right now, design i have in mind is to support properties. There will be 3 functions to it, Save, Apply and harvest+replant
It wont be a bot per say, but public interface on the dll will allow for an external plugin to import it and use the functions as part of a bot.
The plugin on its own will give you the 3 buttons mentioned.
- Save will create a template based on settings you provide in the ui (distance, illegal etc) and will then save the position of every supported plants into a file.
- Apply will load one of the file previously saved, and replant all that can be replanted to copy the original as well as possible (few checks to prevent attempting to plant over existing stuff etc will be in place).
- Harvest+replant is a function that wont require a template. It will look within configured distance for stuff ready to harvest that it know and possess seeds to replace (or harvest non dieing tree). Then after harvesting, it will immediatly replant whatever was here (basically redoing the original planting formation).
(notes: doodad are objects in the game, plant tree etc are all doodad)
Essentially at first, the plugin will only support the thing i used to test (mushroom and grape), but will support any kind of item so long as its provided the data in its config file.
- skill id for doodad id (so that it know which action to do on what)
- item id for doodad id (using -1 to confirm theres no replanting to do) this is the itemid that will be used in place of the doodad after harvest.
if either of those 2 are not defined, the plugin will ignore the doodad when planting, this way it should support any number of objects, without me having to build a whole database.