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forked from liza/Questionable

Late-check whether movement is needed for satisfaction supply npcs

This commit is contained in:
Liza 2024-08-19 23:52:10 +02:00
parent 5375ec25bc
commit 9be1579f99
Signed by: liza
GPG Key ID: 7199F8D727D55F67

View File

@ -30,9 +30,8 @@ internal static class Move
{
if (step.Position != null)
{
var builder = serviceProvider.GetRequiredService<MoveBuilder>();
builder.Step = step;
builder.Destination = step.Position.Value;
var builder = serviceProvider.GetRequiredService<MoveBuilder>()
.With(quest.Id, step, step.Position.Value);
return builder.Build();
}
else if (step is { DataId: not null, StopDistance: not null })
@ -44,16 +43,14 @@ internal static class Move
}
else if (step is { InteractionType: EInteractionType.AttuneAetheryte, Aetheryte: not null })
{
var builder = serviceProvider.GetRequiredService<MoveBuilder>();
builder.Step = step;
builder.Destination = aetheryteData.Locations[step.Aetheryte.Value];
var builder = serviceProvider.GetRequiredService<MoveBuilder>()
.With(quest.Id, step, aetheryteData.Locations[step.Aetheryte.Value]);
return builder.Build();
}
else if (step is { InteractionType: EInteractionType.AttuneAethernetShard, AethernetShard: not null })
{
var builder = serviceProvider.GetRequiredService<MoveBuilder>();
builder.Step = step;
builder.Destination = aetheryteData.Locations[step.AethernetShard.Value];
var builder = serviceProvider.GetRequiredService<MoveBuilder>().With(quest.Id, step,
aetheryteData.Locations[step.AethernetShard.Value]);
return builder.Build();
}
@ -70,30 +67,38 @@ internal static class Move
TerritoryData territoryData,
AetheryteData aetheryteData)
{
public ElementId QuestId { get; set; } = null!;
public QuestStep Step { get; set; } = null!;
public Vector3 Destination { get; set; }
private ElementId _questId = null!;
private QuestStep _step = null!;
private Vector3 _destination;
public MoveBuilder With(ElementId questId, QuestStep step, Vector3 destination)
{
_questId = questId;
_step = step;
_destination = destination;
return this;
}
public IEnumerable<ITask> Build()
{
if (Step.InteractionType == EInteractionType.Jump && Step.JumpDestination != null &&
(clientState.LocalPlayer!.Position - Step.JumpDestination.Position).Length() <=
(Step.JumpDestination.StopDistance ?? 1f))
if (_step.InteractionType == EInteractionType.Jump && _step.JumpDestination != null &&
(clientState.LocalPlayer!.Position - _step.JumpDestination.Position).Length() <=
(_step.JumpDestination.StopDistance ?? 1f))
{
logger.LogInformation("We're at the jump destination, skipping movement");
yield break;
}
yield return new WaitConditionTask(() => clientState.TerritoryType == Step.TerritoryId,
$"Wait(territory: {territoryData.GetNameAndId(Step.TerritoryId)})");
yield return new WaitConditionTask(() => clientState.TerritoryType == _step.TerritoryId,
$"Wait(territory: {territoryData.GetNameAndId(_step.TerritoryId)})");
if (!Step.DisableNavmesh)
if (!_step.DisableNavmesh)
yield return new WaitConditionTask(() => movementController.IsNavmeshReady,
"Wait(navmesh ready)");
float stopDistance = Step.CalculateActualStopDistance();
float stopDistance = _step.CalculateActualStopDistance();
Vector3? position = clientState.LocalPlayer?.Position;
float actualDistance = position == null ? float.MaxValue : Vector3.Distance(position.Value, Destination);
float actualDistance = position == null ? float.MaxValue : Vector3.Distance(position.Value, _destination);
// if we teleport to a different zone, assume we always need to move; this is primarily relevant for cases
// where you're e.g. in Lakeland, and the step navigates via Crystarium → Tesselation back into the same
@ -102,43 +107,45 @@ internal static class Move
// Side effects of this check being broken include:
// - mounting when near the target npc (if you spawn close enough for the next step)
// - trying to fly when near the target npc (if close enough where no movement is required)
if (Step.AetheryteShortcut != null &&
aetheryteData.TerritoryIds[Step.AetheryteShortcut.Value] != Step.TerritoryId)
if (_step.AetheryteShortcut != null &&
aetheryteData.TerritoryIds[_step.AetheryteShortcut.Value] != _step.TerritoryId)
{
logger.LogDebug("Aetheryte: Changing distance to max, previous distance: {Distance}", actualDistance);
actualDistance = float.MaxValue;
}
if (QuestId is SatisfactionSupplyNpcId)
// In particular, MoveBuilder is used so early that it'll have the position when you're starting gathering,
// not when you're finished.
if (_questId is SatisfactionSupplyNpcId)
{
logger.LogDebug("SatisfactionSupply: Changing distance to max, previous distance: {Distance}",
actualDistance);
actualDistance = float.MaxValue;
}
if (Step.Mount == true)
if (_step.Mount == true)
yield return serviceProvider.GetRequiredService<MountTask>()
.With(Step.TerritoryId, MountTask.EMountIf.Always);
else if (Step.Mount == false)
.With(_step.TerritoryId, MountTask.EMountIf.Always);
else if (_step.Mount == false)
yield return serviceProvider.GetRequiredService<UnmountTask>();
if (!Step.DisableNavmesh)
if (!_step.DisableNavmesh)
{
if (Step.Mount == null)
if (_step.Mount == null)
{
MountTask.EMountIf mountIf =
actualDistance > stopDistance && Step.Fly == true &&
gameFunctions.IsFlyingUnlocked(Step.TerritoryId)
actualDistance > stopDistance && _step.Fly == true &&
gameFunctions.IsFlyingUnlocked(_step.TerritoryId)
? MountTask.EMountIf.Always
: MountTask.EMountIf.AwayFromPosition;
yield return serviceProvider.GetRequiredService<MountTask>()
.With(Step.TerritoryId, mountIf, Destination);
.With(_step.TerritoryId, mountIf, _destination);
}
if (actualDistance > stopDistance)
{
yield return serviceProvider.GetRequiredService<MoveInternal>()
.With(Step, Destination);
.With(_step, _destination);
}
else
logger.LogInformation("Skipping move task, distance: {ActualDistance} < {StopDistance}",
@ -150,14 +157,14 @@ internal static class Move
if (actualDistance > stopDistance)
{
yield return serviceProvider.GetRequiredService<MoveInternal>()
.With(Step, Destination);
.With(_step, _destination);
}
else
logger.LogInformation("Skipping move task, distance: {ActualDistance} < {StopDistance}",
actualDistance, stopDistance);
}
if (Step.Fly == true && Step.Land == true)
if (_step.Fly == true && _step.Land == true)
yield return serviceProvider.GetRequiredService<Land>();
}
}