Files
aiscape/modernized-client/src/main/java/com/openosrs/client/api/InteractionAPI.java
2025-09-12 04:27:36 -07:00

428 lines
14 KiB
Java

package com.openosrs.client.api;
import com.openosrs.client.core.ClientCore;
import com.openosrs.client.engine.GameEngine;
import com.openosrs.client.api.types.Position;
import com.openosrs.client.api.types.NPC;
import com.openosrs.client.api.types.GameObject;
import com.openosrs.client.api.types.Item;
import com.openosrs.client.api.types.GroundItem;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import java.util.concurrent.CompletableFuture;
/**
* InteractionAPI - Handles player interactions with the game world.
*
* This API module provides methods for:
* - Movement and pathfinding
* - NPC interactions
* - Object interactions
* - Item usage and manipulation
* - Chat and communication
*/
public class InteractionAPI {
private static final Logger logger = LoggerFactory.getLogger(InteractionAPI.class);
private final ClientCore clientCore;
private final GameEngine gameEngine;
public InteractionAPI(ClientCore clientCore, GameEngine gameEngine) {
this.clientCore = clientCore;
this.gameEngine = gameEngine;
}
/**
* Walk to a specific position.
*/
public CompletableFuture<Boolean> walkTo(Position position) {
if (position == null) {
return CompletableFuture.completedFuture(false);
}
logger.debug("Walking to position: {}", position);
return CompletableFuture.supplyAsync(() -> {
try {
// TODO: Integrate with actual game engine walking logic
// For now, this is a stub that simulates walking
Position currentPos = clientCore.getPlayerState().getPosition();
if (currentPos == null) {
logger.warn("Cannot walk - player position unknown");
return false;
}
double distance = currentPos.distanceTo(position);
if (distance == 0) {
logger.debug("Already at target position");
return true;
}
// Simulate walking time based on distance
int walkTime = (int) (distance * 100); // 100ms per tile roughly
Thread.sleep(Math.min(walkTime, 5000)); // Cap at 5 seconds
// TODO: Actually send walk packet to server and update player position
logger.debug("Walk completed to {}", position);
return true;
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
logger.warn("Walk interrupted");
return false;
} catch (Exception e) {
logger.error("Error during walk", e);
return false;
}
});
}
/**
* Run to a specific position.
*/
public CompletableFuture<Boolean> runTo(Position position) {
if (position == null) {
return CompletableFuture.completedFuture(false);
}
logger.debug("Running to position: {}", position);
return CompletableFuture.supplyAsync(() -> {
try {
// TODO: Enable run mode if not already enabled
// Then use walking logic but faster
Position currentPos = clientCore.getPlayerState().getPosition();
if (currentPos == null) {
logger.warn("Cannot run - player position unknown");
return false;
}
double distance = currentPos.distanceTo(position);
if (distance == 0) {
logger.debug("Already at target position");
return true;
}
// Simulate running time (faster than walking)
int runTime = (int) (distance * 60); // 60ms per tile roughly
Thread.sleep(Math.min(runTime, 3000)); // Cap at 3 seconds
// TODO: Actually send run packet to server and update player position
logger.debug("Run completed to {}", position);
return true;
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
logger.warn("Run interrupted");
return false;
} catch (Exception e) {
logger.error("Error during run", e);
return false;
}
});
}
/**
* Interact with an NPC.
*/
public CompletableFuture<Boolean> interactWithNPC(NPC npc, String action) {
if (npc == null || action == null) {
return CompletableFuture.completedFuture(false);
}
logger.debug("Interacting with NPC {} using action: {}", npc.getName(), action);
return CompletableFuture.supplyAsync(() -> {
try {
// TODO: Check if NPC is in range
// TODO: Send interaction packet to server
// TODO: Handle interaction response
Position playerPos = clientCore.getPlayerState().getPosition();
if (playerPos == null) {
logger.warn("Cannot interact - player position unknown");
return false;
}
double distance = npc.distanceToPlayer(playerPos);
if (distance > 5) {
logger.warn("NPC too far away for interaction: {} tiles", distance);
return false;
}
// Simulate interaction time
Thread.sleep(600); // 1 game tick
logger.debug("Interaction completed with NPC {}", npc.getName());
return true;
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
logger.warn("NPC interaction interrupted");
return false;
} catch (Exception e) {
logger.error("Error during NPC interaction", e);
return false;
}
});
}
/**
* Interact with a game object.
*/
public CompletableFuture<Boolean> interactWithObject(GameObject object, String action) {
if (object == null || action == null) {
return CompletableFuture.completedFuture(false);
}
logger.debug("Interacting with object {} using action: {}", object.getName(), action);
return CompletableFuture.supplyAsync(() -> {
try {
// TODO: Check if object is in range
// TODO: Send interaction packet to server
// TODO: Handle interaction response
Position playerPos = clientCore.getPlayerState().getPosition();
if (playerPos == null) {
logger.warn("Cannot interact - player position unknown");
return false;
}
if (!object.hasAction(action)) {
logger.warn("Object {} does not have action: {}", object.getName(), action);
return false;
}
double distance = object.distanceToPlayer(playerPos);
if (distance > 5) {
logger.warn("Object too far away for interaction: {} tiles", distance);
return false;
}
// Simulate interaction time
Thread.sleep(600); // 1 game tick
logger.debug("Interaction completed with object {}", object.getName());
return true;
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
logger.warn("Object interaction interrupted");
return false;
} catch (Exception e) {
logger.error("Error during object interaction", e);
return false;
}
});
}
/**
* Pick up a ground item.
*/
public CompletableFuture<Boolean> pickupItem(GroundItem item) {
if (item == null) {
return CompletableFuture.completedFuture(false);
}
logger.debug("Picking up ground item: {} x{}", item.getName(), item.getQuantity());
return CompletableFuture.supplyAsync(() -> {
try {
// TODO: Check if item is in range
// TODO: Check if inventory has space
// TODO: Send pickup packet to server
Position playerPos = clientCore.getPlayerState().getPosition();
if (playerPos == null) {
logger.warn("Cannot pickup - player position unknown");
return false;
}
double distance = item.distanceToPlayer(playerPos);
if (distance > 2) {
logger.warn("Item too far away for pickup: {} tiles", distance);
return false;
}
// Check inventory space
if (clientCore.getInventoryState().isInventoryFull() && !item.getName().equals("Coins")) {
logger.warn("Inventory full - cannot pickup item");
return false;
}
// Simulate pickup time
Thread.sleep(600); // 1 game tick
logger.debug("Pickup completed for item {}", item.getName());
return true;
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
logger.warn("Item pickup interrupted");
return false;
} catch (Exception e) {
logger.error("Error during item pickup", e);
return false;
}
});
}
/**
* Use an inventory item.
*/
public CompletableFuture<Boolean> useItem(int slot) {
logger.debug("Using item in slot: {}", slot);
return CompletableFuture.supplyAsync(() -> {
try {
// TODO: Validate slot
// TODO: Send use item packet
Item item = clientCore.getInventoryState().getInventorySlot(slot);
if (item == null || item.isEmpty()) {
logger.warn("No item in slot {} to use", slot);
return false;
}
// Simulate use time
Thread.sleep(600); // 1 game tick
logger.debug("Used item: {}", item.getName());
return true;
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
logger.warn("Item use interrupted");
return false;
} catch (Exception e) {
logger.error("Error using item", e);
return false;
}
});
}
/**
* Use an item on another item.
*/
public CompletableFuture<Boolean> useItemOnItem(int sourceSlot, int targetSlot) {
logger.debug("Using item in slot {} on item in slot {}", sourceSlot, targetSlot);
return CompletableFuture.supplyAsync(() -> {
try {
// TODO: Validate both slots
// TODO: Send use item on item packet
Item sourceItem = clientCore.getInventoryState().getInventorySlot(sourceSlot);
Item targetItem = clientCore.getInventoryState().getInventorySlot(targetSlot);
if (sourceItem == null || sourceItem.isEmpty()) {
logger.warn("No item in source slot {} to use", sourceSlot);
return false;
}
if (targetItem == null || targetItem.isEmpty()) {
logger.warn("No item in target slot {} to use on", targetSlot);
return false;
}
// Simulate combination time
Thread.sleep(600); // 1 game tick
logger.debug("Used {} on {}", sourceItem.getName(), targetItem.getName());
return true;
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
logger.warn("Item combination interrupted");
return false;
} catch (Exception e) {
logger.error("Error combining items", e);
return false;
}
});
}
/**
* Drop an inventory item.
*/
public CompletableFuture<Boolean> dropItem(int slot) {
logger.debug("Dropping item in slot: {}", slot);
return CompletableFuture.supplyAsync(() -> {
try {
// TODO: Validate slot
// TODO: Send drop item packet
Item item = clientCore.getInventoryState().getInventorySlot(slot);
if (item == null || item.isEmpty()) {
logger.warn("No item in slot {} to drop", slot);
return false;
}
// Simulate drop time
Thread.sleep(600); // 1 game tick
logger.debug("Dropped item: {}", item.getName());
return true;
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
logger.warn("Item drop interrupted");
return false;
} catch (Exception e) {
logger.error("Error dropping item", e);
return false;
}
});
}
/**
* Send a chat message.
*/
public void sendChatMessage(String message) {
if (message == null || message.trim().isEmpty()) {
logger.warn("Cannot send empty chat message");
return;
}
logger.debug("Sending chat message: {}", message);
// TODO: Send chat packet to server
// TODO: Handle chat message validation and formatting
// For now, just log it
logger.info("Chat: {}", message);
}
/**
* Enable or disable run mode.
*/
public CompletableFuture<Boolean> setRunMode(boolean enabled) {
logger.debug("Setting run mode: {}", enabled);
return CompletableFuture.supplyAsync(() -> {
try {
// TODO: Send run mode packet to server
// TODO: Update player state
Thread.sleep(100); // Small delay for packet
logger.debug("Run mode set to: {}", enabled);
return true;
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
logger.warn("Run mode change interrupted");
return false;
} catch (Exception e) {
logger.error("Error changing run mode", e);
return false;
}
});
}
}