Walkable logic ( door handling and monsters)
This is no longer needed and increase cpu usage
defer func() {
for {
switch ctx.Data.PlayerUnit.Mode {
case mode.Walking, mode.WalkingInTown, mode.Running, mode.CastingSkill:
utils.Sleep(100)
ctx.RefreshGameData()
continue
default:
return
}
}
}()
step ItemPickup handle stabilization so it is safe to remove.
Update:
its not final but it seems to work so i pushed a checkpoint.
In order to be compatible with act2 palace/harm, pr https://github.com/hectorgimenez/koolo/pull/683 need to be merged. I added logic for movetoarea canyonofthemagi .
Its able to make it from a2 town with no waypoint to duriel lairs or from act1 town to andariel just fine.
a3 works until durance of hate. is pather issue (using teleport path somehow) not related to this pr.
a4-a5 untested
edit: Lastest change fixed pathing/monster clearing connected by open areas but reintroduced issue with some doors since we aint segment moving anymore. Anyone have an idea?
Absolute game changer for the leveling scripts. Works great in later parts of act 1 running leveling scripts. Will try test in Act 2 onwards, and go back to make sure jail etc are smooth too. Thanks.
I love the clearing ability, I'm trying this for the first time on the diablo run and find that it gets caught up with "monsters in the path" when we're near the start or terminus of a path. For example, if you're doing a regular clear, if there's a monster where it wants to be at the entrance it will often bail. Or, if you're "starting from the star" (but still walking) it will clear to the star and then bail.
Not sure what to tweak to adjust this, but wanted to share the feedback.
time=22:24:36 level=WARN msg="Game finished with errors, reason: monsters detected in movement path. Game total time: 146.48s" supervisor="me" mapSeed=1019905429
Another space I see the bail error consistently is on a walking cows run. When going for wirt's leg it'll get caught up on the champ pack that's always northwest of cain's cage and bail.
I love the clearing ability, I'm trying this for the first time on the diablo run and find that it gets caught up with "monsters in the path" when we're near the start or terminus of a path. For example, if you're doing a regular clear, if there's a monster where it wants to be at the entrance it will often bail. Or, if you're "starting from the star" (but still walking) it will clear to the star and then bail.
Not sure what to tweak to adjust this, but wanted to share the feedback.
time=22:24:36 level=WARN msg="Game finished with errors, reason: monsters detected in movement path. Game total time: 146.48s" supervisor="me" mapSeed=1019905429
Looks like this is caused by the use of ClearThroughPath in the Diablo.go, if you change those to MoveToCoords, it will stop exiting. While this solves the issue of the bot bailing, it appears that it will just run circles around the seals until the end of time, so it's probably not a fix for Diablo, but might help you get cows going with this
I love the clearing ability, I'm trying this for the first time on the diablo run and find that it gets caught up with "monsters in the path" when we're near the start or terminus of a path. For example, if you're doing a regular clear, if there's a monster where it wants to be at the entrance it will often bail. Or, if you're "starting from the star" (but still walking) it will clear to the star and then bail. Not sure what to tweak to adjust this, but wanted to share the feedback.
time=22:24:36 level=WARN msg="Game finished with errors, reason: monsters detected in movement path. Game total time: 146.48s" supervisor="me" mapSeed=1019905429Looks like this is caused by the use of ClearThroughPath in the Diablo.go, if you change those to MoveToCoords, it will stop exiting. While this solves the issue of the bot bailing, it appears that it will just run circles around the seals until the end of time, so it's probably not a fix for Diablo, but might help you get cows going with this
yes, diablo is currently only script that use ClearThroughPath. since it handle movement in segments it creates conflict. Need to disable clearPath from move.go for walkable character when using ClearThroughPath. Or workaround add exception for chaos sanctuary to simply return step.moveto like walkable character. Other runs wont have this issue since they use cleararea
this pr is a draft . i didnt have time to rework this a lot should change. i left it open so someone else could start from it and possibily improve/finish it.
ive been using only little part of this pr on reset with walkable FOH pits then moved with walkable chaos runs until i had enigma haha.
I've been testing this out and it's much much better now. There are a still breaking quirks though:
- Often when going through entrances with or without a door if the character is hugging the wall near it they'll just pace back and forth against the wall near the door. This is most detrimental when in areas with lots of twists and turns and of course doors to open like the barracks/jail/catacombs/act 2 temples/etc. Sometimes the character gets through but mostly they just pace unti it gives up and restarts the game
- Some doors have rare chances to even work, eg the tomb of tal rasha. It'll just fail attempts to use it then restart.
- the clearing part is great but it seems to blacklist monsters a bit over aggressively. Often it'll attack something, blacklist it for 30 seconds then stand there getting punched in the face until the blacklist times out or it chickens
I've been testing this out and it's much much better now. There are a still breaking quirks though:
- Often when going through entrances with or without a door if the character is hugging the wall near it they'll just pace back and forth against the wall near the door. This is most detrimental when in areas with lots of twists and turns and of course doors to open like the barracks/jail/catacombs/act 2 temples/etc. Sometimes the character gets through but mostly they just pace unti it gives up and restarts the game
- Some doors have rare chances to even work, eg the tomb of tal rasha. It'll just fail attempts to use it then restart.
- the clearing part is great but it seems to blacklist monsters a bit over aggressively. Often it'll attack something, blacklist it for 30 seconds then stand there getting punched in the face until the blacklist times out or it chickens
https://discord.com/channels/1163042152985661480/1353138361715654758
Discussion about this
I love the clearing ability, I'm trying this for the first time on the diablo run and find that it gets caught up with "monsters in the path" when we're near the start or terminus of a path. For example, if you're doing a regular clear, if there's a monster where it wants to be at the entrance it will often bail. Or, if you're "starting from the star" (but still walking) it will clear to the star and then bail. Not sure what to tweak to adjust this, but wanted to share the feedback.
time=22:24:36 level=WARN msg="Game finished with errors, reason: monsters detected in movement path. Game total time: 146.48s" supervisor="me" mapSeed=1019905429Looks like this is caused by the use of ClearThroughPath in the Diablo.go, if you change those to MoveToCoords, it will stop exiting. While this solves the issue of the bot bailing, it appears that it will just run circles around the seals until the end of time, so it's probably not a fix for Diablo, but might help you get cows going with this
yes, diablo is currently only script that use ClearThroughPath. since it handle movement in segments it creates conflict. Need to disable clearPath from move.go for walkable character when using ClearThroughPath. Or workaround add exception for chaos sanctuary to simply return step.moveto like walkable character. Other runs wont have this issue since they use cleararea
this pr is a draft . i didnt have time to rework this a lot should change. i left it open so someone else could start from it and possibily improve/finish it.
ive been using only little part of this pr on reset with walkable FOH pits then moved with walkable chaos runs until i had enigma haha.
I had this happening to me doing non leveling runs. I found this actually happens when the action.MoveTo function is used instead of the step.MoveTo that this PR greatly improves.
The action.MoveTo is what returns the error so when used directly it needs to be handled accordingly.
step.MoveTo however does address that error and, as this PR does wonderfully, clears the monsters