Bugfix/enhancement: Optimize waits; implement wait_for_expiration(ScreenObject) function (#629)

* init

* simplify

* the

* init

* update

* init

* fix belt open

* rework waiting functions in ui_manager.py
This commit is contained in:
mgleed
2022-03-13 20:19:41 -04:00
committed by GitHub
parent 7564fea4b0
commit 2c09459bde
40 changed files with 271 additions and 260 deletions
+6 -6
View File
@@ -72,7 +72,7 @@ class Basic_Ranged(IChar):
keyboard.send(Config().char["stand_still"], do_press=False)
wait(self._cast_duration, self._cast_duration + 0.2)
# Move to items
self._pather.traverse_nodes((Location.A5_PINDLE_SAFE_DIST, Location.A5_PINDLE_END), self, time_out=1.4, force_tp=True)
self._pather.traverse_nodes((Location.A5_PINDLE_SAFE_DIST, Location.A5_PINDLE_END), self, timeout=1.4, force_tp=True)
return True
@@ -91,7 +91,7 @@ class Basic_Ranged(IChar):
keyboard.send(Config().char["stand_still"], do_press=False)
wait(self._cast_duration, self._cast_duration + 0.2)
# Move to items
self._pather.traverse_nodes((Location.A5_ELDRITCH_SAFE_DIST, Location.A5_ELDRITCH_END), self, time_out=1.4, force_tp=True)
self._pather.traverse_nodes((Location.A5_ELDRITCH_SAFE_DIST, Location.A5_ELDRITCH_END), self, timeout=1.4, force_tp=True)
return True
def kill_shenk(self) -> bool:
@@ -111,7 +111,7 @@ class Basic_Ranged(IChar):
keyboard.send(Config().char["stand_still"], do_press=False)
wait(self._cast_duration, self._cast_duration + 0.2)
# Move to items
self._pather.traverse_nodes((Location.A5_SHENK_SAFE_DIST, Location.A5_SHENK_END), self, time_out=1.4, force_tp=True)
self._pather.traverse_nodes((Location.A5_SHENK_SAFE_DIST, Location.A5_SHENK_END), self, timeout=1.4, force_tp=True)
return True
def kill_council(self) -> bool:
@@ -119,7 +119,7 @@ class Basic_Ranged(IChar):
# Check out the node screenshot in assets/templates/trav/nodes to see where each node is at
# Go inside cast stuff in general direction
self._pather.offset_node(229, [250, 130])
self._pather.traverse_nodes([228, 229], self, time_out=2.5, force_tp=True)
self._pather.traverse_nodes([228, 229], self, timeout=2.5, force_tp=True)
self._pather.offset_node(229, [-250, -130])
atk_pos_abs = self._pather.find_abs_node_pos(230, grab())
if atk_pos_abs is None:
@@ -149,7 +149,7 @@ class Basic_Ranged(IChar):
self._left_attack(cast_pos_abs, spray=11)
# Move outside
# Move a bit back and another round
self._pather.traverse_nodes([226], self, time_out=2.5, force_tp=True)
self._pather.traverse_nodes([226], self, timeout=2.5, force_tp=True)
cast_pos_abs = np.array([-300, -100])
for _ in range(atk_len_trav_2):
if skills.is_right_skill_active():
@@ -183,7 +183,7 @@ class Basic_Ranged(IChar):
self._left_attack(cast_pos_abs, spray=11)
# Move to items
wait(self._cast_duration, self._cast_duration + 0.2)
self._pather.traverse_nodes(end_nodes, self, time_out=0.8)
self._pather.traverse_nodes(end_nodes, self, timeout=0.8)
return True