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d3kxn

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Posts posted by d3kxn

  1. I have something like this in my fight class to detect this situation:

    wManager.Events.LootingEvents.OnLootingTaskEnd += (cancelable) => {
    	this.CheckBagStopConditions();
    };
    
    /*
     * Check whether or not to stop the bot when the inventory is full
     * or no ammonition is available anymore.
     * (The full bag detection of wrobot is broken (because of the quiver))
     */
    private void CheckBagStopConditions()
    {
      if (!this.HasBagSpaceFree() || !this.HasAmmonition())
      {
        Logging.Write("Stop the bot!");
        Products.ProductStop();
      }
    }
    
    private bool HasBagSpaceFree()
    {
      int FreeTotal = wManager.Wow.Helpers.Bag.GetContainerNumFreeSlotsNormalType;
      int FreeQuiver = wManager.Wow.Helpers.Bag.GetContainerNumFreeSlotsByBagID(4); // TODO: Make configurable
      int FreeForLoot = FreeTotal - FreeQuiver;
    
      return FreeForLoot > 0;
    
    }
        
    private bool HasAmmonition()
    {
      if (MySettings.CurrentSetting.AmmonitionName == "")
      {
        return true; // disable this check
      }
    
      return ItemsManager.GetItemCountByNameLUA(MySettings.CurrentSetting.AmmonitionName) > 0;
    }

    It currently simply stops the bot. But you could use it to do anything else in this situation. You will need to replace MySettings.CurrentSetting.AmmonitionName with the name of the ammonition you use.

  2. I don't know exactly what the thread opener wanted to know, but I am also interested in how it works exactly:

    • Is it allowed to walk through the blacklisted areas at all? Or only in specific situations (for traveling, looting, for attacking a mob, for fighting a mob being attacked from)?
    • Is it allowed to attack a mob in a blacklisted area?
    • Is it allowed to loot a mob in a blacklisted area?
  3. Hey thanks! The destination coordinate calculation based on robotManager.Helpful.Math.GetPosition2DOfAngleAndDistance looks interesting.

    I just tried the snippet, needs more fine tuning, but could be a base for a solution.

    The one thing I thought about is not done with this snippet: Follow a path while walking backward or strafing. The toon is always turning arround and follwing the path looking straight away from the mob.

    A human player would either turn 90 degrees and strafe away (to move faster) or simply strafe away to the right or left. Turning 180 degrees around and run away with the back pointing to the mob is not done pretty often by human players.


    Any ideas?

  4. I am using the current version of wrobot for vanilla private server.

    But I am not sure whether or not I explained my question right. What I want to archieve is that I can tell my toon to follow a path to a specific position running backward instead of running forward. I don't mean to reverse a path.

    So instead of, for example this:

    wManager.Wow.Helpers.Move.MoveInject(wManager.Wow.Enums.Keybindings.MOVEBACKWARD, false);
    Thread.Sleep(1000);
    wManager.Wow.Helpers.Move.MoveInject(wManager.Wow.Enums.Keybindings.MOVEBACKWARD, true);

    I want to do something like this:

    MovementManager.GoBackward(PathFinder.FindPath(NewPosition), false);

    Please note the imaginary GoBackward() method.
    Have you an idea how to realize this?

  5. Hi folks,

    I am working hard to improve the movement of my C# fight class based hunter. Currently I am tuning some infight moves.

    At the moment I have some routine which makes the toon to get away from near enemies. It works pretty well in simple situations. It walks away by simulating press/release of movement keys. This movement approach is not easy to manage when it comes to stuck detections and resolution, for example when the bot is going backward and moves against a wall.

    I think it would be much easier to solve this issue when the movement was managed with paths. The problem I have with paths is that the toon always follows the paths by turning the back to the mob and running forward.

    Is it somehow possible to make the toon follow the path strafing or going backward?

  6. Is there anything I can do about the "attack before being attacked issue"? The behavior I see here is a really bottish one. When I use the "Development tools" to check the distance between the mob the char is moving to, the distance is always less than 10 before the log message appears and the char starts focusing.

    Is it possible to workaround this using a plugin or something?

    Btw. I am currently trying a warrior (lvl 10 at the moment).

  7. Oh, wow. Good to know. Never imagined that this could be the issue. Thanks for your answer!

    But one thing which really seems to be wrong is the "start fighting before being attacked" setting. In the log I see the message "attacking ... before being attacked". In the same moment I see the char stop to focus and fight the spotted mob. But before the attack is initiated the mob becomes agro and attacks the char. To me this seems as the detection range is a bit too low.

  8. I am currently trying to use Wrobot on vanilla with a mage for leveling. I am at level 9 at the moment. I tried to use the horde profile of arcangelo

    I have set "attack before being attacked" option set..

    The bot seems to have some issues detecting the distance between the player and hostile units. It always runs next to the mobs, then stops, faces the target to attack it. But before start casting the hostile units start attacking the player.
    Since the spells of the mage have a far wider range, it would be much better to start the attack from a higher distance.

    I tried iMage-Basic and Legion Fire mage leveling by BetterSister fight classes. The XML profile I tried has a range of 39 set in the general properties. I tried to change it, but it didn't seem to change anything.

    This is a huge problem when sending the bot to hostile npc camps where the bot should act carefully. But this is also a problem when the bot tries to move to a target and comes in range of another hostile npc. In most cases the bot is attacked while moving.

    Is this some problem of the fight classes, some wrong setting or some problem in the bot?

     

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