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Restructuring #65

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Restructuring #65

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theBGuy
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@theBGuy theBGuy commented Jun 19, 2023

- Amazon got better weapon quantity checks and just some general cleanup of the file. Also handle if for some reason our weapon disappears (Saw this when died while trying to smash orb in Travincal)
- Barb just got fixes to prevent global scope pollution
- Paladin got experimental mercwatch tracking to prevent rehiring a merc that dies in 3 seconds and draining us of gold
- Sorc got use of switch casting BattleCry from CTA if we have it and are in range, mostly for making static safer. It will never intentionally get within that range. It's just if we are within that range already, very helpful for any bosses and even making dolls safer
- Add extra check for merc hiring to see if somehow the cost got invalidated, had a report of attempting to hire without enough gold. Hoping this fixes it as I haven't seen it myself
- todo is implement going to previous difficulty for merc hiring if we want one from there
- Should fix keeping extra bases, and socketing a lower quality base over a higher one
- I've noticed hell forge being a sticking point for a lot of characters so move it until we've done anya
- Change AutoBuild, EventThread, and TownChicken into background workers as I don't think they really need to be threads. It just bloats memory usage. Experimental still, option to use it is in Developer
- Add start of type definitions for better intellisense of modern IDE's
- Add another check for realm control to prevent incorrect mode bug
- Fix reloading autobuild thread
- Missed reference to old Developer.formatTime
- fix old reference to Questing namespace
- increased nightmare level req to 36 across all classes
- increased hell req to 71 for zon, necro, paladin, and sorc
- Add some of the new core additions for getting unstuck while pathing
- Add handler for weird error with excessive move retry
- Add check for talked to jerhyn state to access palace cellar
- When changing difficulty for socketing, it was just broadcasting quit then returning out of the function where the next action was setup and the difficulty got reset before it managed to exit the game causing a loop
- Don't toss base items that aren't wanted by solo but are wanted by normal pickit
- add use of callback for hardcore characters to end script if dolls are found
- Fix remaking hardcore characters
- If account exists when we attempt to make an account, exit out and attempt login once before making a new account
- renamed for clarity
- Temp handler for `stringArr[i] is undefined`
- Add `NTIP.buildFinalGear` still want a better way to handle items but idea is to fix tierscoring to properly recognize final gear vs regular gear
- Barb
  - Remove recursive findItem call, add some more handling in case we fail to hork corpse
- Sorc
  - Handle situation where we can't find a valid skill to use
- First iteration of checking bases against what our merc is currently using
- Add cube into `Quest.preReqs`
- Better pathing, Attack.clear was returning true even if we didn't clear anything which resulted occasionally in an endless loop in areas like maggot lair. Now if nothing is cleared it returns NOOP which tells pather not to continue to next iteration
- Add back handler for cd key in use
- broke togglePause up into pause an resume, both with extra checks to ensure that soloplay main thread hasn't crashed
- Fix typo
- Check if we have any maxed magefist in storage as well as being equipped before adding the recipe for cubing
- Add parameter to pass in an initial value for tierscore, this way it simplifies the final build lines and there isn't a discrepancy between the tierscore ane NTIP.GetTier value of an item
- Broke up Town and created NPCActions.js, town was kinda messy with what was there.
- Removed Town.sortInventory and added me.sortInventory
- Removed Town.checkColumns and added Storage.Belt.checkColumns
- Removed Town.clearBelt and added me.clearBelt
- Added invo sort if we can't fit an item while picking and there are no monsters around, todo: need to have a fast sort and full sort option
- Create vector class
- Change `getTotalDamage` to cap applied damage at the monsters health. We can't do more damage to that unit than killing them
- Add orb path damage calculation, orb is a bit special in it doesn't just do damage at a point, it travels a path dealing out damage in it's radius.
- Add through damage calculation, unused currently but will handle lighting, bone spear, and molten boulder
- Added `lastAttack` object so we can handle alternating static field or charged bolt with other attacks as those sometimes miss
- Removed the `AttackData` object and replaced with `Skills` map.
- Added `decideAttack` method to simplfy chooisng which skill we want and it takes an options parameter for overides handle different cases. By default it selects the skill that does the most damage and costs the least mana
- small cleanup. Handle opening cube
- Fix typo, cta is 5 sockets not 6
- Gold needed a resfix
- Guard needed a resfix
- Fix bug introduced in last update, re-did handling of cube -> stash.
- Added a UIFlag check for stash before trying to send the item to the stash
- Fixed moving item when we already have it in the location we want, i.e. calling `Storage.Stash.MoveTo(item)` when the item is already in the stash causing us to pick the item up and put it back
- Redo `Cubing.emptytCube` should be more efficient now. Move all items we can first to the invo without closing out the cube, then move the items to the stash. Log any that fail to make it to the stash
- mostly cleanup otherwise
- Was failing to update the merc prop
- Prevent going to a1 in normal to buy pots
- Add force param to `Town.heal`
- add aliases map + small cleanup in switch statement
- cleanup mostly, depreciating the useage of `Check.haveItem`
- Can replace Windforce and GinthersRift checks now that they've been added to sdk
- Fixed the check whether the item can be dual wielded or not. It's now items that aren't twoHanded can be equipped to both slots or if they are two-handed but not strictly two-handed, i.e. Swords but not mauls
- As long as it's a valid type, check it
- Small fix for barbarian, warcries should be the tab we want on secondary weapons
- Added buymeacoffee link
- Remove inclusion of PrototypesOverrides, Me.js shouldn't be included in an OOG file this was causing us to include prototypes which then includes Me.js
- Use halfway value of 50k instead of 100k in final item check
- Nice to know what day an item was kept
…ing/Wind build

- We can't attack them cold + phys immune so this fixes switch casting on them for no reason
- Fix exclusion of bumper from the diffCompleted check for running chaos
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