Make combat idle notifier use interacting changed
To make the notifier more precise make combat idle notifier use interacting changed. Signed-off-by: Tomas Slusny <slusnucky@gmail.com>
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@@ -29,17 +29,23 @@ import com.google.common.eventbus.Subscribe;
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import com.google.inject.Provides;
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import java.time.Duration;
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import java.time.Instant;
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import java.util.Arrays;
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import java.util.List;
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import javax.inject.Inject;
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import net.runelite.api.Actor;
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import net.runelite.api.AnimationID;
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import static net.runelite.api.AnimationID.*;
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import net.runelite.api.Client;
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import net.runelite.api.GameState;
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import net.runelite.api.NPC;
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import net.runelite.api.NPCComposition;
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import net.runelite.api.Player;
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import net.runelite.api.Skill;
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import net.runelite.api.Varbits;
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import net.runelite.api.events.AnimationChanged;
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import net.runelite.api.events.GameStateChanged;
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import net.runelite.api.events.GameTick;
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import net.runelite.api.events.InteractingChanged;
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import net.runelite.client.Notifier;
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import net.runelite.client.config.ConfigManager;
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import net.runelite.client.plugins.Plugin;
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@@ -64,10 +70,10 @@ public class IdleNotifierPlugin extends Plugin
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@Inject
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private IdleNotifierConfig config;
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private Actor lastOpponent;
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private Instant lastAnimating;
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private int lastAnimation = AnimationID.IDLE;
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private Instant lastInteracting;
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private Actor lastInteract;
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private boolean notifyHitpoints = true;
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private boolean notifyPrayer = true;
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private boolean notifyIdleLogout = true;
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@@ -202,6 +208,43 @@ public class IdleNotifierPlugin extends Plugin
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}
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}
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@Subscribe
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public void onInteractingChanged(InteractingChanged event)
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{
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final Actor source = event.getSource();
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if (source != client.getLocalPlayer())
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{
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return;
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}
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final Actor target = event.getTarget();
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// Reset last interact
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if (target != null)
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{
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lastInteract = null;
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}
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final boolean isNpc = target instanceof NPC;
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// If this is not NPC, do not process as we are not interested in other entities
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if (!isNpc)
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{
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return;
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}
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final NPC npc = (NPC) target;
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final NPCComposition npcComposition = npc.getComposition();
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final List<String> npcMenuActions = Arrays.asList(npcComposition.getActions());
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if (npcMenuActions.contains("Attack"))
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{
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// Player is most likely in combat with attack-able NPC
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resetTimers();
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lastInteract = target;
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}
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}
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@Subscribe
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public void onGameStateChanged(GameStateChanged gameStateChanged)
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{
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@@ -326,32 +369,27 @@ public class IdleNotifierPlugin extends Plugin
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private boolean checkOutOfCombat(Duration waitDuration, Player local)
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{
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Actor opponent = local.getInteracting();
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boolean isPlayer = opponent instanceof Player;
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if (opponent != null
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&& !isPlayer
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&& opponent.getCombatLevel() > 0)
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if (lastInteract == null)
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{
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resetTimers();
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lastOpponent = opponent;
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}
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else if (opponent == null)
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{
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lastOpponent = null;
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return false;
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}
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if (lastOpponent != null && opponent == lastOpponent)
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final Actor interact = local.getInteracting();
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if (interact == null)
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{
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if (lastInteracting != null && Instant.now().compareTo(lastInteracting.plus(waitDuration)) >= 0)
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{
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lastInteract = null;
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lastInteracting = null;
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return true;
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}
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}
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else
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{
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lastInteracting = Instant.now();
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}
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if (lastInteracting != null && Instant.now().compareTo(lastInteracting.plus(waitDuration)) >= 0)
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{
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lastInteracting = null;
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return true;
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}
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return false;
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}
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@@ -435,7 +473,10 @@ public class IdleNotifierPlugin extends Plugin
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}
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// Reset combat idle timer
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lastOpponent = null;
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lastInteracting = null;
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if (client.getGameState() == GameState.LOGIN_SCREEN || local == null || local.getInteracting() != lastInteract)
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{
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lastInteract = null;
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}
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}
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}
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