private State getState() {
int i = random(1,2);
if (isInventoryFull() || getInventoryCount(FoodIDs) == 0 || getInventoryCount(Key) == 0) {
if (bank.isOpen()) {
Status = "Depositing Loot + Getting Food...";
return State.BANK;
} else if (atBank.contains(getMyPlayer().getLocation())) {
Status = "Opening Bank...";
return State.OPEN_BANK;
} else if (distanceTo(centerGiants) <= 10) {
Status = "Finding ladder...";
return State.FIND_LADDER;
} else if (distanceTo(UpLadder) <= 3) {
Status = "No food!, Finding ladder...";
return State.CLIMB_LADDER;
} else if (inHouse.contains(getMyPlayer().getLocation())) {
Status = "Opening Door...";
return State.OPEN_DOOR;
} else {
Status = "Walking to Bank...";
return State.WALK_TO_BANK;
}
} else {
if (getMyPlayer().isInCombat() && getInventoryCount(FoodIDs) != 0) {
Status = "Fighting...";
return State.FIGHTING;
} else if ((currentKills - prevKills) >= killsToLoot ) {
Status = "Pickup";
return State.PICKUP;
} else if (checkWarriorDead() == true) {
Status = "Pickup...";
return State.PICKUP;
} else if (distanceTo(centerGiants) <= 30) {
Status = "Attacking...";
return State.ATTACKING;
} else if (distanceTo(frontofhouse) <= 4 && !inHouse.contains(getMyPlayer().getLocation())) {
Status = "Opening Door...";
return State.OPEN_DOOR;
} else if (inHouse.contains(getMyPlayer().getLocation())) {
Status = "Climbing Ladder...";
return State.CLIMB_LADDER;
} else if (distanceTo(UpLadder) <= 3) {
Status = "Walking To Center...";
return State.WALK_TO_CENTER;
} else {
Status = "Walking To Area...";
return State.WALK_TO_AREA;
}
}
}