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2 Commits

Author SHA1 Message Date
dtookey
075117e354 refactored everything into parametric interfaces 2023-08-05 07:23:27 -04:00
dtookey
f919179c86 extracting duplicate and shared params into classes 2023-08-05 06:22:50 -04:00
5 changed files with 298 additions and 272 deletions

View File

@ -28,6 +28,34 @@ class Agent {
* Constant for the Minus/Dash key code.
*/
const val Minus = KeyEvent.VK_MINUS
fun doStandingTask(params: StandingTaskParams) {
val agent = params.agent
agent.doLoop(params.totalVolume, params.volumePerStep) {
agent.bankStandForLoop(
params.bankPoint,
params.bankPresetHotkey,
params.craftingDialogHotkey,
params.craftingWaitDurationMillis,
params.craftingWaitDurationVarianceMillis
)
}
}
fun doTravelTask(params: TravelTaskParams) {
val agent = params.agent
agent.doLoop(params.totalVolume, params.volumePerStep) {
agent.processAtStationNearBank(
params.bankPoint,
params.travelPoint,
params.bankPresetHotkey,
params.travelDurationMillis,
params.travelDurationVarianceMillis,
params.craftingWaitDurationMillis,
params.craftingWaitDurationVarianceMillis
)
}
}
}
/**
@ -193,8 +221,8 @@ class Agent {
* Performs automated banking steps in a loop at the given chest location.
*
* @param chest The Point location of the bank chest to click on.
* @param invHotkey The key for the inventory preset to withdraw.
* @param hotbarHotkey The key for the crafting preset to open.
* @param bankPresetHotkey The key for the inventory preset to withdraw.
* @param craftingDialogueHotkey The key for the crafting preset to open.
* @param waitDurationMillis The time in ms to wait at each loop iteration.
* @param waitDurationVariance Random variance to add to wait time.
*
@ -206,21 +234,21 @@ class Agent {
*
* Useful for automated banking behaviors like crafting or herblore.
*/
fun bankStandForLoop(
private fun bankStandForLoop(
chest: Point,
invHotkey: Int,
hotbarHotkey: Int,
bankPresetHotkey: Int,
craftingDialogueHotkey: Int,
waitDurationMillis: Long,
waitDurationVariance: Long
) {
//open the bank located by the chest parameter
doer.moveMouseLeftClickAndSleep(doer.getAlmostPoint(chest, Doer.WiggleParams()), 900, 400)
//withdraw the desired inventory preset
doer.keypress(invHotkey)
doer.keypress(bankPresetHotkey)
//sleep for a server tick
doer.sleepForNTicks(1)
//open the crafting dialog with the correct hotkey
doer.keypress(hotbarHotkey)
doer.keypress(craftingDialogueHotkey)
//sleep for a server tick
doer.sleepForNTicks(1)
//press the "accept" default hotkey
@ -263,11 +291,11 @@ class Agent {
*
* @param chest The Point location of the bank chest.
* @param station The Point location of the processing station.
* @param invHotkey The inventory preset hotkey to withdraw at bank.
* @param bankPresetHotkey The inventory preset hotkey to withdraw at bank.
* @param travelDurationMillis Base travel time between bank and station.
* @param travelDurationVariance Random variance to add to travel time.
* @param travelDurationVarianceMillis Random variance to add to travel time.
* @param waitDurationMillis Base wait time for processing at station.
* @param waitDurationVariance Random variance to add to wait time.
* @param waitDurationVarianceMillis Random variance to add to wait time.
*
* This handles the steps to go to the bank, withdraw a preset, go to the station,
* open the processing interface, wait, and then loop.
@ -279,31 +307,31 @@ class Agent {
fun processAtStationNearBank(
chest: Point,
station: Point,
invHotkey: Int,
bankPresetHotkey: Int,
travelDurationMillis: Long,
travelDurationVariance: Long,
travelDurationVarianceMillis: Long,
waitDurationMillis: Long,
waitDurationVariance: Long
waitDurationVarianceMillis: Long
) {
//move to the bank and open the interface
doer.moveMouseLeftClickAndSleep(
doer.getAlmostPoint(chest, Doer.WiggleParams()),
travelDurationMillis,
travelDurationVariance
travelDurationVarianceMillis
)
//withdraw desired loadout
doer.keypress(invHotkey)
doer.keypress(bankPresetHotkey)
doer.sleepForNTicks(1)
//move to station and open the crafting dialog
doer.moveMouseLeftClickAndSleep(station, travelDurationMillis, travelDurationVariance)
doer.moveMouseLeftClickAndSleep(station, travelDurationMillis, travelDurationVarianceMillis)
//start the crafting task
doer.keypress(KeyEvent.VK_SPACE)
//wait for it to complete
doer.sleep(waitDurationMillis, waitDurationVariance)
doer.sleep(waitDurationMillis, waitDurationVarianceMillis)
}
/*==============================================================================================================

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@ -33,7 +33,7 @@ import kotlin.random.Random
* @constructor Creates a Doer instance with a Robot.
*/
class Doer(private val robot: Robot = Robot()) {
companion object{
/**
* The duration in milliseconds of one "tick". The duration of 600ms matches the tick duration of game servers.
*
@ -44,7 +44,10 @@ class Doer(private val robot: Robot = Robot()) {
*
* For example, 5 ticks with this value would be 5 * 600 = 3000ms sleep duration.
*/
private val TICK_DURATION_MS = 600L
const val TICK_DURATION_MS = 600L
}
/**
* Extra padding in milliseconds added before actions to account for latency. 500ms is entirely arbitrary. It is
@ -116,18 +119,22 @@ class Doer(private val robot: Robot = Robot()) {
}
/**
* Performs a mouse click with the specified mouse button.
* Performs a mouse click of the specified button.
*
* This uses the Robot [mousePress] and [mouseRelease] methods to click the
* mouse button specified by [button].
* This uses the Robot to press and release the given mouse button.
*
* It sleeps for a small random duration between press and release to add
* variance to the click timing.
* A random sleep is added in between pressing and releasing the button
* to add variance and avoid robotic timing.
*
* @param button The mouse button to click, as a button mask from [InputEvent].
* @param button The button to click. Must be a valid constant like [InputEvent.BUTTON1_MASK].
*
* Returns immediately If button is negative. Button must be a positive integer.
*/
fun click(button: Int) {
private fun click(button: Int) {
//guardian logic
if (button < 0) {
return
}
robot.mousePress(button)
//we add in some random time variance here to appear less robotic
@ -137,17 +144,22 @@ class Doer(private val robot: Robot = Robot()) {
}
/**
* Presses and releases a keyboard key.
* Presses and releases the given key.
*
* This uses the Robot [keyPress] and [keyRelease] methods to press
* and release the key specified by [key].
* This uses the Robot to simulate pressing and releasing the key with the given key code.
*
* It sleeps for a small random duration in between key press and release
* to pace the keystrokes.
* A random sleep is added after pressing the key before releasing it to add variance
* and avoid robotic timing.
*
* @param key The key code of the key to press, from [java.awt.event.KeyEvent].
* @param key The key code of the key to press, such as [KeyEvent.VK_A].
*
* returns immediately if key < 0. This can be useful for skipping actions with a -1
*/
fun keypress(key: Int) {
//guardian logic
if (key < 0) {
return
}
robot.keyPress(key)

View File

@ -1,4 +1,8 @@
import java.awt.Point
fun main() {
Routines.fullRunIncense(1, 1, 1, 1)
// Routines.fullRunIncense(0, 8916, 9462, 4808)
val params = TaskParams(1000, 28, chest = Point(0, 0))
Routines.processInventoryAtFurnace(params)
}

View File

@ -36,37 +36,38 @@ object Routines {
* Progress is printed after each step. Total elapsed time is printed at the end.
* @deprecated Needs validation before using for real, as sawmill points are hardcoded
*/
@Deprecated("Needs validation before you use it for realsies")
fun fullRunIncense(volHerbs: Int, volLogs: Int, volAshes: Int, volCleanHerbs: Int) {
val agent = Agent()
val start = System.currentTimeMillis()
//initialize the shared agent and chest point
val agent = Agent()
val chest = agent.getBankPoint()
// Loop to clean grimy herbs:
// Withdraw herb preset, clean without dialog at bank
if (volHerbs > 0) {
cleanHerbs(volHerbs, agent = agent, chest = chest)
cleanHerbs(volHerbs)
}
println("\rHerbs cleaned")
// Loop to cut magic logs into sticks:
// Withdraw log preset, cut logs using hotkey at bank
if (volLogs > 0) {
cutIncenseSticks(volLogs, agent = agent, chest = chest)
cutIncenseSticks(volLogs)
}
println("\rLogs cut into sticks")
// Loop to coat sticks in ashes:
// Withdraw ash preset, coat sticks using hotkey at bank
if (volAshes > 0) {
coatIncenseSticks(volAshes, agent = agent, chest = chest)
coatIncenseSticks(volAshes)
}
println("\rSticks coated in ashes")
// Loop to infuse clean herbs into sticks:
// Withdraw herb preset, infuse sticks using hotkey at bank
if (volCleanHerbs > 0) {
infuseIncenseSticks(volCleanHerbs, agent = agent, chest = chest)
infuseIncenseSticks(volCleanHerbs)
}
println("\rClean herbs infused")
@ -75,275 +76,171 @@ object Routines {
println("Entire chain finished in ${agent.prettyTimeString(finish - start)}")
}
/**
* Cleans a volume of grimy herbs at the bank.
*
* @param totalVolume The total number of grimy herbs to clean.
* @param volumePerStep The number of herbs to clean per loop iteration.
*
* This handles cleaning the given total volume of grimy herbs by looping
* and cleaning the volumePerStep amount each iteration at the bank.
*
* It gets the bank location point from the user with a prompt.
*
* Inside the loop, it withdraws the herb cleaning preset and activates
* the cleaning without additional dialog boxes.
* @deprecated Needs validation before using for real, as sawmill points are hardcoded
*/
@Deprecated("Needs validation before you use it for realsies")
fun cleanHerbs(totalVolume: Int, volumePerStep: Int = 14, agent: Agent = Agent(), chest: Point = agent.getBankPoint()) {
agent.doLoop(totalVolume, volumePerStep) {
agent.bankStandWithoutDialog(chest, KeyEvent.VK_F1, KeyEvent.VK_1)
}
fun cleanHerbs(volume: Int, agent: Agent = Agent(), bankPoint: Point = agent.getBankPoint()) {
val params = StandingTaskParams(
volume,
28,
agent,
bankPoint,
KeyEvent.VK_F1,
KeyEvent.VK_1,
0,
0
)
Agent.doStandingTask(params)
}
/**
* Cuts a specified total volume of magic logs into incense sticks at the bank.
*
* @param totalVolume the total number of magic logs to cut into sticks
* @param volumePerStep the number of logs to cut per loop iteration. Default is 28.
*
* This handles cutting the given total volume of logs into sticks by looping
* and cutting the volumePerStep amount each iteration at the bank.
*
* It gets the bank location point by prompting the user.
*
* Inside the loop, it withdraws the log cutting preset and cuts the logs into
* sticks using the specified hotkeys.
* @deprecated Needs validation before using for real, as sawmill points are hardcoded
*/
@Deprecated("Needs validation before you use it for realsies")
fun cutIncenseSticks(totalVolume: Int, volumePerStep: Int = 28, agent: Agent = Agent(), chest: Point = agent.getBankPoint()) {
val agent = Agent()
val chest = agent.getBankPoint()
agent.doLoop(totalVolume, volumePerStep) {
agent.bankStandForLoop(chest, KeyEvent.VK_F2, KeyEvent.VK_2, 26000, 1200)
}
fun cutIncenseSticks(volume: Int, agent: Agent = Agent(), bankPoint: Point = agent.getBankPoint()) {
val params = StandingTaskParams(
volume,
28,
agent,
bankPoint,
KeyEvent.VK_F2,
KeyEvent.VK_2,
26000,
Doer.TICK_DURATION_MS,
)
Agent.doStandingTask(params)
}
/**
* Coats a specified number of incense sticks in ashes at the bank.
*
* @param totalVolume the total number of sticks to coat in ashes
* @param volumePerStep the number of sticks to coat per loop iteration. Default is 26.
*
* This handles coating the given total number of sticks in ashes by looping
* and coating volumePerStep sticks each iteration at the bank.
*
* It gets the bank location point from the Agent.
*
* Inside the loop, it withdraws the ash coating preset and coats the sticks
* using the specified hotkeys.
* @deprecated Needs validation before using for real, as sawmill points are hardcoded
*/
@Deprecated("Needs validation before you use it for realsies")
fun coatIncenseSticks(totalVolume: Int, volumePerStep: Int = 26, agent: Agent = Agent(), chest: Point = agent.getBankPoint()) {
val agent = Agent()
val chest = agent.getBankPoint()
agent.doLoop(totalVolume, volumePerStep) {
agent.bankStandForLoop(chest, KeyEvent.VK_F3, KeyEvent.VK_3, 21000, 600)
}
fun coatIncenseSticks(volume: Int, agent: Agent = Agent(), bankPoint: Point = agent.getBankPoint()) {
val params = StandingTaskParams(
volume,
28,
agent,
bankPoint,
KeyEvent.VK_F3,
KeyEvent.VK_3,
21000,
Doer.TICK_DURATION_MS,
)
Agent.doStandingTask(params)
}
/**
* Infuses a specified number of incense sticks with clean herbs at the bank.
*
* @param totalVolume the total number of sticks to infuse with herbs
* @param volumePerStep the number of sticks to infuse per loop iteration. Default is 27.
*
* This handles infusing the given total number of sticks with clean herbs by looping
* and infusing volumePerStep sticks each iteration at the bank.
*
* It gets the bank location point from the Agent.
*
* Inside the loop, it withdraws the herb infusing preset and infuses the sticks
* using the specified hotkeys.
* @deprecated Needs validation before using for real, as sawmill points are hardcoded
*/
@Deprecated("Needs validation before you use it for realsies")
fun infuseIncenseSticks(totalVolume: Int, volumePerStep: Int = 27, agent: Agent = Agent(), chest: Point = agent.getBankPoint()) {
val agent = Agent()
val chest = agent.getBankPoint()
agent.doLoop(totalVolume, volumePerStep) {
agent.bankStandForLoop(chest, KeyEvent.VK_F4, KeyEvent.VK_4, 48600, 600)
}
fun infuseIncenseSticks(volume: Int, agent: Agent = Agent(), bankPoint: Point = agent.getBankPoint()) {
val params = StandingTaskParams(
volume,
28,
agent,
bankPoint,
KeyEvent.VK_F4,
KeyEvent.VK_4,
48600,
Doer.TICK_DURATION_MS,
)
Agent.doStandingTask(params)
}
/**
* Crafts potions at the bank in a loop.
*
* @param totalVolume the total number of potions to craft
* @param volumePerStep the number of potions to craft per loop iteration. Default is 14.
*
* This handles crafting the given total volume of potions by looping
* and crafting the volumePerStep amount each iteration at the bank.
*
* It gets the bank location point by prompting the user.
*
* Inside the loop, it withdraws the potion crafting preset and crafts
* using the crafting hotkey which doesn't produce a dialogue box.
* @deprecated Needs validation before using for real, as sawmill points are hardcoded
*/
@Deprecated("Needs validation before you use it for realsies")
fun craftPotionAtBank(totalVolume: Int, volumePerStep: Int = 14, agent: Agent = Agent(), chest: Point = agent.getBankPoint()) {
val agent = Agent()
val chest = agent.getBankPoint()
agent.doLoop(totalVolume, volumePerStep) {
agent.bankStandForLoop(chest, Agent.F6, Agent.Minus, 19200, 600)
}
fun craftPotionAtBank(volume: Int, agent: Agent = Agent(), bankPoint: Point = agent.getBankPoint()) {
val params = StandingTaskParams(
volume,
28,
agent,
bankPoint,
KeyEvent.VK_F6,
KeyEvent.VK_MINUS,
19200,
Doer.TICK_DURATION_MS,
)
Agent.doStandingTask(params)
}
/**
* Grinds a total volume of potions using a well near the bank.
*
* @param totalVolume the total number of potions to grind
* @param volumePerStep the number of potions to grind per loop iteration. Default is 14.
* @param travelDurationInMillis the time in milliseconds for the agent to travel between the bank and the well.
* Default is 0.
*
* This handles crafting the given total volume of potions by looping accounting for the crafting of volumePerStep
* potions amount each iteration using a well near the bank.
*
* It gets the bank location point and well location point by prompting the user.
*
* Inside the loop, it withdraws the potion grinding preset and creates potions using the well.
*
* After creating the potions, it banks again before the next iteration.
*
* The travelDurationInMillis parameter allows configuring the travel time between the bank and the well.
* @deprecated Needs validation before using for real, as sawmill points are hardcoded
*/
@Deprecated("Needs validation before you use it for realsies")
fun potionGrindWithWell(totalVolume: Int, volumePerStep: Int = 14, travelDurationInMillis: Long = 0, agent: Agent = Agent(), chest: Point = agent.getBankPoint()) {
val agent = Agent()
val chest = agent.getBankPoint()
fun potionGrindWithWell(
volume: Int,
travelDurationInMillis: Long,
agent: Agent = Agent(),
bankPoint: Point = agent.getBankPoint()
) {
val well = agent.promptUserForPoint("Put your mouse over the well...")
agent.doLoop(totalVolume, volumePerStep) {
agent.processAtStationNearBank(chest, well, Agent.F6, travelDurationInMillis, 0, 18600, 600)
}
val params = TravelTaskParams(
volume,
28,
agent,
bankPoint,
well,
KeyEvent.VK_F6,
-1, //since the travel point is also the dialogue creator, we can omit the hotkey
19200,
Doer.TICK_DURATION_MS,
travelDurationInMillis,
Doer.TICK_DURATION_MS
)
Agent.doTravelTask(params)
}
/**
* Grinds a total volume of supreme overload potions using a well near the bank.
*
* @param totalVolume the total number of potions to grind
* @param volumePerStep the number of potions to grind per loop iteration. Default is 4.
*
* This handles crafting the given total volume of supreme overload potions by looping
* and accounting for producing volumePerStep amount of potions each iteration using a well near the bank.
*
* It gets the bank location point and well location point by prompting the user.
*
* Inside the loop, it withdraws the potion grinding preset and grinds
* using the well.
*
* After crafting finishes, it banks again before the next iteration.
* @deprecated Needs validation before using for real, as sawmill points are hardcoded
*/
@Deprecated("Needs validation before you use it for realsies")
fun supremeOverloadGrind(totalVolume: Int, volumePerStep: Int = 4, agent: Agent = Agent(), chest: Point = agent.getBankPoint()) {
fun supremeOverloadGrind(params: TaskParams) {
val agent = Agent()
val chest = agent.getBankPoint()
val well = agent.promptUserForPoint("Put your mouse over the well...")
agent.doLoop(totalVolume, volumePerStep) {
agent.doLoop(params.totalVolume, params.volumePerStep) {
agent.processAtStationNearBank(chest, well, Agent.F6, 0, 0, 6500, 1000)
}
}
/**
* Processes a total volume of inventory at a furnace near the bank.
*
* @param totalVolume the total number of inventory items to process
* @param volumePerStep the number of items to process per loop iteration. Default is 28.
*
* This handles processing the given total volume of inventory by looping
* and processing volumePerStep items each iteration at a furnace near the bank.
*
* It uses pre-defined points for the furnace location relative to the bank chest.
*
* Inside the loop, it travels to the furnace, processes the items using the
* process hotkey, and travels back to the bank before the next iteration.
*
* The camera is reset before starting.
* @deprecated Needs validation before using for real, as sawmill points are hardcoded
*/
@Deprecated("Needs validation before you use it for realsies")
fun processInventoryAtFurnace(totalVolume: Int, volumePerStep: Int = 28, agent: Agent = Agent(), chest: Point = agent.getBankPoint()) {
fun processInventoryAtFurnace(volume: Int) {
//these two points are specific to my computer. we need to export these into a file or something
val furnaceFromChest = Point(776, 321)
val chestFromFurnance = Point(1713, 843)
val agent = Agent()
println("Reset the camera")
val params = TravelTaskParams(
volume,
28,
agent,
chestFromFurnance,
furnaceFromChest,
KeyEvent.VK_F6,
-1, //since the travel point is also the dialogue creator, we can omit the hotkey
51000,
Doer.TICK_DURATION_MS,
2000,
Doer.TICK_DURATION_MS
)
println("Resetting the camera. We need to define the reset to compass button...")
agent.scrollOutToHeight(8)
val furnaceFromChest = Point(776, 321)
val chestFromFurance = Point(1713, 843)
agent.doLoop(totalVolume, volumePerStep) {
agent.processAtStationNearBank(chestFromFurance, furnaceFromChest, Agent.F6, 2500, 600, 53200, 600)
}
Agent.doTravelTask(params)
}
/**
* Processes refined planks into frames at a sawmill near the bank.
* Processes refined planks into frames at the sawmill near the bank.
*
* @param totalVolume the total number of planks to process into frames
* @param volumePerStep the number of planks to process per loop iteration
* This handles the full workflow of:
* - Withdrawing planks preset from bank
* - Walking to the sawmill
* - Using planks on saw to make frames
* - Walking back to bank
* - Depositing frames
*
* This handles processing the given total volume of refined planks into frames
* by looping and processing volumePerStep planks each iteration at a sawmill near the bank.
* The function loops through processing a total volume of planks based on the provided
* RoutineParams.
*
* It uses pre-defined points for the sawmill location relative to the bank chest.
*
* Inside the loop, it travels to the sawmill, processes the planks into frames
* using the process hotkey, and travels back to the bank before the next iteration.
*
* @deprecated Needs validation before using for real, as sawmill points are hardcoded
* @param params RoutineParams config including total volume, volume per trip, agent, and chest point.
* @return Nothing.
*/
@Deprecated("Needs validation before you use it for realsies")
fun processRefinedPlanksIntoFrames(totalVolume: Int, volumePerStep: Int, agent: Agent = Agent(), chest: Point = agent.getBankPoint()) {
fun processRefinedPlanksIntoFrames(params: TaskParams) {
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")
val agent = Agent()
agent.scrollOutToHeight(8)
//the following 2 points are magic numbers from *my* setup and resolution
val sawFromChest = Point(1079, 907)
val chestFromSaw = Point(1226, 180)
agent.doLoop(totalVolume, volumePerStep) {
// //standing at bank with full inv
// d.mouseMove(sawFromChest)
// d.sleep(100, 50)
// //run to saw
// d.click(LeftClick)
// d.sleep(2700, 500)
// //start cutting frames
// d.keypress(Space)
// //waiting
// d.sleep(64000, 1000)
// d.mouseMove(chestFromSaw)
// d.sleep(100, 50)
// //running to bank
// d.click(LeftClick)
// d.sleep(2700, 500)
// d.keypress(F6)
// d.sleep(1200, 500)
// //full inv
agent.doLoop(params.totalVolume, params.volumePerStep) {
agent.processAtStationNearBank(chestFromSaw, sawFromChest, Agent.F6, 2700, 500, 64000, 1000)
}
}
}

View File

@ -0,0 +1,85 @@
import java.awt.Point
/**
* Configuration parameters for routines.
*
* @param totalVolume The total number of items to process in the routine.
* @param volumePerStep The volume of items to process per loop iteration.
* @param agent The Agent instance to use for actions like banking.
* @param chest The Point location of the bank chest to use.
*/
interface TaskParams {
val totalVolume: Int
val volumePerStep: Int
val agent: Agent
}
interface BankParams{
val bankPoint: Point
val bankPresetHotkey: Int
}
interface CraftingParams{
val craftingDialogHotkey: Int
val craftingWaitDurationMillis: Long
val craftingWaitDurationVarianceMillis: Long
}
interface TravelParams{
val travelPoint: Point
val travelDurationMillis: Long
val travelDurationVarianceMillis: Long
}
data class StandingTaskParams(
override val totalVolume: Int,
override val volumePerStep: Int,
override val agent: Agent,
override val bankPoint: Point,
override val bankPresetHotkey: Int,
override val craftingDialogHotkey: Int,
override val craftingWaitDurationMillis: Long,
override val craftingWaitDurationVarianceMillis: Long
): TaskParams, BankParams, CraftingParams
data class TravelTaskParams(
override val totalVolume: Int,
override val volumePerStep: Int,
override val agent: Agent,
override val bankPoint: Point,
override val travelPoint: Point,
override val bankPresetHotkey: Int,
override val craftingDialogHotkey: Int = -1,
override val craftingWaitDurationMillis: Long,
override val craftingWaitDurationVarianceMillis: Long,
override val travelDurationMillis: Long,
override val travelDurationVarianceMillis: Long
): TaskParams, BankParams, CraftingParams, TravelParams
/**
* CommonVolumesPerStep provides constants for common inventory volumes used during routines.
*/
object CommonVolumesPerStep {
/**
* Full inventory volume constant.
*/
const val FullInventory = 28
/**
* Two-reagent full inventory volume constant.
* For example, when combining two items that fill the inventory.
*/
const val TwoReagentFullInventory = 14
/**
* Volume for coating incense sticks with ashes.
*/
const val CoatingIncenseWithAsh = 26
/**
* Volume for infusing incense sticks with herbs.
*/
const val InfusingIncenseWithHerb = 27
}