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Restructure #380
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Restructure #380
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theBGuy
commented
Jun 19, 2023
- Pretty much a complete re-write
- initiate process of moving files
- turn townchicken into a worker module - This is far more stable than letting townchicken run as a thread, the consistent pausing/unpausing of the main thread seems to cause d2bs to crash
- This is built in to the new townchicken module
- separate out needPotions into needBeltPots and needBufferPots
- missed this while removing references to townCheck
- cleanup the tools thread common functions
- mostly just formatting
- updated to use townchicken module - import gameaction typedef
- remove old reference to townchicken thread
- add handler into doAttack to use a charged skill - add example in `_BaseConfigFIle`
- fix cyclone armors lack of duration and no checks for percent of armor left. (Need to figure out what stat that correlates to)
- fix shutting down guard with new location
- notify that guard has started
- change sorcs to not move on top of bloodraven
- cleanup. Swapped most of the `sendPacket` calls with `new PacketBuilder` it's easier to read - marked `Packet.openMenu` as depreciated, to be removed in the future. There was only a single line difference between it and `Unit.openMenu` to changed the prototype to handle using packet vs not
- added packet vs non handler for `Unit.openMenu` - cleaned up jsdoc comment for haveAll/some/ and checkItem
- handle thrown errors, still unsure why sometimes the item reference is lost between when calling `castChargedSkill` but it's non-critical so don't end the script due to it
- add option to toggle flag that shows unit info. Command is `.info` in chat - fix typo in onChatInput
- check to see if it was us that picked the item, instead of relying on it simply no longer being of mode `onGroundOrDropping` when we go to log it
- occasionally these workers were running while wp screen was still loading causing game not ready warnings
- Add coordsInRoom method to vertex class - Add check after exportation method as we can move out of the room we started in
- Add `Attack.clearEx`, will be replacing use of `Attack.clear` it's second param is an opts object which allows cleaner usage. - Add `Attack.clearLevelWalk`, experimental but uses the nearestNeighborSearch algo to explore level. Best usage has been in dungeon's/caves
- comment out debug statement and check if shrine name is defined when building shrineList
- Refactor charge casting section into it's own method `doChargeCast` - `Config.ChargeCast.classids` accepts number ids or string names
- experimental
- Fixes being restricted to 24hours
- Was returning false instead of breaking the loop and returning the list when we detected no more characters
…n `castChargedSkill` - Had duplicated RightArmSecondary instead of having left and right, prevented using charges from switch shield - Sometimes getStat is returning an object instead of an array, turn it into an array so it doesn't break our filter check
…rs that aren't affected - Some spells won't work on certain monsters, i.e. Slow Missiles won't work on prime evils. For now just doing this check with charge casting
- Iterate our monster list to find anyone we might need to cast on
- Fixes `shrine.name is undefined` #416
- Add cleanup method for Runnable class
- Ensure OpenChests is enabled for this script, cleanup afterwards
- Removed sellitem ctrl action
- The location of pickthread was moved awhile back and needed the path updated from `threads/pickthread` -> `libs/manualplay/threads/pickthread` - `Pickit.gidList` was changed from and array to a Set, needed to update to use size instead of length Co-Authored-By: tricky-eli <178055463+tricky-eli@users.noreply.github.com>
- Added github workflow to run eslint on PRs - Updated vscode settings.json to enable eslint fixes on save - Removed the "no-useless-escape" rule and added ignoring strings to the "max-len" rule - Added lint script to package.json - Linted and fixed all reported issues
- Added option to create a character config if one wasn't found - Added utility method `log` - Added jsdoc - Fixed thrown errors from incorrect script names breaking the event handler and handle case sensitivity as it's annoyoing knowing we are trying to run `Baal` but typing `baal` and it failing
- Add optional third parameter on `isEqual` for toggling case sensitivity, it defaults to false meaning both strings with be downcased for comparison - Add `isType` method to replace repeat instances of `typeof val !== type` checks - Updated some missing type info
- The unique recipe constraint mostly affects soloplay, improves cubing resource allocation without having multiple identical recipes all trying to get ingredients - The lowgrand recipe is for rerolling grand charms for plain skillers
- The global decorators weren't exactly pollyfills, just things like sdk and global methods to make like easier so move them to their own file.
- Added lobby news and warning controls
- Minor cleanups, skip checking `playersIn` if they aren't in our party
- while loops with potential to go one forever are bad, replaced with polls for players changing act
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