def __init__(self, client, target): Engine.__init__(self, client) self.target = target d = deferred_find_item_in_backpack(client, lambda x: x.item_id == ITEM_BANDAGE) d.addCallbacks(self._found_bandage, self._failure)
def __init__(self, client, goal): Engine.__init__(self, client) self.goal = goal d = deferred_skills(client) d.addCallbacks(self._got_skills, self._failure)
def __init__(self, client, responses): Engine.__init__(self, client) assert len(responses) > 0 self.responses = list(responses) self.call_id = reactor.callLater(5, self._timeout)
def __init__(self, client, map): Engine.__init__(self, client) self._map = map self.tries = 5 print "Bank" self._walk()
def __init__(self, client, container, ids): Engine.__init__(self, client) self.container = container self.ids = ids d = OpenContainer(client, container).deferred d.addCallbacks(self._opened, self._failure)
def __init__(self, client, map): Engine.__init__(self, client) self._map = map self.__tries = 5 d = deferred_find_item_in_backpack(self._client, can_melt) d.addCallbacks(self._found_ore, self._no_ore)
def __init__(self, client, path): Engine.__init__(self, client) self.player = client.world.player self.path = list(path) self._next_walk()
def __init__(self, client, x, y): Engine.__init__(self, client) self.__tries = 5 self.x = x self.y = y self._next()
def __init__(self, client, server, port, channel): Engine.__init__(self, client) self.channel = channel self.irc = None d = reactor.connectTCP(server, port, self)
def __init__(self, client, red_friends, house_rectangle): Engine.__init__(self, client) self.target = None self.red_friends = red_friends self.xmin = house_rectangle[0] self.xmax = house_rectangle[2] self.ymin = house_rectangle[1] self.ymax = house_rectangle[3]
def __init__(self, client, destination): Engine.__init__(self, client) self.player = client.world.player self.walk = client.world.walk self.destination = destination self._next_walk()
def __init__(self, client, map): Engine.__init__(self, client) self.map = map self.min_x, self.min_y = 1429,1540 self.max_x, self.max_y = 1516,1734 self.random = random.Random() self._next_walk()
def __init__(self, client, map, destinations): Engine.__init__(self, client) self.player = client.world.player self.map = MapWrapper(map) self.destinations = destinations self._try()
def __init__(self, client, container=None): Engine.__init__(self, client) self.__failed = False self.__tries = 10 self.container = container d = OpenContainer(client, self.container).deferred d.addCallbacks(self._more, self._failure)
def __init__(self, client): Engine.__init__(self, client) if not self._client.is_dead(): self._success() return self._client.send(p.WarMode(True))
def __init__(self, client, mana): Engine.__init__(self, client) self.player = client.world.player self.mana = mana d = deferred_skill(client, SKILL_MEDITATION) d.addCallbacks(self._got_meditation_skill, self._failure)
def __init__(self, client, username, password, character): Engine.__init__(self, client) self._username = username self._password = password self._character = character self._client.send(p.AccountLogin(username, password))
def __init__(self, client, spell, target): Engine.__init__(self, client) self.spell = spell self.target = target self.target_mutex = client.target_mutex self.target_mutex.get_target(self._target_ok, self._target_abort)
def __init__(self, client, map, exhaust_db): Engine.__init__(self, client) self.world = client.world self.player = client.world.player self.map = map self.exhaust_db = exhaust_db self._check()
def __init__(self, client, itemid, amount): Engine.__init__(self, client) self.buy_items = list() self.vendor = None self.itemid = itemid self.amount = amount self.call_id = reactor.callLater(2, self._timeout) self.get_offer()
def __init__(self, client, map): Engine.__init__(self, client) self.map = map self.min_x, self.min_y = 1429, 1540 self.max_x, self.max_y = 1516, 1734 self.random = random.Random() self._next_walk()
def __init__(self, client, items, container): Engine.__init__(self, client) self._items = [] self._items.extend(items) self._container = container self._next()
def __init__(self, client, delay, func, *args, **keywords): Engine.__init__(self, client) self.delay = delay self.func = func self.args = args self.keywords = keywords reactor.callLater(self.delay, self._next)
def __init__(self, client, username, password, character, connect=connect): Engine.__init__(self, client) self.username = username self.password = password self.character = character self.connect = connect client.send(p.AccountLogin(username, password))
def __init__(self, client): Engine.__init__(self, client) self.mutex = thread.allocate_lock() self.entities = dict() self.player = None self.walk = None self.combatant = None self.map_width = None self.map_height = None
def __init__(self, client, map, destination): Engine.__init__(self, client) self.player = client.world.player self.walk = client.world.walk self.map = MapWrapper(map) self.destination = destination self._path_find()
def __init__(self, client, map): Engine.__init__(self, client) self.map = map self.accept = None self.walk = None if client.is_dead(): self.on_death()
def __init__(self, client, to): Engine.__init__(self, client) self._to = to d = deferred_find_player_item(client, lambda x: x.item_id == ITEM_GOLD) # No gold is success, because this engine is meant for use # cases where you donate all your money to raise Karma d.addCallbacks(self._donate, self._success)
def __init__(self, client): Engine.__init__(self, client) self.spinningwheel = find_reachable_spinning_wheel(client.world) if self.spinningwheel is None: self._failure(NoSuchEntity('No spinning wheel')) return self._next()
def __init__(self, client): Engine.__init__(self, client) self.oven = find_reachable_oven(client.world) if self.oven is None: self._failure(NoSuchEntity("No oven")) return self._cook_single_steak()
def __init__(self, client): Engine.__init__(self, client) self.oven = find_reachable_oven(client.world) if self.oven is None: self._failure(NoSuchEntity('No oven')) return self._cook_single_steak()
def __init__(self, client): Engine.__init__(self, client) self.target_mutex = client.target_mutex self.loom = find_reachable_loom(client.world) if self.loom is None: self._failure(NoSuchEntity('No loom')) return self._next()
def __init__(self, client): Engine.__init__(self, client) world = client.world if amount_in(world, world.backpack(), lambda x: x.item_id in (ITEMS_LOGS + ITEMS_BOARDS)) >= 20: self._success() return d = OpenBank(client).deferred d.addCallbacks(self._box_opened, self._failure)
def __init__(self, client, map, exhaust_db): Engine.__init__(self, client) self.player = client.world.player self.map = map self.exhaust_db = exhaust_db if self.player.mass_remaining() < 50: self._success() return self._walk()
def __init__(self, client): Engine.__init__(self, client) self._player = client.world.player self._waiting = False if self._player.is_hidden(): self._client.send(p.UseSkill(SKILL_STEALTH)) else: self._client.send(p.UseSkill(SKILL_HIDING)) self.call_id = reactor.callLater(0.5, self._next)
def __init__(self, client): Engine.__init__(self, client) self.player = client.world.player self.skills = None self.stats = None # get current stat & skill values client.send(p.MobileQuery(0x04, self.player.serial)) client.send(p.MobileQuery(0x05, self.player.serial)) self.update()
def __init__(self, client, goal): Engine.__init__(self, client) self.player = client.world.player self.goal = goal self.tries = 10 if self.player.stat_locks is None: # query stats client.send(p.MobileQuery(0x04, self.player.serial)) self._check_stats()
def __init__(self, client, ids): Engine.__init__(self, client) self._source = client.world.backpack() if self._source is None: self._failure(NoSuchEntity('No backpack')) return self.ids = ids d = OpenContainer(client, self._source).deferred d.addCallbacks(self._source_opened, self._failure)