CharacterQuery

A query to search over character entities

Parameters

<EntityType>

the entity type

<QueryType>

the query type

See also

Inheritors

Functions

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open fun bank(): BankQuery
Creates a new BankQuery
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open fun count(): Int
Executes this query and gets the number of results
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Removes duplicate entities from this query based on the name (keeps the first match, removes the rest)
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Only match characters that do not have a hint arrow pointing to them
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Creates a new EquipmentQuery
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abstract fun filter(filter: Predicate<EntityType>): QueryType
Applies the specified filter to this query.
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Orders the best entity according to PreferredTargetSelector (the element with the minimum cost)
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Executes this query and gets the closest matching entity to our player
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Executes this query and gets the closest matching entity to our player, based on path distance (the distance it would take to actually walk there based on the surrounding obstacles/collision)
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Executes this query, and gets the first result if it exists
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Executes this query, and selects a random result based on a uniform distribution
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open fun forEach(consumer: Consumer<EntityType>)
Executes this query and passes each result to the specified consumer
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Only match characters that have a hint arrow pointing to them
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Checks if any hitsplat is present
Checks if any hitsplat is present that matches the filter
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Unmaintained.
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Checks if no hitsplat is present
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Only match players who have an overhead icon
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open fun inArea(area: Array<Area>): QueryType
Only match entities in the specified areas
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open fun indexEquals(index: Array<Int>): QueryType
Only match entities with the specified index
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open fun indexNotEquals(index: Array<Int>): QueryType
Only match entities who do not have the specified index
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Creates a new InventoryQuery
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Only match characters who are animating
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open fun isAnimation(animation: Array<Int>): QueryType
Only match characters with any of the specified animations
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open fun isAny(): Boolean
Executes this query and checks if any result exists
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Only match entities that at least one character is interacting with
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open fun isFacing(position: Positionable): QueryType
Only matches characters that are facing the specified position
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open fun isFacingMe(): QueryType
Only matches characters that are facing our player
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Only matches characters who's health bar is not visible
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Only matches characters who's health bar is currently visible
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open fun isHovering(): QueryType
Only match entities that are being hovered
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Unmaintained.
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open fun isInteractingWith(interacting: Array<Character>): QueryType
Only match entities that are interacting with any of the specified entities
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Only match entities that are interacting with another character
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Only matches characters that are interacting with our player
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open fun isMoving(): QueryType
Only matches characters that are moving
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Only match entities that my player is interacting with (this limits the query to 0 or 1 results)
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Only match entities that my player is interacting with
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Only match characters who are not animating
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open fun isNotAnimation(animation: Array<Int>): QueryType
Only match characters who do not have any of the specified animations
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Only match entities that no character is interacting with
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Only match entities that are not being hovered
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Only match entities that are not interacting with any of the specified entities
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Only match entities that are not interacting with another character
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Only matches characters that are not moving
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Only match clickable entities that are not visible
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Only match entities that are on the minimap
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Only match entities that are reachable via canReach obtained from createMap
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open fun isVisible(): QueryType
Only match clickable entities that are visible
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open fun maxDistance(maxDistance: Double): QueryType
Only match entities who are at most the specified distance away from our player
open fun maxDistance(source: Positionable, maxDistance: Double): QueryType
Only match entities who are at most the specified distance away from the specified location
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open fun maxLevel(maxLevel: Int): QueryType
Only matches characters who are at most the specific level
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open fun maxPathDistance(maxDistance: Double): QueryType
Only match entities who are at most the specified path distance away from our player (the distance it would take to actually walk there based on the surrounding obstacles/collision)
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open fun minDistance(min: Double): QueryType
Only match entities who are at least the specified distance away from our player
open fun minDistance(source: Positionable, min: Double): QueryType
Only match entities who are at least the specified distance away from the specified location
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open fun minLevel(minLevel: Int): QueryType
Only matches characters who are at least the specified level
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Only match entities who are at least the specified path distance away from our player (the distance it would take to actually walk there based on the surrounding obstacles/collision)
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open fun nameContains(names: Array<String>): QueryType
Only match entities whose name contains any of the specified names, case insensitive
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open fun nameEquals(names: Array<String>): QueryType
Only match entities with the specified names, case sensitive
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Only match entities whose name does not contains any of the specified names, case insensitive
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open fun nameNotEquals(names: Array<String>): QueryType
Only match entities whose name does not equal any of the specified names, case sensitive
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Only match entities whose name does not start with any of the specified names, case insensitive
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Only match entities whose name starts with any of the specified names, case insensitive
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open fun notInArea(area: Array<Area>): QueryType
Only match entities who are not in any of the specified areas
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open fun npcs(): NpcQuery
Creates a new NpcQuery
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Only matches entities with the specified orientation
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Only matches entities that don't have the specified orientation
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Only match players with the specified overhead icon
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open fun players(): PlayerQuery
Creates a new PlayerQuery
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open fun shop(): ShopItemQuery
Creates a new ShopItemQuery
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abstract fun sorted(comparator: Comparator<EntityType>): QueryType
Orders the query by the specified comparator.
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Sorts the entities by their distance to our player, with the closest appearing first
Sorts the entities by their distance to the specified location, with the closest appearing first
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Sorts the entities by their path distance (the distance it would take to actually walk there based on the surrounding obstacles/collision)
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abstract fun stream(): Stream<EntityType>
Returns this query as a stream.
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open fun tileEquals(positions: Array<Positionable>): QueryType
Only matches entities at the specified positions
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open fun tileNotEquals(positions: Array<Positionable>): QueryType
Only match entities who are not at any of the specified positions
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open fun tiles(): TileQuery
Creates a new TileQuery
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open fun toList(): List<EntityType>
Executes this query, and gets the results
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open fun trade(): TradeQuery
Creates a new TradeQuery
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open fun widgets(): WidgetQuery
Creates a new WidgetQuery
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open fun withinCombatLevels(within: Int): QueryType
Only matches characters who are within the specified range from our player's level.
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Only matches characters who are within the specified range above our player's level.
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Only matches characters who are within the specified range below our player's level.
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open fun worlds(): WorldQuery
Creates a new WorldQuery