chore: promote development to main#504
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…g, add Rs2DropUtils Replace unreliable isInteracting() check with isAnimating(timeout) and isMoving() using randomized timeouts via Rs2Random.truncatedGauss. Add Rs2DropUtils for humanized item dropping with per-session pace variance and sped-up natural mouse. Fix stale state on plugin restart, spec activation edge cases, and inventory full detection order.
…r maxed) Adds an opt-in "Rake Miscellania" daily task that self-provisions a rake (and a Dramen/Lunar staff when one is needed for the fairy ring), travels to Miscellania via the CIP fairy ring, and rakes the flax and herb patches until kingdom favour is maxed. - Rakes every weed on both patches before checking favour; waits for weeds to regrow and keeps raking when one pass is not enough; never re-clicks a patch mid-rake. - Stops on the KINGDOM_APPROVAL varbit at max (player-state cache read), with Gardener Gunnhild's chat line as a backup signal. - Availability gates only on Throne of Miscellania so a stale login-time approval value cannot skip the task. - Adds a handlesOwnTravel flag so the task banks before island travel instead of being dragged across by the generic pre-walk. - Disabled by default; bumps plugin version 1.0.1 -> 1.1.0.
… sleep tuning Bump version to 1.0.3.
Remove the stale currentlyMakingPotions flag: it was never reset when
handleProcessing() transitioned to banking, so after re-withdrawing
ingredients process() spun on "Still making potions" at 0ms until the
30s state-timeout reset. Crafting state is now derived from the existing
animation guard + inventory checks.
Use Rs2Dialogue.hasCombinationDialogue() (widget group 270) instead of
hasQuestion("How many do you wish to make?") in the finished/super-combat
potion paths, matching the working unfinished-potions path. The question
text never matched the make interface, so the 3000ms sleepUntil always
timed out before pressing make-all.
…nd add shine-bonus handling
Rs2Player.isInteracting() no longer reports interaction during actions, which broke the
plugin's pickpocket, house-thieving and banking flows. Derive state from observable game
signals instead:
- Pickpocket: click once per distraction (the game auto-repeats until the citizen stops
being distracted); re-click only after opening coin pouches.
- House thieving: click a piece once - it auto-loots for ~50-60s. Gate re-search behind a
searchingPiece flag and only act again when the game reports the piece emptied
("...worth taking...") via onChatMessage, then switch to a different piece. Animation
timing is unusable here (long no-animation stretches occur mid-loot).
- Shine/hint-arrow bonus: switch to the highlighted piece (getHintArrowPoint) to claim the
one-time bonus, then leave it alone.
- Banking: resolve the bank via an object that actually exposes a "Bank" action instead of
the nearest unfiltered tile object (which clicked a floor decoration and never banked);
drop the 2ms openBank wait.
Bump version 1.0.3 -> 1.1.0.
…ost support Add optional allotment (2 per location) and flower (1 per location) patch handling at 6 farming locations. Non-bottomless compost is now withdrawn on-demand from the tool leprechaun instead of carried from bank. - AllotmentSeedType/FlowerSeedType enums with level-gated selection - Phase system (HERB→FLOWER→ALLOTMENT→DONE) per location - ObjectID tracking for multi-tile allotment patches - Action-based patch state detection (Rake/Pick/Clear/varbit) - Produce noting via leprechaun for allotment and flower harvests - Clean plugin shutdown via Microbot.stopPlugin() on completion
…, plant retry, note all produce - Allotment tile selection: replace isReachable() (returns true for any same-worldview object) with a standable-neighbour check so interior tiles of a multi-tile patch are skipped and an actually-reachable edge tile is chosen. - Pick the nearest tile by squared Euclidean distance instead of WorldPoint.distanceTo (Chebyshev), which tied diagonal and orthogonal tiles and broke ties by list order. - Planting (allotment + flower): only mark the patch done once it is confirmed Growing; otherwise leave it pinned and retry, so a plant that fails (weeds regrew between clearing and planting, or a missed click) no longer silently gives up. - Leprechaun noting: note every notable produce type held in quantity > 1 (any grimy herb plus allotment/flower produce), not just the crop currently being harvested, so produce from an earlier patch can no longer fill the inventory unnoted.
Flower patches harvest in a single action; for limpwurt the multi-root yield could overflow a near-full inventory and the surplus dropped to the ground and was lost. - Note all notable produce via the tool leprechaun before every flower Pick, freeing space so the full yield fits. - After harvest, reclaim only our own dropped limpwurt roots (ownership-filtered, bounded loop), noting between pickups to make room.
Automates Jane's farming contracts end to end: gets (and optionally downgrades) contracts, banks tools/seeds/compost, plants and harvests across patch types, clears and replants trees by paying the guild gardeners, and turns in completed contracts. Correctness details worth noting: - itemQuantity (not count) for stackable coins/seeds; count() returns the slot count, which caused false "1 coin" / banking loops - pay guild gardeners Rosie/Nikkie by name + tree-specific action when no generic "Pay" NPC is present, so checked/old trees get cleared - detect check-healthed trees via the "Chop down" action and clear them - guard auto-downgrade on needsDowngrade to stop re-downgrade loops - re-rake weeds that regrow during composting and confirm a seed was consumed before reporting a successful plant
Use the Guildmaster Jane chathead as the icon and card; wire up iconUrl/cardUrl in the descriptor. Bump version 0.2.1 -> 0.2.2.
The depositSack() method used interactWithObject() which calculates distance using raw WorldLocation coordinates. In the instanced Tithe Farm minigame, the sack object's world coordinates are ~12500 tiles away from the player's actual position, causing the 51-tile distance check in interactWithObject() to fail and Rs2Walker.walkTo() to web-walk the character out of the minigame via teleport. Replace interactWithObject() with the same instance-safe pattern used by walkToBarrel() and coreLoop(): query the sack, check distanceTo2D against the player's actual world location, use walkMiniMap() for local movement, then click directly.
Also update QoL smooth camera tracking to use the current camera yaw target API so the hub build passes against Microbot client 2.6.9.
feat(dailytasks): add Rake Miscellania task
fix(AutoBankStander): herblore turbo cleaning + potion-making stall/timing fixes
fix(HouseThieving): repair thieving/banking broken by isInteracting; add shine-bonus handling
…tments feat(herbrun): allotment & flower patches + on-demand leprechaun compost
feat(farmingcontract): add Farming Contracts plugin
fix(barbarianfishing): replace isInteracting, add Rs2DropUtils
fix(motherlode): recover from logout interruptions
…ance-coords fix(TitheFarming): use instance-aware walking for deposit sack
Updates the fallback Microbot client dependency version and matching docs to 2.6.9.
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Summary
developmentbranch intomain2.6.9from chore: bump microbot client fallback version #503developmentValidation
./gradlew clean buildpassed locally on the version bump branch