doc tweak
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@ -16,14 +16,12 @@ import java.awt.event.KeyEvent
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*/
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*/
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object Routines {
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object Routines {
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/**
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/**
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* The duration in milliseconds of one "tick". The duration of 600ms matches the tick duration of game servers.
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* The duration in milliseconds of one game tick.
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*
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*
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* This defines the concept of a "tick" as a unit of time used for pacing actions.
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* This defines the amount of time that passes during one server game tick.
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*
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*
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* It is used in methods like [sleepForNTicks] to calculate sleep durations
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* All timing and delays should be multiples of this tick duration to align with the
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* based on multiplying a number of ticks by this value.
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* server ticks and avoid timing issues.
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*
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* For example, 5 ticks with this value would be 5 * 600 = 3000ms sleep duration.
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*/
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*/
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const val TICK_DURATION_MS = 600L
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const val TICK_DURATION_MS = 600L
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@ -265,39 +263,6 @@ object Routines {
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RSOrchestrator.doTravelTask(agent, params)
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RSOrchestrator.doTravelTask(agent, params)
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}
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}
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/**
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* Handles the workflow to grind supreme overloads near a bank.
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*
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* @param params The parameters defining the grind details.
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*
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* This method handles the full process of:
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*
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* 1. Withdrawing overload supplies from the bank.
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* 2. Going to the well location to make overloads.
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* 3. Using the F6 hotkey to make overloads.
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* 4. Sleeping between cycles to pace the actions.
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* 5. Repeating for the total volume in steps of size volumePerStep.
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*
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* The well location is prompted from the user by moving the mouse over it.
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*
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* The agent handles the banking and inventory management.
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*
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* @param params TaskParams defining totalVolume, volumePerStep, and other details.
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*
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* @deprecated This method needs validation before use in production.
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*/
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@Deprecated("Needs validation before you use it for realsies")
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fun supremeOverloadGrind(params: TaskParams) {
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val agent = RSOrchestrator.getInstance()
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val chest = agent.getBankPoint()
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val well = agent.promptUserForPoint("Put your mouse over the well...")
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agent.doLoop(params.totalVolume, params.volumePerStep) {
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agent.processAtStationNearBank(chest, well, KeyEvent.VK_F6, 0, 0, 6500, 1000)
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}
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}
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/**
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/**
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* Processes a volume of inventory at a furnace near the bank.
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* Processes a volume of inventory at a furnace near the bank.
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*
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*
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@ -341,36 +306,4 @@ object Routines {
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RSOrchestrator.doTravelTask(agent, params)
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RSOrchestrator.doTravelTask(agent, params)
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}
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}
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/**
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* Processes refined planks into frames at the sawmill near the bank.
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*
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* This handles the full workflow of:
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* - Withdrawing planks preset from bank
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* - Walking to the sawmill
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* - Using planks on saw to make frames
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* - Walking back to bank
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* - Depositing frames
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*
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* The function loops through processing a total volume of planks based on the provided
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* RoutineParams.
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*
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* @param params RoutineParams config including total volume, volume per trip, agent, and chest point.
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* @return Nothing.
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*/
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@Deprecated("Needs validation before you use it for realsies")
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fun processRefinedPlanksIntoFrames(params: TaskParams) {
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println("You must zoom in all the way and have the compass pointing straight N with a completely top-down view\n you must also be standing at the touch point on the saw")
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val agent = RSOrchestrator.getInstance()
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agent.scrollOutToHeight(8)
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//the following 2 points are magic numbers from *my* setup and resolution
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val sawFromChest = Point(1079, 907)
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val chestFromSaw = Point(1226, 180)
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agent.doLoop(params.totalVolume, params.volumePerStep) {
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agent.processAtStationNearBank(chestFromSaw, sawFromChest, KeyEvent.VK_F6, 2700, 500, 64000, 1000)
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}
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}
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}
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}
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