RSEntities

This file is responsible for interacting with RSEntities.

RSEntities is anything in the game that has a EDot assign to it on the Minimap.

These are functionally very similar to RSObjects and you create and interact with them almost the same way.

They only differ in the fact that TEntity can use a EDot to help find them and/or TDotFilters. Also, due to the unpredictability of entities that move, unlike RSObjects these do not have a rotation field.


TEntity

Main type to handle RSEntity.


TEntityArray

Array of TEntity.


TEntity.Create

function TEntity.Create(var walker: TWalker; size: TVector3; coordinates: TPointArray; uptext: TStringArray = []; dots: EDots = []): TEntity; static;
function TEntity.Create(var walker: TWalker; json: TJSONObject): TEntity; static; overload;

Create function to create your TEntity.

Assuming you create the RSEntity manually, the create function will provide you with a fully built TEntity without a finder.

You may optionally assign one later if you want:

{$I WaspLib/main.simba}
var
  npc: TEntity;
begin
  Map.Setup([EChunk.VARROCK]);             //varrock west southern most banker
  npc := TEntity.Create(Map.Walker, [1,1,7], [[8652,36686]], ['Banker'], [EDot.NPC]);
  //npc.Finder.Colors += [$543B3B, 10.121, EColorSpace.HSV, [0.528, 1.275, 1.199]];
end;

The json version of the function expects a specific json structure which is the one that Map JSONs provide:

{$I WaspLib/main.simba}
var
  npc: TEntity;
begin
  Map.Setup([EChunk.VARROCK]);
  //Item[0] because this returns a JSON array. For more info read Map JSONs documentation.
  npc := TEntity.Create(Map.Walker, NPCsJSON.GetByName('banker', 1).Item[0]);
end;

TEntityArray.Create

function TEntityArray.Create(json: TJSONArray): TEntityArray; static;

Create function to build your TEntityArray.

This only accepts a json array and it expects a specific json structure which is the one that Map JSONs provide.

Example:

{$I WaspLib/main.simba}

var
  entities: TEntityArray;
begin
  Map.Setup([EChunk.VARROCK]);
  entities := TEntityArray.Create(Map.Walker, NPCsJSON.GetByName('Banker'));
end;

Entity._GetBounds

function TEntity._GetBounds(me: TPoint; vector: TVector2; size: TVector3; height, radians: Single): TCuboid;

Internal helper function for TEntity.GetBoundsArray.


Entity.GetBoundsArray

function TEntity.GetBoundsArray(me: TPoint; angle: Single = $FFFF): TCuboidArray;

Internal function that returns an array of cuboids of the entity if it’s visible on the MainScreen.


TEntity.Find

function TEntity.Find(cuboidArray: TCuboidArray): T2DPointArray;

Internal TEntity method responsible for filtering a TCuboidArray by what’s visible in the mainscren. This is meant to filter TEntity.GetBoundsArray() so targets that are outside of the mainscreen are filtered out. You will probably never need to use this directly.


TEntity.FindEx

function TEntity.FindEx(me: TPoint; out boundsArray: TPolygonArray; out coordinates: TPointArray; out atpa: T2DPointArray): Boolean;

Internal TEntity method used to find a RSEntity.

You also have RSEntity.Find to find entities, this version of the method is internal because it returns extra information about the found entities for internal use, like it’s cuboids for example.

This also returns an atpa containing the colors of the entity that were found assuming the entity has a TColorFinder setup. If not, the cuboids area are returned as the match.


RSEntity.Find

function TEntity.Find(out coordinates: TPointArray; out atpa: T2DPointArray): Boolean;
function TEntity.Find(out atpa: T2DPointArray): Boolean; overload;

TEntity method used to find a RSEntity. This returns True/False if the entity was found and it’s atpa which cointains the colors of it that were found.

For more information on this refer to TEntity.FindEx, it’s an internal function but is used within this one and will go into more detail.


Entity.IsVisible

function TEntity.IsVisible(): Boolean;

Returns a boolean whether the entity is currently visible or not.


TEntity._UpTextCheck

function TEntity._UpTextCheck(out shouldExit: Boolean; action: TStringArray): Boolean;

Internal TEntity helper method that is used by all hovering methods. You probably don’t need to use this directly.


TEntity._ClickHelper

function TEntity._ClickHelper(leftClick: Boolean): Boolean;

Internal TEntity helper method that is used by other clicking methods. You probably don’t need to use this directly.

This is what’s responsible for deciding if we click a target we are hovering or not.


TEntity._SelectHelper

function TEntity._SelectHelper(action: TStringArray): Boolean;

Internal TEntity helper method that is used by other select methods. You probably don’t need to use this directly.

This is what is responsible for deciding if we just left click a target we are hovering or right click it and choose an option.


TEntity.Hover

function TEntity.Hover(action: TStringArray = []; attempts: Integer = 2): Boolean;

Method used to hover a TEntity target if it’s found on the MainScreen.

Example:

{$I WaspLib/main.simba}
var
  npc: TEntity;
begin
  Map.Setup([Chunk(Box(40,49,41,48), 0)]);
  npc := TEntity.Create(Map.Walker, [1,1,7], 8, [[10432, 37966]], ['Dominic Onion'], [EDot.NPC]);
  WriteLn npc.Hover();
end.

TEntity.WalkHover

function TEntity.WalkHover(action: TStringArray = []; attempts: Integer = 2): Boolean;

Method used to walk and hover a TEntity target if it’s found on the MainScreen after walking.

Example:

{$I WaspLib/main.simba}
var
  npc: TEntity;
begin
  Map.Setup([Chunk(Box(40,49,41,48), 0)]);
  npc := TEntity.Create(Map.Walker, [1,1,7], 8, [[10432, 37966]], ['Dominic Onion'], [EDot.NPC]);
  WriteLn npc.WalkHover();
end.

TEntity.Click

function TEntity.Click(leftClick: Boolean = True; attempts: Integer = 2): Boolean;

Method used to click a TEntity target if it’s found on the MainScreen.

Example:

{$I WaspLib/main.simba}
var
  npc: TEntity;
begin
  Map.Setup([Chunk(Box(40,49,41,48), 0)]);
  npc := TEntity.Create(Map.Walker, [1,1,7], 8, [[10432, 37966]], ['Dominic Onion'], [EDot.NPC]);
  WriteLn npc.Click();
end.

TEntity.Interact

function TEntity.Interact(action: TStringArray; attempts: Integer = 2): Boolean;

Method used to select an option on a TEntity target if it’s found on the MainScreen.

Example:

{$I WaspLib/main.simba}
var
  npc: TEntity;
begin
  Map.Setup([Chunk(Box(40,49,41,48), 0)]);
  npc := TEntity.Create(Map.Walker, [1,1,7], 8, [[10432, 37966]], ['Dominic Onion'], [EDot.NPC]);
  WriteLn npc.Interact(['Dream']);
end.

TEntity.WalkClick

function TEntity.WalkClick(leftClick: Boolean = True; attempts: Integer = 2): Boolean;

Method used to walk and click a TEntity target if it’s found on the MainScreen.

Example:

{$I WaspLib/main.simba}
var
  npc: TEntity;
begin
  Map.Setup([Chunk(Box(40,49,41,48), 0)]);
  npc := TEntity.Create(Map.Walker, [1,1,7], 8, [[10432, 37966]], ['Dominic Onion'], [EDot.NPC]);
  WriteLn npc.WalkClick();
end.

TEntity.WalkInteract

function TEntity.WalkInteract(action: TStringArray; attempts: Integer = 2): Boolean;

Method used to walk and select an option on a TEntity target if it’s found on the mainscreen.

Example:

{$I WaspLib/main.simba}
var
  npc: TEntity;
begin
  Map.Setup([Chunk(Box(40,49,41,48), 0)]);
  npc := TEntity.Create(Map.Walker, [1,1,7], 8, [[10432, 37966]], ['Dominic Onion'], [EDot.NPC]);
  WriteLn npc.WalkInteract(['Dream']);
end.

DrawEntity

procedure TImage.DrawEntity(const entity: TEntity; alpha: Byte = $C8);
procedure TExternalCanvas.DrawEntity(const entity: TEntity; alpha: Byte = $C8);

Helper methods to debug TEntitys.


ShowOnTarget TEntity

procedure ShowOnTarget(entity: TEntity); overload;

Shows an image of the target with the TEntity drawn on it.


ShowOnTarget TEntityArray

procedure ShowOnTarget(entities: TEntityArray); overload;

Shows an image of the target with the TEntityArray drawn on it.