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Currently status doesn't make sense #15
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I encountered an issue while writing a Lua script for the bot. I was using a basic loop to check if the bot was in the game and in world X, then sending a call to warp(xyz). However, I noticed that using warp in a loop resulted in multiple warp requests being sent to the servers, which could potentially cause shadow bans. To address this, I initially introduced is_not_allowed_to_warp (though it was not actively used) but later changed it to is_allowed_to_warp. Storing the positive state directly is more intuitive and avoids unnecessary logical complexity. I'll create a pull request about this. |
If we are referring to state messages like these: (copied from my old bot project) enum EBotState : std::uint8_t {
BOT_STATE_DISCONNECTED = 0,
BOT_STATE_CONNECTED,
BOT_STATE_BANNED,
BOT_STATE_SUSPENDED,
BOT_STATE_WRONG_PASSWORD,
BOT_STATE_UPDATE_REQUIRED,
BOT_STATE_MAINTENANCE,
BOT_STATE_AAP,
BOT_STATE_LOGON_ATTEMPTS,
BOT_STATE_ON_SEND_TO_SERVER,
BOT_STATE_CAPTCHA,
BOT_STATE_SUCCESS,
BOT_STATE_SERVER_OVERLOAD,
BOT_STATE_BYPASS_TUTORIAL,
BOT_STATE_UNABLE_TO_CREATE_ACCOUNT,
BOT_STATE_INVALID_EMAIL,
BOT_STATE_GUEST_CAPTCHA
// ... we can add an endless number of states
}; I think these state messages are primarily useful for the GUI. For example, imagine we want to warp to another world. Should we check if the state equals I believe that these states don’t align well with the functionality we’ll need. For instance, warp requests should be controlled using If it's required for the bot's functionality rather than being displayed in the interface, it seems overly complex for now. We can discuss the states after identifying similar points across them, such as |
Hello @bbangg after reading your comment, yea i agree that it will surely add a complexity. we will come back to this after every necessary things has been added. I'll keep this issue open, anyone is free to comment. |
The current implementation pretty much does not fully update the status.
Let us say I'm currently on EXIT caused by failure on warping to a world. the status would still be "Connected"
We want the status for that case to be "Failed to enter the world" or another message that sounds fit.
Here's a hint: for that issue, you can use OnFailedToEnterWorld function.
Note: this issue is completed when every status message that seems necessary is fully added.
Please comment if you like to work on it.
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