2022-06-06 22:04:52 +00:00

328 lines
8.7 KiB
Lua

local targetbotMacro = nil
local config = nil
local lastAction = 0
local cavebotAllowance = 0
local lureEnabled = true
local dangerValue = 0
local looterStatus = ""
-- ui
local configWidget = UI.Config()
local ui = UI.createWidget("TargetBotPanel")
ui.list = ui.listPanel.list -- shortcut
TargetBot.targetList = ui.list
TargetBot.Looting.setup()
ui.status.left:setText("Status:")
ui.status.right:setText("Off")
ui.target.left:setText("Target:")
ui.target.right:setText("-")
ui.config.left:setText("Config:")
ui.config.right:setText("-")
ui.danger.left:setText("Danger:")
ui.danger.right:setText("0")
ui.editor.debug.onClick = function()
local on = ui.editor.debug:isOn()
ui.editor.debug:setOn(not on)
if on then
for _, spec in ipairs(getSpectators()) do
spec:clearText()
end
end
end
local oldTibia = g_game.getClientVersion() < 960
-- main loop, controlled by config
targetbotMacro = macro(100, function()
local pos = player:getPosition()
local specs = g_map.getSpectatorsInRange(pos, false, 6, 6) -- 12x12 area
local creatures = 0
for i, spec in ipairs(specs) do
if spec:isMonster() then
creatures = creatures + 1
end
end
if creatures > 10 then -- if there are too many monsters around, limit area
creatures = g_map.getSpectatorsInRange(pos, false, 3, 3) -- 6x6 area
else
creatures = specs
end
local highestPriority = 0
local dangerLevel = 0
local targets = 0
local highestPriorityParams = nil
for i, creature in ipairs(creatures) do
local hppc = creature:getHealthPercent()
if hppc and hppc > 0 then
local path = findPath(player:getPosition(), creature:getPosition(), 7, {ignoreLastCreature=true, ignoreNonPathable=true, ignoreCost=true, ignoreCreatures=true})
if creature:isMonster() and (oldTibia or creature:getType() < 3) and path then
local params = TargetBot.Creature.calculateParams(creature, path) -- return {craeture, config, danger, priority}
dangerLevel = dangerLevel + params.danger
if params.priority > 0 then
targets = targets + 1
if params.priority > highestPriority then
highestPriority = params.priority
highestPriorityParams = params
end
if ui.editor.debug:isOn() then
creature:setText(params.config.name .. "\n" .. params.priority)
end
end
end
end
end
-- reset walking
TargetBot.walkTo(nil)
-- looting
local looting = TargetBot.Looting.process(targets, dangerLevel)
local lootingStatus = TargetBot.Looting.getStatus()
looterStatus = TargetBot.Looting.getStatus()
dangerValue = dangerLevel
ui.danger.right:setText(dangerLevel)
if highestPriorityParams and not isInPz() then
ui.target.right:setText(highestPriorityParams.creature:getName())
ui.config.right:setText(highestPriorityParams.config.name)
TargetBot.Creature.attack(highestPriorityParams, targets, looting)
if lootingStatus:len() > 0 then
TargetBot.setStatus("Attack & " .. lootingStatus)
elseif cavebotAllowance > now then
TargetBot.setStatus("Luring using CaveBot")
else
TargetBot.setStatus("Attacking")
if not lureEnabled then
TargetBot.setStatus("Attacking (luring off)")
end
end
TargetBot.walk()
lastAction = now
return
end
ui.target.right:setText("-")
ui.config.right:setText("-")
if looting then
TargetBot.walk()
lastAction = now
end
if lootingStatus:len() > 0 then
TargetBot.setStatus(lootingStatus)
else
TargetBot.setStatus("Waiting")
end
end)
-- config, its callback is called immediately, data can be nil
config = Config.setup("targetbot_configs", configWidget, "json", function(name, enabled, data)
if not data then
ui.status.right:setText("Off")
return targetbotMacro.setOff()
end
TargetBot.Creature.resetConfigs()
for _, value in ipairs(data["targeting"] or {}) do
TargetBot.Creature.addConfig(value)
end
TargetBot.Looting.update(data["looting"] or {})
-- add configs
if enabled then
ui.status.right:setText("On")
else
ui.status.right:setText("Off")
end
targetbotMacro.setOn(enabled)
targetbotMacro.delay = nil
lureEnabled = true
end)
-- setup ui
ui.editor.buttons.add.onClick = function()
TargetBot.Creature.edit(nil, function(newConfig)
TargetBot.Creature.addConfig(newConfig, true)
TargetBot.save()
end)
end
ui.editor.buttons.edit.onClick = function()
local entry = ui.list:getFocusedChild()
if not entry then return end
TargetBot.Creature.edit(entry.value, function(newConfig)
entry:setText(newConfig.name)
entry.value = newConfig
TargetBot.Creature.resetConfigsCache()
TargetBot.save()
end)
end
ui.editor.buttons.remove.onClick = function()
local entry = ui.list:getFocusedChild()
if not entry then return end
entry:destroy()
TargetBot.Creature.resetConfigsCache()
TargetBot.save()
end
-- public function, you can use them in your scripts
TargetBot.isActive = function() -- return true if attacking or looting takes place
return lastAction + 300 > now
end
TargetBot.isCaveBotActionAllowed = function()
return cavebotAllowance > now
end
TargetBot.setStatus = function(text)
return ui.status.right:setText(text)
end
TargetBot.getStatus = function()
return ui.status.right:getText()
end
TargetBot.isOn = function()
return config.isOn()
end
TargetBot.isOff = function()
return config.isOff()
end
TargetBot.setOn = function(val)
if val == false then
return TargetBot.setOff(true)
end
config.setOn()
end
TargetBot.setOff = function(val)
if val == false then
return TargetBot.setOn(true)
end
config.setOff()
end
TargetBot.getCurrentProfile = function()
return storage._configs.targetbot_configs.selected
end
local botConfigName = modules.game_bot.contentsPanel.config:getCurrentOption().text
TargetBot.setCurrentProfile = function(name)
if not g_resources.fileExists("/bot/"..botConfigName.."/targetbot_configs/"..name..".json") then
return warn("there is no targetbot profile with that name!")
end
TargetBot.setOff()
storage._configs.targetbot_configs.selected = name
TargetBot.setOn()
end
TargetBot.delay = function(value)
targetbotMacro.delay = now + value
end
TargetBot.save = function()
local data = {targeting={}, looting={}}
for _, entry in ipairs(ui.list:getChildren()) do
table.insert(data.targeting, entry.value)
end
TargetBot.Looting.save(data.looting)
config.save(data)
end
TargetBot.allowCaveBot = function(time)
cavebotAllowance = now + time
end
TargetBot.disableLuring = function()
lureEnabled = false
end
TargetBot.enableLuring = function()
lureEnabled = true
end
TargetBot.Danger = function()
return dangerValue
end
TargetBot.lootStatus = function()
return looterStatus
end
-- attacks
local lastSpell = 0
local lastAttackSpell = 0
TargetBot.saySpell = function(text, delay)
if type(text) ~= 'string' or text:len() < 1 then return end
if not delay then delay = 500 end
if g_game.getProtocolVersion() < 1090 then
lastAttackSpell = now -- pause attack spells, healing spells are more important
end
if lastSpell + delay < now then
say(text)
lastSpell = now
return true
end
return false
end
TargetBot.sayAttackSpell = function(text, delay)
if type(text) ~= 'string' or text:len() < 1 then return end
if not delay then delay = 2000 end
if lastAttackSpell + delay < now then
say(text)
lastAttackSpell = now
return true
end
return false
end
local lastItemUse = 0
local lastRuneAttack = 0
TargetBot.useItem = function(item, subType, target, delay)
if not delay then delay = 200 end
if lastItemUse + delay < now then
local thing = g_things.getThingType(item)
if not thing or not thing:isFluidContainer() then
subType = g_game.getClientVersion() >= 860 and 0 or 1
end
if g_game.getClientVersion() < 780 then
local tmpItem = g_game.findPlayerItem(item, subType)
if not tmpItem then return end
g_game.useWith(tmpItem, target, subType) -- using item from bp
else
g_game.useInventoryItemWith(item, target, subType) -- hotkey
end
lastItemUse = now
end
end
TargetBot.useAttackItem = function(item, subType, target, delay)
if not delay then delay = 2000 end
if lastRuneAttack + delay < now then
local thing = g_things.getThingType(item)
if not thing or not thing:isFluidContainer() then
subType = g_game.getClientVersion() >= 860 and 0 or 1
end
if g_game.getClientVersion() < 780 then
local tmpItem = g_game.findPlayerItem(item, subType)
if not tmpItem then return end
g_game.useWith(tmpItem, target, subType) -- using item from bp
else
g_game.useInventoryItemWith(item, target, subType) -- hotkey
end
lastRuneAttack = now
end
end
TargetBot.canLure = function()
return lureEnabled
end