It should, although I might make my own version of BGBoT, I am still on the fence with this one. Personally I like using my own stuff since I know what is changed. We shall see how things go.
I honestly wanted to release bgbot as a dll because of this. Having a whole bunch of different models will just fragment the community more. Another reason is that some CC's including my own do stuff different based on what bot is currently being run. I don't think its a good idea to have 12 different modes needing to be detected. I am also more then willing to accept patches and get them merged into the bgbot resurrection code.
I would commit to a community SVN if there was not a donate button that goes to you for the work being done. It isn't that I mind doing work, but I do not see a point to do work if others profit off of it. That and if we have creative differences on how we think things should be done it won't hinder the project. I have thought some on this and figured if we built separately we could take each others code as needed and our work could flourish as such. But past that, BGBuddy works pretty well. Once they use some of my code and others code, it could very well turn into something nice. The logic behind bgbuddy is pretty good ie where it moves to. The problem with BGBuddy is it ALWAYS runs the same path. If we could have user input paths so you have the choice to make it run a different path, etc.. This is all stuff we can suggest they add and some we can force. They can add the code and make it work better. The problem then lies again with them profiting from the code we write, which again I am not fond of, but at least it will be working.
1)I just copied and pasted the template I use for all my works. 2)No one else has contributed anything yet so why shouldnt I have a donate button 3)I don't see why you shouldnt have a button or maybe remove my button if you or anyone else submits work. 4)I'm not interested in supporting more botbases then I already have to with my CC's. With the addition of bbr, I'm up to four.
1) I understand I am lazy also. 2) The work as it stands is code from Apoc with very minor changes from you. 3) See reason above. 4) Understandable. It is quite the undertaking. I get that you want to get paid for your work, as everyone else does to. Taking pre-existing code and slapping your name on it with very few fixes is exactly what the whole BSD thing was about, which you are a big opponent of. I would say if you want the BGBot to flourish you will want to make it open source and take down any "Pay Me" type links. This really isn't the place for this discussion, this is more for your thread or not one revolving around a separate program all together.
It actually took about an hour or two to get it working due to changes from being closedsource -> opensource.
I keep checking the forums to see if you've posted the newest release with the options you have pictured. I'm attempting to run some BGs with your current suite, 1.05a, to see how it works out. I've been having issues with BGBuddy crashing all the time, so I'm going to try it with just your suite enabled in the plugins section. I usually use HazzFace as well, but in another thread somewhere I saw someone say they disabled HazzFace and the crashing stopped. Annnd, since Glue is gone, I can no longer use that, though I think that's more for melee than for casters. So, anyway, giving it a go now. I'm really, really eager to get those options. Customization is always a plus.
It is still in development. I work weekends so the development is slow. I got most of the code in but the settings are not set up yet. That should be coming soon (tm). As for Glue being gone I am actually going to be writing in Strafing for casters and melee into this plugin.. so no worries!
Most excellent. I hope work goes well enough so that you're not wasted by the time you get home. That way, if you're a fan of coding, you'll feel up to working on it. My apologies if I sound a bit off. I'm not trying to be. Just hope things go well for you.
I can actually program at work during down time. I have the gym + 11 hour days so my time outside of work is very limited. I am a code freak and just enjoy programming. So here I am 9:30 at night, still at work and working on code stuff =p. Also to those who donated. Thank you very much. I have 2 accounts up and running and testing with multiple toons!
Incoming code-review. Take it as you want, just going to point some stuff out. Extensions.cs -> CanInterrupt: Use the built-in API that HB provides. (CanInterruptSpellCast I believe is the API. If not, its something very close.) This will allow you to be patch-proof in the future, and also use HBs optimized internal code. FlagActions.cs -> FlagAssitance: When you look for the GO's, check distance first. Number comparisons (and math) are faster than string comparisons. Especially when considering Model is read from memory each access. Filtering out far-away GOs first will result in faster lookup times. (On the same lines, OrderBy(u=> u.DistanceSqr). DistanceSqr takes less CPU cycles than Distance, since it doesn't need to run Math.Sqrt on the value before returning.) In the same function, move the "moveTo" declaration inside the if scope. If the condition fails, you don't need it anyway, so why bother calculating it before you'll actually use it? Refreshments.cs -> Same as above for RefreshmentTable/Soulwell. Also keep in mind, both of those will only ever be run *once*. (You have them in a static variable, which is not reloaded, ever.) I'd suggest updating them every so often. (If you do, and I missed it, ignore this) Targeting.cs -> TargetExists: Wrap this in a FrameLock. You're doing a loop of IsInLineOfSight, which is an injection per call. This will greatly increase performance. Targeting.cs -> EnemyDemolisher: Put the "orderby" statement just before the final select. This way, you're not causing it to order by units that you don't need. Also, change the "where" statements, to simply && checks. Each "where" causes another loop of the entire list. Using a chained "&&" causes 1 big check per loop, instead of 5+. (A common pitfall in LINQ queries) The same applies to the rest of the functions in the Targeting file.
You sir are a wealth of knowledge and I appreciate the feedback! I will do my best with my weekend warrior skills! I will work on what you suggested! Thank you again for all of your help and responses and I will try to work this into the release after next. I want to try to get some more functionality in and then do the sprucing. P.S. Evidently after a 13 hour day.. I really like exclamation points also.
Got this while standing on lower ground @ EOTS, trying to target an enemy on higher ground, got kicked from wow due this. Second; Got this while trying to target an enemy who was standing on.. boats stacked on eachother at lighthouse, Gilneas. This made everything crash. (I'm an Feral druid..)
I don't know if anyone noticed that the bot will always scan the total low health and it will move to the target even if your target is about to die. example: Bot targets a player, attacks it till 20k/160k HP. If another player comes with full health (140k/140k HP) but lower than the total health of the one im attacking, it will instantly change to it leaving the other player with the 20k HP. otherwise its amazing! Thanks for your plugin!
This is great feedback! Thank you very much. I will add a pathing check to make sure we can get there before adding to the list. I appreciate the time! I will look into this a bit and see why that happens. Are you using 1.05a or 1.05? It should flush out if on a target that isn't dead.
Testing. Im NOT a coder but the bg bot has been doing well for me. 3 days of running at AB has gained 9780 rep, about to hit rev. Next is WSG down at base friendly.
Not sure if anyone knows but there is a new Glue plugin. DIdn't even know there was an old one but apparently this one got picked up. http://www.thebuddyforum.com/honorb...-your-targets-like-glue-melee.html#post522913 just let me know if you guys don't want it in this thread and i'll remove the link.