollAt)
{
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, null, warnIfMissing: false);
if (gameObject != null && gameObject.IsTargetable)
{
logger.LogInformation("FATE {FateId} active and target {DataId} is targetable", currentFateId, target.DataId);
return ETaskResult.TaskComplete;
}
}
_nextPollAt = DateTime.Now.AddSeconds(1.0);
return ETaskResult.StillRunning;
}
public override bool ShouldInterruptOnDamage()
{
return false;
}
}
internal sealed record SyncFateLevel : ITask
{
public override string ToString()
{
return "SyncFateLevel";
}
}
internal sealed class SyncFateLevelExecutor(GameFunctions gameFunctions, ILogger<SyncFateLevelExecutor> logger) : TaskExecutor<SyncFateLevel>()
{
protected override bool Start()
{
logger.LogInformation("Syncing to FATE level");
return true;
}
public override ETaskResult Update()
{
ushort currentFateId = gameFunctions.GetCurrentFateId();
if (currentFateId == 0)
{
logger.LogDebug("No active FATE to sync to, skipping");
return ETaskResult.TaskComplete;
}
gameFunctions.SyncToFate(currentFateId);
return ETaskResult.TaskComplete;
}
public override bool ShouldInterruptOnDamage()
{
return false;
}
}
internal sealed record FateActionLoop(IReadOnlyList<FateActionTarget> Targets, EStatus? RequiredStatusId = null) : ITask
{
public bool ShouldRedoOnInterrupt()
{
return true;
}
public override string ToString()
{
return $"FateActionLoop({Targets.Count} targets)";
}
}
internal sealed class FateActionLoopExecutor(GameFunctions gameFunctions, ILogger<FateActionLoopExecutor> logger) : TaskExecutor<FateActionLoop>()
{
private DateTime _nextActionAt = DateTime.MinValue;
private ushort _trackedFateId;
protected override bool Start()
{
_trackedFateId = gameFunctions.GetCurrentFateId();
logger.LogInformation("Starting FATE action loop with {Count} targets, tracking FATE {FateId}", base.Task.Targets.Count, _trackedFateId);
return true;
}
public override ETaskResult Update()
{
if (DateTime.Now < _nextActionAt)
{
return ETaskResult.StillRunning;
}
if (base.Task.RequiredStatusId.HasValue && !gameFunctions.HasStatus(base.Task.RequiredStatusId.Value))
{
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)
{
logger.LogInformation("Now tracking FATE {FateId}", _trackedFateId);
}
}
if (_trackedFateId != 0 && !gameFunctions.IsFateStillActive(_trackedFateId))
{
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 flag = gameFunctions.UseAction(gameObject, target.Action);
_nextActionAt = (flag ? DateTime.Now.AddSeconds(2.5) : DateTime.Now.AddSeconds(0.5));
return ETaskResult.StillRunning;
}
}
_nextActionAt = DateTime.Now.AddSeconds(0.25);
return ETaskResult.StillRunning;
}
public override bool ShouldInterruptOnDamage()
{
return false;
}
}
}