Ok Yea dodging stuff, should be done inside the CR and not another plugin. This is going to make life a lot harder. It's probaly better to make a dodge class that can be easily incorporated into any routine and called when needed.
if (currentWorldArea.IsMap && currentWorldArea.Name == "Channel")
{
var seed = LokiPoe.LocalData.AreaHash;
if (_tgtSeed != seed || _tgts == null)
{
Log.Info($"[{Name}:MoveTowards] Now building TGT info.");
_tgts = LokiPoe.TerrainData.TgtEntries;
_tgtSeed = seed;
}
if (TgtUnderPlayer.TgtName.Equals("Art/Models/Terrain/Act4/Aqueduct/aqueduct_lower_connection_v02_01_c2r2.tgt")
|| TgtUnderPlayer.TgtName.Equals("Art/Models/Terrain/Act4/Aqueduct/aqueduct_lower_connection_v01_01_c2r2.tgt"))
{
Log.Info($"[{Name}:MoveTowards] Channel Map force adjustment being made!");
pointOnPath.Y += 9;
}
}
I've got good news and bad news.
I've spent the last few days playing on a high-latency connection and low-end machine and, as a result, have been working on making the player-mover more tolerant of high-latency situations and further optimizing it. It's going well.
The good news:
In conjunction with these, I've made Old Routine's movement capable of *not* walking face-first into a monster if it encounters one out of line-of-sight.
The bad news:
At this point, my version of Old Routine has diverged from the original enough that in order to get *those* changes to you guys, it'll have to be forked and released as its own combat routine, too.
That's the plan. It's already on a private Bitbucket repository; all I have to do is make it public.Well there's plenty of issues when it comes to that. There's already a looooooot of routines forks that it became ridiculous to find a working one because people stop botting/updating them.
Maybe set the routine github, so people (that know how to use github) can play with it if anything happens?
Version 0.0.1.5 has been uploaded. Here's what's changed since 0.0.1.3:
0.0.1.5:
Improvements:
Fixes:
- Remove unnecessary Coroutines.FinishCurrentAction calls in order to improve responsiveness
- Code cleanup & removal of unnecessary / dead code
- XMLDoc cleanup
- Convert Dodge, Kite, & FleeStrongbox operations into their own yielding coroutines
- Gate Tick() rates to 200ms in order to avoid excess work and FPS loss
- Clear key states before attempting to use a movement skill
- Use skill.CanUse() instead of skill.IsCastable
0.0.1.4 (internal-only):
Improvements:
- Skill-based movement now uses shift-based casting
- Remove some log spam
What is the blacklist timeout for? Why does the plugin not use the skill when it is usable and walk instead? I am hoping that the plugin would spam my move skill more (I understand backtracking could happen this way).
Thanks.