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…ree transport TELEPORTING was a no-op that immediately advanced to DISMANTLE_HOUSE_1 without ever calling Rs2Walker, so the player never left the bank. Now calls Rs2Walker.walkTo(birdhouseLocation1) which routes via digsite pendant to Fossil Island. MUSHROOM_TELEPORT was also a no-op relying on Rs2Walker to route through the mushtree, but the walker kept detouring to the bank instead. Replaced with direct object interaction: Use mushtree → select Mushroom Meadow from the Mycelium Transportation System widget.
…ot pickup When running alongside another plugin (e.g. alching while farming seaweed), the looter's pickup clicks get overridden. Priority Mode holds pauseAllScripts for the full detect→click→walk→pickup cycle, same pattern as GiantSeaweedSporeScript and AIO Fighter's force-loot.
…ases After confirming a skill on a lamp, the XP-award "Click here to continue" dialogue was left open, so the lamp was never consumed. UseLampEvent then kept re-queuing and the BlockingEventManager pause gate never released, freezing other plugins. Dismiss the continue dialogue (bounded waits) before checking consumption so the event clears and scripts resume cleanly. Also rename the plugin display name and overlay title to "Random Event Handler" (config group key left unchanged to preserve user settings) and bump version to 2.1.1.
executeTask runs via scheduleWithFixedDelay, whose JDK contract silently cancels all future executions once any run throws. A blocking event (e.g. EventDismiss using a stray lamp) running concurrently with the deposit/ empty workflow could leave game state that made a later tick throw, permanently freezing the plugin on its last status (IDLE) with no log and no recovery, even across plugin restarts. Wrap the loop body in try/catch (mirroring AutoMiningScript) and log the stack trace, so a transient failure recovers on the next 600ms tick instead of killing the script. Bump 1.9.5 -> 1.9.6.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per the wiki, scrambled egg can be made on a range or a fire; only the item ids were wrong. Addresses Copilot review feedback. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…read-safe weapon map, log AUTO fallback Addresses Copilot review feedback on #477. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…scans, clearer line scoring Stop conditions now route through the banking cleanup like targetLevel; TileScanner returns its sets from the client-thread call (proper happens-before) and exposes a one-scan fire lookup for findLightableTile. Addresses Copilot review feedback on #478. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…ale javadoc Caps XP samples per skill, captures the executor locally in refreshNow, falls back when the alert threshold changes mid-crossing, fixes the full-width-sections javadoc, replaces double-brace init and the banner emoji, and shows -- for the world before login. Addresses Copilot review feedback on #479. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…community feedback (v1.2.1) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The plugin would stand idle mid-game. Three root causes, all addressed:
- Query-API migration dropped auto-walk: `cache.query().interact(id, action)`
clicks at the player's tile and does not walk into range, so any
out-of-range object interaction silently no-ops every tick. Route object
interactions through a walk-first helper that web-walks when >51 tiles
away and hands off to click-to-walk once close (restores legacy behaviour).
- repairCells() locked the loop: it looked up the shield pylons by a name
filter (`contains("cell_tile")`) that never matches a real object name, so
the query was always empty, yet the method returned true unconditionally.
That short-circuited the main loop at `if (repairCells()) return;` on every
tick whenever a powered cell was held, leaving the bot frozen until the next
game start. Match pylons by object id via CellType.GetShieldTier, and only
return true when a cell is actually placed/used.
- Static state leaked across plugin restarts; reset it in run() so a restart
behaves like a first start. Also removed a per-tick blanket
Rs2Walker.setTarget(null) that churned the walker and spammed the log.
Verified live: full mine -> craft -> portal -> craft cycle with no stalls,
including while holding a powered cell. Bump version to 1.5.6.
Runes were only deposited from the !shouldMineGuardianRemains (crafting) branch. When a round ends the chat handler sets shouldMineGuardianRemains = true, so the loop switches to the mining branch and waitingForGameToStart() intercepts the between-rounds lobby tick entirely -- the deposit call was never reached and runes carried into the next round. The !isFull guard also skipped depositing a full inventory of crafted runes (the typical end-of-round state). - depositRunesIntoPool(): drop the !isFull and !optimizedEssenceLoop guards that suppressed depositing, and make it freeze-safe -- return true only when the deposit pool actually exists (walk-first toward it / click it), else return false so the loop never locks up holding runes. - waitingForGameToStart(): deposit any held runes before prepping/mining for the next game, so end-of-round runes are banked reliably. Bump version to 1.5.7.
… scrollboxes - Filter Zanaris fairy ring query by FAIRY_RING_ID instead of grabbing nearest untyped tile object (was clicking wrong object) - Remove broken isInteracting() gate from fishing loop - Add scrollbox depositing during banking
… deposit scrollboxes
- Fix Zanaris fairy ring: correct object ID (29560), coordinate (4434 not
4435), and action text ("Last-destination" not "Last-destination (DKP)")
- Use tile object cache with nearestOnClientThread() — Rs2GameObject.getAll()
does not find the Zanaris fairy ring
- Remove broken isInteracting() check from fishing loop (upstream unreliable)
- Add scrollbox depositing during banking
- Bump version to 1.2.1
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
Reviewed for critical/security issues, malicious code, and plugin version bump. No blocking issues found.
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Sync development into main after the latest approved Hub PR batch.\n\nValidation: waiting for GitHub checks to pass before merge.