Wait for navmesh being ready before using AethernetShortcut
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@ -7,6 +7,7 @@ using Dalamud.Game.ClientState.Objects.Enums;
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using Dalamud.Plugin.Services;
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using Microsoft.Extensions.DependencyInjection;
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using Microsoft.Extensions.Logging;
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using Questionable.Controller.Steps.Common;
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using Questionable.Data;
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using Questionable.External;
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using Questionable.Functions;
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@ -14,20 +15,22 @@ using Questionable.Model;
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using Questionable.Model.Common;
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using Questionable.Model.Common.Converter;
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using Questionable.Model.Questing;
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using Questionable.Model.Questing.Converter;
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namespace Questionable.Controller.Steps.Shared;
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internal static class AethernetShortcut
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{
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internal sealed class Factory(IServiceProvider serviceProvider) : SimpleTaskFactory
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internal sealed class Factory(IServiceProvider serviceProvider, MovementController movementController)
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: ITaskFactory
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{
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public override ITask? CreateTask(Quest quest, QuestSequence sequence, QuestStep step)
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public IEnumerable<ITask> CreateAllTasks(Quest quest, QuestSequence sequence, QuestStep step)
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{
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if (step.AethernetShortcut == null)
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return null;
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yield break;
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return serviceProvider.GetRequiredService<UseAethernetShortcut>()
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yield return new WaitConditionTask(() => movementController.IsNavmeshReady,
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"Wait(navmesh ready)");
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yield return serviceProvider.GetRequiredService<UseAethernetShortcut>()
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.With(step.AethernetShortcut.From, step.AethernetShortcut.To, step.SkipConditions?.AethernetShortcutIf);
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}
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}
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@ -103,7 +106,8 @@ internal static class AethernetShortcut
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if (aetheryteData.CalculateDistance(playerPosition, territoryType, From) <
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aetheryteData.CalculateDistance(playerPosition, territoryType, To))
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{
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if (aetheryteData.CalculateDistance(playerPosition, territoryType, From) < (From.IsFirmamentAetheryte() ? 11f : 4f))
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if (aetheryteData.CalculateDistance(playerPosition, territoryType, From) <
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(From.IsFirmamentAetheryte() ? 11f : 4f))
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{
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DoTeleport();
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return true;
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