TileQuery

A query to search over tiles in the local region

See also

Constructors

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constructor()

Functions

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protected fun asQueryType(): QueryType
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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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protected open fun createSourceStream(): Stream<LocalTile>
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Creates a new EquipmentQuery
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open 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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Unmaintained.
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open fun inArea(area: Array<Area>): TileQuery
Only match entities in the specified areas
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Creates a new InventoryQuery
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open fun isAny(): Boolean
Executes this query and checks if any result exists
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open fun isHovering(): QueryType
Only match entities that are being hovered
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Unmaintained.
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Only match entities that are not being hovered
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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(source: Positionable, maxDistance: Double): QueryType
Only match entities who are at most the specified distance away from the specified location
open fun maxDistance(max: Double): TileQuery
Only match entities who are at most the specified distance away from our player
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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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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 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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open fun players(): PlayerQuery
Creates a new PlayerQuery
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open fun shop(): ShopItemQuery
Creates a new ShopItemQuery
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open 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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open fun stream(): Stream<EntityType>
Returns this query as a stream.
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open fun tileEquals(positions: Array<Positionable>): TileQuery
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 worlds(): WorldQuery
Creates a new WorldQuery