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  • [BETA] BuddyWing for 4.01a

    Discussion in 'Buddy Wing Forum' started by Aevitas, Nov 5, 2015.

    1. Teo

      Teo Member

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      Might be easier to use it like this:
      Code:
              public static Composite DoTGround(string spell, string debuff, float time = 0, Selection<bool> reqs = null)
              {
                  return DoTGround(spell, ret => [COLOR=#0000BB][FONT=monospace][I]BuddyTor[/I][/FONT][/COLOR][COLOR=#007700][FONT=monospace][I].[/I][/FONT][/COLOR][COLOR=#0000BB][FONT=monospace][I]Me[/I][/FONT][/COLOR][COLOR=#007700][FONT=monospace][I].[/I][/FONT][/COLOR][COLOR=#0000BB][FONT=monospace][I]CurrentTarget[/I][/FONT][/COLOR], debuff, time, reqs);
              }
      
      
              public static Composite DoTGround(string spell, UnitSelectionDelegate onUnit, float time, Selection<bool> reqs = null)
              {
                  return
                      new Decorator(
                          ret => ((reqs == null || reqs(ret))
                                  && onUnit != null
                                  && onUnit(ret) != null
                                  && AbilityManager.CanCast(spell, onUnit(ret))
                                  && !SpellBlackListed(spell, onUnit(ret).Guid)),
                          new PrioritySelector(
                              new Action(ctx =>
                              {
                                  BlackListedSpells.Add(new ExpiringItem(spell, (GetCooldown(spell) + 25 + time), onUnit(ret).Guid));
                                  Logger.Write(">> Casting on Ground <<   " + spell);
                                  return RunStatus.Failure;
                              }),
                              new Action(ret => AbilityManager.Cast(spell, onUnit(ret).Position))));
              }
      
       
    2. Ama

      Ama New Member

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      it would be the current targets position or location. I can't remember what the property is called in this bot
       
    3. Ama

      Ama New Member

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      Yeah, that should work
       
    4. Ama

      Ama New Member

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      Default combat has a lot of framelocks, which is better for the precision of your rotation, but not great for your framerates. I usually replace the ones in DefaultCombat.cs and the rotation I am using with PrioritySelectors. That really isn't something everyone is comfortable with. Aevitas is going to put a config button for combat routine in soon. When that happens, Ill put a switch in to toggle them. I also have a change for caching aoe counts that should help a bit too that I will push then.
       
    5. xbox

      xbox Member

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      Haven't found dl link for version 1245.783. Where is it?
       
    6. Aevitas

      Aevitas Well-Known Member Staff Member Buddy Core Dev

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      We found a bug in it, has since been fixed and is being tested. Expecting to release at around 21:30 CET.
       
    7. alltrueist

      alltrueist Active Member

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      Getting 2 errors with this code: Screenshot 2015-11-08 13.55.41.png Screenshot 2015-11-08 13.55.47.png
       
    8. Stormtrooper11

      Stormtrooper11 Member

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      Please tell me that next release will fix the framerate issue : playing a marauder with the bot is horrible atm, it's playable with guardian class but with marauder the FPS drop is massive.
       
    9. wizfor

      wizfor Member

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      yes can you please explain why the FPS are so bad and possibly how to fix it?. I'm playing jug
       
    10. stoiansl

      stoiansl Member

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      i am atm in ops 8 man guardian is disaster fps drop
       
    11. Teo

      Teo Member

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      Should be ok now:
      Code:
      [I][I][I][I][I]        public static Composite DoTGround(string spell, float time = 0, Selection<bool> reqs = null)
              {
                  return DoTGround(spell, ret => BuddyTor.Me.CurrentTarget, time, reqs);
              }
      
      
              public static Composite DoTGround(string spell, UnitSelectionDelegate onUnit, float time, Selection<bool> reqs = null)
              {
                  return
                      new Decorator(
                          ret => ((reqs == null || reqs(ret))
                                  && onUnit != null
                                  && onUnit(ret) != null
                                  && AbilityManager.CanCast(spell, onUnit(ret))
                                  && !SpellBlackListed(spell, onUnit(ret).Guid)),
                          new PrioritySelector(
                              new Action(ctx =>
                              {
                                  BlackListedSpells.Add(new ExpiringItem(spell, (GetCooldown(spell) + 25 + time), onUnit(ctx).Guid));
                                  Logger.Write(">> Casting on Ground <<   " + spell);
                                  return RunStatus.Failure;
                              }),
                              new Action(ret => AbilityManager.Cast(spell, onUnit(ret).Position))));
              }
      
      
      
      [/I][/I][/I][/I][/I]
       
    12. Stormtrooper11

      Stormtrooper11 Member

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      Omg Thank you Ama (and alltrueist who sent me here) : If you want to fix the FPS drop you need to replace every "new LockSelector" by "new PrioritySelector" in DefaultCombat.cs and each .cs file of your class build in Defaultcombat folder.
      Now it's perfect no FPS drop at all, thanks.
       
    13. alltrueist

      alltrueist Active Member

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      Change all the LockSelectors to PrioritySelectors

      Framerate issues should stabilize.
       
    14. stoiansl

      stoiansl Member

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      nice will test if have some dps impact
       
    15. alltrueist

      alltrueist Active Member

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      Works perfect. I pushed it to the main bot, but it didn't make it in time for the most recent Beta build :(
       
    16. Blimey

      Blimey New Member

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      Thanks for the work going on and most importantly letting the community know what's going on. This is the biggest step in the right direction I have seen around here in years. Keep it up guys.

      P.S. Don't forget to add our extra time for this downtime.

      Regards
      A Happy Botter.
       
    17. willz916

      willz916 Member Legendary

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      is that for the fix on that sniper ability we needed?
       
    18. alltrueist

      alltrueist Active Member

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      Plasma Probe, yeah. Should now only cast every 9 seconds, no more debuff tracking
       
    19. willz916

      willz916 Member Legendary

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      delete**
       
      Last edited: Nov 8, 2015
    20. Aziziel

      Aziziel New Member

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      This is awesome, fixed all my FPS/performance issues.
       

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