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Gitch

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Posts posted by Gitch

  1. I had the same question!

    This was the answer:

    When you create your local repo, your cloning the whole of blueboy to your hardrive. Only one branch is visible or active at anytime (indicated by a '*' symbol)

    master

    * skillbot

    If for instance you wanted to view the code on the new-ai branch, just

    git checkout new-ai

    and it will switch to this branch.

    master

    * new-ai

    skillbot

    You can examine the code to prove this (Like chapters of a book). Now to sync all these local branches with those online, you need to 'git pull' and not 'git pull master'. If you type the later you will get something like this

    calendar@blue:~/skillbot> git pull master

    fatal: 'master' does not appear to be a git repository

    fatal: The remote end hung up unexpectedly

    If the online branches have changed since you cloned the repo or (push/pull)ed last, you will see somthing like this

    calendar@blue:~/skillbot> git pull

    Enter passphrase for key '/home/calendar/.ssh/id_rsa':

    remote: Counting objects: 83, done.

    remote: Compressing objects: 100% (3/3), done.

    remote: Total 23 (delta 21), reused 22 (delta 20)

    Unpacking objects: 100% (23/23), done.

    From github.com:blueboy/portal

    d5a1ce4..2a75938 autobot -> origin/autobot

    c4d5c2e..289f2f3 loot-fix-bt -> origin/loot-fix-bt

    6ba8de8..45706f6 sharedbots -> origin/sharedbots

    95bec1e..7d2b2f3 skillbot -> origin/skillbot

    Already up-to-date.

    You will see the pull has syncd the autobot, loot-fix-bt, sharedbots and skillbot branches. If you then do a 'git status'

    calendar@blue:~/skillbot> git status

    # On branch skillbot

    nothing to commit (working directory clean)

    You see that the current branch is 'clean' with no outstanding work to commit and your code is ready for the next changes (next commit)

  2. March 14, 2012: Pushed:branch skillbot

    Added save/restore for combat delay .

    It will be automatically saved when the order is given , either by using 'combat delay <0 - 10>' or by using the sliders and set button in the addon.

    It will automatically be restored along with combat orders when using 'resumeorders' or by pressing [bot resume] or [party resume] in the addon.

    to check it, give the command 'orders' .

    Be SURE to apply the newest sql ( sql/playerbotai/playerbotai_characters_svdata_002.sql)

  3. March 10, 2012: Pushed: Branch skillbot

    New Command - 'skill fetch' - bot(s) will automatically learn available skills/spells from the targeted trainer if they have the money.

    Fixed a major bug in ItemStatComparison that was comparing null stat slots and adding to item scores when it shouldn't... (not sure why it wasn't crashing)

    Added code to FollowReset function that should force bots to get close enough before trying to interact with players current target(vendor/questgiver etc.)

  4. PlayerbotUI client Addon

    You can pull the addon from here:

    https://github.com/Gitch/pbotaddon

    ___________________________________________________________________________________________

    March 9, 2012: Pushed

    Added autoequip 'now' button to main menu

    Added combat menu with sliders for adjustable combat engage delay (adjust then click the 'set' button)

    requires latest skillbot push for combat commands.

  5. March 9, 2012: Pushed: branch skillbot

    Change: command 'sell all' will now work as a toggle- give once to turn on, again to turn it off. It will stay on or off until you give the command again.

    New command /t botname or /p - 'combat' valid subcommands are 'delay <0 - 10>' space between 'delay' and value.

    this will set the bot(s) initial engage delay for combat. Allowing you to tweak them to your style.

    Example: /t botmage combat delay 7 -botmage will wait for count of 7 before he nukes the enemy with a fireball from hell... officially gaining aggro...

  6. March 6, 2012: Update Pushed: branch skillbot

    I've been super cautious about this push... sorry for the delay. There will be some tidying up of code, but as far as I can tell, its ready for further

    testing. If you have any probs, let me know.

    New command: 'resumeorders' - </t botname OR /p > bot(s) will restore their previously saved combat orders. Orders are automatically saved to the DB when given.

    This includes the resist and nodispel orders, which I'll also add to the addon menu when I get the chance.

    You Must apply the playerbotai_characters_svdata_001.sql file located in the /sql/playerbotai directory of your git repo.

    This will create a new table in the characters DB called playerbot_saved_data . Feel free to add more fields to the table if you like, only let it be

    known so code can be changed to reflect it. (couple lines of code in playerbotMgr that would need changed for my part)

    bots may repeat their orders twice sometimes.. I know and will look into it (it has to do with the double pass that happens if secondary orders exist)

    If something goes wrong.. make sure you have all your bots logged in that are involved in other bots orders... They'll notify you they have no target.

    New Sub command: 'quest fetch' - </t botname OR /p> bot(s) will automatically find and accept quests from the targeted questgiver (or any if close enough and no target)

    I havent increased the search radius yet, but will be putting a temp larger radius in for this command soon, which will reset when they are done.

    They'll go to the NPC and if there are any quests they can take, they will. This may help with quests which the player cannot see due to class/race etc.

  7. I actually misspoke in the previous post about the Update.

    they actually gather to the player not NPC. this way they are in range to interact with the NPC. I copy pasted from my notes and forgot to change it..

    Current, not pushed code, includes bots will search for quests in a temporarily larger radius when player gives quest commands such as 'list', and then reset their radius.

    Quest auto accept will be available (bot will search for quest giver and accept all quests relevant to them) I did this to handle bots getting quests that the player may not

    know about (class specific etc)

  8. Feb, 29, 2012: Leap year Update! - Pushed: Can't do this again for a while! :lol:

    Fix for 'quest list' and other quest command issues dealing with bots being too far away from NPC. Added distance reset to all quest commands.

    now if you issue a quest command, the bots will all dogpile the npc and THEN carry out the command

    same for 'skill learn'

    Fix a code change to AutoEquip. My bad, A recent change left it impossible for the bot to compare items for autoequip IF neither item had

    stats. (mainly affected the very low level partys).

  9. --------------------------------------------------------------------------------------------------------------------------------

    [NOTE]

    This is a copy of Gitch's original post about his release of the Playerbot UI Addon. It has been edited for clarity and to prune outdated information and dead links. His repository still existed when last checked three months ago, but this could change at any moment.

    --------------------------------------------------------------------------------------------------------------------------------

    Client addon for blueboy's Playerbot.

    Okay, this is very simple (and quite sloppy work) as I peeked at lua/xml and know nothing about it....

    You can pull the addon from here:

    https://github.com/Gitch/pbotaddon

    This is a WoW UI addon, not a modification for MaNGOS or Playerbot code.

    basic infos are in the README.txt file. I'll update it as changes are made.

    At the moment it doesn't handle summoning bots, maybe later (if its even possible).

    basic switch settings and combat orders are included.

    Crafting. Well, I'll be workin on that for a bit...

    If someone else wants to take on the addon, by all means!

    I'm just tinkering around and thought I'd see how the interest in it would be.

    Take care!

  10. Client addon for blueboy/playerbot

    Okay, this is very simple (and quite sloppy work) as I peeked at lua/xml and no nothing about it....

    You can pull the addon from here:

    https://github.com/Gitch/pbotaddon

    (see HERE for infos on setting up a local repo) this is a client addon,(not mangos or Playerbot) so make adjustments to put it where you can get to it easily. e.g replace the repository name with pbotaddon etc instead of playerbot and Gitch instead of blueboy.

    Actually.. I should have just checked with blueboy to see if it would be okay to include this in the playerbot repo. Wasn't thinking..

    if it seems confusing just yell. drop a line here or on the Playerbot forum.

    basic infos are in the README.txt file. I'll update it as changes are made..

    At the moment it doenst handle summoning bots, maybe later (if its even possible).

    basic switch settings and combat orders are included.

    Crafting , well I'll be workin on that for a bit...

    If someone else wants to take on the addon, by all means!

    I'm just tinkering around and thought I'd see how the interest in it would be.

    Take care!

  11. I wish you luck Adam00 ! Keep us up to date if you work that out.

    busy with some issues of life (property purchase I HOPE, new job contract started (been out of work for 8 years!)

    and tinkering with a couple other things related to playerbot. Hopefully be more active by the weekend guys.

    (I'm sure you'll all enjoy the spam-free time!) 8o

  12. I've seen that a part of your work, Gitch, is exactly the same than Blueboy, except for spaces or tabs. Quite embarrassing when we try to compare differences. I've merged Sharedbots with Autobots, with no correction at all. Autobots can then be created... but not summoned. I simplified Sharedbots code, to search for Autobot account, and now I can add Autobots in my world. I have to create the Autobot, only after that I can call him. I also tried to give him xp, spells, I try to approach Yad's work (I used his code a long time ago, and it was delicious). I'm not on Github, but maybe, if you think theses ideas are good, maybe I can show you...

    Hey Adam00,

    thanks for the ideas!

    Sure, alot of my code is based on blueboy and others code or wrapped around it in some fashion. However, I've not had anything to do with SharedBots so I wouldn't know anything about that or autobot. Skillbot is the branch I've pushed to, and while I've based my code on some existing code, if you see no differences other than spaces or tabs... I believe you have the wrong code =) For starters, blueboys functions are alot more complex and shorter and efficient and.... well you get the point :lol: Also I keep new-ai merged with skillbot to maintain compatibility. So you will find the new-ai code (short of the last few commits probably) in skillbot. Might want to check and verify you have the code from that branch.

    Take Care!

    **Edit**

    Just another note to clarify... I'm not actively trying to create independant bots (although that I suppose is the ultimate goal) I'm focusing on automating existing functions in a way that an independant bot (should that day come) can make use of them without the players interaction with them. But first, its purely to enhance the players gameplay.. after all, its my game to play, not the bots :D

    Also, as far as skillbot is concerned, I started it because my coding is so inferior to most of the guys here, I didn't want to mud up the main branches with my chicken scratch. However, If someone wants to rewrite/rethink any of it, please do!

  13. Feb, 24, 2012: Rush Update Pushed: Sorry guys, I just realized that about half of the stats were not being checked for new items during the ItemStatComparison..

    Caster stats were okay, but the rest were only checking the stats

    on the original item if there was one. Again, Sorry about this...

    Also, it may be a little while before I update the ItemStatComparison section as I need to do alot more research, testing in that area

    (I've been working on it, but I still need alot more study put into it, I've just been busy)

    To be honest I can only stare at one section for so long before I have to tinker with something else. Otherwise I go nuts :lol:

  14. Feb, 24, 2012: Pushed to skillbot: Sorry for the delay , this one had me puzzled....

    Variable Follow distance: Defaults to ON. You may turn it off using 'follow auto' .

    Bots will begin at a fair distance behind the player.

    Once you give them their combat orders, they will take their places according to the order given.

    You can still adjust their follow distance using 'follow far' 'follow near'

    'follow reset' should only be used for testing for now. Once given, you'll need to regive combat orders possibly. I only left it for some testing and will be removing it.

    Bots will automatically gather to the player when an NPC is interacted with, and then return to their respective distances/positions.

    Bots *should* not run past the player any more, unless you happen to turn around while they're trying to take their place behind you...

    Again: this is now default. when you log a bot in , they will automatically assume these new positions/distances based on their combat orders

    if you change their combat order, they will automatically change position/distance.

    TIP: If you want to change the position of the healer(s) or non order bots are standing(the ones furthest back) simply give the

    'follow' command by itself and it will cause those bots to randomize their position again. Keep doing it til they stand where you want them to in relation to you.

    REMOVED: autocraft. It will be worked on in the branch craftbot to save some headaches.

    If you have feedback, GREAT I need all I can get!:)

    p.s.. for anyone that wants to continue using the basic functions of autocraft as it is at the moment, you can pull branch craftbot.

    I'll make sure to give updates on any changes.

    EDIT: sorry i gave the wrong branch for autocraft... its in branch craftbot NOT autocraft... sorry

  15. UnkleNuke,

    Hey guy, take a look at the Addon thread Bruno started in the suggestions and ideas forum on Playerbot Forum.. Check out the addon studio, and theres even a new version of it.

    It actually doesnt look like it would be very hard at all to create a simple addon. Give it go! (I just haven't had the time to play with it I've been so into coding side) :D

    It comes with a tutorial built in by the way.

    as for the autonomous bots.. I'm really hoping that Kennumen will get the worldsession issues worked out before I get to that point!! (hint hint ]:D )

    Its certainly fun though!

  16. @Kennumen,

    Awesome! And I've rescanned the code and actually, I was probably being a bit overcautious when I warned against setting it to 0. It *should* be fine..

    The only math done with this value is as follows(and I've paraphrased it putting it into plain English)

    if the items required level is less than the bot's level minus *config value here*

    if (pProto->RequiredLevel < (m_bot->getLevel() - m_mgr->gConfigSellLevelDiff)

    wow.. the code takes up just as much room as that did :lol:

    As I recall, the thought behind warning NOT to, was to allow for any future additions of other quality items, which probably won't be an issue either.

    So, as it stands you should be able to set the config setting (PlayerbotAI.SellAll.LevelDiff) to 0 if you like. This would cause the bot to sell all white and green items *up to* the bots level(gray is handled by the original code and is still as it was) negative setting would cause the bot to sell white and green items that are above the bots level by *config value* number of levels or lower.

    AHH there was the issue... now I remember.. zero isnt so much an issue, it was negative numbers I was afraid of. (and just too lazy at the time to put in a zero check) If you used a negative number and the bot was level 1.. or low level period.. then you might wind up with issues when the return was negative or sell no items at all.

    Zero should still be okay.

    But as you found out, If the sellgarbage setting isn't set to 1, this code isn't called either. And that might get confusing so I'll be looking at a better way to set this probably.

    Take Care!

  17. You could also add a command so a player may direct a bot to make a specific item, in case you do want to crank out a few lower-level items for sale at the Auction House or to help a friend. Maybe something like botname craft [item name].

    Hey UnkleNuke !

    Blueboy has already taken care of the commands for crafting specific item recipes, in fact my code is based on his work :D

    You can type /t botname craft [recipe] and the bot will craft it, or craft [recipe] all, and the bot will craft all of that recipe that it can.

    I appreciate the feedback, and I like the idea of using skill level as a basis of whether or not the bot will create that item or something better!

    Unless its needed for a higher level recipe (such as an item that creates a better one) theres really no reason for a bot to auto make it if its Gray.

    Unless of course asked for one.

    Thanks again!

    By the way, the Wiki has been updated a little, check out the features link for a break down of the different commands etc.

    its still a work in progress.

  18. Update Pushed:

    AutoCraft is working... actually much much better than I hoped for.. that worries me haha..

    Sooo.. I'm going to tentatively push later tonight, but I'd recommend being careful about using it until its tested further.

    At the moment, its not selective about what it creates.. It searches the bots items, and if it finds a tradeskill item, it will try

    to make the first recipe it comes to that uses that item, and make as many of that recipe as it can..

    I'll be working on how selective it is in the coming days..

    See Here for details

  19. Kennumen, do you know when you last pulled from either new-ai or skillbot?

    (so i kind of have an idea where to start tracking)

    I'm checking it now to see if its working or not with the skillbot code. I havent merged new-ai into it in the past week, so not sure if theres an issue between them or not.

    **

    Edit**

    its working here..

    A thought comes to mind.. What vendors are you having problems with?

    Blueboy fixed a bug last week where bots weren't recognizing some vendors. it could be related.

    Just in case, I'll be pushing skillbot this evening with a few changes (nothing major) and I know the source is working fine

    for auto sell.

  20. Haha, nah, you actually caused me to find a bug in my solution with those warlock files.. it may have saved some more serious issues down the road.. seems I had corrupted my makefile or something.

    All good now.

    As far as how its working, I haven't had the chance to try it other than on my mage and priest bots, but it works fine on them.

    Other than that I've been trying (feebly) to help blueboy chase down a bug in skill learn and work on itemcomparison while toying with an idea or two on autocraft. I'm hoping to get to do some better testing the next couple days!

    **edit**

    actually blueboy fixed the skill learn bug, the bug being currently chased is black with red spots and its called [skinning].

    next push will hopefully contain the foundation for autocraft, though It may or may not be useable, I'll have something to build on in later pushes.

    I have the outline code laid out for chatbot, once I tweak the structure a bit, I'll start adding convo's and see about a test run.

  21. Yeah, I just fixed this issue I hope, I removed the two Warlock files from the project, and then readded them to "game" and at least for now, I can open then.

    Probably messed up something with a "cancel build". Anyway, thanks again for catchin that. :)

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