Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Walkable logic ( door handling and monsters) #713

Draft
wants to merge 6 commits into
base: main
Choose a base branch
from

Conversation

elobo91
Copy link
Contributor

@elobo91 elobo91 commented Feb 27, 2025

This is no longer needed and increase cpu usage

	defer func() {
		for {
			switch ctx.Data.PlayerUnit.Mode {
			case mode.Walking, mode.WalkingInTown, mode.Running, mode.CastingSkill:
				utils.Sleep(100)
				ctx.RefreshGameData()
				continue
			default:
				return
			}
		}
	}()

step ItemPickup handle stabilization so it is safe to remove.

Update:
its not final but it seems to work so i pushed a checkpoint.

In order to be compatible with act2 palace/harm, pr #683 need to be merged.
I added logic for movetoarea canyonofthemagi .

Its able to make it from a2 town with no waypoint to duriel lairs or from act1 town to andariel just fine.

a3 works until durance of hate. is pather issue (using teleport path somehow) not related to this pr.

a4-a5 untested

edit:
Lastest change fixed pathing/monster clearing connected by open areas but reintroduced issue with some doors since we aint segment moving anymore. Anyone have an idea?

@elobo91 elobo91 marked this pull request as draft February 27, 2025 18:04
elobo91 and others added 4 commits February 27, 2025 13:05
This is no longer needed and increase cpu usage
	defer func() {
		for {
			switch ctx.Data.PlayerUnit.Mode {
			case mode.Walking, mode.WalkingInTown, mode.Running, mode.CastingSkill:
				utils.Sleep(100)
				ctx.RefreshGameData()
				continue
			default:
				return
			}
		}
	}()

step ItemPickup handle stabilization so it is safe to remove.

Conditionnal walkDuration:  if outside town, lower duration for fluid segment movement.

Reduced  movementRadius from 12 to 9  (segment) . More responsive with monsters around us.
@Wamlad
Copy link

Wamlad commented Mar 1, 2025

Absolute game changer for the leveling scripts.
Works great in later parts of act 1 running leveling scripts. Will try test in Act 2 onwards, and go back to make sure jail etc are smooth too. Thanks.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants