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## State 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; } } } ## Dead Warrior public boolean checkWarriorDead() { if (getMyPlayer().getInteracting().getAnimation() == warriorDead && getMyPlayer().isInCombat()) { kc = kc + 1; wait(random(200,300)); return true; } else { return false; } }
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From the Design Piracy series on my blog: