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Be smarter about marking & unmarking objects & npcs #5
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Be smarter about marking & unmarking objects & npcs #5
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pajlada
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Be smarted about marking & unmarking objects & npcs
Be smarter about marking & unmarking objects & npcs
Nov 28, 2023
*only* rely on varbits for which task is enabled, instead of using some saved config state. This removes the deprecated getCharacterName API
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Unmarking objects/ladders wasn't done in the original plugin either, so I'll note that down as a future improvement The XP goal has not been modified, so it was wrong before. I'll add that to a list of known issues to look into after this PR |
This was referenced Nov 29, 2023
This was referenced Feb 16, 2024
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Bit of a messy PR, refactoring & learning the project at the same time.
Some things have been changed just due to new APIs that are available.
Game object despawns aren't 100% reliable, so we make sure to reset & revalidate game objects on LOADING
This should be thoroughly tested before being merged in - I've done a bunch of runs myself but would happily accept more testing.
The expectation is that it should "just work".
The overlay should only show up when you're inside Port Pisc
NPCs highlights should only highlight the actual NPCs, and they shouldn't keep stacking onto each other
Stair & chest highlights should disappear when you TP away, get caught, or run away to turn in the artefact.
The hint arrows from other areas shouldn't be broken by the plugin. We basically make sure of this now by never setting the arrow in onGameTick - onGameTick is only used to revalidate objects when we hit loading lines or when we log in.
Known issues
We don't clear the hint arrow to a house when you walk out of pisc, which means the minimap arrow will keep pointing towards your house as long as you're still roughly nearby of pisc. North part of Hosidius will show the arrow with the minimap fully zoomed out. We could try to work around this, but the proper solution, imo, is to use our own hint arrow implementation. I'd like to do that in a separate PR