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  • Combat Bot Stopping After a few Moves

    Discussion in 'Buddy Wing Support' started by Threadsoffate, Jul 18, 2015.

    1. Threadsoffate

      Threadsoffate Member

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      Basically, the combat bot is simply stopping after just a few actions.

      There is no error code given, it simply stops. It will work again if a new target is selected, but other that is seems as if the bot essentially goes through one rotation on each target.

      This only happens on one specific character, level 17 sith carnage marauder.

      I have tried deleting the compiled assemblies folder, as well as that character's folder in the settings folder.

      View attachment 2015-07-18 05.21.txt




      UPDATE: Deleting the Buddy monitor folder stopped the issue for a short time, but now its back.

      Code:
      [08:55:39.615 N] Starting Buddy Wing v1.0.1215.699
      [08:55:42.340 N] Logging in...
      [08:55:43.212 N] T: 5247414083850946862 H: 3994077850
      [08:55:43.212 N] Login Success!
      [08:55:44.256 D] First CPU: Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz
      [08:55:44.257 D] OS Version: Windows NT 6.2.9200.0
      [08:55:44.257 D] App Path: C:\Users\Cassidy\Desktop\Buddy Wing\Buddywing.exe
      [08:55:46.392 D] Current build number: 1009411
      [08:55:46.393 D] Loading client.gom..
      [08:55:46.505 D] Loaded client.gom!
      [08:55:47.307 D] Took 796ms to get the nodes list.
      [08:55:47.307 D] There are 109546 nodes.
      [08:55:47.307 D] DomList has 110417/196613
      [08:55:47.618 D] _BaseClient handled.
      [08:55:47.618 D] utlStaticDefinitions handled.
      [08:55:47.620 D] strOracle handled.
      [08:55:47.621 D] ablOracle handled.
      [08:55:47.621 D] gmOracle handled.
      [08:55:47.621 D] Debug Draw Oracle added.
      [08:55:47.621 D] dbgDrawOracle handled.
      [08:55:47.621 D] mapOracle handled.
      [08:55:47.622 D] chrOracle handled.
      [08:55:47.622 D] qstOracle handled.
      [08:55:47.642 D] spnOracle handled.
      [08:55:47.643 D] cnvOracle handled.
      [08:55:47.643 D] ctlOracle handled.
      [08:55:47.644 D] _InputHandler handled.
      [08:55:47.654 D] scSpaceCombatOracle handled.
      [08:55:47.699 D] ablTrainerOracle handled.
      [08:55:47.702 D] prfOracle handled.
      [08:55:48.885 D] guiApiGfx handled.
      [08:55:48.927 D] Adding input layer ctlInputCamera - 3C1180AF
      [08:55:48.927 D] sysInputLayer handled.
      [08:55:48.927 D] Adding input layer ctlInputMouse - 3C1180BC
      [08:55:48.927 D] sysInputLayer handled.
      [08:55:48.927 D] Adding input layer ctlInputMovement - 3C1180C0
      [08:55:48.927 D] sysInputLayer handled.
      [08:55:48.928 D] Adding input layer ctlInputVehicle - 3C1180D5
      [08:55:48.928 D] sysInputLayer handled.
      [08:55:48.928 D] Adding input layer ctlInputTargetting - 3C1180E4
      [08:55:48.928 D] sysInputLayer handled.
      [08:55:48.930 D] Adding input layer ctlInputGame - 3C118107
      [08:55:48.930 D] sysInputLayer handled.
      [08:55:48.932 D] Adding input layer ctlInputUI - 3C118167
      [08:55:48.932 D] sysInputLayer handled.
      [08:55:48.934 D] Adding input layer ctlInputConvo - 3C11819A
      [08:55:48.934 D] sysInputLayer handled.
      [08:55:48.934 D] Adding input layer ctlInputCharacterSelection - 3C1181AC
      [08:55:48.934 D] sysInputLayer handled.
      [08:55:48.935 D] Adding input layer ctlInputCreditsScreen - 3C1181B2
      [08:55:48.935 D] sysInputLayer handled.
      [08:55:48.935 D] Adding input layer ctlInputUtility - 3C1181B4
      [08:55:48.935 D] sysInputLayer handled.
      [08:55:48.935 D] Adding input layer ctlInputLoadingScreen - 3C1181BF
      [08:55:48.935 D] sysInputLayer handled.
      [08:55:48.935 D] Adding input layer ctlInputMacroBinoculars - 3C1181C1
      [08:55:48.935 D] sysInputLayer handled.
      [08:55:48.935 D] Adding input layer ctlInputSCFFVehicle - 3C1181CD
      [08:55:48.936 D] sysInputLayer handled.
      [08:55:49.473 D] Took 2166ms to process the node list
      [08:55:49.987 N] User is a Warrior
      [08:55:51.024 N] Advanced Class: Marauder / Discipline: Carnage
      [08:55:51.024 V] Routine Path: Routines
      [08:55:51.732 D] Reloading AssemblyLoader<Buddy.CommonBot.ICombat> - Initializing
      [08:55:52.447 N] Medpac  Created!
      [08:55:52.449 D] Reloading AssemblyLoader<Buddy.CommonBot.ICombat> - RoutineManager.Reload !THROTTLED!
      [08:55:52.449 D] Routines were reloaded. New routine list:
      [08:55:52.449 D] DefaultCombat v0.0.0.0
      [08:55:52.456 N] [DefaultCombat] Level: 22
      [08:55:52.456 N] [DefaultCombat] Class: Warrior
      [08:55:52.456 N] [DefaultCombat] Advanced Class: Marauder
      [08:55:52.470 N] [DefaultCombat] Discipline: Carnage
      [08:55:52.486 N] [DefaultCombat] [Hot Key][F7] Toggle AOE
      [08:55:52.486 N] [DefaultCombat] [Hot Key][F8] Load UI
      [08:55:52.486 N] [DefaultCombat] [Hot Key][F12] Set Tank
      [08:55:52.486 N] [DefaultCombat] Rotation Selected : Marauder Carnage
      [08:55:52.522 N] Chose DefaultCombat as your combat routine.
      [08:55:52.522 N] [DefaultCombat] Level: 22
      [08:55:52.522 N] [DefaultCombat] Class: Warrior
      [08:55:52.522 N] [DefaultCombat] Advanced Class: Marauder
      [08:55:52.536 N] [DefaultCombat] Discipline: Carnage
      [08:55:52.550 N] [DefaultCombat] [Hot Key][F7] Toggle AOE
      [08:55:52.550 N] [DefaultCombat] [Hot Key][F8] Load UI
      [08:55:52.550 N] [DefaultCombat] [Hot Key][F12] Set Tank
      [08:55:52.550 N] [DefaultCombat] Rotation Selected : Marauder Carnage
      [08:55:52.568 D] Reloading AssemblyLoader<Buddy.Common.Plugins.IPlugin> - Initializing
      [08:55:52.943 D] Initializing Use Lockboxes
      [08:55:52.945 D] There are 1 plugins.
      [08:55:53.172 N] Current bot set to Combat Bot
      [08:55:53.176 N] Loaded profile 
      [08:55:53.188 N] Sell quality set to Cheap.
      [08:55:53.193 N] Buddy Wing: The Old Robot is ready!
      [08:56:11.481 D] Start/Stop Button Clicked!
      [08:56:11.482 D] Forcing profile reload. -- Temporary fix for behavior cache issues during start/stop.
      [08:56:11.677 N] Current bot set to Combat Bot
      [08:56:11.678 N] Loaded profile 
      [08:56:11.678 D] Starting bot Combat Bot
      [08:56:11.681 D] Added new hook [Pull] ee13d19e-697e-4692-a5fa-5b6d2e3e77d1
      [08:56:11.681 D] Added new hook [RoutineCombat] 85d29555-f01e-4a82-a239-bf6c3bc5f82d
      [08:56:11.682 D] Added new hook [Combat_OOC] ace25bcf-6dd0-4d42-a901-c289aae2b2a3
      [08:56:11.682 D] Added new hook [Combat_Pull] ee13d19e-697e-4692-a5fa-5b6d2e3e77d1
      [08:56:11.682 D] Added new hook [Combat_Combat] 85d29555-f01e-4a82-a239-bf6c3bc5f82d
      [08:56:11.683 D] Replaced hook [TreeStart] 854d7ee5-8040-43d1-9883-5a4e679907d4
      [08:56:11.684 D] Spooling up bot thread.
      [08:56:11.684 D] Bot thread started.
      [08:56:11.834 N] [DefaultCombat] >> Casting <<   Cloak of Pain
      [08:56:12.055 N] [DefaultCombat] >> Casting <<   Saber Ward
      [08:56:16.296 N] [DefaultCombat] >> Casting <<   Assault
      [08:56:35.729 N] [DefaultCombat] >> Casting <<   Battering Assault
      [08:56:36.589 N] [DefaultCombat] >> Casting <<   Unleash
      [08:56:38.480 N] [DefaultCombat] >> Casting <<   Berserk
      [08:56:41.480 N] [DefaultCombat] >> Casting <<   Assault

      After assault it just stops functioning.
       
      Last edited: Jul 22, 2015
    2. Cryogenesis

      Cryogenesis Moderator Moderator

      Joined:
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      First, when you past code in here, use the code tags (you will find the button under go advanced or use it like this [.code] and [./code] (remove the dots))

      Now you are low level and miss a lot of spells, or you dont miss them, but they arent fired because you miss to much buffs.
      so what we do, please do mind this is test code and you need to check if it runs better now, go to routines/Avanced/Marauder.
      There create a copy of Carnage.cs, somewhere outside of the routines folder.
      Then edit your Carnage.cs file inside the advanced/marauder folder like this:
      Original code:
      Code:
      using Buddy.BehaviorTree;
      using DefaultCombat.Core;
      using DefaultCombat.Helpers;
      
      namespace DefaultCombat.Routines
      {
          class Carnage : RotationBase
          {
              public override string Name { get { return "Marauder Carnage"; } }
      
              public override Composite Buffs
              {
                  get
                  {
                      return new PrioritySelector(
                          Spell.Buff("Ataru Form"),
                          Spell.Buff("Unnatural Might")
                          );
                  }
              }
      
              public override Composite Cooldowns
              {
                  get
                  {
                      return new LockSelector(
                          Spell.Buff("Unleash"),
                          Spell.Buff("Cloak of Pain", ret => Me.HealthPercent <= 90),
                          Spell.Buff("Force Camouflage", ret => Me.HealthPercent <= 70),
                          Spell.Buff("Saber Ward", ret => Me.HealthPercent <= 50),
                          Spell.Buff("Undying Rage", ret => Me.HealthPercent <= 10),
                          Spell.Buff("Frenzy", ret => Me.BuffCount("Fury") < 5),
                          Spell.Buff("Berserk")
                          );
                  }
              }
      
              public override Composite SingleTarget
              {
                  get
                  {
                      return new LockSelector(
                          Spell.Cast("Saber Throw", ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 0.5f && Me.CurrentTarget.Distance <= 3f),
                          Spell.Cast("Force Charge", ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),
                          Spell.Cast("Dual Saber Throw", ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),
      
                          //Movement
                          CombatMovement.CloseDistance(Distance.Melee),
      
                          //Rotation
                          Spell.Cast("Disruption", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
                          Spell.Cast("Gore", ret => !Me.HasBuff("Gore")),
                          Spell.Cast("Ravage", ret => Me.HasBuff("Gore")),
                          Spell.Cast("Vicious Throw", ret => Me.HasBuff("Slaughter")),
                          Spell.Cast("Vicious Throw", ret => Me.CurrentTarget.HealthPercent <= 30),
                          Spell.Cast("Force Scream", ret => Me.HasBuff("Execute")),
                          Spell.Cast("Rupture", ret => Me.HasBuff("Massacre")),
                          Spell.Cast("Massacre"),
                          Spell.Cast("Battering Assault", ret => Me.ActionPoints <= 7),
                          Spell.Cast("Assault", ret => Me.ActionPoints <= 9),
                          Spell.Cast("Retaliation")
                          );
                  }
              }
      
              public override Composite AreaOfEffect
              {
                  get
                  {
                      return new Decorator(ret => Targeting.ShouldPBAOE,
                          new LockSelector(
                              Spell.Cast("Smash"),
                              Spell.Cast("Sweeping Slash")
                      ));
                  }
              }
          }
      }
      
      Change this to:
      Code:
      using Buddy.BehaviorTree;
      using DefaultCombat.Core;
      using DefaultCombat.Helpers;
      
      namespace DefaultCombat.Routines
      {
          class Carnage : RotationBase
          {
              public override string Name { get { return "Marauder Carnage"; } }
      
              public override Composite Buffs
              {
                  get
                  {
                      return new PrioritySelector(
                          Spell.Buff("Ataru Form"),
                          Spell.Buff("Unnatural Might")
                          );
                  }
              }
      
              public override Composite Cooldowns
              {
                  get
                  {
                      return new LockSelector(
                          Spell.Buff("Unleash"),
                          Spell.Buff("Cloak of Pain", ret => Me.HealthPercent <= 90),
                          Spell.Buff("Force Camouflage", ret => Me.HealthPercent <= 70),
                          Spell.Buff("Saber Ward", ret => Me.HealthPercent <= 50),
                          Spell.Buff("Undying Rage", ret => Me.HealthPercent <= 10),
                          Spell.Buff("Frenzy", ret => Me.BuffCount("Fury") < 5),
                          Spell.Buff("Berserk")
                          );
                  }
              }
      
              public override Composite SingleTarget
              {
                  get
                  {
                      return new LockSelector(
                          Spell.Cast("Saber Throw", ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 0.5f && Me.CurrentTarget.Distance <= 3f),
                          Spell.Cast("Force Charge", ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),
                          Spell.Cast("Dual Saber Throw", ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),
      
                          //Movement
                          CombatMovement.CloseDistance(Distance.Melee),
      
                          //Rotation
                          Spell.Cast("Disruption", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
                          Spell.Cast("Gore", ret => !Me.HasBuff("Gore")),
                          Spell.Cast("Ravage", ret => Me.HasBuff("Gore") || Me.Level < 41), //Double check level when Gore is obtained!!
                          Spell.Cast("Vicious Throw", ret => Me.HasBuff("Slaughter") || Me.CurrentTarget.HealthPercent <= 30),
                          Spell.Cast("Force Scream", ret => Me.HasBuff("Execute") || Me.Level < 28), //Double check level when Execute is obtained!!
                          Spell.Cast("Rupture", ret => Me.HasBuff("Massacre")),
                          Spell.Cast("Massacre"),
                          Spell.Cast("Battering Assault", ret => Me.ActionPoints <= 7),
      					Spell.Cast("Vicious Slash", ret => Me.ActionPoints >= 7 && Me.Level < 30), //Double check level if we want to use it further then level 30!!
                          Spell.Cast("Assault", ret => Me.ActionPoints <= 9),
                          Spell.Cast("Retaliation")
      					// See http://theblackforge.eu/mobile/forum/viewthread/m/13971628/id/7171060-marauder for more info.
                          );
                  }
              }
      
              public override Composite AreaOfEffect
              {
                  get
                  {
                      return new Decorator(ret => Targeting.ShouldPBAOE,
                          new LockSelector(
                              Spell.Cast("Smash"),
                              Spell.Cast("Sweeping Slash")
                      ));
                  }
              }
          }
      }
      
      Then delete CompiledAssemblies folder and start BW.

      Let me know if this works, so i can post this in the official DefaultCombat routine thread.
      Also if you miss survivability, due to boss mobs, let me know, so we can add some stuff in and test that.
       
      Last edited: Jul 20, 2015
    3. Threadsoffate

      Threadsoffate Member

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      Thank you for that info about code! I edited my post accordingly.

      I'll test your coding suggestions when the servers come back up.
       
    4. Threadsoffate

      Threadsoffate Member

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      Yes, that works very well, thank you!
       
    5. Cryogenesis

      Cryogenesis Moderator Moderator

      Joined:
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      You're welcome!
       

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