Пример #1
5
 public void run() {
   targetName =
       (Settings.getFindTargetName() == null)
           ? "gfx/kritter/dragonfly/dragonfly"
           : Settings.getFindTargetName();
   BotUtils.sysMsg("Target " + targetName, Color.WHITE);
   window = BotUtils.gui().add(new StatusWindow(), 300, 200);
   ui.root.findchild(FlowerMenu.class);
   while (BotUtils.getItemAtHand() == null) {
     GameUI gui = HavenPanel.lui.root.findchild(GameUI.class);
     IMeter.Meter stam = gui.getmeter("stam", 0);
     // Check energy stop if it is lower than 1500
     IMeter.Meter nrj = gui.getmeter("nrj", 0);
     if (nrj.a <= 30) {
       t.stop();
       return;
     } else if (stam.a <= 30 && nrj.a >= 95) {
       BotUtils.drink();
     }
     //					if (!BotUtils.isMoving()) {
     Gob gob = BotUtils.findObjectByNames(BotUtils.player().rc, 1000, targetName);
     if (gob != null) {
       BotUtils.goToCoord(gob.rc, 200, true);
       BotUtils.doClick(gob, 3, 0);
     }
     //					}
     if (gob.getres().name.contains("terobjs")) {
       sleep(800);
     }
     sleep(800);
   }
   window.destroy();
   t.stop();
 }
Пример #2
0
 public static void stopGame() {
   System.out.println("Black's score is: ");
   System.out.println(GameUI.getBlackScore());
   System.out.println("White's score is: ");
   System.out.println(GameUI.getWhiteScore());
   int bScore = Integer.parseInt(GameUI.getBlackScore());
   int wScore = Integer.parseInt(GameUI.getWhiteScore());
   System.out.println("");
   if (bScore == wScore) {
     System.out.println("The game is a tie!");
   } else if (bScore > wScore) {
     System.out.println("The Black player won");
   } else {
     System.out.println("The White player won");
   }
   System.out.println("");
   System.out.println("You may now quit and play another game. Or get some snacks.");
 }
Пример #3
0
 public static void flipPiecesUp(int i, int j, Color colorPass, int colorNum) {
   Color color = colorPass; // Up
   for (int row = i - 1; row > -1; row--) {
     if (Game.board[row][j] == colorNum) break;
     else {
       GameUI.setColor(row, j, color);
       Game.setPieceFlip(row, j, colorNum);
     }
   }
 }
Пример #4
0
 public static void flipPiecesLeft(int i, int j, Color colorPass, int colorNum) {
   Color color = colorPass; // Left
   for (int column = j - 1; column > -1; column--) {
     if (Game.board[i][column] == colorNum) break;
     else {
       GameUI.setColor(i, column, color);
       Game.setPieceFlip(i, column, colorNum);
     }
   }
 }
Пример #5
0
 public static void flipPiecesDown(int i, int j, Color colorPass, int colorNum) {
   Color color = colorPass; // Down
   for (int row = i + 1; row < 8; row++) {
     if (Game.board[row][j] == colorNum) break;
     else {
       GameUI.setColor(row, j, color);
       Game.setPieceFlip(row, j, colorNum);
     }
   }
 }
Пример #6
0
 public static void possibleShowLeft(int i, int j, int colorNum) { // Left
   for (int column = j - 1; column > -1; column--) {
     if (Game.board[i][column] == colorNum) {
       break;
     } else if (Game.board[i][column] == 0) {
       GameUI.setColor(i, column, Color.GRAY);
       break;
     }
   }
 }
Пример #7
0
 public static void possibleShowDown(int i, int j, int colorNum) { // Down
   for (int row = i + 1; row < 8; row++) {
     if (Game.board[row][j] == colorNum) {
       break;
     } else if (Game.board[row][j] == 0) {
       GameUI.setColor(row, j, Color.GRAY);
       break;
     }
   }
 }
Пример #8
0
 public static void possibleShowUp(int i, int j, int colorNum) { // Up
   for (int row = i - 1; row > -1; row--) {
     if (Game.board[row][j] == colorNum) {
       break;
     } else if (Game.board[row][j] == 0) {
       GameUI.setColor(row, j, Color.GRAY);
       break;
     }
   }
 }
Пример #9
0
 public static void flipPiecesUpRight(int i, int j, Color colorPass, int colorNum) {
   Color color = colorPass; // up/right
   for (int row = i, column = j; row > -1 && column < 8; row--, column++) {
     if (Game.board[row][column] == colorNum) {
       break;
     } else {
       GameUI.setColor(row, column, color);
       Game.setPieceFlip(row, column, colorNum);
     }
   }
 }
Пример #10
0
 public static void flipPiecesDownLeft(int i, int j, Color colorPass, int colorNum) {
   Color color = colorPass; // down/left
   for (int row = i, column = j; row < 8 && column > -1; row++, column--) {
     if (Game.board[row][column] == colorNum) {
       break;
     } else {
       GameUI.setColor(row, column, color);
       Game.setPieceFlip(row, column, colorNum);
     }
   }
 }
Пример #11
0
 public static void possibleShowUpRight(int i, int j, int colorNum) { // up/right
   if (i - 1 != -1 && j + 1 != 8) {
     for (int row = i - 1, column = j + 1; row > -1 && column < 8; row--, column++) {
       if (Game.board[row][column] == colorNum) {
         break;
       } else if (Game.board[row][column] == 0) {
         GameUI.setColor(row, column, Color.GRAY);
         break;
       }
     }
   }
 }
Пример #12
0
 public static void possibleShowDownLeft(int i, int j, int colorNum) { // down/left
   if (i + 1 != 8 && j - 11 != -1) {
     for (int row = i + 1, column = j - 1; row < 8 && column > -1; row++, column--) {
       if (Game.board[row][column] == colorNum) {
         break;
       } else if (Game.board[row][column] == 0) {
         GameUI.setColor(row, column, Color.GRAY);
         break;
       }
     }
   }
 }
Пример #13
0
 public static void possibleShowDownRight(int i, int j, int colorNum) { // down/right
   if (i + 1 != 8 && j + 1 != 8) {
     for (int row = i + 1, column = j + 1; row < 8 && column < 8; row++, column++) {
       if (Game.board[row][column] == colorNum) {
         break;
       } else if (Game.board[row][column] == 0) {
         GameUI.setColor(row, column, Color.GRAY);
         break;
       }
     }
   }
 }
Пример #14
0
 // DIAGONALS
 public static void possibleShowUpLeft(int i, int j, int colorNum) { // up/left
   if (i - 1 != -1 && j - 1 != -1) {
     for (int row = i - 1, column = j - 1; row > -1 && column > -1; row--, column--) {
       if (Game.board[row][column] == colorNum) {
         break;
       } else if (Game.board[row][column] == 0) {
         GameUI.setColor(row, column, Color.GRAY);
         break;
       }
     }
   }
 }
Пример #15
0
  // Possible moves updates
  public static void possibleShowRight(int i, int j, int colorNum) { // Right

    for (int column = j + 1; column < 8; column++) {
      if (Game.board[i][column] == colorNum) {
        break;
      } else if (Game.board[i][column]
          == 0) { // this scans until it hits an empty space, placing a grey marker there, and
                  // breaking.
        GameUI.setColor(i, column, Color.GRAY);
        break;
      }
    }
  }
Пример #16
0
 // Method to flip pieces, depending on what direction sent by canMove
 // Jean-Philippe Lebel
 public static void flipPiecesRight(int i, int j, Color colorPass, int colorNum) {
   Color color = colorPass; // Right
   for (int column = j + 1;
       column < 8;
       column++) { // scans in the direction called, until it hits a piece of the same color,
                   // breaking once it does.
     if (Game.board[i][column] == colorNum)
       break; // this is the same for all 8 directional methods.
     else {
       GameUI.setColor(i, column, color);
       Game.setPieceFlip(i, column, colorNum);
     }
   }
 }
Пример #17
0
 public void startGame() {
   /*This is the method which is called by goButtonActionPerformed.
   It calls for the consturction of the Deal and Mail decks, along with the
   Board and StatWindow. It also contructs the Players, one after another,
   using a for loop to determine how many are to be created. Finally, it
   runs the game, calling takeYourTurn in player.*/
   devMode = false;
   toDeal = new Deal(this);
   toMail = new Mail(this);
   toBoard = new Board();
   // toStatWindow = new StatWindow(noOfPlayers, noOfMonths);
   System.out.println("Setting up the game...");
   toPlayer = new Player[noOfPlayers];
   for (int index = 0; index < noOfPlayers; index++) {
     toPlayer[index] = new Player(this, toBoard, index, toMail, toDeal);
   }
   toGameUI = new GameUI(noOfPlayers, this, toDeal, toMail, toBoard);
   for (int index = 0; index < noOfPlayers; index++) {
     toPlayer[index].setGameUI(toGameUI);
   }
   toDeal.updateCards(this);
   toMail.updateCards(this);
   toUIThread.setToGameUI(toGameUI);
   finished = false;
   toUIThreadsThread.start();
   toGameUI.distributeStartingMoney();
   this.passString("Setting up the game");
   index++;
   jackpot = 0;
   ready = true;
   while (!finished) {
     for (int index = 0; index < noOfPlayers; index++) {
       if (!toPlayer[index].finished) {
         toPlayer[index].takeYourTurn();
       }
     }
   }
 }
Пример #18
0
 public void passString(String s) {
   toGameUI.setCurrentOutput(s);
 }
Пример #19
0
  @Override
  public void run() {
    synchronized (gui.map.glob.oc) {
      for (Gob gob : gui.map.glob.oc) {
        Resource res = gob.getres();
        if (res != null
            && (res.name.equals("gfx/terobjs/oven")
                || res.name.equals("gfx/terobjs/smelter")
                || res.name.equals("gfx/terobjs/steelcrucible")
                || res.name.equals("gfx/terobjs/kiln"))) {
          if (this.gob == null) this.gob = gob;
          else if (gob.rc.dist(gui.map.player().rc) < this.gob.rc.dist(gui.map.player().rc))
            this.gob = gob;
        }
      }
    }

    try {
      if (gob == null) {
        gui.error("No ovens/smelters/steelboxes/kilns found.");
        return;
      }

      Equipory e = gui.getequipory();
      WItem l = e.quickslots[6];
      WItem r = e.quickslots[7];

      boolean noltorch = true;
      boolean nortorch = true;

      if (l != null) {
        String lname = l.item.getname();
        if (lname.contains("Lit Torch")) noltorch = false;
      }
      if (r != null) {
        String rname = r.item.getname();
        if (rname.contains("Lit Torch")) nortorch = false;
      }

      if (noltorch && nortorch) {
        gui.error("No lit torch is equipped.");
        return;
      }

      WItem w = e.quickslots[noltorch ? 7 : 6];
      w.mousedown(new Coord(w.sz.x / 2, w.sz.y / 2), 1);

      try {
        Thread.sleep(100);
      } catch (InterruptedException ie) {
        e.wdgmsg("drop", noltorch ? 7 : 6);
        return;
      }

      gui.map.wdgmsg("itemact", Coord.z, gob.rc, 0, 0, (int) gob.id, gob.rc, 0, -1);

      if (!Utils.waitForProgressFinish(
          gui,
          TIMEOUT_ACT,
          "Oops something went wrong. Timeout when trying to light with torch.")) {
        e.wdgmsg("drop", noltorch ? 7 : 6);
        return;
      }

      e.wdgmsg("drop", noltorch ? 7 : 6);
    } catch (InterruptedException ie) {
    }
  }