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Restructure #380
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theBGuy
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Restructure #380
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Contributor
theBGuy
commented
Jun 19, 2023
- Pretty much a complete re-write
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Aug 18, 2023
- add skillTab
- add getter for skillTab
- clean up `getBetterSlot` method
- rebuild channel joining, simplified being able to follow games by player name vs game names, with checks for private vs public games - easier format for setting up game/pass info - new format for entry
- add missing parameter
- convert gameaction to new format
- safety check using `/whois` command when waiting for player to leave the channel
- channelWatcher map to keep track of everyone joining/leaving the channel. Noticed occasionally the bot got hungup while waiting because the game maker left as soon as they announced game so we were late to assigning their name to the watch variable
- move the files into sub directory, breaks uniformity I was having with the other systems folders but makes more sense to me
- breakup AutoMule.js so the master/muler methods are not mixed. Makes handling the mules in game logic stuff easier
- create new main thread for mule. We kill default.dbj and load this so we don't have to worry about kolbots other stuff as muling is its own separate system
- rebuild mule entry, removed ingame logic.
- typedef
- renaming all separate main threads to be `main.js`
- fix the filepaths now that the MapThread.js file was moved and renamed - little bit of formatting as well, need to come back and redo a lot of manualplay
- fix filepaths for manualplay and muling now that they both have been moved and have main.js files
- show gamename + mulename in status bar
- easier to read format for status bar
- allow these modules to work with others systems that don't use default.dbj as the main thread
- add back loading the simpleparty module if user sets PublicMode to true
- small bits of cleanup - remove `lastInteractedNPC` was no longer using it
- typo, this need to be below the `!inTown` check
- Missed another typo
…impleParty - Changed + cleaned up the structure, removed usage of `this` instances - Added jsdoc comments - Added a broadcast event for updated default since it's paused during the duration of the hostileEvent - Added a check in findHostiles to remove players who were once hostile but no longer are but are still in game - Add a call into the town wait while loop to findHostiles in case the players aren't hostile anymore but are still in game so we don't wait around forever
…st since we are paused during that time
…s on the same thread - Keep a global set of the names in the shitList, this makes it simple for actions that share it like the `SimpleParty` thread and `ControlBot`
- Change `ngVote.watch` -> `ngVote.active` - Fix invalid `votesNeeded` count - Fix typo in `ngVote.checkCount`. `votesNeeded` is a method - Changed the help message back to in game chat vs whisper, noticed getting muted a lot when using whipser - Add handler so users don't cause the bot to spam the help message, if they've asked once this game then the help message exists in the logs they can check that
* add extra character to abbreviated name to prevent collision. small charm and small crescent now differ grand charm and grand crown now differ * there is no id building the itemquality>name map fix item * remove "debugging" code
Open
- Add check for non-ladder characters to see if there is an existing ladder file for the character and if so go ahead and remove it so we don't have duplicate data. Mostly affects droppers
- Log the `realm going down in x minutes` gameevent
- Add chanter handler to run directly back to rouge encampment using exit -> wp instead of taking portal and having to run back from further away
- Add experimental support for giving a single wp by name - Fix abuse of the ngvote system, give players time to vote yes/no
- Fix leftover `votes` reference
- Check that the shrine we are checking is in the same area as we are
- Let bot announce how much time is left in game if the MinGameTime hasn't been met yet. Useful for followers of public runs to have an idea of when the next game is going to be up
- `AdvancedCustomAttack` allows for more fine grain control over attacks than just checking classid/name
- Introduced a shared `ctx` object to the `Runnable` class. - The `ctx` object allows for better state management and data sharing between different parts of the script. - Updated existing methods to utilize the shared `ctx` object for consistent state handling.
- Enhanced the `matchItem` function to support processing callback functions within the list parameter. - Callbacks in the list can now be used to perform custom checks on items, providing greater flexibility and customization. - This allows users to define more complex and dynamic item matching logic.
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