Ok, got one to trip.
Skimming the logs (attached below). 09:21:47 First boss kill and move to next step (6)
09:21:47 - [Looting] Loot Slave Watcher Crushto[F] 09:21:48 - [Spell] Cast Stealth (Stealth)[D] 09:21:48 - [Quester] New step (6): KillMagmolatus>Pulse
<Cut un-needed log Garbage>
09:25:52 Bot completes quest pulse(6) and moves to next.. now look sown to 09:27:45 we havnt killed a boss, however the bot moves to the next pulse(7). This profile uses standard <iscomplete C_Scenario.GetCriteriaInfo()> to mark bosses 'complete' to Wrobot. There is no NPC mentioned <killed or blacklisted> that would clear that iscomplete condition. The bot simply marks the boss (pulse) as completed, moves to the next and bugs out trying to run through a wall that disappears once the skipped that boss is dead.
09:25:52 - [Looting] Loot Magmolatus[F] 09:25:53 - [Spell] Cast Stealth (Stealth)[D] 09:25:53 - [Quester] New step (7): KillRoltall>Pulse[N] 09:25:53 - [Path-Finding] Path Count: 1709:26:20 - [Fight] Player Attack Bloodmaul Slaver (lvl 91)[N] 09:26:20 - [Path-Finding] Path Count: 2[F] 09:26:24 - [Spell] Cast Ambush (Ambush)[F] 09:26:24 - [Spell] Cast Ambush (Ambush)[F] 09:26:24 - [Spell] Cast Ambush (Ambush)[F] 09:26:26 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:27 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:28 - [Spell] Cast Roll the Bones (Roll the Bones)[F] 09:26:29 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:30 - [Spell] Cast Stealth (Stealth)09:26:30 - [Looting] Loot Bloodmaul Slaver09:26:31 - [Fight] Player Attack Bloodmaul Slaver (lvl 91)[F] 09:26:32 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:33 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:34 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:35 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:38 - [Spell] Cast Run Through (Run Through)[F] 09:26:38 - [Spell] Cast Run Through (Run Through)[F] 09:26:38 - [Spell] Cast Stealth (Stealth)09:26:39 - [Looting] Loot Bloodmaul Slaver[N] 09:26:40 - [Path-Finding] Path Count: 6[F] 09:26:41 - [Spell] Cast Stealth (Stealth)09:26:43 - [Fight] Player Attack Bloodmaul Overseer (lvl 91)[N] 09:26:43 - [Path-Finding] Path Count: 2[F] 09:26:46 - [Spell] Cast Ambush (Ambush)[F] 09:26:47 - [Spell] Cast Ambush (Ambush)[F] 09:26:47 - [Spell] Cast Ambush (Ambush)[F] 09:26:48 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:49 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:50 - [Spell] Cast Run Through (Run Through)[F] 09:26:51 - [Spell] Cast Stealth (Stealth)09:26:51 - [Looting] Loot Bloodmaul Overseer[N] 09:26:52 - [Path-Finding] Path Count: 609:26:53 - [Fight] Player Attack Slagna (lvl 91)[N] 09:26:53 - [Path-Finding] Path Count: 3[F] 09:26:56 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:57 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:57 - [Spell] Cast Kick (Kick)[F] 09:26:58 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:59 - [Spell] Cast Roll the Bones (Roll the Bones)[F] 09:27:00 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:02 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:04 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:05 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:07 - [Spell] Cast Run Through (Run Through)09:27:08 - [Looting] Loot Slagna[F] 09:27:08 - [Spell] Cast Stealth (Stealth)[N] 09:27:09 - [Path-Finding] Path Count: 309:27:09 - [Fight] Player Attack Bloodmaul Enforcer (lvl 91)[F] 09:27:13 - [Spell] Cast Ambush (Ambush)[F] 09:27:13 - [Spell] Cast Ambush (Ambush)[F] 09:27:13 - [Spell] Cast Ambush (Ambush)[F] 09:27:14 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:16 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:17 - [Spell] Cast Death from Above (Death from Above)[F] 09:27:18 - [Spell] Cast Blade Flurry (Blade Flurry)09:27:19 - [Fight] Player Attacked by Bloodmaul Enforcer (lvl 91)[F] 09:27:20 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:21 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:23 - [Spell] Cast Pistol Shot (Pistol Shot)[D] 09:27:23 - [Fight] Player attacked by other unit, skip this fight.[D] 09:27:23 - [Fight] BlackList Bloodmaul Enforcer during 30 sec09:27:23 - [Fight] Player Attacked by Bloodmaul Geomancer (lvl 91)[F] 09:27:23 - [Spell] Cast Kick (Kick)[F] 09:27:27 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:28 - [Spell] Cast Run Through (Run Through)[F] 09:27:29 - [Spell] Cast Blade Flurry (Blade Flurry)09:27:29 - [Fight] Player Attacked by Bloodmaul Enforcer (lvl 91)[F] 09:27:30 - [Spell] Cast Pistol Shot (Pistol Shot)09:27:31 - [Looting] Loot Bloodmaul Enforcer09:27:32 - [Fight] Player Attack Bloodmaul Geomancer (lvl 91)[F] 09:27:33 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:35 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:36 - [Spell] Cast Roll the Bones (Roll the Bones)[F] 09:27:38 - [Spell] Cast Kick (Kick)[F] 09:27:39 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:41 - [Spell] Cast Run Through (Run Through)09:27:42 - [Looting] Loot Bloodmaul Geomancer[F] 09:27:42 - [Spell] Cast Stealth (Stealth)[N] 09:27:43 - [Path-Finding] Path Count: 2[F] 09:27:44 - [Spell] Cast Stealth (Stealth)[D] 09:27:45 - [Quester] New step (8): killGugRokk>Pulse[N] 09:27:45 - [Path-Finding] Load finish: F:\wow\WRobot\Data\Meshes\\OgreCompound\OgreCompound_32_26.mesh.gz[N] 09:27:45 - [Path-Finding] Load finish: F:\wow\WRobot\Data\Meshes\\OgreCompound\OgreCompound_33_26.mesh.gz[N] 09:27:45 - [Path-Finding] Path Count: 8[N] 09:27:52 - [MovementManager] Think we are stuck[N] 09:27:52 - [MovementManager] Trying something funny, hang on[D] 09:27:52 - [MovementManager] Avoid wall: StrafeLeft[N] 09:27:53 - [MovementManager] Think we are stuck[N] 09:27:53 - [MovementManager] Trying something funny, hang on[D] 09:27:53 - [MovementManager] Avoid wall: StrafeLeft[N] 09:27:55 - [MovementManager] Report navmesh poly to avoid it[D] 09:27:55 - [MovementManager] Current pos: 2305.245 ; -213.2134 ; 211.9164 ; "None" - Target pos: 2355.729 ; -219.453 ; 209.9457 ; "None" Continent: OgreCompound Tile: 32.39978_27.67767[D] 09:27:55 - [StuckResolver] Started.[D] 09:27:57 - [StuckResolver] Done - Stuck count updated, new value: 3.[N] 09:27:57 - [MovementManager] Waypoint timed out[N] 09:27:57 - [MovementManager] Report navmesh poly to avoid it[N] 09:27:57 - [Path-Finding] Path Count: 8[N] 09:27:59 - [MovementManager] Think we are stuck[N] 09:27:59 - [MovementManager] Trying something funny, hang on[D] 09:27:59 - [MovementManager] Avoid wall: StrafeLeft[N] 09:28:00 - [MovementManager] Think we are stuck[N] 09:28:00 - [MovementManager] Trying something funny, hang on[D] 09:28:00 - [MovementManager] Avoid wall: StrafeLeft[N] 09:28:01 - [MovementManager] Report navmesh poly to avoid it[D] 09:28:01 - [MovementManager] Current pos: 2305.448 ; -216.5213 ; 211.9754 ; "None" - Target pos: 2355.68 ; -219.3488 ; 209.9139 ; "None" Continent: OgreCompound Tile: 32.40598_27.67729[D] 09:28:01 - [StuckResolver] Started.[D] 09:28:02 - [StuckResolver] Done - Stuck count updated, new value: 4.[N] 09:28:02 - [MovementManager] Waypoint timed out[N] 09:28:02 - [MovementManager] Report navmesh poly to avoid it[N] 09:28:02 - [Path-Finding] Path Count: 8[N] 09:28:03 - [MovementManager] Think we are stuck[N] 09:28:03 - [MovementManager] Trying something funny, hang on[N] 09:28:05 - [MovementManager] Think we are stuck[N] 09:28:05 - [MovementManager] Trying something funny, hang on[N] 09:28:06 - [MovementManager] Report navmesh poly to avoid it[D] 09:28:06 - [MovementManager] Current pos: 2305.656 ; -219.9619 ; 212.0325 ; "None" - Target pos: 2355.722 ; -219.4194 ; 209.9304 ; "None" Continent: OgreCompound Tile: 32.41243_27.6769[D] 09:28:06 - [StuckResolver] Started.[D] 09:28:09 - [StuckResolver] Done - Stuck count updated, new value: 5.
22 Aug 2016 09H02.log.html
I think this happens more than we know ( or care to observe)... its just on scripted/ Event sequenced dungeons does it really hurt as the bot attempts to use a path or attack a boss that's not available until the skipped boss is completed. I would consider this to fall under "its Ok 99% of the time" which you should expect while bottling. If there wasn't any dungeon Event sequence here the bot would kill the final boss, leave, reset and restart which is OK.
If there is anything I can do from a creator side to stop this il implement it... Maybe get Relogger to Relaunch WRobot as well as the wow client if a bot becomes stuck? that would force Wrobot quest client to re-look at the quest pulse steps and go back to the skipped boss is a viable patch for the time being... doesn't it do that already?