• Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • [Release] RebornBuddy Version 1.0.461

    Discussion in 'Archives' started by mastahg, Jan 11, 2014.

    1. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Version 179
      Code:
      Updated for latest version of ff14.
      
      Changes:
      Logic behind Actionmanager.CanCast has drastically changed. 
      Previously we ignored the ability to queue spells in order make development of CR's easier but now we are reaching a point where that advanced functionality is required.
      Now spells will use ff14's internal queue system.
      Psuedo code for new cancast:
      
      if (!spellqueued)
       if (!groundtargeting)
        if (spelltype = ability,weaponskill,spell)
         if (spell.cooldown < 500 ms)
           return true
      
      return false;
      
      What this means is that we will queue spells up up to 500ms before the spells cooldown ends. A good example to test this logic with is a low level arcanist. You can start casting ruin and almost immeditaly after that cancast("aetherflow") and it will now return true allowing you to queue up aetherflow to be cast directly after ruin is done casting.
      
      This does have a sideffect of making groundtargeting spells less likely to be cast as they cannot be queued. To counter this  I have implemented Actionmanager.CanCastLocation which should be used now for ground targeting spells. This version of cancast has very loose checks inorder to provide a chance for groundtargeting spells to be selected.
      
      
      useitem and useobject tags now have shortcircuit logic in their waits  making the bot appear more human.
      
      Fixes:
      Fix issue where some spellcastinfo information wasn't being fetched properly.
      Throw an exception if teleport tag requests a aetheryte that we do not currently have
      pvpbot dispose of connection handler on stop
      
      
      
      
       
    2. Endus

      Endus Community Developer

      Joined:
      Jul 9, 2012
      Messages:
      458
      Likes Received:
      6
      Trophy Points:
      18
      I'm confused.

      First, I thought that RebornBuddy and all the CR's automatically used the next spell as soon as possible (basically queuing it anyway)?

      Second, if not, why not just implement that globally rather than just in .CanCast (so that the next spell in the rotation is always queued)? Is there ever a time when queuing spells is a bad thing? Even if so, CR's could just throw in "IF .IsCasting return true" or something to cancel it out when needed, right?

      Third, if we MUST use .CanCast to queue spells, what's the proper format? I've always used .CanCast as a conditional like "IF .CanCast Spell1 Cast Spell2". How would I use it to queue a spell?

      Lastly, if I queued EVERY spell in a rotation, wouldn't the .CanCast conditionals all break? I see the tooltip says "returns true if we are in light of sight, if there is no error code, if there is no spell queued, if the spell has less than 500ms on its cooldown, and if the spell is not a ground targeting spell" meaning if I queued everything that all .CanCasts would be False, right?

      Sorry for the dumb questions. Still new to this :rolleyes: lol.
       
      Last edited: Oct 1, 2014
    3. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      What? I don't even. CanCast now returns true if you can queue a spell instead of only if you can directly cast it.
       
    4. Endus

      Endus Community Developer

      Joined:
      Jul 9, 2012
      Messages:
      458
      Likes Received:
      6
      Trophy Points:
      18
      Oh... well that makes a lot more sense. No wonder I was confused lol.

      That may have actually fixed an issue I've been having in that case. :D
       
    5. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Version 181
      Code:
      Added missing items to the database
      Orderbot xml attribute names are now case insensitive
      Revert changes to actionmanager.cancast until I can get a monk/bard to test rotations.
      
       
    6. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Version 182
      Code:
      
      6 new functions added for orderbot:
      
      HuntRankCompleted(ClassJobType job, int rank)
      HuntEntryCompleted(ClassJobType job, int item)
      HuntSubEntryCompleted(ClassJobType job, int item,int subitem)
      
      
      HuntGCRankCompleted(int rank)
      HuntGCEntryCompleted(int item)
      HuntGCSubEntryCompleted(int item, int subitem)
      
      
      Sample XML
         <If Condition="not HuntRankCompleted(ClassJobType.Gladiator,0)">
         
            <If Condition="not HuntEntryCompleted(ClassJobType.Gladiator,0)">
               <Grind grindRef="Gladiator_0_0" PostCombatDelay="5" while="not HuntSubEntryCompleted(ClassJobType.Gladiator,0,0)" />
      		 <Grind grindRef="Gladiator_0_1" PostCombatDelay="5" while="not HuntSubEntryCompleted(ClassJobType.Gladiator,0,1)" />
            </If>
         </If> 
      
      
      Bug fixes:
      Fixed issue with huntbehavior tags throwing an error when passing only one XYZ and radius.
      
      Changes:
      Added noncombat logic for BlacklistAfter for huntbehaviors
      Added virtual _revision property to JsonSettings
      -With this you can now change the default values for settings.
      -Increment the property when you want to change the existing default values
              [UpdateDefaultValue(60.0f,30.0f)]
              [DefaultValue(30.0f)]
              public float HealPet { get; set; }
      If you increment revision, and the value of HealPet was the old default of 60 it will be set to the new value of 30.
      
      
      
       
    7. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Version 187
      Code:
      Bug fixes:
      Adjusted gathertag movement code and interact distance.
      
      Changes:
      PostCombatDelay now uses a wait instead of a sleep so if you get incombat early it will break out of it.
      
      Api changes:
      You can now check the condition and spirit bond progress of items equipped/in your inventory.
      MoveTo tag now exits when you change zones.
      
       
    8. Evz

      Evz Member

      Joined:
      Dec 6, 2012
      Messages:
      51
      Likes Received:
      0
      Trophy Points:
      6
      Just curious, but this support the new pvp zone? or still just the wolves den?
       
    9. kagamihiiragi17

      kagamihiiragi17 Community Developer

      Joined:
      Jun 24, 2014
      Messages:
      873
      Likes Received:
      25
      Trophy Points:
      0
      As of now it only supports the Wolves' Den. Frontlines is slated to be worked on, but I believe there are other things Mastahg is working on first.
       
    10. Evz

      Evz Member

      Joined:
      Dec 6, 2012
      Messages:
      51
      Likes Received:
      0
      Trophy Points:
      6
      Oh okay thank you for the quick reply. I am looking forward to Frontlines working!
       
    11. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Version 190
      Code:
      Initial release for the new version of ff14.
      
       
    12. Endus

      Endus Community Developer

      Joined:
      Jul 9, 2012
      Messages:
      458
      Likes Received:
      6
      Trophy Points:
      18
      I could be wrong, but it doesn't look like Version 190 supports Rogue/Ninja (I'm sure it'll be out soon and v190 is just to get the bot working again for now).

      Just a heads up for those making CRs. Don't bash your head up against the wall for hours wondering why it's not working ;) lol.

      Code:
      namespace ff14bot.Enums
      {
          public enum ClassJobType
          {
              Adventurer = 0,
              Gladiator = 1,
              Pugilist = 2,
              Marauder = 3,
              Lancer = 4,
              Archer = 5,
              Conjurer = 6,
              Thaumaturge = 7,
              Carpenter = 8,
              Blacksmith = 9,
              Armorer = 10,
              Goldsmith = 11,
              Leatherworker = 12,
              Weaver = 13,
              Alchemist = 14,
              Culinarian = 15,
              Miner = 16,
              Botanist = 17,
              Fisher = 18,
              Paladin = 19,
              Monk = 20,
              Warrior = 21,
              Dragoon = 22,
              Bard = 23,
              WhiteMage = 24,
              BlackMage = 25,
              Arcanist = 26,
              Summoner = 27,
              Scholar = 28,
          }
      }
      
       
    13. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38
      Ah, i was wondering my routine kept throwing me errors lol. Hopefully Mastahg will support it soon.
       
    14. Picasa

      Picasa Member

      Joined:
      Mar 16, 2013
      Messages:
      60
      Likes Received:
      1
      Trophy Points:
      8
      Fish bot not working anymore
       
    15. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Post a log???

      Rogue=29,
      Ninja=30,
      Just do a typecast until I get a new build out.
      Code:
      (ClassJobType)29;
      
       
    16. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Version 191
      Code:
      Rogue and ninja added to class enum
      Fishing fixed
      
       
    17. tmk147

      tmk147 New Member

      Joined:
      Oct 4, 2014
      Messages:
      21
      Likes Received:
      1
      Trophy Points:
      1
      Wow that's a quick release. Thanks man.
       
    18. Funkwheat

      Funkwheat New Member

      Joined:
      Dec 12, 2013
      Messages:
      64
      Likes Received:
      0
      Trophy Points:
      0
    19. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
      Messages:
      1,021
      Likes Received:
      6
      Trophy Points:
      38
      I recall someone else also posted about release when dead not working. I'm sure it will be fixed soon.
       
    20. Tespia

      Tespia New Member

      Joined:
      Jul 30, 2014
      Messages:
      2
      Likes Received:
      0
      Trophy Points:
      0
      I can confirm that the release after death does not work properly anymore. This is most likely due to the change in the options after death now included with the "wait" function. Please fix this as soon as you can, thanks!
       

    Share This Page