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    Posted (edited)

    Sup everyone, first post here so lemme know if this is the wrong place or anything.

    So basically I am writing a super basic tinderbox looter, and I feel like there might be a better way to do things. Basically I need to loot a tinderbox, drop it, and continue that until there are 28 on the ground. Then I want to change state to start looting until my inventory is full, then bank yadda yadda. My first instinct was to create a boolean, and just set it to true when there's 28 boxes on the ground. Then use this in my state checks.

    Is there a better way to do this? Essentially I need PICKUP_BOXES to persist until my inventory is full. I might just be totally blanking, here's my code for reference since my explanation probably sucked.

    Any other advice is appreciated, I'm sure some of this looks fried lol but I am still figuring out the ins and outs of the api. Thanks guys.

    Spoiler
    public class Tinderboxes extends AbstractScript {
    
        State state;
        Area boxArea = new Area(3088, 3254, 3092, 3254, 0);
        Area bankArea = new Area(3092, 3241, 3095, 3245, 0);
        GameObject shelf = GameObjects.getTopObjectOnTile(new Tile(3091, 3255, 0));
        GameObject door = GameObjects.closest(1535);
        GroundItem tinderbox;
        List<GroundItem> tinderboxes;
        boolean stopLooting = false;
    
        @Override
        public void onStart() {
            log("started");
        }
    
        @Override
        public int onLoop() {
            tinderboxes = GroundItems.all("Tinderbox");
            if (tinderboxes.size() == 28) {
                stopLooting = true;
            }
    
            if (Walking.getRunEnergy() > 50 && !Walking.isRunEnabled()) {
                Walking.toggleRun();
            }
    
            switch (getState()) {
                case GET_BOXES:
                    if (!Players.getLocal().isMoving()) {
                        shelf.interact("Search");
                        Sleep.sleepUntil(() -> Inventory.contains("Tinderbox"), 400);
                    }
                    break;
                case DROP_BOX:
                    if (!Players.getLocal().isAnimating()) {
                        Inventory.drop("Tinderbox");
                        Sleep.sleepUntil(Inventory::isEmpty, 4000);
                    }
                    break;
                case PICKUP_BOXES:
                    tinderbox = GroundItems.closest("Tinderbox");
                    if (!Inventory.isFull() && tinderbox != null) {
                        tinderbox.interact("Take");
                        sleep(Calculations.random(50, 300));
                    }
                    break;
                case WALKING_TO_AREA:
                    if (!boxArea.canReach()) {
                        door.interact("Open");
                        Sleep.sleepUntil(() -> boxArea.canReach(), 4000);
                    }
                    if (!Players.getLocal().isMoving()) {
                        Walking.walk(boxArea.getRandomTile());
                    }
                    break;
                case WALKING_TO_BANK:
                    if (!bankArea.canReach()) {
                        door.interact("Open");
                        Sleep.sleepUntil(() -> bankArea.canReach(), 4000);
                    } else if (!Players.getLocal().isMoving()) {
                        Walking.walk(bankArea.getRandomTile());
                    }
                    break;
                case USE_BANK:
                    if (!Players.getLocal().isMoving()) {
                        NPC banker = NPCs.closest(npc -> npc != null && npc.hasAction("Bank"));
                        banker.interact("Bank");
                        Sleep.sleepUntil(Bank::isOpen, 4000);
                    }
                    break;
                case BANKING:
                    Bank.depositAllItems();
                    Sleep.sleepUntil(() -> !Inventory.isFull(), 4000);
                    if (!Inventory.contains("Tinderbox")) {
                        Sleep.sleepUntil(Bank::close, 4000);
                        stopLooting = false;
                    }
                    break;
            }
    
            return 600;
        }
    
        @Override
        public void onExit() {
    
        }
    
        @Override
        public void onPaint(Graphics graphics) {
    
        }
    
        private State getState() {
            if (!Inventory.isFull() && boxArea.contains(Players.getLocal()) && !stopLooting && Inventory.isEmpty()) {
                return State.GET_BOXES;
            } else if (!Inventory.isFull() && boxArea.contains(Players.getLocal()) && Inventory.contains("Tinderbox") && !stopLooting) {
                return State.DROP_BOX;
            } else if (!Inventory.isFull() && boxArea.contains(Players.getLocal()) && stopLooting) {
                return State.PICKUP_BOXES;
            } else if (Inventory.isFull() && !bankArea.contains(Players.getLocal())) {
                return State.WALKING_TO_BANK;
            } else if (Inventory.isFull() && bankArea.contains(Players.getLocal()) && !Bank.isOpen()) {
                return State.USE_BANK;
            } else if (Inventory.isFull() && Bank.isOpen()) {
                return State.BANKING;
            } else if (!Inventory.isFull() && !boxArea.contains(Players.getLocal())) {
                return State.WALKING_TO_AREA;
            }
            return state;
        }
    }

     

     

    Edited by nebusoku
    • nebusoku changed the title to Better way to manage state

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