Alek Posted May 4, 2017 Share Posted May 4, 2017 Download: https://osbot.org/devbuilds/osbot 2.4.123.jar It's been a month since I had some free time to work on the client; I've been struggling with managing the SDN and playing Private Script Control Officer. I decided to bang out some stuff that will almost certainly break something or make someone mad. Regardless, there are a bunch of changes that were made with good intentions. One of those good intentions is the asynchronous camera movement in InteractionEvent. Previously InteractionEvent would perform a series of relatively logical tests. Is the entity on screen? No? Okay lets walk to the entity. Is the entity visible now? No? Okay let's adjust our camera. Although logical, it was pretty slow. Instead, now you should notice that interactions are sped up because we're not really making those checks in sequence. Additionally InteractionEvent once again has some entity verification. This is particularly useful if you have an entity that you wish to interact with, but it's in a stack with other entities of a similar name. Thanks @Fruity for reminding me.Huge shoutout to @Chris for all the webwalking links he provided, some of the routes are pretty common so somebody will get good use from his dedication. Finally I removed the controversial random mouse movement methods. Originally they were written for the BankPin random and as a way to close out of menus, not as some sort of antiban. Even worse, somewhere and someone along the line thought it was a brilliant idea to create 6 fucking versions of the method. They were being used and abused for spaghetti antiban methods which I would be willing to bet my life on has never saved anyone from a ban. Also removed Entity examine(), literally a wrapper for interact("Examine"); Bugs: Fruity reported an issue with GroundItemStack interaction not working correctly. Version 2.4.122 Changelog: Added Menu getRectangle() Removed Mouse moveVerySlightly() Removed Mouse moveSlightly(int) Removed Mouse moveRandomly(int) Removed Mouse moveSlightly() Removed Mouse moveRandomly() Removed Entity examine() -Removed WallObject examine() -Removed GroundDecoration examine() -Removed WallDecoration examine() -Removed GroundItem examine() -Removed Character examine() -Removed InteractableObject examine() Deprecated setCameraDistanceThreshold Added MainScreenTileDestination method getPosition() InteractionEvent uses new async Camera to focus on entites -Rewrote various parts of InteractionEvent InteractionEvent has improved success rate on exiting menus Tested BreakManager with no issues found -Thread: https://osbot.org/forum/topic/118592-breaks-isnt-working/ Tested World hop methods, no issues find. Made slight changes. -Thread: https://osbot.org/forum/topic/121373-world-hopping-bug-tries-to-hop-to-500-skill-total-world/ Added WebWalkEvent link - Seer's Village Log Balance -Thread: https://osbot.org/forum/topic/121391-webwalking-obstacles/ Added WebWalkEvent link - Fremmenik Slayer Dungeon -Thread: https://osbot.org/forum/topic/121391-webwalking-obstacles/ Added WebWalkEvent link - Edgeville Dungeon Pipe To Moss Giants -Thread: https://osbot.org/forum/topic/121391-webwalking-obstacles/ Added WebWalkEvent link - Taverly Dungeon Floor Spikes -Thread: https://osbot.org/forum/topic/121391-webwalking-obstacles/ Added WebWalkEvent link - Taverly Dungeon Steps -Thread: https://osbot.org/forum/topic/121391-webwalking-obstacles/ Restored method Menu getMenuIndex(Entity, String[], String[]) Restored InteractionEvent entity verification Version 2.4.123 Changelog: Added Entity getIndex() -Added GroundDecoration getIndex() -Removed Character getIndex() -Added GroundItem getIndex() -Added InteractableObject getIndex() -Added WallDecoration getIndex() -Added WallObject getIndex() Added Objects getLocalObject(int index) Updated getMenuIndex(Entity, String[], String[]) entity selection -Patches GroundItem issue from 2.4.122 22 Link to comment
Fruity Posted May 4, 2017 Share Posted May 4, 2017 ty for updates shall test when i get home 2 Link to comment
Failed4life Posted May 4, 2017 Share Posted May 4, 2017 (edited) Awesome work as always, and Thanks @Fruity and @Chris Edit: I know Mirror Mode isn't your department, but it is broken in .122 as well as .121 Edited May 4, 2017 by Failed4life 1 Link to comment
Alek Posted May 4, 2017 Author Share Posted May 4, 2017 2 minutes ago, Failed4life said: Awesome work as always, and Thanks @Fruity and @Chris Edit: I know Mirror Mode isn't your department, but it is broken in .122 as well and .121 I know, I told MGI and Zach multiple times. 1 Link to comment
The Undefeated Posted May 4, 2017 Share Posted May 4, 2017 (edited) Rip moveVerySlightly(). Would keep my bots awake when the mule wasn't ready to avoid logging. Edited May 4, 2017 by The Undefeated Link to comment
Chris Posted May 4, 2017 Share Posted May 4, 2017 @Alek Can confirm all obstacles added are working. Link to comment
piamia Posted May 4, 2017 Share Posted May 4, 2017 Please add Warrior Guild bank to work correctly as the nearest bank! @Alek Link to comment
Alek Posted May 4, 2017 Author Share Posted May 4, 2017 5 minutes ago, piamia said: Please add Warrior Guild bank to work correctly as the nearest bank! @Alek Sounds like a script issue m9. 1 Link to comment
Chris Posted May 4, 2017 Share Posted May 4, 2017 InteractionEvent Test captures #1 http://i.imgur.com/gbmWnFt.gif #2 http://i.imgur.com/1PBTzfI.gif Code: //if not in combat NPC dude = getNpcs().closest(npc -> npc != null && npc.hasAction("Attack")); InteractionEvent event = new InteractionEvent(dude, "Attack"); execute(event); 3 Link to comment
Alek Posted May 4, 2017 Author Share Posted May 4, 2017 2 minutes ago, Chris said: InteractionEvent Test captures #1 http://i.imgur.com/gbmWnFt.gif #2 http://i.imgur.com/1PBTzfI.gif Code: //if not in combat NPC dude = getNpcs().closest(npc -> npc != null && npc.hasAction("Attack")); InteractionEvent event = new InteractionEvent(dude, "Attack"); execute(event); Looks like its working pretty well for you, unless this is a bug report haha. 1 minute ago, chachacha said: Is mirror mode fixed yet? Don't know, I don't work on mirror mode but I have been asking MGI. 1 Link to comment