2021-04-09 19:01:18 +00:00

384 lines
11 KiB
Lua

CaveBot.Extensions.Depositor = {}
local depotIDs = {3497, 3498, 3499, 3500}
local reset = function()
storage.stopSearch = false
storage.lootContainerOpen = false
storage.containersClosed = false
storage.containersReset = false
storage.currentStack = 0
storage.currentNonStack = nonStackMin
storage.lastTry = nil
storage.lootItemsCount = 0
storage.depositDone = false
end
local i = 1
local ifPing = function()
if ping() and ping() > 150 then
return ping()
else
return 1
end
end
CaveBot.Extensions.Depositor.setup = function()
CaveBot.registerAction("depositor", "#002FFF", function(value, retries)
if retries > 400 then
print("CaveBot[Depositor]: Depositor actions limit reached, proceeding")
reset()
return true
end
local name = storage["_configs"]["targetbot_configs"]["selected"]
local file = configDir .. "/targetbot_configs/" .. name .. ".json"
local data = g_resources.readFileContents(file)
local lootList = Config.parse(data)['looting']['items']
local lootContainers = Config.parse(data)['looting']['containers']
local mainBp
local stackBp
local nonStackBp
local valueString = string.split(value, ",") -- if 3 then it's old tibia
-- if old tibia then setup backpacks
if #valueString == 3 then
mainBp = tonumber(valueString[1]:trim())
stackBp = tonumber(valueString[2]:trim()) -- non-stack bp count
nonStackBp = tonumber(valueString[3]:trim()) -- stack bp count
if not mainBp or not stackBp or not nonStackBp then
warn("CaveBot[Depositor]: incorrect values! should be 3x ID of containers!")
reset()
return false
end
end
-- start with checking the containers
local lootDestination = {}
for _, container in pairs(lootContainers) do
if not table.find(lootDestination, container['id']) then
table.insert(lootDestination, container['id'])
end
end
-- pretty much every container action is needed only if you want to work with containers
if (value:lower() == "yes" or #valueString == 3) and not storage.containersReset then
-- what is open and what's not
local currentContainers = {}
for i, container in pairs(getContainers()) do
if not table.find(currentContainers, container:getContainerItem():getId()) then
table.insert(currentContainers, container:getContainerItem():getId())
end
end
delay(500 + 2*ifPing()) -- slow down this function until containers reset
if #lootDestination > 0 then
-- first closing all that are opened
if not storage.containersClosed then
for i, container in pairs(getContainers()) do
if table.find(lootDestination, container:getContainerItem():getId()) then
g_game.close(container)
return "retry"
end
end
storage.containersClosed = true
end
-- now reopen them
if not storage.containersReset and storage.containersClosed then
for i, container in pairs(getContainers()) do
for j, item in pairs(container:getItems()) do
if table.find(lootDestination, item:getId()) and not table.find(currentContainers, item:getId()) then
g_game.open(item)
return "retry"
end
end
end
storage.containersReset = true
end
end
end
if storage.depositDone then
reset()
print("CaveBot[Depositor]: Deposit finished, proceeding")
return true
end
local tileList = {}
local tPos
local depotClear = false
local depotOpen = false
local depotBoxOpen = false
for _,tile in pairs(g_map.getTiles(posz())) do
for i,thing in pairs(tile:getThings()) do
if table.find(depotIDs, thing:getId()) then
table.insert(tileList, {tileObj = tile, distance = getDistanceBetween(pos(), tile:getPosition()), depotID = thing:getId()})
end
end
end
table.sort(tileList, function(a,b) return a.distance < b.distance end)
::findEmptyDP::
if tileList[i] and not storage.stopSearch then
if tileList[i].depotID == 3498 then
tPos = {x = tileList[i].tileObj:getPosition().x + 1, y = tileList[i].tileObj:getPosition().y, z = tileList[i].tileObj:getPosition().z}
elseif tileList[i].depotID == 3499 then
tPos = {x = tileList[i].tileObj:getPosition().x, y = tileList[i].tileObj:getPosition().y + 1, z = tileList[i].tileObj:getPosition().z}
elseif tileList[i].depotID == 3500 then
tPos = {x = tileList[i].tileObj:getPosition().x - 1, y = tileList[i].tileObj:getPosition().y, z = tileList[i].tileObj:getPosition().z}
elseif tileList[i].depotID == 3497 then
tPos = {x = tileList[i].tileObj:getPosition().x, y = tileList[i].tileObj:getPosition().y - 1, z = tileList[i].tileObj:getPosition().z}
end
if tPos then
local dest = g_map.getTile(tPos)
if not (getDistanceBetween(pos(), dest:getPosition()) <= 1) then
if not dest:getCreatures()[1] and dest:isWalkable() then
if CaveBot.walkTo(dest:getPosition(), {ignoreNonPathable=true}) then
storage.stopSearch = true
delay(100+ifPing())
end
else
i = i + 1
goto findEmptyDP
end
end
end
end
if tileList[i] and not table.find(depotIDs, tileList[i].tileObj:getTopLookThing():getId()) and (getDistanceBetween(pos(), tileList[i].tileObj:getPosition()) <= 1) then
for j=1,table.getn(tileList[i].tileObj:getThings()),1 do
if not tileList[i].tileObj:getThings()[j]:isNotMoveable() then
delay(500+2*ifPing())
g_game.move(tileList[i].tileObj:getThings()[j], pos(), tileList[i].tileObj:getThings()[j]:getCount())
end
end
if table.find(depotIDs, tileList[i].tileObj:getTopLookThing():getId()) then
depotClear = true
end
else
depotClear = true
end
if depotClear then
for _, container in pairs(getContainers()) do
if container:getName():lower() == "locker" then
depotOpen = true
end
end
end
if tileList[i] and depotClear and not depotOpen and not storage.lootContainerOpen then
delay(500+2*ifPing())
g_game.use(tileList[i].tileObj:getTopUseThing())
depotOpen = true
end
i = 1
-- finding depot
if depotOpen then
for _, container in pairs(getContainers()) do
if container:getName():lower() == "depot chest" then
depotBoxOpen = true
end
end
if findItem(3502) and not depotBoxOpen then
delay(500+2*ifPing())
g_game.use(findItem(3502))
depotBoxOpen = true
end
end
if depotBoxOpen and not storage.lootContainerOpen then
for _, container in pairs(getContainers()) do
if container:getName():lower() == "depot chest" then
for _, item in ipairs(container:getItems()) do
if #valueString ~= 3 then -- new depot
if item:isContainer() and table.find({22797, 22798}, item:getId()) then
delay(500+2*ifPing())
storage.lootContainerOpen = true
break
end
else
if item:isContainer() and item:getId() == mainBp then
delay(500+2*ifPing())
g_game.use(item, container)
storage.lootContainerOpen = true
break
end
end
end
break
end
end
end
if #valueString == 3 then
delay(150+ifPing())
for _, container in pairs(getContainers()) do
if container:getContainerItem():getId() == mainBp then
storage.lootContainerOpen = true
storage.isDepositing = true
break
end
end
end
local looting = {}
for _, lootItem in pairs(lootList) do
if not table.find(looting, lootItem['id']) and not table.find({3031, 3035, 3043}, lootItem['id']) then
table.insert(looting, lootItem['id'])
end
end
delay(200+ifPing())
local currentItems = 0
for _, container in pairs(getContainers()) do
for _, item in ipairs(container:getItems()) do
if table.find(looting, item:getId()) then
currentItems = currentItems + item:getCount()
end
end
end
if currentItems == 0 then
if value:lower() ~= "yes" and #valueString ~= 3 then
storage.containersClosed = false
storage.containersReset = false
storage.depositDone = true
return "retry"
end
for i, container in pairs(getContainers()) do
for j, item in pairs(container:getItems()) do
if table.find(lootDestination, container:getContainerItem():getId()) and table.find(lootDestination, item:getId()) then
g_game.open(item, container)
return "retry"
end
end
end
storage.containersClosed = false
storage.containersReset = false
storage.depositDone = true
return "retry"
end
-- only if old depot
local stackMin
local stackMax
local nonStackMin
local nonStackMax
if #valueString == 3 then
-- backpacks setup
local stack = 0
local nonStack = 0
for i, container in pairs(getContainers()) do
if container:getContainerItem():getId() == mainBp then
for i, item in pairs(container:getItems()) do
if item:getId() == stackBp then
stack = stack + 1
elseif item:getId() == nonStackBp then
nonStack = nonStack + 1
end
end
end
end
stackMax = stack - 1
nonStackMin = stack
nonStackMax = (stack + nonStack) - 1
storage.currentStack = 0
storage.currentNonStack = nonStackMin
if storage.lootItemsCount == currentItems then
if storage.lastTry == 1 then
if storage.currentStack < stackMax then
storage.currentStack = storage.currentStack + 1
else
warn("CaveBot[Depositer]: Stack Backpack full! Proceeding.")
reset()
return true
end
elseif storage.lastTry == 2 then
if storage.currentNonStack < nonStackMax then
storage.currentNonStack = storage.currentNonStack + 1
else
warn("CaveBot[Depositer]: Non-Stack Backpack full! Proceeding.")
reset()
return true
end
end
end
storage.lootItemsCount = currentItems
end
if #looting > 0 then
if #valueString ~= 3 then -- version check, if value is set of 3 i
for i, depotcontainer in pairs(getContainers()) do
containerItemId = depotcontainer:getContainerItem():getId()
--check if open depot
if containerItemId == 3502 then
-- check all containers and items
for l, lootcontainer in pairs(getContainers()) do
for j, item in ipairs(lootcontainer:getItems()) do
-- now the criteria
if table.find(looting, item:getId()) then
-- move the item
if item:isStackable() then
g_game.move(item, depotcontainer:getSlotPosition(1), item:getCount())
return "retry"
else
g_game.move(item, depotcontainer:getSlotPosition(0), item:getCount())
return "retry"
end
end
end
end
end
end
else -- to be written, last part missing is stashing items for old depots
for i, depotcontainer in pairs(getContainers()) do
containerItemId = depotcontainer:getContainerItem():getId()
--check if open depot
if containerItemId == mainBp then
-- check all containers and items
for l, lootcontainer in pairs(getContainers()) do
for j, item in ipairs(lootcontainer:getItems()) do
-- now the criteria
if table.find(looting, item:getId()) then
-- move the item
if item:isStackable() then
g_game.move(item, depotcontainer:getSlotPosition(storage.currentStack), item:getCount())
storage.lastTry = 1
return "retry"
else
g_game.move(item, depotcontainer:getSlotPosition(storage.currentNonStack), item:getCount())
storage.lastTry = 2
return "retry"
end
end
end
end
end
end
end
else
warn("no items in looting list!")
reset()
return false
end
return "retry"
end)
CaveBot.Editor.registerAction("depositor", "depositor", {
value="no",
title="Depositor",
description="No - just deposit \n Yes - also reopen loot containers \n mainID, stackId, nonStackId - for older tibia",
})
end
onPlayerPositionChange(function(newPos, oldPos)
if CaveBot.isOn() then
reset()
end
end)