forked from liza/Questionable
Late-check whether movement is needed for satisfaction supply npcs
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5375ec25bc
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@ -30,9 +30,8 @@ internal static class Move
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{
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if (step.Position != null)
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{
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var builder = serviceProvider.GetRequiredService<MoveBuilder>();
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builder.Step = step;
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builder.Destination = step.Position.Value;
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var builder = serviceProvider.GetRequiredService<MoveBuilder>()
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.With(quest.Id, step, step.Position.Value);
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return builder.Build();
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}
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else if (step is { DataId: not null, StopDistance: not null })
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@ -44,16 +43,14 @@ internal static class Move
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}
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else if (step is { InteractionType: EInteractionType.AttuneAetheryte, Aetheryte: not null })
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{
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var builder = serviceProvider.GetRequiredService<MoveBuilder>();
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builder.Step = step;
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builder.Destination = aetheryteData.Locations[step.Aetheryte.Value];
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var builder = serviceProvider.GetRequiredService<MoveBuilder>()
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.With(quest.Id, step, aetheryteData.Locations[step.Aetheryte.Value]);
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return builder.Build();
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}
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else if (step is { InteractionType: EInteractionType.AttuneAethernetShard, AethernetShard: not null })
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{
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var builder = serviceProvider.GetRequiredService<MoveBuilder>();
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builder.Step = step;
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builder.Destination = aetheryteData.Locations[step.AethernetShard.Value];
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var builder = serviceProvider.GetRequiredService<MoveBuilder>().With(quest.Id, step,
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aetheryteData.Locations[step.AethernetShard.Value]);
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return builder.Build();
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}
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@ -70,30 +67,38 @@ internal static class Move
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TerritoryData territoryData,
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AetheryteData aetheryteData)
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{
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public ElementId QuestId { get; set; } = null!;
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public QuestStep Step { get; set; } = null!;
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public Vector3 Destination { get; set; }
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private ElementId _questId = null!;
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private QuestStep _step = null!;
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private Vector3 _destination;
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public MoveBuilder With(ElementId questId, QuestStep step, Vector3 destination)
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{
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_questId = questId;
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_step = step;
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_destination = destination;
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return this;
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}
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public IEnumerable<ITask> Build()
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{
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if (Step.InteractionType == EInteractionType.Jump && Step.JumpDestination != null &&
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(clientState.LocalPlayer!.Position - Step.JumpDestination.Position).Length() <=
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(Step.JumpDestination.StopDistance ?? 1f))
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if (_step.InteractionType == EInteractionType.Jump && _step.JumpDestination != null &&
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(clientState.LocalPlayer!.Position - _step.JumpDestination.Position).Length() <=
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(_step.JumpDestination.StopDistance ?? 1f))
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{
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logger.LogInformation("We're at the jump destination, skipping movement");
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yield break;
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}
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yield return new WaitConditionTask(() => clientState.TerritoryType == Step.TerritoryId,
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$"Wait(territory: {territoryData.GetNameAndId(Step.TerritoryId)})");
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yield return new WaitConditionTask(() => clientState.TerritoryType == _step.TerritoryId,
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$"Wait(territory: {territoryData.GetNameAndId(_step.TerritoryId)})");
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if (!Step.DisableNavmesh)
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if (!_step.DisableNavmesh)
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yield return new WaitConditionTask(() => movementController.IsNavmeshReady,
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"Wait(navmesh ready)");
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float stopDistance = Step.CalculateActualStopDistance();
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float stopDistance = _step.CalculateActualStopDistance();
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Vector3? position = clientState.LocalPlayer?.Position;
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float actualDistance = position == null ? float.MaxValue : Vector3.Distance(position.Value, Destination);
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float actualDistance = position == null ? float.MaxValue : Vector3.Distance(position.Value, _destination);
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// if we teleport to a different zone, assume we always need to move; this is primarily relevant for cases
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// where you're e.g. in Lakeland, and the step navigates via Crystarium → Tesselation back into the same
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@ -102,43 +107,45 @@ internal static class Move
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// Side effects of this check being broken include:
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// - mounting when near the target npc (if you spawn close enough for the next step)
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// - trying to fly when near the target npc (if close enough where no movement is required)
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if (Step.AetheryteShortcut != null &&
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aetheryteData.TerritoryIds[Step.AetheryteShortcut.Value] != Step.TerritoryId)
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if (_step.AetheryteShortcut != null &&
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aetheryteData.TerritoryIds[_step.AetheryteShortcut.Value] != _step.TerritoryId)
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{
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logger.LogDebug("Aetheryte: Changing distance to max, previous distance: {Distance}", actualDistance);
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actualDistance = float.MaxValue;
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}
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if (QuestId is SatisfactionSupplyNpcId)
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// In particular, MoveBuilder is used so early that it'll have the position when you're starting gathering,
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// not when you're finished.
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if (_questId is SatisfactionSupplyNpcId)
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{
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logger.LogDebug("SatisfactionSupply: Changing distance to max, previous distance: {Distance}",
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actualDistance);
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actualDistance = float.MaxValue;
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}
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if (Step.Mount == true)
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if (_step.Mount == true)
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yield return serviceProvider.GetRequiredService<MountTask>()
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.With(Step.TerritoryId, MountTask.EMountIf.Always);
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else if (Step.Mount == false)
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.With(_step.TerritoryId, MountTask.EMountIf.Always);
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else if (_step.Mount == false)
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yield return serviceProvider.GetRequiredService<UnmountTask>();
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if (!Step.DisableNavmesh)
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if (!_step.DisableNavmesh)
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{
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if (Step.Mount == null)
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if (_step.Mount == null)
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{
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MountTask.EMountIf mountIf =
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actualDistance > stopDistance && Step.Fly == true &&
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gameFunctions.IsFlyingUnlocked(Step.TerritoryId)
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actualDistance > stopDistance && _step.Fly == true &&
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gameFunctions.IsFlyingUnlocked(_step.TerritoryId)
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? MountTask.EMountIf.Always
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: MountTask.EMountIf.AwayFromPosition;
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yield return serviceProvider.GetRequiredService<MountTask>()
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.With(Step.TerritoryId, mountIf, Destination);
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.With(_step.TerritoryId, mountIf, _destination);
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}
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if (actualDistance > stopDistance)
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{
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yield return serviceProvider.GetRequiredService<MoveInternal>()
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.With(Step, Destination);
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.With(_step, _destination);
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}
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else
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logger.LogInformation("Skipping move task, distance: {ActualDistance} < {StopDistance}",
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@ -150,14 +157,14 @@ internal static class Move
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if (actualDistance > stopDistance)
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{
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yield return serviceProvider.GetRequiredService<MoveInternal>()
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.With(Step, Destination);
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.With(_step, _destination);
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}
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else
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logger.LogInformation("Skipping move task, distance: {ActualDistance} < {StopDistance}",
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actualDistance, stopDistance);
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}
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if (Step.Fly == true && Step.Land == true)
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if (_step.Fly == true && _step.Land == true)
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yield return serviceProvider.GetRequiredService<Land>();
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}
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}
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