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Author SHA1 Message Date
dtookey
234adbf9b5 code formatting tweak 2023-08-06 19:24:05 -04:00
dtookey
2cb6d3aed3 Another massive architecture refactor 2023-08-06 19:21:53 -04:00
7 changed files with 503 additions and 478 deletions

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@ -1,431 +0,0 @@
import java.awt.Point
import java.awt.event.InputEvent
import java.awt.event.KeyEvent
/**
* Agent handles lower level actions like banking, navigation, and timing
* to support automation routines.
*
* This provides a common set of primitive actions that can be used across
* different automation workflows. Routines build on top of these actions.
*
* The agent handles things like:
* - Bank interaction (presets, deposits, withdrawals)
* - Navigation points and travel
* - Timing actions with randomness
* - Progress reporting and logging
*
* By encapsulating these common actions, routines can focus on their
* specific workflow logic and leverage the agent for the lower level
* activities needed to craft, cook, etc.
*/
class Agent(val controller: Automaton = RobotController()) {
companion object {
/**
* Extra padding in milliseconds added before actions to account for latency. 500ms is entirely arbitrary. It is
* simply a value that works well during high-load periods. Better to be conservative than lossy.
*
* This defines an extra duration in milliseconds that is added to sleeps
* and waits.
*
* It is to account for latency in the system before actions like mouse moves
* and clicks actually take effect.
*/
const val LATENCY_PADDING_MS = 500L
/**
* The duration in milliseconds of one "tick". The duration of 600ms matches the tick duration of game servers.
*
* This defines the concept of a "tick" as a unit of time used for pacing actions.
*
* It is used in methods like [sleepForNTicks] to calculate sleep durations
* based on multiplying a number of ticks by this value.
*
* For example, 5 ticks with this value would be 5 * 600 = 3000ms sleep duration.
*/
const val TICK_DURATION_MS = 600L
/**
* Performs a standing crafting task loop for the agent.
*
* The agent will repeatedly go to the bank, withdraw items,
* open the crafting interface, craft items, close it,
* and deposit items back until the total volume is reached.
*
* @param params the parameters configuring how to perform the standing task
*/
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
)
}
}
/**
* Performs a looped travel task for the agent.
*
* This handles having the agent repeatedly travel from the bank
* to a station, process items, and travel back.
*
* @param params the parameters configuring how to perform the task
*/
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
)
}
}
}
/**
* Computes the total number of steps needed to process the given total volume.
*
* @param totalVolume the total amount that needs to be processed
* @param volumePerStep the amount to process per step
* @return the number of steps required to process the total volume
*/
private fun computeTotalSteps(totalVolume: Int, volumePerStep: Int) =
totalVolume / volumePerStep + if (totalVolume % volumePerStep > 0) {
1
} else {
0
}
/**
* Performs a loop to repeatedly execute a task for automated steps.
*
* @param totalVolume The total number of units to process across all steps.
* @param volumePerStep The number of units to process per step.
* @param task The task function to execute on each step. It receives the Agent.
*
* This method handles iterating through the steps, reporting progress,
* timing the overall execution, and calling the task on each iteration.
*
* It uses computeTotalSteps to calculate how many iterations needed based on total
* and per step volumes. The task typically simulates some action like banking.
*/
fun doLoop(totalVolume: Int, volumePerStep: Int, task: (Agent) -> Unit) {
require(totalVolume > 0) {
"You must make at least 1 thing in total"
}
require(volumePerStep > 0) {
"You must consume at least 1 thing per step"
}
val totalSteps = computeTotalSteps(totalVolume, volumePerStep)
val start = System.currentTimeMillis()
for (i in 0 until totalSteps) {
report(i + 1, totalSteps, System.currentTimeMillis() - start)
task(this)
}
println()
val finish = System.currentTimeMillis()
println("Finished everything in ${prettyTimeString(finish - start)}")
}
/**
* Prints a progress report for the current step.
*
* @param step The current step number.
* @param of The total number of steps.
* @param dur The duration in milliseconds so far.
*
* This method prints a progress report to the console in the format:
* "Step {step} of {of} ({formattedDuration} complete | ~{remainingTime} remaining)"
*
* It calculates the estimated remaining time based on the current duration and
* number of steps completed vs total steps.
*
* The output is printed on the same line to dynamically update the progress.
*/
fun report(step: Int, of: Int, dur: Long) {
val remaining = (dur / step) * (of - step)
print("\rStep $step of $of (${prettyTimeString(dur)} complete\t|\t~${prettyTimeString(remaining)} remaining) ")
}
/**
* Formats the given duration in milliseconds into a human readable time string.
*
* @param durationMillis The duration to format in milliseconds.
*
* @return A formatted time string showing the duration broken down into hours, minutes, and seconds.
*
* This converts the duration into hours, minutes, and seconds based on millis per second,
* minute, and hour constants. It returns a string in the format "XhYmZs" where X, Y, and Z are
* the calculated hours, minutes, and seconds.
*
* If durationMillis is 0, it returns "No time data yet" instead.
*/
fun prettyTimeString(durationMillis: Long): String {
if (durationMillis == 0L) {
return "No time data yet"
}
val millisPerSecond = 1000L
val millisPerMinute = 60L * millisPerSecond
val millisPerHour = 60L * millisPerMinute
return if (durationMillis > millisPerHour) {
return "${durationMillis / millisPerHour}h${(durationMillis % millisPerHour) / millisPerMinute}m${(durationMillis % millisPerMinute) / millisPerSecond}s"
} else if (durationMillis > millisPerMinute) {
return "${(durationMillis % millisPerHour) / millisPerMinute}m${(durationMillis % millisPerMinute) / millisPerSecond}s"
} else {
"${(durationMillis % millisPerMinute) / millisPerSecond}s"
}
}
/**
* Prompts the user to position the mouse pointer and returns the pointer location.
*
* @param prompt The message to display to the user as a prompt.
*
* @return The Point containing the mouse pointer location after prompting.
*
* This first prints the prompt message to the console.
* It then uses the Doer to count down from 5 seconds while printing a countdown.
* After the countdown, it gets the current mouse pointer location using the Doer
* and returns the Point.
*
* This allows prompting the user to move the mouse before taking a snapshot of the pointer position.
*/
fun promptUserForPoint(prompt: String): Point {
println(prompt)
countDown(5) {
print("\rtaking point snapshot in $it... ")
if (it == 0) {
println("\r ")
}
}
return controller.getPointerLocation()
}
/**
* Scrolls out to the specified height by scrolling in and then back out.
*
* @param height The height in pixels to scroll out to.
* @param scrollWaitAndVariance The number of milliseconds to wait between scroll steps. Defaults to 16.
*
* This method first sleeps for 1 second. It then scrolls in by the height amount
* using repeated small scroll in steps.
*
* After scrolling in fully, it then scrolls back out using a few repeated small scroll outs.
*
* This allows smoothly animating the scroll all the way in and then back out to a specific height
*
* The scrollWaitAndVariance controls the pacing between scroll steps. The default of 16ms provides
* a reasonable scroll animation speed.
*/
fun scrollOutToHeight(height: Int, scrollWaitAndVariance: Long = 10L) {
controller.sleep(1000)
for (i in 0 until height * 2) {
controller.scrollIn(scrollWaitAndVariance, scrollWaitAndVariance)
}
for (i in 0 until height) {
controller.scrollOut(scrollWaitAndVariance, scrollWaitAndVariance)
}
}
/**
* 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 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.
*
* This handles the steps to open the bank interface, withdraw a preset,
* open a crafting interface, and wait for the desired duration.
*
* It clicks the bank chest, presses the inventory hotkey, presses the crafting hotkey,
* presses spacebar to accept, and waits before repeating.
*
* Useful for automated banking behaviors like crafting or herblore.
*/
private fun bankStandForLoop(
chest: Point,
bankPresetHotkey: Int,
craftingDialogueHotkey: Int,
waitDurationMillis: Long,
waitDurationVariance: Long
) {
//open the bank located by the chest parameter
moveMouseLeftClickAndSleep(controller.getAlmostPoint(chest, WiggleParams()), 900, 400)
//withdraw the desired inventory preset
controller.keyPress(bankPresetHotkey)
//sleep for a server tick
sleepForNTicks(1)
//open the crafting dialog with the correct hotkey
controller.keyPress(craftingDialogueHotkey)
//sleep for a server tick
sleepForNTicks(1)
//press the "accept" default hotkey
controller.keyPress(KeyEvent.VK_SPACE)
//wait for the desired time to finish
controller.sleepWithVariance(waitDurationMillis, waitDurationVariance)
}
/**
* Performs banking actions at a bank without additional dialog prompts.
*
* @param chest The Point location of the bank chest or stand to interact with.
* @param invKey The key code for the inventory preset hotkey to withdraw.
* @param hotKey The key code for the action hotkey, like crafting.
*
* This method handles clicking the chest, withdrawing a preset inventory,
* and activating a process like crafting that doesn't require additional prompts.
*
* It clicks the chest location, presses the inventory preset hotkey, waits briefly,
* then presses the action hotkey like crafting. This allows automated crafting at the bank.
*
* The sleeps provide a brief pause between actions to allow animations.
*/
fun bankStandWithoutDialog(chest: Point, invKey: Int, hotKey: Int) {
//open the bank located by the chest parameter
moveMouseLeftClickAndSleep(controller.getAlmostPoint(chest, WiggleParams()), 900, 400)
//withdraw the desired inventory preset
controller.keyPress(invKey)
sleepForNTicks(1)
//press the hotkey that causes action without dialogue
controller.keyPress(hotKey)
sleepForNTicks(1)
}
/**
* Performs processing steps between a bank and nearby crafting station.
*
* @param chest The Point location of the bank chest.
* @param station The Point location of the processing station.
* @param bankPresetHotkey The inventory preset hotkey to withdraw at bank.
* @param travelDurationMillis Base travel time between bank and station.
* @param travelDurationVarianceMillis Random variance to add to travel time.
* @param waitDurationMillis Base wait time for processing at station.
* @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.
*
* It goes between the bank and station locations, simulating travel time.
* At the bank it withdraws using the preset hotkey.
* At the station it activates processing and waits.
*/
fun processAtStationNearBank(
chest: Point,
station: Point,
bankPresetHotkey: Int,
travelDurationMillis: Long,
travelDurationVarianceMillis: Long,
waitDurationMillis: Long,
waitDurationVarianceMillis: Long
) {
//move to the bank and open the interface
moveMouseLeftClickAndSleep(
controller.getAlmostPoint(chest, WiggleParams()),
travelDurationMillis,
travelDurationVarianceMillis
)
//withdraw desired loadout
controller.keyPress(bankPresetHotkey)
sleepForNTicks(1)
//move to station and open the crafting dialog
moveMouseLeftClickAndSleep(station, travelDurationMillis, travelDurationVarianceMillis)
//start the crafting task
controller.keyPress(KeyEvent.VK_SPACE)
//wait for it to complete
controller.sleepWithVariance(waitDurationMillis, waitDurationVarianceMillis)
}
/*==============================================================================================================
cheater functions
==============================================================================================================*/
fun getBankPoint(): Point {
return promptUserForPoint("Hold your mouse over the bank...")
}
fun countDown(nSeconds: Int, announceFn: (step: Int) -> Unit) {
for (i in nSeconds downTo 0) {
announceFn(i)
controller.sleep(1000)
}
}
fun getPointerLocationAfter(delayInSeconds: Int): Point {
countDown(delayInSeconds) {
print("\rtaking pointer snapshot in $it...")
if (it == 0) {
println("\r ")
}
}
return controller.getPointerLocation()
}
fun getPointerLocationAsValDeclarationString(varName: String): String {
val info = getPointerLocationAfter(5)
return "val $varName = Point(${info.x}, ${info.y})"
}
fun moveMouseLeftClickAndSleep(p: Point, dur: Long, durRange: Long) {
controller.moveMouse(p)
controller.sleepWithVariance(100, 50)
//left click
controller.mouseClick(InputEvent.BUTTON1_DOWN_MASK)
controller.sleepWithVariance(dur, durRange)
}
fun sleepForNTicks(n: Long) {
val latencyPadding = LATENCY_PADDING_MS
val baseWaitTime = n * TICK_DURATION_MS
controller.sleepWithVariance(latencyPadding + baseWaitTime, 150)
}
fun drawStar(p: Point) {
val offset = 100
val top = Point(p.x, p.y - offset * 2)
val topright = Point(p.x + offset * 2, p.y + offset)
val bottomright = Point(p.x + offset * 2, p.y)
val topleft = Point(p.x - offset * 2, p.y + offset)
val bottomleft = Point(p.x - offset * 2, p.y)
val points = arrayListOf(top, bottomleft, topright, topleft, bottomright)
for (i in 0 until 10) {
for (point in points) {
controller.moveMouse(point)
controller.sleep(32)
}
}
}
}

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@ -60,7 +60,7 @@ interface InputController {
fun scrollOut(sleepDur: Long, sleepDurVariance: Long)
}
interface TemporalController{
interface TemporalController {
/**
* Sleeps for the specified duration.
*
@ -128,7 +128,7 @@ interface DesktopController {
* @param params The wiggle parameters
* @return A new [Point] randomly offset from the target point.
*/
fun getAlmostPoint(point: Point, params : WiggleParams): Point{
fun getAlmostPoint(point: Point, params: WiggleParams): Point {
val xDel = Random.nextInt(0, params.xWiggle)
val yDel = Random.nextInt(0, params.yWiggle)
val xDir = if (Random.nextDouble() > 0.5) {
@ -146,17 +146,26 @@ interface DesktopController {
}
/**
* Interface for controllers that provide desktop input capabilities.
* Interface for full-featured desktop automation controllers.
*
* This interface extends [DesktopController], [InputController], and
* [TemporalController] to create a combined interface that can:
* Automaton combines capabilities from other interfaces to create a controller that can:
*
* - Get desktop/mouse info like pointer location
* - Perform mouse and keyboard input like clicks and key presses
* - Control timing and add delays
* - Get desktop and mouse state information like pointer location via [DesktopController]
*
* Classes that implement this interface can serve as full featured
* controllers for desktop automation tasks.
* - Perform mouse and keyboard input like clicks, key presses, and scrolling via [InputController]
*
* - Handle timing and delays between actions using [TemporalController]
*
* By composing multiple capabilities, Automaton aims to provide a simple yet powerful interface for implementing
* desktop automation routines.
*
* Typical usage involves:
*
* 1. Obtaining an Automaton instance bound to the current OS/desktop
* 2. Calling methods like [moveMouse] and [mouseClick] to perform actions
* 3. Using [sleep] and [sleepWithVariance] to add delays
*
* This interface allows the underlying OS/desktop implementation details to be abstracted and swapped as needed.
*/
interface Automaton : DesktopController, InputController, TemporalController

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@ -0,0 +1,66 @@
object HelperFunctions {
/**
* Computes the total number of steps needed to process the given total volume.
*
* @param totalVolume the total amount that needs to be processed
* @param volumePerStep the amount to process per step
* @return the number of steps required to process the total volume
*/
fun calculateTotalSteps(totalVolume: Int, volumePerStep: Int) =
totalVolume / volumePerStep + if (totalVolume % volumePerStep > 0) {
1
} else {
0
}
/**
* Prints a progress report for the current step.
*
* @param step The current step number.
* @param of The total number of steps.
* @param dur The duration in milliseconds so far.
*
* This method prints a progress report to the console in the format:
* "Step {step} of {of} ({formattedDuration} complete | ~{remainingTime} remaining)"
*
* It calculates the estimated remaining time based on the current duration and
* number of steps completed vs total steps.
*
* The output is printed on the same line to dynamically update the progress.
*/
fun report(step: Int, of: Int, dur: Long) {
val remaining = (dur / step) * (of - step)
print("\rStep $step of $of (${prettyTimeString(dur)} complete\t|\t~${prettyTimeString(remaining)} remaining) ")
}
/**
* Formats the given duration in milliseconds into a human readable time string.
*
* @param durationMillis The duration to format in milliseconds.
*
* @return A formatted time string showing the duration broken down into hours, minutes, and seconds.
*
* This converts the duration into hours, minutes, and seconds based on millis per second,
* minute, and hour constants. It returns a string in the format "XhYmZs" where X, Y, and Z are
* the calculated hours, minutes, and seconds.
*
* If durationMillis is 0, it returns "No time data yet" instead.
*/
fun prettyTimeString(durationMillis: Long): String {
if (durationMillis == 0L) {
return "No time data yet"
}
val millisPerSecond = 1000L
val millisPerMinute = 60L * millisPerSecond
val millisPerHour = 60L * millisPerMinute
return if (durationMillis > millisPerHour) {
return "${durationMillis / millisPerHour}h${(durationMillis % millisPerHour) / millisPerMinute}m${(durationMillis % millisPerMinute) / millisPerSecond}s"
} else if (durationMillis > millisPerMinute) {
return "${(durationMillis % millisPerHour) / millisPerMinute}m${(durationMillis % millisPerMinute) / millisPerSecond}s"
} else {
"${(durationMillis % millisPerMinute) / millisPerSecond}s"
}
}
}

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@ -0,0 +1,58 @@
import java.awt.Point
interface Orchestrator {
val automaton: Automaton
fun scrollOutToHeight(height: Int, scrollWaitAndVariance: Long = 10L) {
automaton.sleep(1000)
doLoop(height * 2, 1) {
automaton.scrollIn(scrollWaitAndVariance, scrollWaitAndVariance)
}
doLoop(height, 1){
automaton.scrollOut(scrollWaitAndVariance, scrollWaitAndVariance)
}
}
/**
* Performs a loop to repeatedly execute a task for automated steps.
*
* @param totalVolume The total number of units to process across all steps.
* @param volumePerStep The number of units to process per step.
* @param task The task function to execute on each step. It receives the Agent.
*
* This method handles iterating through the steps, reporting progress,
* timing the overall execution, and calling the task on each iteration.
*
* It uses computeTotalSteps to calculate how many iterations needed based on total
* and per step volumes. The task typically simulates some action like banking.
*/
fun doLoop(totalVolume: Int, volumePerStep: Int, task: (Orchestrator) -> Unit) {
require(totalVolume > 0) {
"You must make at least 1 thing in total"
}
require(volumePerStep > 0) {
"You must consume at least 1 thing per step"
}
val totalSteps = HelperFunctions.calculateTotalSteps(totalVolume, volumePerStep)
val start = System.currentTimeMillis()
for (i in 0 until totalSteps) {
HelperFunctions.report(i + 1, totalSteps, System.currentTimeMillis() - start)
task(this)
}
println()
val finish = System.currentTimeMillis()
println("Finished everything in ${HelperFunctions.prettyTimeString(finish - start)}")
}
fun promptUserForPoint(prompt: String): Point
fun drawStar(p: Point)
}

322
src/main/kotlin/RSLogic.kt Normal file
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@ -0,0 +1,322 @@
import java.awt.Point
import java.awt.event.InputEvent
import java.awt.event.KeyEvent
/**
* Interface for coordinating RuneScape automation routines.
*
* This interface provides methods for common in-game workflows like:
*
* - Processing actions at the bank chest
* - Traveling between bank and crafting station
* - Bank standing without dialogue boxes
*
* Implementations would integrate with a desktop automation library
* to actually perform the in-game clicks and inputs.
*
* This interface allows the game-specific logic to be separated from
* the underlying automation library.
*
*/
interface RSCoordinator {
/**
* Perform actions at the bank chest.
*
* This typically involves:
* 1. Clicking the chest to open bank interface
* 2. Pressing preset hotkey to withdraw items
* 3. Pressing crafting hotkey to start crafting workflow
* 4. Waiting for crafting duration
*
* @param bankPoint Point location of bank chest to click
* @param bankPresetHotkey Key code for bank preset withdraw action
* @param craftingDialogueHotkey Key code to select crafting dialogue
* @param waitDurationMillis Duration in ms to wait during crafting
* @param waitDurationVariance Allowed variance in wait duration
*/
fun processAtBank(
bankPoint: Point,
bankPresetHotkey: Int,
craftingDialogueHotkey: Int,
waitDurationMillis: Long,
waitDurationVariance: Long
)
/**
* Perform actions between bank and nearby station.
*
* This involves:
* 1. Traveling from bankPoint to stationPoint
* 2. Clicking station to open interface
* 3. Pressing dialogue key to start crafting
* 4. Waiting for crafting duration
* 5. Waiting for crafting duration
*
* @param bankPoint Point location of bank
* @param craftingStationPoint Point location of crafting station
* @param bankPresetHotkey Key code to withdraw items
* @param travelDurationMillis Time in ms to travel between points
* @param travelDurationVariance Allowed variance in travel time
* @param waitDurationMillis Crafting duration
* @param waitDurationVariance Variance in crafting duration
*/
fun processAtStationNearBank(
bankPoint: Point,
craftingStationPoint: Point,
bankPresetHotkey: Int,
travelDurationMillis: Long,
travelDurationVarianceMillis: Long,
waitDurationMillis: Long,
waitDurationVarianceMillis: Long
)
/**
* Perform bank standing without random events.
*
* This involves:
* 1. Clicking the bank chest at bankPoint
* 2. Pressing inventoryHotKey to load an inventory preset
* 3. Pressing actionBarHotKey to perform an action
*
* @param bankPoint Location of bank chest
* @param inventoryHotKey Key code to clear inventory
* @param actionBarHotKey Key code to clear action bar
*/
fun bankStandWithoutDialog(bankPoint: Point, inventoryHotKey: Int, actionBarHotKey: Int)
fun getBankPoint(): Point
}
/**
* Interface for orchestrating and coordinating RuneScape automation routines.
*
* This interface combines the orchestration capabilities from [Orchestrator]
* and the RuneScape coordination capabilities from [RSCoordinator].
*
* An implementation would use the orchestration methods like [doLoop] to
* define the overall workflow.
*
* It would use the RSCoordinator methods like [processAtBank] to
* encapsulate common in-game actions needed for that workflow.
*
* By combining both capabilities, this interface provides a simple
* way to implement full RuneScape automation routines.
*
*/
interface RSOrchestrator : Orchestrator, RSCoordinator{
companion object {
fun doStandingTask(orchestrator: RSOrchestrator, params: StandingTaskParams) {
orchestrator.doLoop(params.totalVolume, params.volumePerStep) {
orchestrator.processAtBank(
params.bankPoint,
params.bankPresetHotkey,
params.craftingDialogHotkey,
params.craftingWaitDurationMillis,
params.craftingWaitDurationVarianceMillis
)
}
}
fun doTravelTask(orchestrator: RSOrchestrator, params: TravelTaskParams) {
orchestrator.doLoop(params.totalVolume, params.volumePerStep) {
orchestrator.processAtStationNearBank(
params.bankPoint,
params.travelPoint,
params.bankPresetHotkey,
params.travelDurationMillis,
params.travelDurationVarianceMillis,
params.craftingWaitDurationMillis,
params.craftingWaitDurationVarianceMillis
)
}
}
fun getDefaultInstance(): RSOrchestrator{
return RSAgent()
}
} //end of companion object
}
private class RSAgent(override val automaton: Automaton = RobotController()) : RSOrchestrator {
companion object{
/**
* Extra padding in milliseconds added before actions to account for latency. 500ms is entirely arbitrary. It is
* simply a value that works well during high-load periods. Better to be conservative than lossy.
*
* This defines an extra duration in milliseconds that is added to sleeps
* and waits.
*
* It is to account for latency in the system before actions like mouse moves
* and clicks actually take effect.
*/
private const val LATENCY_PADDING_MS: Long = 500L
/**
* The duration in milliseconds of one "tick". The duration of 600ms matches the tick duration of game servers.
*
* This defines the concept of a "tick" as a unit of time used for pacing actions.
*
* It is used in methods like [sleepForNTicks] to calculate sleep durations
* based on multiplying a number of ticks by this value.
*
* For example, 5 ticks with this value would be 5 * 600 = 3000ms sleep duration.
*/
private const val TICK_DURATION_MS = 600L
}
/*==============================================================================================================
interface implementation
==============================================================================================================*/
override fun bankStandWithoutDialog(bankPoint: Point, inventoryHotKey: Int, actionBarHotKey: Int) {
//open the bank located by the chest parameter
moveMouseLeftClickAndSleep(automaton.getAlmostPoint(bankPoint, WiggleParams()), 900, 400)
//withdraw the desired inventory preset
automaton.keyPress(inventoryHotKey)
sleepForNTicks(1)
//press the hotkey that causes action without dialogue
automaton.keyPress(actionBarHotKey)
sleepForNTicks(1)
}
override fun processAtBank(
bankPoint: Point,
bankPresetHotkey: Int,
craftingDialogueHotkey: Int,
waitDurationMillis: Long,
waitDurationVariance: Long
) {
//open the bank located by the chest parameter
moveMouseLeftClickAndSleep(automaton.getAlmostPoint(bankPoint, WiggleParams()), 900, 400)
//withdraw the desired inventory preset
automaton.keyPress(bankPresetHotkey)
//sleep for a server tick
sleepForNTicks(1)
//open the crafting dialog with the correct hotkey
automaton.keyPress(craftingDialogueHotkey)
//sleep for a server tick
sleepForNTicks(1)
//press the "accept" default hotkey
automaton.keyPress(KeyEvent.VK_SPACE)
//wait for the desired time to finish
automaton.sleepWithVariance(waitDurationMillis, waitDurationVariance)
}
override fun processAtStationNearBank(
bankPoint: Point,
craftingStationPoint: Point,
bankPresetHotkey: Int,
travelDurationMillis: Long,
travelDurationVarianceMillis: Long,
waitDurationMillis: Long,
waitDurationVarianceMillis: Long
) {
//move to the bank and open the interface
moveMouseLeftClickAndSleep(
automaton.getAlmostPoint(bankPoint, WiggleParams()),
travelDurationMillis,
travelDurationVarianceMillis
)
//withdraw desired loadout
automaton.keyPress(bankPresetHotkey)
sleepForNTicks(1)
//move to station and open the crafting dialog
moveMouseLeftClickAndSleep(craftingStationPoint, travelDurationMillis, travelDurationVarianceMillis)
//start the crafting task
automaton.keyPress(KeyEvent.VK_SPACE)
//wait for it to complete
automaton.sleepWithVariance(waitDurationMillis, waitDurationVarianceMillis)
}
/*==============================================================================================================
cheater functions
==============================================================================================================*/
override fun promptUserForPoint(prompt: String): Point {
println(prompt)
countDown(5) {
print("\rtaking point snapshot in $it... ")
if (it == 0) {
println("\r ")
}
}
return automaton.getPointerLocation()
}
override fun getBankPoint(): Point {
return promptUserForPoint("Hold your mouse over the bank...")
}
fun countDown(nSeconds: Int, announceFn: (step: Int) -> Unit) {
for (i in nSeconds downTo 0) {
announceFn(i)
automaton.sleep(1000)
}
}
fun getPointerLocationAfter(delayInSeconds: Int): Point {
countDown(delayInSeconds) {
print("\rtaking pointer snapshot in $it...")
if (it == 0) {
println("\r ")
}
}
return automaton.getPointerLocation()
}
fun getPointerLocationAsValDeclarationString(varName: String): String {
val info = getPointerLocationAfter(5)
return "val $varName = Point(${info.x}, ${info.y})"
}
fun moveMouseLeftClickAndSleep(p: Point, dur: Long, durRange: Long) {
automaton.moveMouse(p)
automaton.sleepWithVariance(100, 50)
//left click
automaton.mouseClick(InputEvent.BUTTON1_DOWN_MASK)
automaton.sleepWithVariance(dur, durRange)
}
fun sleepForNTicks(n: Long) {
val latencyPadding = LATENCY_PADDING_MS
val baseWaitTime = n * TICK_DURATION_MS
automaton.sleepWithVariance(latencyPadding + baseWaitTime, 150)
}
override fun drawStar(p: Point) {
val offset = 100
val top = Point(p.x, p.y - offset * 2)
val topright = Point(p.x + offset * 2, p.y + offset)
val bottomright = Point(p.x + offset * 2, p.y)
val topleft = Point(p.x - offset * 2, p.y + offset)
val bottomleft = Point(p.x - offset * 2, p.y)
val points = arrayListOf(top, bottomleft, topright, topleft, bottomright)
for (i in 0 until 10) {
for (point in points) {
automaton.moveMouse(point)
automaton.sleep(32)
}
}
}
}

View File

@ -15,6 +15,17 @@ import java.awt.event.KeyEvent
* The routines are encapsulated for pure convenience
*/
object Routines {
/**
* The duration in milliseconds of one "tick". The duration of 600ms matches the tick duration of game servers.
*
* This defines the concept of a "tick" as a unit of time used for pacing actions.
*
* It is used in methods like [sleepForNTicks] to calculate sleep durations
* based on multiplying a number of ticks by this value.
*
* For example, 5 ticks with this value would be 5 * 600 = 3000ms sleep duration.
*/
const val TICK_DURATION_MS = 600L
/**
* Performs the full incense stick crafting process from start to finish.
@ -39,7 +50,7 @@ object Routines {
val start = System.currentTimeMillis()
//initialize the shared agent and chest point
val agent = Agent()
val agent = RSOrchestrator.getDefaultInstance()
val bankPoint = agent.getBankPoint()
// Loop to clean grimy herbs:
@ -71,8 +82,8 @@ object Routines {
println("\rClean herbs infused")
val finish = System.currentTimeMillis()
agent.drawStar(agent.controller.getPointerLocation())
println("Entire chain finished in ${agent.prettyTimeString(finish - start)}")
agent.drawStar(agent.automaton.getPointerLocation())
println("Entire chain finished in ${HelperFunctions.prettyTimeString(finish - start)}")
}
/**
@ -89,18 +100,17 @@ object Routines {
*
* It performs the actions at the bank location using the provided agent.
*/
fun cleanHerbs(volume: Int, agent: Agent = Agent(), bankPoint: Point = agent.getBankPoint()) {
fun cleanHerbs(volume: Int, agent: RSOrchestrator = RSOrchestrator.getDefaultInstance(), bankPoint: Point = agent.getBankPoint()) {
val params = StandingTaskParams(
volume,
CommonVolumesPerStep.FullInventory,
agent,
bankPoint,
KeyEvent.VK_F1,
KeyEvent.VK_1,
0,
0
)
Agent.doStandingTask(params)
RSOrchestrator.doStandingTask(agent, params)
}
@ -116,18 +126,17 @@ object Routines {
* - Cutting magic logs into incense sticks without dialog
* - Depositing incense sticks
*/
fun cutIncenseSticks(volume: Int, agent: Agent = Agent(), bankPoint: Point = agent.getBankPoint()) {
fun cutIncenseSticks(volume: Int, agent: RSOrchestrator = RSOrchestrator.getDefaultInstance(), bankPoint: Point = agent.getBankPoint()) {
val params = StandingTaskParams(
volume,
CommonVolumesPerStep.FullInventory,
agent,
bankPoint,
KeyEvent.VK_F2,
KeyEvent.VK_2,
26000,
Agent.TICK_DURATION_MS,
TICK_DURATION_MS,
)
Agent.doStandingTask(params)
RSOrchestrator.doStandingTask(agent, params)
}
@ -143,18 +152,17 @@ object Routines {
* - Coating incense sticks with ashes using hotkey
* - Depositing coated sticks
*/
fun coatIncenseSticks(volume: Int, agent: Agent = Agent(), bankPoint: Point = agent.getBankPoint()) {
fun coatIncenseSticks(volume: Int, agent: RSOrchestrator = RSOrchestrator.getDefaultInstance(), bankPoint: Point = agent.getBankPoint()) {
val params = StandingTaskParams(
volume,
CommonVolumesPerStep.CoatingIncenseWithAsh,
agent,
bankPoint,
KeyEvent.VK_F3,
KeyEvent.VK_3,
17000,
Agent.TICK_DURATION_MS,
TICK_DURATION_MS,
)
Agent.doStandingTask(params)
RSOrchestrator.doStandingTask(agent, params)
}
/**
@ -169,63 +177,60 @@ object Routines {
* - Infusing incense sticks with herbs using hotkey
* - Depositing infused incense sticks
*/
fun infuseIncenseSticks(volume: Int, agent: Agent = Agent(), bankPoint: Point = agent.getBankPoint()) {
fun infuseIncenseSticks(volume: Int, agent: RSOrchestrator = RSOrchestrator.getDefaultInstance(), bankPoint: Point = agent.getBankPoint()) {
val params = StandingTaskParams(
volume,
CommonVolumesPerStep.InfusingIncenseWithHerb,
agent,
bankPoint,
KeyEvent.VK_F4,
KeyEvent.VK_4,
48600,
Agent.TICK_DURATION_MS,
TICK_DURATION_MS,
)
Agent.doStandingTask(params)
RSOrchestrator.doStandingTask(agent, params)
}
@Deprecated("Needs validation before you use it for realsies")
fun craftPotionAtBank(volume: Int, agent: Agent = Agent(), bankPoint: Point = agent.getBankPoint()) {
fun craftPotionAtBank(volume: Int, agent: RSOrchestrator = RSOrchestrator.getDefaultInstance(), bankPoint: Point = agent.getBankPoint()) {
val params = StandingTaskParams(
volume,
CommonVolumesPerStep.FullInventory,
agent,
bankPoint,
KeyEvent.VK_F6,
KeyEvent.VK_MINUS,
19200,
Agent.TICK_DURATION_MS,
TICK_DURATION_MS,
)
Agent.doStandingTask(params)
RSOrchestrator.doStandingTask(agent, params)
}
@Deprecated("Needs validation before you use it for realsies")
fun potionGrindWithWell(
volume: Int,
travelDurationInMillis: Long,
agent: Agent = Agent(),
agent: RSOrchestrator = RSOrchestrator.getDefaultInstance(),
bankPoint: Point = agent.getBankPoint()
) {
val well = agent.promptUserForPoint("Put your mouse over the well...")
val params = TravelTaskParams(
volume,
CommonVolumesPerStep.FullInventory,
agent,
bankPoint,
well,
KeyEvent.VK_F6,
-1, //since the travel point is also the dialogue creator, we can omit the hotkey
19200,
Agent.TICK_DURATION_MS,
TICK_DURATION_MS,
travelDurationInMillis,
Agent.TICK_DURATION_MS
TICK_DURATION_MS
)
Agent.doTravelTask(params)
RSOrchestrator.doTravelTask(agent, params)
}
@Deprecated("Needs validation before you use it for realsies")
fun supremeOverloadGrind(params: TaskParams) {
val agent = Agent()
val agent = RSOrchestrator.getDefaultInstance()
val chest = agent.getBankPoint()
val well = agent.promptUserForPoint("Put your mouse over the well...")
@ -260,24 +265,23 @@ object Routines {
//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()
val agent = RSOrchestrator.getDefaultInstance()
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,
Agent.TICK_DURATION_MS,
TICK_DURATION_MS,
2000,
Agent.TICK_DURATION_MS
TICK_DURATION_MS
)
println("Resetting the camera. We need to define the reset to compass button...")
agent.scrollOutToHeight(8)
Agent.doTravelTask(params)
RSOrchestrator.doTravelTask(agent, params)
}
/**
@ -299,7 +303,7 @@ object Routines {
@Deprecated("Needs validation before you use it for realsies")
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()
val agent = RSOrchestrator.getDefaultInstance()
agent.scrollOutToHeight(8)
//the following 2 points are magic numbers from *my* setup and resolution

View File

@ -13,7 +13,6 @@ import java.awt.Point
interface TaskParams {
val totalVolume: Int
val volumePerStep: Int
val agent: Agent
}
/**
@ -90,7 +89,6 @@ interface TravelParams {
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,
@ -122,7 +120,6 @@ data class StandingTaskParams(
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,