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kyle1

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Posts posted by kyle1

  1. To Syenet:

    There's no need to log bot actions to understand what happens during combat. Just look at the code and you'll see that combat performance cannot be efficient now. All class AIs use same idea - spell sequences. Usually there are three of them. Bot iterates over one sequence and switches to another one. I wonder if this code was written by bots as well...

    If you know a bit of C++ then fixing combat for a chosen class wouldn't be a big problem. Playerbot has most of functionality required in combat.

    To fix compilation try to add this to PlayerbotAI class:

    typedef std::list<uint64> BotLootList;
    typedef std::list<uint32> BotSpellList;

    Blueboy probably forgot to include typedefs into last commit.

  2. Wait for blueboy or me to update github repo. Current MaNGOS revision in portal repository is 10720 and yours is 10744. And portal does not crash for me. Looking at your log and previous post about merge conflict, I can say that problem is in Object class. Maybe it is MaNGOS problem, maybe Playerbot one, or maybe it is your merge problem.

  3. I'm not sure if all my ideas would be suitable for the repo.

    Ideas can always be discussed. I usually create a branch for new stuff, so people can leave comments on the code before it gets merged. Of course you can post pull requests from your own git repo.

    The only additional check I was going to include was a function for checking if spell reagents were available.

    Thank you. I've been thinking of implementing it as well. Speaking about reagents I think bots should always use them. They are not so expensive.

  4. There is a new branch in portal repo called 'buffs'. It is a try to implement sane buffs for bots. New buff() method performs several checks before casting a spell which include:

    1) Target level. If level is too low, then AI looks for a lower rank of the spell.

    2) Target auras, If spell applies an aura which is better then one that already exists on target, or target does not have such aura at all, then spell is casted. This check allows to overwrite auras from same spell if new aura has better modifier. One example is talented Blessing of Might. MaNGOS core does not perform this check and always overwrites such auras.

    So far only paladin AI was updated to use this method. There is one flaw in current implementation, I want to point to. Since paladins can have only one blessing per target, in several scenarios paladin bots will "lock" their talented spells for buff targets. One way to solve this problem would be implementing buff manager, which will decide how each bot buffs each target. This will require some kind of command queue for bots.

  5. HasItemTotemCategory() has single argument of uint32. Boolean expression will give you true of false. So in this case it is equivalent of calling HasItemTotemCategory(true).

    There is also Gnomish Army Knife, which has its own totem category.

    We have two options: 1) Call HasItemTotemCategory() for all pickaxe categories, or 2) write own method which would check all types of picks in single iteration.

  6. Hi, Famine

    Blueboy's repository includes support for Playerbot. There is no need to patch it.

    If you want to build your own flavor of MaNGOS with custom patches and addons, then I'm afraid you must learn how git works. Because almost all the forks are on github too. When you do it, you'll see how powerful this tool is.

  7. Sorry, I was wrong on GUID format. Regarding resurrection I can't check it right now, but from my experience on retail you can revive player anytime, even after release. The only thing that stopped players from release was death during boss fight cos they were losing their rolls on loot.

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