160 lines
4.2 KiB
C#
160 lines
4.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Dalamud.Game.ClientState.Objects.Types;
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using Microsoft.Extensions.Logging;
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using Questionable.Functions;
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using Questionable.Model.Questing;
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namespace Questionable.Controller.Steps.Interactions;
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internal static class FateFarming
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{
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internal sealed record WaitForFateTargets(IReadOnlyList<FateActionTarget> Targets) : ITask
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{
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public override string ToString()
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{
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return $"WaitForFateTargets({Targets.Count} targets)";
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}
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}
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internal sealed class WaitForFateTargetsExecutor(GameFunctions gameFunctions, ILogger<WaitForFateTargetsExecutor> logger) : TaskExecutor<WaitForFateTargets>()
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{
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private DateTime _nextPollAt = DateTime.MinValue;
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protected override bool Start()
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{
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logger.LogInformation("Waiting for FATE targets to appear ({Count} targets)", base.Task.Targets.Count);
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return true;
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}
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public override ETaskResult Update()
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{
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if (DateTime.Now < _nextPollAt)
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{
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return ETaskResult.StillRunning;
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}
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foreach (FateActionTarget target in base.Task.Targets)
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{
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IGameObject gameObject = gameFunctions.FindObjectByDataId(target.DataId);
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if (gameObject != null && gameObject.IsTargetable)
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{
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logger.LogInformation("FATE target {DataId} is now targetable", target.DataId);
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return ETaskResult.TaskComplete;
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}
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}
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_nextPollAt = DateTime.Now.AddSeconds(1.0);
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return ETaskResult.StillRunning;
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}
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public override bool ShouldInterruptOnDamage()
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{
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return false;
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}
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}
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internal sealed record SyncFateLevel : ITask
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{
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public override string ToString()
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{
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return "SyncFateLevel";
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}
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}
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internal sealed class SyncFateLevelExecutor(GameFunctions gameFunctions, ILogger<SyncFateLevelExecutor> logger) : TaskExecutor<SyncFateLevel>()
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{
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protected override bool Start()
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{
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logger.LogInformation("Syncing to FATE level");
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return true;
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}
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public override ETaskResult Update()
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{
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ushort currentFateId = gameFunctions.GetCurrentFateId();
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if (currentFateId == 0)
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{
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logger.LogDebug("No active FATE to sync to, skipping");
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return ETaskResult.TaskComplete;
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}
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gameFunctions.SyncToFate(currentFateId);
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return ETaskResult.TaskComplete;
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}
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public override bool ShouldInterruptOnDamage()
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{
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return false;
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}
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}
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internal sealed record FateActionLoop(IReadOnlyList<FateActionTarget> Targets) : ITask
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{
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public bool ShouldRedoOnInterrupt()
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{
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return true;
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}
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public override string ToString()
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{
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return $"FateActionLoop({Targets.Count} targets)";
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}
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}
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internal sealed class FateActionLoopExecutor(GameFunctions gameFunctions, ILogger<FateActionLoopExecutor> logger) : TaskExecutor<FateActionLoop>()
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{
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private DateTime _nextActionAt = DateTime.MinValue;
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private bool _fateWasActive;
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protected override bool Start()
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{
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logger.LogInformation("Starting FATE action loop with {Count} targets", base.Task.Targets.Count);
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_fateWasActive = gameFunctions.GetCurrentFateId() != 0;
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return true;
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}
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public override ETaskResult Update()
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{
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if (DateTime.Now < _nextActionAt)
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{
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return ETaskResult.StillRunning;
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}
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bool flag = gameFunctions.GetCurrentFateId() != 0;
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if (_fateWasActive && !flag)
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{
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bool flag2 = false;
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foreach (FateActionTarget target in base.Task.Targets)
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{
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IGameObject gameObject = gameFunctions.FindObjectByDataId(target.DataId);
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if (gameObject != null && gameObject.IsTargetable)
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{
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flag2 = true;
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break;
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}
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}
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if (!flag2)
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{
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logger.LogInformation("FATE completed (was active, now inactive, no targetable NPCs)");
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return ETaskResult.TaskComplete;
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}
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}
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_fateWasActive = flag;
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foreach (FateActionTarget target2 in base.Task.Targets)
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{
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IGameObject gameObject2 = gameFunctions.FindObjectByDataId(target2.DataId);
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if (gameObject2 != null && gameObject2.IsTargetable)
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{
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bool flag3 = gameFunctions.UseAction(gameObject2, target2.Action);
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_nextActionAt = (flag3 ? DateTime.Now.AddSeconds(2.5) : DateTime.Now.AddSeconds(0.5));
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return ETaskResult.StillRunning;
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}
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}
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_nextActionAt = DateTime.Now.AddSeconds(0.25);
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return ETaskResult.StillRunning;
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}
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public override bool ShouldInterruptOnDamage()
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{
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return false;
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}
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}
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}
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