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AutoPilot.cs
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1313 lines (1122 loc) · 62.2 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Drawing;
using ExileCore;
using ExileCore.PoEMemory;
using ExileCore.PoEMemory.Components;
using ExileCore.PoEMemory.Elements;
using ExileCore.PoEMemory.MemoryObjects;
using ExileCore.Shared;
using ExileCore.Shared.Enums;
using SharpDX;
using BetterFollowbot.Interfaces;
using BetterFollowbot.Core.TaskManagement;
using BetterFollowbot.Core.Movement;
namespace BetterFollowbot;
public class AutoPilot
{
private PortalManager portalManager;
private readonly ILeaderDetector _leaderDetector;
private readonly ITaskManager _taskManager;
private readonly IPathfinding _pathfinding;
private IMovementExecutor _movementExecutor;
private PathPlanner _pathPlanner;
private readonly Random random = new Random();
// Throttle frequent log messages
private DateTime _lastMenuCheckLog = DateTime.MinValue;
private DateTime _lastTeleportConfirmTime = DateTime.MinValue;
/// <summary>
/// Checks if any blocking UI elements are open that should prevent task execution
/// </summary>
private bool IsBlockingUiOpen()
{
return UIBlockingUtility.IsAnyBlockingUIOpen();
}
/// <summary>
/// Validates if a portal is actually a real portal using entity type
/// </summary>
private bool IsValidPortal(LabelOnGround portal)
{
return PortalManager.IsValidPortal(portal);
}
/// <summary>
/// Constructor for AutoPilot
/// </summary>
public AutoPilot(ILeaderDetector leaderDetector, ITaskManager taskManager, IPathfinding pathfinding, IMovementExecutor movementExecutor, PathPlanner pathPlanner, PortalManager portalManager)
{
_leaderDetector = leaderDetector ?? throw new ArgumentNullException(nameof(leaderDetector));
_taskManager = taskManager ?? throw new ArgumentNullException(nameof(taskManager));
_pathfinding = pathfinding ?? throw new ArgumentNullException(nameof(pathfinding));
_movementExecutor = movementExecutor; // Allow null for circular dependency resolution
_pathPlanner = pathPlanner ?? throw new ArgumentNullException(nameof(pathPlanner));
this.portalManager = portalManager ?? throw new ArgumentNullException(nameof(portalManager));
}
/// <summary>
/// Sets the movement executor (used to resolve circular dependency)
/// </summary>
public void SetMovementExecutor(IMovementExecutor movementExecutor)
{
_movementExecutor = movementExecutor ?? throw new ArgumentNullException(nameof(movementExecutor));
}
private Vector3 lastTargetPosition;
private Vector3 lastPlayerPosition;
private Entity followTarget;
public static bool IsTeleportInProgress { get; set; } = false;
public Entity FollowTarget => followTarget;
/// <summary>
/// Gets the current position of the follow target, using updated position data
/// </summary>
public Vector3 FollowTargetPosition => lastTargetPosition;
/// <summary>
/// Sets the follow target entity
/// </summary>
/// <param name="target">The entity to follow</param>
public void SetFollowTarget(Entity target)
{
followTarget = target;
if (target != null)
{
lastTargetPosition = target.Pos;
// Clear path cache when switching targets
_pathfinding.ClearPathCache();
BetterFollowbot.Instance.LogMessage($"AUTOPILOT: Set follow target '{target.GetComponent<Player>()?.PlayerName ?? "Unknown"}' at position: {target.Pos}");
}
else
{
// Clear path cache when clearing target
_pathfinding.ClearPathCache();
BetterFollowbot.Instance.LogMessage("AUTOPILOT: Cleared follow target");
}
}
/// <summary>
/// Updates the follow target's position if it exists
/// This is crucial for zone transitions where the entity's position changes
/// </summary>
public void UpdateFollowTargetPosition()
{
if (followTarget != null && followTarget.IsValid)
{
var updateStartTime = DateTime.Now;
var newPosition = followTarget.Pos;
if (lastTargetPosition != Vector3.Zero)
{
var distanceMoved = Vector3.Distance(lastTargetPosition, newPosition);
if (distanceMoved > 500)
{
var updateDuration = DateTime.Now - updateStartTime;
BetterFollowbot.Instance.LogMessage($"AUTOPILOT: [{DateTime.Now:HH:mm:ss.fff}] Follow target moved {distanceMoved:F0} units (possible zone transition) from {lastTargetPosition} to {newPosition} (update took {updateDuration.TotalMilliseconds:F0}ms)");
}
else if (newPosition != lastTargetPosition)
{
lastTargetPosition = newPosition;
}
}
portalManager.DetectPortalTransition(lastTargetPosition, newPosition);
lastTargetPosition = newPosition;
var totalUpdateDuration = DateTime.Now - updateStartTime;
if (totalUpdateDuration.TotalMilliseconds > 10)
{
BetterFollowbot.Instance.LogMessage($"AUTOPILOT: [{DateTime.Now:HH:mm:ss.fff}] Position update completed in {totalUpdateDuration.TotalMilliseconds:F0}ms");
}
}
else if (followTarget != null && !followTarget.IsValid)
{
// Instead of immediately clearing, try to find the leader again
var retryTarget = _leaderDetector.FindLeaderEntity();
if (retryTarget != null && retryTarget.IsValid)
{
BetterFollowbot.Instance.LogMessage("AUTOPILOT: Follow target was invalid but found again, continuing");
followTarget = retryTarget;
// Update lastTargetPosition to the new valid position
if (followTarget.Pos != null)
{
lastTargetPosition = followTarget.Pos;
}
}
else
{
BetterFollowbot.Instance.LogMessage("AUTOPILOT: Follow target became invalid and retry failed, clearing");
followTarget = null;
lastTargetPosition = Vector3.Zero;
}
}
}
private bool hasUsedWp;
/// <summary>
/// Public accessor for the tasks list (read-only)
/// </summary>
public IReadOnlyList<TaskNode> Tasks => _taskManager.Tasks;
// Dash time tracking moved to MovementExecutor
private bool instantPathOptimization = false; // Flag for instant response when path efficiency is detected
private DateTime lastPathClearTime = DateTime.MinValue; // Track last path clear to prevent spam
private DateTime lastResponsivenessCheck = DateTime.MinValue; // Track last responsiveness check to prevent spam
private DateTime lastEfficiencyCheck = DateTime.MinValue; // Track last efficiency check to prevent spam
/// <summary>
/// Checks if the cursor is pointing roughly towards the target direction in screen space
/// Improved to handle off-screen targets
/// </summary>
private bool IsCursorPointingTowardsTarget(Vector3 targetPosition)
{
try
{
var mouseScreenPos = BetterFollowbot.Instance.GetMousePosition();
var playerScreenPos = Helper.WorldToValidScreenPosition(BetterFollowbot.Instance.playerPosition);
var targetScreenPos = Helper.WorldToValidScreenPosition(targetPosition);
if (targetScreenPos.X < 0 || targetScreenPos.Y < 0 ||
targetScreenPos.X > BetterFollowbot.Instance.GameController.Window.GetWindowRectangle().Width ||
targetScreenPos.Y > BetterFollowbot.Instance.GameController.Window.GetWindowRectangle().Height)
{
var playerWorldPos = BetterFollowbot.Instance.playerPosition;
var directionToTarget = targetPosition - playerWorldPos;
if (directionToTarget.Length() < 10)
return true;
directionToTarget.Normalize();
var screenDirection = new Vector2(directionToTarget.X, -directionToTarget.Z);
screenDirection.Normalize();
var playerToCursorOffscreen = mouseScreenPos - playerScreenPos;
if (playerToCursorOffscreen.Length() < 30)
return false;
playerToCursorOffscreen.Normalize();
var dotProductOffscreen = Vector2.Dot(screenDirection, playerToCursorOffscreen);
var angleOffscreen = Math.Acos(Math.Max(-1, Math.Min(1, dotProductOffscreen))) * (180.0 / Math.PI);
return angleOffscreen <= 90.0;
}
var playerToTarget = targetScreenPos - playerScreenPos;
if (playerToTarget.Length() < 20)
return true;
playerToTarget.Normalize();
var playerToCursor = mouseScreenPos - playerScreenPos;
if (playerToCursor.Length() < 30)
return false;
playerToCursor.Normalize();
var dotProduct = Vector2.Dot(playerToTarget, playerToCursor);
var angle = Math.Acos(Math.Max(-1, Math.Min(1, dotProduct))) * (180.0 / Math.PI);
return angle <= 60.0;
}
catch (Exception e)
{
BetterFollowbot.Instance.LogMessage($"IsCursorPointingTowardsTarget error: {e.Message}");
return false;
}
}
private bool ShouldClearPathForResponsiveness()
{
return ShouldClearPathForResponsiveness(false);
}
private bool ShouldClearPathForResponsiveness(bool isOverrideCheck)
{
try
{
int rateLimitMs = isOverrideCheck ? 2000 : 5000;
if ((DateTime.Now - lastPathClearTime).TotalMilliseconds < rateLimitMs)
return false;
if ((DateTime.Now - lastResponsivenessCheck).TotalMilliseconds < 1000)
return false;
if (followTarget == null || _taskManager.TaskCount == 0)
return false;
var playerMovement = Vector3.Distance(BetterFollowbot.Instance.playerPosition, lastPlayerPosition);
if (playerMovement > 300f)
{
lastPathClearTime = DateTime.Now;
lastResponsivenessCheck = DateTime.Now;
return true;
}
if (_taskManager.TaskCount > 0 && _taskManager.Tasks[0].WorldPosition != null)
{
Vector3 botPos = BetterFollowbot.Instance.localPlayer?.Pos ?? BetterFollowbot.Instance.playerPosition;
Vector3 playerPos = BetterFollowbot.Instance.playerPosition;
Vector3 currentTaskTarget = _taskManager.Tasks[0].WorldPosition;
Vector3 botToTask = currentTaskTarget - botPos;
Vector3 botToPlayer = playerPos - botPos;
if (botToTask.Length() > 10f && botToPlayer.Length() > 10f)
{
botToTask = Vector3.Normalize(botToTask);
botToPlayer = Vector3.Normalize(botToPlayer);
float dotProduct = Vector3.Dot(botToTask, botToPlayer);
if (dotProduct < -0.5f)
{
lastPathClearTime = DateTime.Now;
lastResponsivenessCheck = DateTime.Now;
return true;
}
}
}
var distanceToCurrentPlayer = Vector3.Distance(BetterFollowbot.Instance.localPlayer?.Pos ?? BetterFollowbot.Instance.playerPosition, lastTargetPosition);
if (distanceToCurrentPlayer > 400f)
{
lastPathClearTime = DateTime.Now;
lastResponsivenessCheck = DateTime.Now;
return true;
}
return false;
}
catch (Exception e)
{
return false;
}
}
private float CalculatePathEfficiency()
{
try
{
if (_taskManager.TaskCount == 0 || followTarget == null)
return 1.0f;
float directDistance = Vector3.Distance(BetterFollowbot.Instance.localPlayer?.Pos ?? BetterFollowbot.Instance.playerPosition, followTarget?.Pos ?? BetterFollowbot.Instance.playerPosition);
if (directDistance < 30f)
return 1.0f;
float pathDistance = 0f;
Vector3 currentPos = BetterFollowbot.Instance.localPlayer?.Pos ?? BetterFollowbot.Instance.playerPosition;
foreach (var task in _taskManager.Tasks)
{
if (task.WorldPosition != null)
{
pathDistance += Vector3.Distance(currentPos, task.WorldPosition);
currentPos = task.WorldPosition;
}
}
if (pathDistance <= 0 || pathDistance < 50f)
return 1.0f;
float efficiency = directDistance / pathDistance;
return efficiency;
}
catch (Exception e)
{
return 1.0f;
}
}
private bool ShouldAbandonPathForEfficiency()
{
try
{
if (_taskManager.TaskCount < 1 || followTarget == null)
return false;
if ((DateTime.Now - lastEfficiencyCheck).TotalMilliseconds < 300)
return false;
float efficiency = CalculatePathEfficiency();
if (efficiency < 0.8f)
{
lastEfficiencyCheck = DateTime.Now;
return true;
}
if (_taskManager.TaskCount >= 1 && _taskManager.Tasks[0].WorldPosition != null)
{
Vector3 botPos = BetterFollowbot.Instance.localPlayer?.Pos ?? BetterFollowbot.Instance.playerPosition;
Vector3 playerPos = BetterFollowbot.Instance.playerPosition;
Vector3 pathTarget = _taskManager.Tasks[0].WorldPosition;
Vector3 botToPath = pathTarget - botPos;
Vector3 botToPlayer = playerPos - botPos;
if (botToPath.Length() > 0 && botToPlayer.Length() > 0)
{
botToPath = Vector3.Normalize(botToPath);
botToPlayer = Vector3.Normalize(botToPlayer);
float dotProduct = Vector3.Dot(botToPath, botToPlayer);
if (dotProduct < -0.1f)
{
lastEfficiencyCheck = DateTime.Now;
return true;
}
}
}
return false;
}
catch (Exception e)
{
return false;
}
}
private void ResetPathing()
{
_taskManager.ClearTasks();
followTarget = null;
lastTargetPosition = Vector3.Zero;
lastPlayerPosition = Vector3.Zero;
hasUsedWp = false;
_movementExecutor.UpdateLastDashTime(DateTime.MinValue);
instantPathOptimization = false;
lastPathClearTime = DateTime.MinValue;
lastResponsivenessCheck = DateTime.MinValue;
lastEfficiencyCheck = DateTime.MinValue;
_lastTeleportConfirmTime = DateTime.MinValue;
IsTeleportInProgress = false;
}
private LabelOnGround GetBestPortalLabel(PartyElementWindow leaderPartyElement, bool forceSearch = false)
{
try
{
if (leaderPartyElement == null)
return null;
// SPECIAL CASE: Labyrinth areas - use different logic since party TP doesn't work
if (PortalManager.IsInLabyrinthArea)
{
BetterFollowbot.Instance.LogMessage("PORTAL SEARCH: In labyrinth area, using nearest portal logic");
var nearestPortal = PortalManager.FindNearestLabyrinthPortal();
if (nearestPortal != null)
{
BetterFollowbot.Instance.LogMessage($"PORTAL SEARCH: Found nearest labyrinth portal: {nearestPortal.Label?.Text ?? "Unknown"} at distance {nearestPortal.ItemOnGround.DistancePlayer:F1}");
return nearestPortal;
}
else
{
BetterFollowbot.Instance.LogMessage("PORTAL SEARCH: No portals found in labyrinth area");
return null;
}
}
var currentZoneName = BetterFollowbot.Instance.GameController?.Area.CurrentArea.DisplayName;
var leaderZoneName = leaderPartyElement.ZoneName;
var isHideout = (bool)BetterFollowbot.Instance?.GameController?.Area?.CurrentArea?.IsHideout;
var realLevel = BetterFollowbot.Instance.GameController?.Area?.CurrentArea?.RealLevel ?? 0;
var zonesAreDifferent = !leaderPartyElement.ZoneName.Equals(currentZoneName);
// Search for portals in various conditions:
// 1. Force search (portal transition mode)
// 2. Different zones
// 3. Hideout
// 4. High level different zones
var shouldSearchForPortals = forceSearch || zonesAreDifferent || isHideout || (realLevel >= 68 && zonesAreDifferent);
// Additionally, always check for special portals (arena portals) that might need clicking
// even when zones are the same (arena portals don't change zones)
if (!shouldSearchForPortals && !zonesAreDifferent && leaderPartyElement != null)
{
// Check if there are any special portals visible that we should prioritize
var visiblePortals = BetterFollowbot.Instance.GameController?.Game?.IngameState?.IngameUi?.ItemsOnGroundLabels.Where(x =>
x != null && x.IsVisible && x.Label != null && x.Label.IsValid && x.Label.IsVisible &&
PortalManager.IsSpecialPortal(x.Label?.Text?.ToLower() ?? "")).ToList();
if (visiblePortals != null && visiblePortals.Count > 0)
{
shouldSearchForPortals = true;
BetterFollowbot.Instance.LogMessage($"PORTAL SEARCH: Found {visiblePortals.Count} special portals, enabling portal search");
}
}
if (shouldSearchForPortals)
{
// Get all portal-like objects using clean entity type filtering
var allPortalLabels = BetterFollowbot.Instance.GameController?.Game?.IngameState?.IngameUi?.ItemsOnGroundLabels.Where(x =>
x != null && x.IsVisible && x.Label != null && x.Label.IsValid && x.Label.IsVisible && x.ItemOnGround != null &&
IsValidPortal(x))
.ToList();
BetterFollowbot.Instance.LogMessage($"PORTAL SEARCH: Found {allPortalLabels.Count} portal objects on ground");
foreach (var portal in allPortalLabels.Take(5)) // Log first 5 to avoid spam
{
var label = portal.Label?.Text ?? "NULL";
BetterFollowbot.Instance.LogMessage($"PORTAL SEARCH: Portal label '{label}' at {portal.ItemOnGround.Pos}");
}
if (allPortalLabels == null || allPortalLabels.Count == 0)
return null;
var matchingPortals = allPortalLabels.Where(x =>
{
try
{
var labelText = x.Label?.Text?.ToLower() ?? "";
var leaderZone = leaderPartyElement.ZoneName?.ToLower() ?? "";
var currentZone = currentZoneName?.ToLower() ?? "";
var matchesLeaderZone = MatchesPortalToZone(labelText, leaderZone, x.Label?.Text ?? "");
var isSpecialPortal = PortalManager.IsSpecialPortal(labelText);
var isArenaPortal = PortalManager.GetSpecialPortalType(labelText) == "Arena";
// Debug logging for portal detection
if (isArenaPortal || isSpecialPortal)
{
BetterFollowbot.Instance.LogMessage($"PORTAL DETECT: '{x.Label?.Text}' - Arena: {isArenaPortal}, Special: {isSpecialPortal}, ZoneMatch: {matchesLeaderZone}, ZonesDifferent: {zonesAreDifferent}");
}
// Prioritize arena portals for inter-zone transitions, otherwise use normal logic
return (zonesAreDifferent && isArenaPortal) || matchesLeaderZone || isSpecialPortal;
}
catch (Exception ex)
{
return false;
}
}).OrderByDescending(x =>
{
// Sort by priority: Arena portals first, then zone-matching portals, then other special portals
var labelText = x.Label?.Text?.ToLower() ?? "";
var isArenaPortal = PortalManager.GetSpecialPortalType(labelText) == "Arena";
var matchesLeaderZone = MatchesPortalToZone(labelText, leaderPartyElement.ZoneName?.ToLower() ?? "", x.Label?.Text ?? "");
var isSpecialPortal = PortalManager.IsSpecialPortal(labelText);
if (zonesAreDifferent && isArenaPortal) return 3; // Highest priority for arena portals in different zones
if (matchesLeaderZone) return 2; // Zone matching portals
if (isSpecialPortal) return 1; // Other special portals
return 0; // Shouldn't happen due to filtering above
}).ThenBy(x => Vector3.Distance(lastTargetPosition, x.ItemOnGround.Pos)).ToList();
if (matchingPortals.Count > 0)
{
var selectedPortal = matchingPortals.First();
var selectedLabel = selectedPortal.Label?.Text ?? "Unknown";
var portalType = PortalManager.GetSpecialPortalType(selectedLabel.ToLower());
BetterFollowbot.Instance.LogMessage($"PORTAL SELECT: Chose '{selectedLabel}' (Type: {portalType}) from {matchingPortals.Count} matching portals");
return selectedPortal;
}
else
{
BetterFollowbot.Instance.LogMessage($"PORTAL SELECT: No matching portals found (checked {allPortalLabels.Count} total portals)");
}
return null;
}
return null;
}
catch (Exception ex)
{
return null;
}
}
private bool MatchesPortalToZone(string portalLabel, string zoneName, string originalLabel)
{
if (string.IsNullOrEmpty(portalLabel) || string.IsNullOrEmpty(zoneName))
return false;
portalLabel = portalLabel.ToLower();
zoneName = zoneName.ToLower();
if (portalLabel.Contains(zoneName))
return true;
var portalPatterns = new[]
{
$"portal to {zoneName}",
$"portal to the {zoneName}",
$"{zoneName} portal",
$"enter {zoneName}",
$"enter the {zoneName}",
$"go to {zoneName}",
$"go to the {zoneName}",
$"{zoneName} entrance",
$"{zoneName} gate"
};
foreach (var pattern in portalPatterns)
{
if (portalLabel.Contains(pattern))
return true;
}
if (PortalManager.IsSpecialPortal(portalLabel))
return true;
if (portalLabel.Equals(zoneName, StringComparison.OrdinalIgnoreCase))
return true;
if (portalLabel.Contains(zoneName, StringComparison.OrdinalIgnoreCase))
return true;
if (zoneName.Contains("hideout") && (portalLabel.Contains("hideout") || portalLabel.Contains("home")))
return true;
if (zoneName.Contains("town") && (portalLabel.Contains("town") || portalLabel.Contains("waypoint")))
return true;
return false;
}
private Vector2 GetTpButton(PartyElementWindow leaderPartyElement)
{
try
{
if (leaderPartyElement == null)
return Vector2.Zero;
var windowOffset = BetterFollowbot.Instance.GameController.Window.GetWindowRectangle().TopLeft;
var elemCenter = (Vector2) leaderPartyElement?.TpButton?.GetClientRectCache.Center;
var finalPos = new Vector2(elemCenter.X + windowOffset.X, elemCenter.Y + windowOffset.Y);
return finalPos;
}
catch
{
return Vector2.Zero;
}
}
private Element GetTpConfirmation()
{
try
{
var ui = BetterFollowbot.Instance.GameController?.IngameState?.IngameUi?.PopUpWindow;
if (ui.Children[0].Children[0].Children[0].Text.Equals("Are you sure you want to teleport to this player's location?"))
return ui.Children[0].Children[0].Children[3].Children[0];
return null;
}
catch
{
return null;
}
}
public void AreaChange()
{
ResetPathing();
// Clear A* path cache on area change
_pathfinding.ClearPathCache();
// Initialize terrain data through the pathfinding service
var terrainInitStart = DateTime.Now;
_pathfinding.InitializeTerrain();
var terrainInitTime = DateTime.Now - terrainInitStart;
BetterFollowbot.Instance.LogMessage($"TERRAIN INIT: Terrain initialization completed in {terrainInitTime.TotalMilliseconds:F2}ms");
}
public void StartCoroutine()
{
Task.Run(() => AutoPilotLogic());
}
private async Task AutoPilotLogic()
{
while (true)
{
if (!BetterFollowbot.Instance.Settings.Enable.Value || !BetterFollowbot.Instance.Settings.autoPilotEnabled.Value || BetterFollowbot.Instance.localPlayer == null || !BetterFollowbot.Instance.localPlayer.IsAlive ||
!BetterFollowbot.Instance.GameController.IsForeGroundCache || IsBlockingUiOpen() || BetterFollowbot.Instance.GameController.IsLoading || !BetterFollowbot.Instance.GameController.InGame)
{
// Log check failures that might cause delays
if (!BetterFollowbot.Instance.GameController.IsForeGroundCache)
{
BetterFollowbot.Instance.LogMessage("FOREGROUND CHECK: Game not in foreground - blocking task execution");
}
if (IsBlockingUiOpen() && (DateTime.Now - _lastMenuCheckLog).TotalSeconds > 5)
{
var openUIs = UIBlockingUtility.GetOpenBlockingUIsString();
BetterFollowbot.Instance.LogMessage($"UI CHECK: Blocking UI is open - blocking task execution. Open UIs: {openUIs}");
_lastMenuCheckLog = DateTime.Now;
}
await Task.Delay(100);
continue;
}
// ADDITIONAL SAFEGUARD: Don't execute tasks during zone loading or when game state is unstable
if (BetterFollowbot.Instance.GameController.IsLoading ||
BetterFollowbot.Instance.GameController.Area.CurrentArea == null ||
string.IsNullOrEmpty(BetterFollowbot.Instance.GameController.Area.CurrentArea.DisplayName))
{
BetterFollowbot.Instance.LogMessage("TASK EXECUTION: Blocking task execution during zone loading");
await Task.Delay(200); // Wait longer during zone loading
continue;
}
// Only execute input tasks here - decision making moved to Render method
if (_taskManager.TaskCount > 0)
{
TaskNode currentTask = null;
bool taskAccessError = false;
// PRIORITY: Check if there are any teleport tasks and process them first
var teleportTasks = _taskManager.Tasks.Where(t => t.Type == TaskNodeType.TeleportConfirm || t.Type == TaskNodeType.TeleportButton);
if (teleportTasks.Any())
{
try
{
currentTask = teleportTasks.First();
BetterFollowbot.Instance.LogMessage($"PRIORITY: Processing teleport task {currentTask.Type} instead of {_taskManager.Tasks.First().Type}");
}
catch (Exception e)
{
taskAccessError = true;
BetterFollowbot.Instance.LogMessage($"PRIORITY: Error accessing teleport task - {e.Message}");
}
}
else
{
try
{
currentTask = _taskManager.Tasks.First();
}
catch (Exception e)
{
taskAccessError = true;
}
}
if (taskAccessError)
{
await Task.Delay(50);
continue;
}
if (currentTask?.WorldPosition == null)
{
// Remove the task from its actual position, not just index 0
_taskManager.RemoveTask(currentTask);
await Task.Delay(50);
continue;
}
// Log task execution start
BetterFollowbot.Instance.LogMessage($"TASK EXECUTION: Starting {currentTask.Type} task at {currentTask.WorldPosition} (Queue size: {_taskManager.TaskCount})");
var taskDistance = Vector3.Distance(BetterFollowbot.Instance.playerPosition, currentTask.WorldPosition);
var playerDistanceMoved = Vector3.Distance(BetterFollowbot.Instance.playerPosition, lastPlayerPosition);
// Check if we should clear path for better responsiveness to player movement
if (ShouldClearPathForResponsiveness())
{
instantPathOptimization = true; // Enable instant mode for immediate response
_taskManager.ClearTasksPreservingTransitions(); // Clear all tasks and reset related state
hasUsedWp = false; // Allow waypoint usage again
// FORCE IMMEDIATE PATH CREATION - Don't wait for UpdateAutoPilotLogic
if (followTarget?.Pos != null && !float.IsNaN(followTarget.Pos.X) && !float.IsNaN(followTarget.Pos.Y) && !float.IsNaN(followTarget.Pos.Z))
{
var instantDistanceToLeader = Vector3.Distance(BetterFollowbot.Instance.playerPosition, FollowTargetPosition);
if (instantDistanceToLeader > BetterFollowbot.Instance.Settings.autoPilotDashDistance && BetterFollowbot.Instance.Settings.autoPilotDashEnabled) // Use configured dash distance
{
// CRITICAL: Don't add dash tasks if we have an active transition task OR another dash task
var hasConflictingTasks = _taskManager.Tasks.Any(t => t.Type == TaskNodeType.Transition || t.Type == TaskNodeType.Dash);
if (!hasConflictingTasks)
{
_taskManager.AddTask(new TaskNode(FollowTargetPosition, 0, TaskNodeType.Dash));
}
else
{
}
}
else
{
_taskManager.AddTask(new TaskNode(FollowTargetPosition, BetterFollowbot.Instance.Settings.autoPilotPathfindingNodeDistance));
}
}
continue; // Skip current task processing, will recalculate path immediately
}
// Check if current path is inefficient and should be abandoned - INSTANT RESPONSE
if (ShouldAbandonPathForEfficiency())
{
instantPathOptimization = true; // Enable instant mode for immediate response
_taskManager.ClearTasksPreservingTransitions(); // Clear all tasks and reset related state
hasUsedWp = false; // Allow waypoint usage again
// FORCE IMMEDIATE PATH CREATION - Don't wait for UpdateAutoPilotLogic
if (followTarget?.Pos != null && !float.IsNaN(followTarget.Pos.X) && !float.IsNaN(followTarget.Pos.Y) && !float.IsNaN(followTarget.Pos.Z))
{
var instantDistanceToLeader = Vector3.Distance(BetterFollowbot.Instance.playerPosition, FollowTargetPosition);
if (instantDistanceToLeader > BetterFollowbot.Instance.Settings.autoPilotDashDistance && BetterFollowbot.Instance.Settings.autoPilotDashEnabled) // Use configured dash distance
{
// CRITICAL: Don't add dash tasks if we have an active transition task OR another dash task
var hasConflictingTasks = _taskManager.Tasks.Any(t => t.Type == TaskNodeType.Transition || t.Type == TaskNodeType.Dash);
if (!hasConflictingTasks)
{
_taskManager.AddTask(new TaskNode(FollowTargetPosition, 0, TaskNodeType.Dash));
}
else
{
}
}
else
{
_taskManager.AddTask(new TaskNode(FollowTargetPosition, BetterFollowbot.Instance.Settings.autoPilotPathfindingNodeDistance));
}
}
continue; // Skip current task processing, will recalculate path immediately
}
//We are using a same map transition and have moved significnatly since last tick. Mark the transition task as done.
if (currentTask.Type == TaskNodeType.Transition &&
playerDistanceMoved >= BetterFollowbot.Instance.Settings.autoPilotClearPathDistance.Value)
{
_taskManager.RemoveTask(currentTask);
lastPlayerPosition = BetterFollowbot.Instance.playerPosition;
continue;
}
// Variables to track state outside try-catch blocks
bool shouldDashToLeader = false;
bool shouldTerrainDash = false;
Vector2 movementScreenPos = Vector2.Zero;
bool screenPosError = false;
bool keyDownError = false;
bool keyUpError = false;
bool taskExecutionError = false;
bool shouldTransitionAndContinue = false;
bool shouldClaimWaypointAndContinue = false;
bool shouldDashAndContinue = false;
bool shouldTeleportConfirmAndContinue = false;
bool shouldTeleportButtonAndContinue = false;
bool shouldMovementContinue = false;
// Transition-related variables
Vector2 transitionPos = Vector2.Zero;
// Waypoint-related variables
Vector2 waypointScreenPos = Vector2.Zero;
// PRE-MOVEMENT OVERRIDE CHECK: Check if we should override BEFORE executing movement
if (currentTask.Type == TaskNodeType.Movement)
{
// SIMPLIFIED OVERRIDE: Just check if target is far from current player position
var playerPos = BetterFollowbot.Instance.playerPosition;
var botPos = BetterFollowbot.Instance.localPlayer?.Pos ?? BetterFollowbot.Instance.playerPosition;
var targetPos = currentTask.WorldPosition;
// Calculate direction from bot to target vs bot to player
var botToTarget = targetPos - botPos;
var botToPlayer = playerPos - botPos;
bool shouldOverride = false;
string overrideReason = "";
// Check 1: Is target far from player?
var targetToPlayerDistance = Vector3.Distance(targetPos, playerPos);
if (targetToPlayerDistance > 400f)
{
shouldOverride = true;
overrideReason = $"Target {targetToPlayerDistance:F1} units from player";
}
// Check 2: Are we going opposite direction from player?
if (!shouldOverride && botToTarget.Length() > 10f && botToPlayer.Length() > 10f)
{
var dotProduct = Vector3.Dot(Vector3.Normalize(botToTarget), Vector3.Normalize(botToPlayer));
if (dotProduct < 0.3f) // Going more than 72 degrees away from player
{
shouldOverride = true;
overrideReason = $"Direction conflict (dot={dotProduct:F2})";
}
}
if (shouldOverride)
{
_taskManager.ClearTasksPreservingTransitions();
hasUsedWp = false; // Allow waypoint usage again
// INSTANT OVERRIDE: Click towards the player's current position instead of stale followTarget
// Calculate a position closer to the player (not the exact player position to avoid issues)
var directionToPlayer = playerPos - botPos;
if (directionToPlayer.Length() > 10f) // Only if player is far enough away
{
directionToPlayer = Vector3.Normalize(directionToPlayer);
var correctionTarget = botPos + (directionToPlayer * 200f); // Move 200 units towards player
var correctScreenPos = Helper.WorldToValidScreenPosition(correctionTarget);
Mouse.SetCursorPosHuman(correctScreenPos);
// Skip the rest of this movement task since we've overridden it
continue;
}
}
}
// Execute task through the movement executor
var executionResult = _movementExecutor.ExecuteTask(currentTask, taskDistance, playerDistanceMoved);
// Set local flags from execution result
shouldDashToLeader = executionResult.ShouldDashToLeader;
shouldTerrainDash = executionResult.ShouldTerrainDash;
shouldTransitionAndContinue = executionResult.ShouldTransitionAndContinue;
shouldClaimWaypointAndContinue = executionResult.ShouldClaimWaypointAndContinue;
shouldDashAndContinue = executionResult.ShouldDashAndContinue;
shouldTeleportConfirmAndContinue = executionResult.ShouldTeleportConfirmAndContinue;
shouldTeleportButtonAndContinue = executionResult.ShouldTeleportButtonAndContinue;
shouldMovementContinue = executionResult.ShouldMovementContinue;
screenPosError = executionResult.ScreenPosError;
keyDownError = executionResult.KeyDownError;
keyUpError = executionResult.KeyUpError;
taskExecutionError = executionResult.TaskExecutionError;
movementScreenPos = executionResult.MovementScreenPos;
transitionPos = executionResult.TransitionPos;
waypointScreenPos = executionResult.WaypointScreenPos;
// Handle error cleanup (simplified without try-catch)
if (currentTask != null && currentTask.AttemptCount > 20)
{
// Remove task if it's been attempted too many times
BetterFollowbot.Instance.LogMessage($"Task timeout - Too many attempts ({currentTask.AttemptCount}), removing task");
_taskManager.RemoveTask(currentTask);
}
// Handle portal invalidation after try-catch
if (currentTask != null && currentTask.Type == TaskNodeType.Transition && !shouldTransitionAndContinue)
{
// Portal was invalidated, wait and continue
await Task.Delay(100);
continue;
}
// Execute actions outside try-catch blocks
else
{
if (shouldDashToLeader)
{
Mouse.SetCursorPosHuman(Helper.WorldToValidScreenPosition(FollowTargetPosition));
BetterFollowbot.Instance.LogMessage("Movement task: Dash mouse positioned, pressing key");
if (instantPathOptimization)
{
// INSTANT MODE: Skip delays for immediate path correction
// Removed excessive INSTANT PATH OPTIMIZATION logging
Keyboard.KeyPress(BetterFollowbot.Instance.Settings.autoPilotDashKey);
_movementExecutor.UpdateLastDashTime(DateTime.Now); // Record dash time for cooldown
instantPathOptimization = false; // Reset flag after use
}
else
{
// Normal delays
await Task.Delay(random.Next(25) + 30);
Keyboard.KeyPress(BetterFollowbot.Instance.Settings.autoPilotDashKey);
_movementExecutor.UpdateLastDashTime(DateTime.Now); // Record dash time for cooldown
await Task.Delay(random.Next(25) + 30);
}
continue;
}
if (shouldTerrainDash)
{
_movementExecutor.UpdateLastDashTime(DateTime.Now); // Record dash time for cooldown (CheckDashTerrain already performed the dash)
continue;
}
if (screenPosError)
{
await Task.Delay(50);
continue;
}
if (!screenPosError && currentTask.Type == TaskNodeType.Movement)
{
// LAST CHANCE CHECK: Before executing movement, check if player has turned around
if (ShouldClearPathForResponsiveness())
{
BetterFollowbot.Instance.LogMessage("LAST CHANCE 180 CHECK: Player direction changed before movement execution, aborting current task");
_taskManager.ClearTasksPreservingTransitions();
hasUsedWp = false; // Allow waypoint usage again
// Skip this movement and recalculate
continue;
}
BetterFollowbot.Instance.LogMessage("Movement task: Mouse positioned, pressing move key down");
BetterFollowbot.Instance.LogMessage($"Movement task: Move key: {BetterFollowbot.Instance.Settings.autoPilotMoveKey}");
Mouse.SetCursorPosHuman(movementScreenPos);
if (instantPathOptimization)
{
// INSTANT MODE: Skip delays for immediate path correction
// Removed excessive INSTANT PATH OPTIMIZATION logging
instantPathOptimization = false; // Reset flag after use
}
else
{
// Normal delays
await Task.Delay(random.Next(25) + 30);
await Task.Delay(random.Next(25) + 30);
}
continue;
}
if (shouldTransitionAndContinue)
{
BetterFollowbot.Instance.LogMessage("TRANSITION: Starting portal click sequence");
// Move mouse to portal position with multiple attempts
BetterFollowbot.Instance.LogMessage($"TRANSITION: Moving mouse to portal position ({transitionPos.X:F1}, {transitionPos.Y:F1})");