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MIO CHOKE ON WATER


Bamboozled

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    if (ore.isVisible()) {
     if (!myPlayer().isAnimating() && !myPlayer().isMoving()) {
      ore.interact("Mine");
      sleep(random(2100, 3800));
      mouse.moveVerySlightly();
     }
    } else {
     getCamera().toEntity(ore);
    }

Redundant code that essentially does nothing. Default InteractionEvent makes camera movements, checks for object visibility, walks, etc. You will get the exact same results (except the interaction is performed faster) if you just do:
 

if (!myPlayer().isAnimating() && !myPlayer().isMoving()) {
      ore.interact("Mine");

Also look into ConditionalSleep and replace your static sleeps:

sleep(random(2100, 3800));
Additionally, your "random" sleeps aren't really all that random. It's some tinfoil nooby stuff, especially the small delays:


 return random(210, 320);

You can keep the longer sleeps deviations, but the above is kind of pointless.

 

if (oresMined > 200 + random(20, 100) && !myPlayer().isAnimating()
    && !myPlayer().isMoving()) {
   sleep(random(3100, 3800));
   worlds.hop(hopWorlds[random(0, 9)]);
  }

Not bad, but if you are on a dead world why would you want to hop to a potentially full world?

 

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    if (ore.isVisible()) {
     if (!myPlayer().isAnimating() && !myPlayer().isMoving()) {
      ore.interact("Mine");
      sleep(random(2100, 3800));
      mouse.moveVerySlightly();
     }
    } else {
     getCamera().toEntity(ore);
    }

Redundant code that essentially does nothing. Default InteractionEvent makes camera movements, checks for object visibility, walks, etc. You will get the exact same results (except the interaction is performed faster) if you just do:

 

if (!myPlayer().isAnimating() && !myPlayer().isMoving()) {
      ore.interact("Mine");

Also look into ConditionalSleep and replace your static sleeps:

sleep(random(2100, 3800));
Additionally, your "random" sleeps aren't really all that random. It's some tinfoil nooby stuff, especially the small delays:


 return random(210, 320);

You can keep the longer sleeps deviations, but the above is kind of pointless.

 

if (oresMined > 200 + random(20, 100) && !myPlayer().isAnimating()
    && !myPlayer().isMoving()) {
   sleep(random(3100, 3800));
   worlds.hop(hopWorlds[random(0, 9)]);
  }

Not bad, but if you are on a dead world why would you want to hop to a potentially full world?

 

 

Thank you boss for your feedback, I really appreciate that, I'm going to work on http://osbot.org/api/org/osbot/rs07/utility/ConditionalSleep.html  & remove the redundancy! ++

 

It mines 200-300 ores and hops worlds and once landed it'll check to see whether imAlone is true or false and make the right moves from there so hoping avoiding all potentially crowded worlds! I should of included that method in thread!

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