const axeGraphic = 0xF47; //(!) Check this by get in-game target info
const woodGraphic = 0x1BDD
//Uncomment to ignore const arrIgnoreWood = [
// 0x0, //Plain // 0x7DA, //Oak // 0x4A7, //Ash // 0x4A8, //Yew // 0x4AA, //Bloodwood // 0x4A9, //Heartwood // 0x47F, //Frostwood
]
const arrIgnoreRes = [
// 0x2F5F, //Switch // 0x318F, //Bark Fragment // 0x3191, //Luminescent Fungi // 0x3190, //Parasitic Plant // 0x3199, //Brilliant Amber
]
const arrOffset = [[1, 1], [1, 0], [0, 1], [0, 0]]
const arrWood = [0xcd8, 0xcd3, 0xce6, 0xce3, 0xcd0, 0xccd, 0xcda, 0xcdd, 0xce0]
const arrDir = [Directions.Up, Directions.North, Directions.Right, Directions.East, Directions.Down, Directions.South, Directions.West, Directions.Left]
const getDirection = (angle) =>
arrDir[Math.round(angle / 45) % 8]
const getDistance = (x1, y1, x2, y2) =>
Math.max(Math.abs(x1 - x2), Math.abs(y1 - y2))
const getAngle = (x1, y1, x2, y2) => {
var dy = y2 - y1 var dx = x2 - x1 var n = Math.atan2(dy, dx) * (180 / Math.PI)
return (n < 0) ? (n + 360) : n
}
const getAngleDrift = (d, a) => {
let n = Math.random() > 0.5 ? (a - d) : (a + d)
return (n < 0) ? (n + 360) : n
}
const movePlayerSteps = (n, angle) => {
let d = getDirection(angle)
for (let i = 0; i < n; i++) {
player.walk(d)
sleep(100)
}
}
const movePlayerToItem = (x, y) => {
let px, py let moveBugCount = 0 let distance = getDistance(player.x, player.y, x, y)
while (distance > 1) {
movePlayerSteps(1, getAngle(x, y, player.x, player.y))
distance = getDistance(player.x, player.y, x, y)
if (px == player.x && py == player.y) {
moveBugCount++
if (moveBugCount > 5) {
movePlayerSteps(5, getAngleDrift(90, getAngle(x, y, player.x, player.y)))
moveBugCount = 0
}
}
px = player.x py = player.y }
}
const dropItemGround = (serial) =>
arrOffset.some(([x, y]) => {
player.moveItemOnGroundOffset(serial, x, y, 0)
sleep(500)
return (player.backpack.contents.some(item => item.serial == serial) == false)
})
const chopItem = (serial) => {
player.useType(axeGraphic); target.waitTargetEntity(serial, 3000) sleep(300)
}
const chopTree = (x, y, graphic) => {
player.useType(axeGraphic); target.wait(); target.terrainWithOffset(x, y, 0, graphic); sleep(1000)
}
const chopTreeFull = (x, y, graphic) => {
let c = 10
while c > 0 && !journal.containsText('There\'s not enough wood here') {
chopTree(x, y, graphic)
c--
}
}
const release = () => {
let arrDrop = []
player.backpack.contents.forEach(item => {
let f = item.graphic == woodGraphic
if ((f && (arrIgnoreWood.some(n => n == item.hue))) || (arrIgnoreRes.some(n => n == item.graphic))) {
arrDrop.push(item.serial)
} else if f {
chopItem(item.serial)
}
})
arrDrop.forEach(n => dropItemGround(n))
}
const szudzikPair = (x, y) =>
(x >= y ? (x * x) + x + y : (y * y) + x)
const spiral = (sx, sy, cb) => {
let x = 0 let y = 0 let dx = 0 let dy = -1 let n = 0 let max = Math.pow(Math.max(sx, sy), 2)
for (let i = 0; i < max; i++) {
if ((-sx / 2 < x && x <= sx / 2) && (-sy / 2 < y && y <= sy / 2)) {
if (cb(x, y) == true) {
break
}
}
if ((x == y) || (x < 0 && x == -y) || (x > 0 && x == 1 - y)) {
[dx, dy] = [-dy, dx];
}
x = x + dx; y = y + dy; }
}
//
journal.clear()
while (true) {
spiral(35, 35, (dx, dy) => {
if player.weight >= player.weightMax {
return true
}
let x = player.x + dx let y = player.y + dy let id = szudzikPair(x, y)
if ignoreList.contains(id) {
return false
}
let item = client.getTerrainList(x, y)
if (item.length < 2 || !arrWood.some(i => i == item[1].graphic)) {
ignoreList.add(id)
return false
}
movePlayerToItem(x, y) chopTreeFull(item[1].x - player.x, item[1].y - player.y, item[1].graphic) release()
ignoreList.add(id) journal.clear()
return true })
if player.weight >= player.weightMax {
break
}
sleep(1000)
}