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fix: GEFiremaker campfire burn re-clicking loop - #530

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GoldVeins:fix/gefiremaker-campfire-burn
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fix: GEFiremaker campfire burn re-clicking loop#530
GoldVeins wants to merge 1 commit into
chsami:developmentfrom
GoldVeins:fix/gefiremaker-campfire-burn

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Summary

Fixes the GE Firemaker repeatedly clicking logs on the campfire while the player is already burning, and adds a Castle Wars fire location.

Changes

  • After using a log on the fire, the script waits for the inventory to run out of logs instead of gating on XP drops (the XP-drop window was shorter than the ~9-tick burn cycle, so it kept re-clicking).
  • The game no longer shows the "How many would you like to burn?" dialog, so burning starts immediately; the burn dialog is still handled if it does appear.
  • Detects a stalled burn (fire went out, or the click missed) and re-engages instead of idling forever.
  • Fire detection now queries the tile-object cache on the client thread and finds the nearest fire/campfire by name around the player (with an ID fallback), matching the proven pattern from the firemakingplus plugin. This also fixes the Castle Wars flow, where a self-lit fire could land slightly off the configured tile and never be detected (the plugin stayed in "Building fire" and kept re-lighting logs).
  • Added a Castle Wars work location (2442, 3083).
  • Version bumped to 1.0.2.

Testing

  • Grand Exchange: full loop (find fire → burn → bank) working.
  • Castle Wars: walks to spot, lights fire, burns inventory, banks.

Wait for the inventory to run out of logs after using logs on the
campfire instead of re-clicking the fire based on XP-drop timing.

The game no longer shows the "How many would you like to burn?"
dialog; burning starts immediately after using a log on the fire.
Detect a stalled burn (fire went out or the click missed) and
re-engage instead of idling forever.

Match fires within a couple of tiles of the configured spots so
fires lit slightly off-spot (e.g. at Castle Wars) are still found,
and fall back to a name match for unknown fire object IDs.

Add a Castle Wars fire location and migrate fire lookups to the
tile object queryable API.
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