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ExilebuddyBeta #914/#915 Feedback and Discussion

I don't know if this works for every case but I too used to get a lot of exceptions. I than moved everything that could throw an exception into a 'try' and 'catch' block and let the bot go to next tick if an exception occured. It solved the bot stops but there is a chance it could go to an infinite loop where it always throws an exception, you gotta watch that out.
 
Perfect, thank you for your time.

Yes, in Beyond league.

I will clean things up a little in the CR and also start working on checking for beyond portals as I expect that is what happened.. bot spawned a hellish beyond rare just after opening a strongbox.

WIMM
 
This is working as intended. It's not mentioned in this new thread (was in previous), but I'll make it more clear in the general information stickies so people don't get confused.

The Explorer's job is to explore the entire area, quite literally, cover the entire map so things pop into sync radius. That's it's only job now. What happens along the way is up to other task logic, plugin logic, and the CR currently being used.

In the old bot, explore logic was coupled with combat targets, loot targets, chest targets, as well as other things such as area transitions and waypoints. The concept of exploring back then was to divide the map into grid cells, like now, but it would unmark explore nodes if there was anything of interest there. That would force the bot to go back and re-explore that node.

That system cannot fundamentally work correctly in Path of Exile, which is why the bot always had explore issues, looping issues, and all sorts of problems doing things (not to mention, it was all hard coded into the bot itself and couldn't be changed by users). When you divide the world into grid cells, you end up with certain cells that overlap an area that is connected from two different sides. This is a problem because you need to know which side to move to, by keeping track of a "navigable center". However, the problem comes when there are more than one object of interest in the cell, which creates two navigable centers, but only one can be the main one used. When you simply move to that center, it might be for the wrong object, so when the logic executes to handle that action, it needs to go to the other side, which it did. What results is the mess that has followed the bot pretty much until I rewrote the current Beta last month and used a totally different approach.

For the new bot, all the old problems have been solved by taking a new approach. The only problems left, are ones that stem directly from the design of the game itself, which are unchangeable. By keeping exploration separate and only handling exploration, users now have one way to explore an area and load up things of interest. The only exception with exploration is traveling though boss areas, which users have to implement special logic for, since it cannot work on its own. Even so then, you have one easy to reuse part that opens the door for users to do anything in an area by exploring.

In short, exploration is working correctly and doing it's job if it's covering the entire area, which it is.

Now, for what you're talking about, the issue comes down to the current design of ExampleRoutine. This is the guide that needs some additional details about actual combat as that is the issue you're seeing.

ExampleRoutine does not implement specific boss fighting logic. To be technically specific, ExampleRoutine does not contain logic to track down and kill an enemy if it's outside of CombatRange, which is pretty much what happens in a lot of areas for boss fights.

That's basically the issue you are seeing, and many others when they report the CR doesn't kill the bosses, which I've mentioned in most of the previous release threads, is intended. All ExampleRoutine does is handle combat around the player in a specific range. For bosses, users have two choices, either: 1) make a new CR that implements that type of logic into the design to avoid issues or 2) use a plugin, as DominusFight shows, to move the bot into boss range so the current CR can fight it.

Trying to make ExampleRoutine or any CR for that mater, track down and kill a target presents a very challenging design issue for those who try it. The problem you end up running into, will be the same problem we saw when we tried to do too much with the previous Explorer system; conflict of execution. As a result, by simplifying the process, as the current design does, you can implement more complex logic in a way that doesn't break down.

The actual solution to the problem isn't too hard; you'd make a plugin just like DominusFight (which is why it was provided), except you keep track of any unique mob, and move towards it so it eventually comes into combat range of the CR. That should pretty much solve the problem, because the only reason the CR doesn't attack the boss, is because the boss isn't in combat range or is in a state (buried) that the CR doesn't process because it only cares about active mobs around it, by design.

So, everything is working as intended. I have two more planned plugin examples (something for this, and a map example) coming soon, but general boss logic is up to users with the current design. The current bot setup gets the player to the boss for their logic to execute, so it's doing it's job. The bot no longer handles any combat logic. i know non-devs don't understand a lot of this stuff, but after a years worth of rewrites and trying to fix the same problems over and over, this is what has to happen for things to work correctly.

My focus right now is getting a final Release done, so we can get users their compensation for the downtime and have a stable release. Everything you need to improve upon this issue is already there though.

Hi PushedX,

I think you misunderstood my post. I know the CR isn't incorporated with boss kills and so on, but that was not what i was trying to say. the bot is not exploring 100% of the corrupted area but only about 95% and in some cases the last 5% is the area where the boss is located. So what I'm saying is that the bot should explorer 100% of the corrupted area before leaving and not leave at 95%.
 
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Hi PushedX,

I think you misunderstood my post. I know the CR isn't incorporated with boss kills and so on, but that was not what i was trying to say. the bot is not exploring 100% of the corrupted area but only about 95% and in some cases the last 5% is the area where the boss is located. So what I'm saying is that the bot should explorer 100% of the corrupted area before leaving and not leave at 95%.

Do you have the log data for the exploration?
When the bot gets to the corrupted area, read the debug info and press TAB in game so you can see the map.
Chances are, the bot does explore the corupted to 100%, then goes on to next task.

From push's post at https://www.thebuddyforum.com/exilebuddy-forum/178338-basicgrindbot-guide.html
The order of tasks matters, as the bot will execute tasks in order until one of them returns true, signalling no other task should execute.

6. CombatTask (using a fixed radius)
.....
29. ExploreTask
30. ExplorationCompleteTask

What happens, I think, is ExploreTask finishes, when at 100% for corrupted area. then returns true, ExplorationCompleteTask then kicks in and does it's thing of, ExplorationCompleteBehaviour[1-5], either portal/transition/etc from the BasicGrindBotSettings.
Now as you can see, combat task cannot execute because ExplorationCompleteTask is blocking it from executing, when ExplorationCompleteTask finishes, then CombatTask cna execute.

Now to fix this, I believe you would have to have a plugin;

- Plugin checks if in corrupted area
- If true, check what type it is
- We have a set of corrupted areas and the boss names of such areas.
- Similar to Dominus plugin, we tell the bot to stick around until boss is killed
- When boss is dead, return to regular tasks.

Probably is what can happen,when (if) I finish the transfer items plugin, I'll see about trying to get something working,
Installed VS last night and made my life so much simpler because with access to Object manager api, so much easier to program logic.
 
Pushedx, could you put back the link at which you can see the item names and types for the item filters? Thanks.
 
Do you have the log data for the exploration?
When the bot gets to the corrupted area, read the debug info and press TAB in game so you can see the map.
Chances are, the bot does explore the corupted to 100%, then goes on to next task.

It is somewhere in the log.... but when I see the bot doing it the "live" log (don't know what to call it) says 97.**% and it runs to the exit, and the boss is in the last room it didn't bother to run into - is the a word or something i can search for in the log to easier find the section?
 
It is somewhere in the log.... but when I see the bot doing it the "live" log (don't know what to call it) says 97.**% and it runs to the exit, and the boss is in the last room it didn't bother to run into - is the a word or something i can search for in the log to easier find the section?
Yea it's deff the task ExploreTask ending and going to ExplorationCompleteTask, since combat never gets called until ExplorationCompleteTask finishes.
 
there seems to be an issue with the gem leveler plugin, sometimes if i forget to wipe it's "to level" list before rearranging gems on my char or whatever it will not fully clear the list when i hit remove all the next time, even removing the gems themselves i cant get them to disappear off the list without deleting the settings file for it and starting over.

also i've verified that gold pots are set as a lootable object to ignore but every so often i notice the bot breaking them, not a huge deal and i'll make a note of which of my logs it is next time i see it happen to upload it but it's mostly one of those things that would be nice if it was fixed but it's not a big enough deal to worry about over some of the other stuff you're fixing/adding.
 
there seems to be an issue with the gem leveler plugin, sometimes if i forget to wipe it's "to level" list before rearranging gems on my char or whatever it will not fully clear the list when i hit remove all the next time, even removing the gems themselves i cant get them to disappear off the list without deleting the settings file for it and starting over.

also i've verified that gold pots are set as a lootable object to ignore but every so often i notice the bot breaking them, not a huge deal and i'll make a note of which of my logs it is next time i see it happen to upload it but it's mostly one of those things that would be nice if it was fixed but it's not a big enough deal to worry about over some of the other stuff you're fixing/adding.
click refresh, or close buddy and restart it. Press Clear all, and add all again.
You have to remove all from list before you start moving the gems around. Just something that can be fixed latter.
 
there seems to be an issue with the gem leveler plugin, sometimes if i forget to wipe it's "to level" list before rearranging gems on my char or whatever it will not fully clear the list when i hit remove all the next time, even removing the gems themselves i cant get them to disappear off the list without deleting the settings file for it and starting over.

Try clicking Refresh Skills after you rearrange the skill gems and see if that fixes the issue. If not, and you can replicate the bug, please post a step-by-step process of what you're doing and I'll check it out.

also i've verified that gold pots are set as a lootable object to ignore but every so often i notice the bot breaking them, not a huge deal and i'll make a note of which of my logs it is next time i see it happen to upload it but it's mostly one of those things that would be nice if it was fixed but it's not a big enough deal to worry about over some of the other stuff you're fixing/adding.

That's working as intended. The "HandleBlockingChestsTask" is executing to break chests close by the player to avoid getting stuck. You can remove the task via code (place this in the Start function of a pluign or routine):
Code:
TaskManager.Remove("HandleBlockingChestsTask");

But then, you're more likely to get stuck behind those chests when they are setup in clusters in the middle of the road.
 
I think you misunderstood my post. I know the CR isn't incorporated with boss kills and so on, but that was not what i was trying to say. the bot is not exploring 100% of the corrupted area but only about 95% and in some cases the last 5% is the area where the boss is located. So what I'm saying is that the bot should explorer 100% of the corrupted area before leaving and not leave at 95%.

The bot is correctly exploring the entire map. It doesn't need to move to the center of each of our navigation nodes for the objects in that cell to be known, because the client receives data from a certain range away.

If you run a corrupted area, and manually stop the bot after it completes exploration, you should be able to open the Object Explorer and see the boss object listed. The logging doesn't show 100% in the output, because it's outputting before exploration is complete. If exploration is completed, it can't output the current completion percent, because it's not actually running.
 
The bot sometimes gets target on one of my flasks and then he just stands there until i move the mouse for him. i play windowed 800x600 resolution and a ranged class .. i increased the max range to 40 might be that so im gonna reduce it to 35 again what is default


Edit - obviously says that it can overlap GUI if i set to high. sorry im just being stupid
 
The bot sometimes gets target on one of my flasks and then he just stands there until i move the mouse for him. i play windowed 800x600 resolution and a ranged class .. i increased the max range to 40 might be that so im gonna reduce it to 35 again what is default

To resolve that issue, please see the Gui Overlap section of the ExampleRoutine Guide :).
 
The bot is correctly exploring the entire map. It doesn't need to move to the center of each of our navigation nodes for the objects in that cell to be known, because the client receives data from a certain range away.

If you run a corrupted area, and manually stop the bot after it completes exploration, you should be able to open the Object Explorer and see the boss object listed. The logging doesn't show 100% in the output, because it's outputting before exploration is complete. If exploration is completed, it can't output the current completion percent, because it's not actually running.

ah ok i understand, in that case it's a waste of time running corrupted areas before a plugin exist to make sure the corrupted area is complete. Good to know :)

Oh another thing..... Bot seems to have stopped using vaal skills, my bot is using Vaal Haste, and have been using it for quite some time and now after .914 it does not use it anymore, in the other version I have done nothing to the CR and I have done nothing to the CR in .914, but i guess i have to edit something to get it to use vaal haste again.
 
Oh another thing..... Bot seems to have stopped using vaal skills, my bot is using Vaal Haste, and have been using it for quite some time and now after .914 it does not use it anymore, in the other version I have done nothing to the CR and I have done nothing to the CR in .914, but i guess i have to edit something to get it to use vaal haste again.

Yes, based user feedback that was changed so you have to trigger Vaal Auras though separate logic rather than the default aura logic:
Vaal auras are excluded from normal aura logic in ExampleRoutine.
 
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