public class Pathing
extends java.lang.Object
Constructor and Description |
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Pathing(ClientContext ctx) |
Modifier and Type | Method and Description |
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boolean |
clickSceneTile(net.runelite.api.coords.WorldPoint worldPoint,
boolean rightClick,
boolean turnTo)
Will attempt to walk to a tile in-game by clicking on it and not via the minimap
|
double |
collisionDistance(SimpleLocatable locatable)
Will return the collision collisionDistance to said locatable from players location
|
int |
collisionDistance(SimpleLocatable locatable1,
SimpleLocatable locatable2) |
double |
collisionDistance(net.runelite.api.coords.WorldPoint locTo)
Will return the collision collisionDistance to said point {locTo} from players location
|
int |
collisionDistance(net.runelite.api.coords.WorldPoint w1,
net.runelite.api.coords.WorldPoint w2) |
WorldArea |
createArea(net.runelite.api.coords.WorldPoint... points)
Returns a new worldarea created from an array of points in a polygonal style
|
WorldArea |
createArea(net.runelite.api.coords.WorldPoint point1,
net.runelite.api.coords.WorldPoint point2)
Returns a new worldarea created from 2 points in a rectangular style
|
net.runelite.api.coords.WorldPoint[] |
createLocalPath(net.runelite.api.coords.WorldPoint point)
will create a path from your tile to the specified tile using path finding, if a path can't be created an empty array WorldPoint[] will be returned
|
net.runelite.api.coords.WorldPoint |
destination()
will return if your client has a destination that its walking to otherwise it will return {null}
|
double |
distanceTo(net.runelite.api.coords.WorldPoint to) |
double |
distanceTo(net.runelite.api.coords.WorldPoint from,
net.runelite.api.coords.WorldPoint to) |
double |
distanceTo2D(net.runelite.api.coords.WorldPoint to) |
double |
distanceTo2D(net.runelite.api.coords.WorldPoint from,
net.runelite.api.coords.WorldPoint to) |
int |
energyLevel()
will return how much run energy you have
|
net.runelite.api.Point |
getMinimapPointForCoord(int x,
int y)
will return the canvas location in the minimap for the x,y param
|
boolean |
inArea(int fromX,
int fromY,
int toX,
int toY) |
boolean |
inArea(WorldArea area)
Will return {true} if the local player is inside of {area}, false otherwise
|
boolean |
inArea(WorldArea area,
net.runelite.api.coords.WorldPoint point)
Will return {true} if the {point} is inside of {area}, false otherwise
|
boolean |
inMotion() |
net.runelite.api.coords.WorldPoint |
nextPathTile(net.runelite.api.coords.WorldPoint[] path)
will return the next WorldPoint that should be walked to along your specified path.
|
boolean |
onTile(SimpleLocatable locatable) |
boolean |
onTile(net.runelite.api.coords.WorldPoint point) |
int |
plane() |
boolean |
pointOnMap(net.runelite.api.coords.WorldPoint p) |
boolean |
reachable(SimpleLocatable locatable)
will return {true} if the specified tile is not blocked and will return {false} if it is.
|
boolean |
reachable(SimpleLocatable locatable1,
SimpleLocatable locatable2)
will return whether or not point1 can reach point2
|
boolean |
reachable(net.runelite.api.coords.WorldPoint locTo)
will return {true} if the specified tile is not blocked and will return {false} if it is.
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boolean |
reachable(net.runelite.api.coords.WorldPoint point1,
net.runelite.api.coords.WorldPoint point2)
will return whether or not point1 can reach point2
|
boolean |
running()
will return if you have run toggled on or off
|
boolean |
running(boolean run)
will attempt to toggle run on/off based on {toggleRun}.
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boolean |
step(int x,
int y)
will attempt to walk to the specified x,y coordinate.
|
boolean |
step(net.runelite.api.coords.WorldPoint point)
will attempt to walk to the specified point
|
boolean |
walkPath(net.runelite.api.coords.WorldPoint[] path)
will attempt to walk the specified path of tiles.
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boolean |
walkPath(net.runelite.api.coords.WorldPoint[] path,
boolean reverse)
will attempt to walk the specified path of tiles in reverse if specified true.
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public Pathing(ClientContext ctx)
public int plane()
public WorldArea createArea(net.runelite.api.coords.WorldPoint point1, net.runelite.api.coords.WorldPoint point2)
point1
- point2
- public WorldArea createArea(net.runelite.api.coords.WorldPoint... points)
points
- public boolean inArea(WorldArea area)
area
- public boolean inArea(WorldArea area, net.runelite.api.coords.WorldPoint point)
area
- public boolean inArea(int fromX, int fromY, int toX, int toY)
public boolean onTile(net.runelite.api.coords.WorldPoint point)
public boolean onTile(SimpleLocatable locatable)
public net.runelite.api.Point getMinimapPointForCoord(int x, int y)
x
- y
- public net.runelite.api.coords.WorldPoint destination()
public boolean running()
public boolean running(boolean run)
run
- public int energyLevel()
public boolean step(int x, int y)
x
- y
- public boolean step(net.runelite.api.coords.WorldPoint point)
point
- public double distanceTo(net.runelite.api.coords.WorldPoint to)
public double distanceTo(net.runelite.api.coords.WorldPoint from, net.runelite.api.coords.WorldPoint to)
public double distanceTo2D(net.runelite.api.coords.WorldPoint to)
public double distanceTo2D(net.runelite.api.coords.WorldPoint from, net.runelite.api.coords.WorldPoint to)
public double collisionDistance(net.runelite.api.coords.WorldPoint locTo)
locTo
- public double collisionDistance(SimpleLocatable locatable)
locatable
- public boolean reachable(SimpleLocatable locatable)
locatable
- public boolean reachable(net.runelite.api.coords.WorldPoint locTo)
locTo
- public boolean reachable(net.runelite.api.coords.WorldPoint point1, net.runelite.api.coords.WorldPoint point2)
point1
- point2
- public boolean reachable(SimpleLocatable locatable1, SimpleLocatable locatable2)
locatable1
- locatable2
- public int collisionDistance(SimpleLocatable locatable1, SimpleLocatable locatable2)
locatable1
- locatable2
- public int collisionDistance(net.runelite.api.coords.WorldPoint w1, net.runelite.api.coords.WorldPoint w2)
w1
- w2
- public net.runelite.api.coords.WorldPoint[] createLocalPath(net.runelite.api.coords.WorldPoint point)
point
- the point to create a path topublic boolean walkPath(net.runelite.api.coords.WorldPoint[] path)
path
- - the tile path to walkpublic boolean walkPath(net.runelite.api.coords.WorldPoint[] path, boolean reverse)
path
- - the tile path to walkreverse
- - if the path should be reversedpublic net.runelite.api.coords.WorldPoint nextPathTile(net.runelite.api.coords.WorldPoint[] path)
path
- the path to searchpublic boolean pointOnMap(net.runelite.api.coords.WorldPoint p)
public boolean clickSceneTile(net.runelite.api.coords.WorldPoint worldPoint, boolean rightClick, boolean turnTo)
worldPoint
- - World tile to right click walk-here torightClick
- whether or not the bot should right click walk to the tile or left click walk if rightClick
=falseturnTo
- if the bot should use the camera to turn to the tile if it is not currently in the viewport/visiblepublic boolean inMotion()