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Thread: [ARCHIVE] New Randoms System: Beta Release

  1. #51
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    Great work, Very nice way to deal with the randoms as with allowing the scripter to disable/enable certain ones.

    Logouts seem quite a big thing due to the fact alot of scripters arent checking ifLoggedIn, enough, maybe it would be practical to add a login random for unexpected logouts? just a thought.
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    Quote Originally Posted by i3egoHan View Post
    Great work, Very nice way to deal with the randoms as with allowing the scripter to disable/enable certain ones.

    Logouts seem quite a big thing due to the fact alot of scripters arent checking ifLoggedIn, enough, maybe it would be practical to add a login random for unexpected logouts? just a thought.
    You mean have that particular random return true if the player isn't logged in? What would it do, though? I suppose it could switch to the next player, but it's scripting 101 to check if the current player is active or not logged in.

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    Yeah i guess so, just seen so many people have bad fundamentals and make a complete mess of there main loops.

    Probarly not needed, But what i mean is when i was working on Nexus/iBot we had a Random which if ever you got logged out, it would simply log you back in.

    So yeah, basically just check ifLoggedIn in the FindRandoms procedure, Could be somewhat usefull what with the new Randoms system (being able to disable it if not needed)
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    Quote Originally Posted by i3egoHan View Post
    Yeah i guess so, just seen so many people have bad fundamentals and make a complete mess of there main loops.

    Probarly not needed, But what i mean is when i was working on Nexus/iBot we had a Random which if ever you got logged out, it would simply log you back in.

    So yeah, basically just check ifLoggedIn in the FindRandoms procedure, Could be somewhat usefull what with the new Randoms system (being able to disable it if not needed)
    Oh that's actually not a bad idea. I handle logouts like that in my scripts, but I would assume that most people don't account for connection losses or the like.

    I think I will add something like this:
    Simba Code:
    if ((not loggedIn()) and (players[currentPlayer].active)) then
      begin
        addToSRLLog('_FindAllRandoms: Unexpected logout, logging back in');

        if (not loginPlayer()) then
          exit;
      end;
    Seems simple enough.
    Last edited by Coh3n; 02-29-2012 at 07:00 PM.

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    Auto relogging is defiantly not desirable. A scripter should handle logged out, not the antirandoms. It should never automatically relog without the script's consent. Unless I am misreading what you're implying, anyways.


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    Quote Originally Posted by Harry View Post
    Auto relogging is defiantly not desirable. A scripter should handle logged out, not the antirandoms. It should never automatically relog without the script's consent. Unless I am misreading what you're implying, anyways.
    In this case its fine.

    In the case that the Random solvers work on a diffrent thread (which they dont right?) then its totally desirable, Because the character SHOULD not be logged out, Logging back in is just going to help make scripts run much better.

    I may be wrong, but ive worked on a fair few bots from way back, and most of the time this as been incorperated, and helped run scripts for longer.

    This shouldnt interfer with any break handlers or anything.

    Peace
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    Quote Originally Posted by i3egoHan View Post
    In this case its fine.

    In the case that the Random solvers work on a diffrent thread (which they dont right?) then its totally desirable, Because the character SHOULD not be logged out, Logging back in is just going to help make scripts run much better.

    I may be wrong, but ive worked on a fair few bots from way back, and most of the time this as been incorperated, and helped run scripts for longer.

    This shouldnt interfer with any break handlers or anything.

    Peace
    Think of it this way.

    Script:
    begin
    WalkToBank;
    WithdrawStuff;
    WalkToMine; // you get a random inside walkToMine, and for some reason it switches onto your next player (your proposed change into antirandoms)
    MineStuff;
    end;

    Now you're on a new character who hasn't done the above 3 procedures. This is bad practice. Script should detect being logged out and ONLY THE SCRIPT should handle logging back in. Antirandoms is antirandoms, not for logging back in to a new player when your current one is broken.

    It has nothing to do with "break handlers", but rather the fact you're going to intentionally induce confusion into the script; a confusion that is better handled the way it is now, which is much more simple and much less prone to critical failure.
    Last edited by Harry; 02-29-2012 at 10:23 PM.


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    Definately should stay logged out. It is difficult -as Harry pointed out- to gather at what point in the script you loggedout, thus you do not know where you are and how the Player should proceed. Remember, no coords here

    Currently, with all colors on minimap shifting (except for symbols) it is difficult enough to create solid anchors. You have to recallibrate when you come out of a random, since all colors shifted.
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    Quote Originally Posted by Harry View Post
    Think of it this way.

    Script:
    begin
    WalkToBank;
    WithdrawStuff;
    WalkToMine; // you get a random inside walkToMine, and for some reason it switches onto your next player (your proposed change into antirandoms)
    MineStuff;
    end;

    Now you're on a new character who hasn't done the above 3 procedures. This is bad practice. Script should detect being logged out and ONLY THE SCRIPT should handle logging back in. Antirandoms is antirandoms, not for logging back in to a new player when your current one is broken.

    It has nothing to do with "break handlers", but rather the fact you're going to intentionally induce confusion into the script; a confusion that is better handled the way it is now, which is much more simple and much less prone to critical failure.
    Maybe you have a point.

    But if you got logged out at WalkToMine, and player was switched... the scripter should have handled that anyway? else it still would not have done the previous procedures? Maybe im missing something?

    The randoms are still only checked if the FindNormalRandoms is called right?
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    Quote Originally Posted by i3egoHan View Post
    But if you got logged out at WalkToMine, and player was switched... the scripter should have handled that anyway? else it still would not have done the previous procedures? Maybe im missing something?

    The randoms are still only checked if the FindNormalRandoms is called right?
    Yes, they should still have failsafes, but does that mean we should intentionally induce more chances for critical errors? There's no point to add logging back in unless the logout was requested via the antirandom solver and was relogging into the same exact account.

    Yes.


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    I agree 100% with Harry. I often use Logout; as a way of doing NextPlayer(False); because I use if not LoggedIn then Exit; in *every* function that interacts with runescape and requires a player to be logged in (And that's how it should be)

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    I still think where both looking at it diffrently here... What effect would this have on Logout... If you specify logout.. it wont log you back in...

    Ive never seen a script which as...

    Logout;
    FindNormalRandoms;

    Adding this login to randoms doesnt mean your gona stayed logged in forever..

    Forgive me if im not understanding something here... Been up for a fair amount of hours :-)
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    Quote Originally Posted by i3egoHan View Post
    I still think where both looking at it diffrently here... What effect would this have on Logout... If you specify logout.. it wont log you back in...

    Ive never seen a script which as...

    Logout;
    FindNormalRandoms;

    Adding this login to randoms doesnt mean your gona stayed logged in forever..

    Forgive me if im not understanding something here... Been up for a fair amount of hours :-)
    You can be logged out randomly while logged into RS for many reasons such as 6 hour logout, network connection errors, random event solvers that took too long to finish, idle timeout, etc.


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    Okay, there doesnt seem to be much love for it so i guess leave it, unless more people side with me hah.

    Just for the record, network connection errors would be one of the main reasons for this Login, random event solvers probarly have all fail safes, I guess you make a point on the 6 hour limit, (that wasnt there when i was active in the scene) but hopefully most people are using one of our smart restarters.

    I guess we could leave it, as coh3n stated, it comes down to the quality of the script.

    Peace.
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    Quote Originally Posted by i3egoHan View Post
    Okay, there doesnt seem to be much love for it so i guess leave it, unless more people side with me hah.

    Just for the record, network connection errors would be one of the main reasons for this Login, random event solvers probarly have all fail safes, I guess you make a point on the 6 hour limit, (that wasnt there when i was active in the scene) but hopefully most people are using one of our smart restarters.

    I guess we could leave it, as coh3n stated, it comes down to the quality of the script.

    Peace.
    I agree with you. I'm not sure everyone else is understanding it right.

    All this would do is log the player back in if they were found logged out and are still active. NextPlayer(true/false) isn't called anywhere; it should only be called in scripts. If a solver fails, the player is set to false and logged out; therefore, this "logout random" wouldn't log the player back in.

    If, for any reason whatsoever, the player is logged out and set to false (presumably, something fails), the script still goes on working the way it always has.

    This idea is perfect for handling connection losses.

    E: Latest version has Forester working enabled.
    Last edited by Coh3n; 03-01-2012 at 06:14 AM.

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    Exclamation Some scripts would need enhancing to allow for this.

    Quote Originally Posted by Coh3n View Post
    I agree with you. I'm not sure everyone else is understanding it right.

    All this would do is log the player back in if they were found logged out and are still active. NextPlayer(true/false) isn't called anywhere; it should only be called in scripts. If a solver fails, the player is set to false and logged out; therefore, this "logout random" wouldn't log the player back in.

    If, for any reason whatsoever, the player is logged out and set to false (presumably, something fails), the script still goes on working the way it always has.

    This idea is perfect for handling connection losses.

    E: Latest version has Forester working enabled.
    The connection loss logout essentially is random if you think about it.. It certainly affects me at least. Scripts may need to be enhanced to allow for this to be built in however. It sounds logical though that as long as the player is still active, there should be no problem with logging back in. Some scripts would definitely need to be "Smarter" though. If we were on a bank run and randomly logged out, then a lot of scripts wouldn't know what to do..
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    Quote Originally Posted by tootallmatt View Post
    The connection loss logout essentially is random if you think about it.. It certainly affects me at least. Scripts may need to be enhanced to allow for this to be built in however. It sounds logical though that as long as the player is still active, there should be no problem with logging back in. Some scripts would definitely need to be "Smarter" though. If we were on a bank run and randomly logged out, then a lot of scripts wouldn't know what to do..
    That's the point of this addition. Say the script is in the middle of a walking procedure and the connection is lost. IF FindNormalRandoms is called, it will detect that you're logged out (and the player is still active), then log back in and continue with the rest of the walking procedure. If this addition isn't there, the script will most likely mess up, unless the scripter has made their script so it handles connection losses (90% of scripts aren't written that way).

    This, in my opinion is A LOT more effective than relying on the scripter to handle it.

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    Quote Originally Posted by Coh3n View Post
    That's the point of this addition. Say the script is in the middle of a walking procedure and the connection is lost. IF FindNormalRandoms is called, it will detect that you're logged out (and the player is still active), then log back in and continue with the rest of the walking procedure. If this addition isn't there, the script will most likely mess up, unless the scripter has made their script so it handles connection losses (90% of scripts aren't written that way).

    This, in my opinion is A LOT more effective than relying on the scripter to handle it.
    No thanks. The current system is fine, changing it to this will add unneeded problems. I and many other people often call FindNormalRandoms without checking LoggedIn. And as Fakawi said, colours change with a client relog, so that would cause fatal errors to anyone's autocolor scripts unless they coded it to handle this "new" system which has more chances of failing. If someone wants to handle connection loss, they need to do it in their script; this is how it should be done. Autologging from include is "singleplayer javabot" mentality where you only have one player per client and colors don't matter to you.


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    Quote Originally Posted by Harry View Post
    No thanks. The current system is fine, changing it to this will add unneeded problems. I and many other people often call FindNormalRandoms without checking LoggedIn. And as Fakawi said, colours change with a client relog, so that would cause fatal errors to anyone's autocolor scripts unless they coded it to handle this "new" system which has more chances of failing. If someone wants to handle connection loss, they need to do it in their script; this is how it should be done. Autologging from include is "singleplayer javabot" mentality where you only have one player per client and colors don't matter to you.
    I still don't think you get what I'm trying to say, but okay.

    I still fail to see any possibly way this would cause problems. What unneeded problems are you talking about? With this addition, you won't have to call FindNormalRandoms after calling LoggedIn, so I'm not sure where you got that idea. If your autocoloring function breaks when you log in and out, then it's not very good, and honestly, the colors don't change THAT much.
    Last edited by Coh3n; 03-01-2012 at 05:29 PM.

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    Colors change more when you reload the client, not as much when you log out/in, right?

    I think that would be very cool feature!
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    Yeah, im still with coh3n on this one... Sure it may cause some scripts to mess up... only if they were going to mess up anyway.

    And yeah i defently see it solving more problems then it causes... Anyway.. looks like its 50/50 something we should defently look back on.

    I wouldnt mention it, but i have used it in a number of bots.. And really never was any problems.. Im not trying to get into a debate war.. like everyone here i want the best for SRL and the community.
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    Quote Originally Posted by Harry View Post
    Think of it this way.

    Script:
    begin
    WalkToBank;
    WithdrawStuff;
    WalkToMine; // you get a random inside walkToMine, and for some reason it switches onto your next player (your proposed change into antirandoms)
    MineStuff;
    end;

    Now you're on a new character who hasn't done the above 3 procedures. This is bad practice. Script should detect being logged out and ONLY THE SCRIPT should handle logging back in. Antirandoms is antirandoms, not for logging back in to a new player when your current one is broken.
    Sorry, forgot about this post.

    That wouldn't happen. It doesn't log into a new player, it logs into the player that was just logged out. Even if that player was set inactive, it wouldn't login to the next player.

    E: Latest version has fixed Maze detection and door finding.
    Last edited by Coh3n; 03-02-2012 at 01:47 AM.

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    I still don't get how to use this in a script.

    Like this?
    Code:
      DeclarePlayers;
      if not LoggedIn then LogInPlayer;
      Wait(3000 + Random(200));
      DoThePainting;
      StartExp:= 0;
      ToggleXPBar(True);
      StartExp:= GetXPBarTotal;
      MainLoop;
      Proggy;
    
    
      SRLRandomsReport();
    
    
      FreeForm(frmDesign);
    end.
    ?

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    Quote Originally Posted by Harry View Post
    No thanks. The current system is fine, changing it to this will add unneeded problems. I and many other people often call FindNormalRandoms without checking LoggedIn. And as Fakawi said, colours change with a client relog, so that would cause fatal errors to anyone's autocolor scripts unless they coded it to handle this "new" system which has more chances of failing. If someone wants to handle connection loss, they need to do it in their script; this is how it should be done. Autologging from include is "singleplayer javabot" mentality where you only have one player per client and colors don't matter to you.
    Y so oblivious to change? This has nothing to do with javabots..

    Simply put.. if u don't like it.. in your main procedures do something like:

    If FindNormalRandom then
    Exit;// Or next player then Restart Loop..

    A mainloop should be made in mind so that the script can be started from anywhere within that loop.
    When your next player is introduced, u should always restart the loop anyway..
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    My question is: is there a random where no tabs are missing?

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