Wont' stash anything in v0.8.0
offerduo opened this issue · comments
My char won't identify items even if id_item
is set to 1 in config.
EDIT: even set id_item
to 0 my char won't attempt to stash anything.
Logs are attached:
[0.8.0 2022-06-18 00:18:11,795] INFO Starting game #2
[0.8.0 2022-06-18 00:18:11,797] DEBUG Waiting for templates: ['MAIN_MENU_TOP_LEFT', 'MAIN_MENU_TOP_LEFT_DARK', 'A5_TOWN_0', 'A5_TOWN_1', 'A4_TOWN_4', 'A4_TOWN_5', 'A3_TOWN_0', 'A3_TOWN_1', 'A2_TOWN_0', 'A2_TOWN_1', 'A2_TOWN_10', 'A1_TOWN_1', 'A1_TOWN_3']
[0.8.0 2022-06-18 00:18:18,478] DEBUG Found match: MAIN_MENU_TOP_LEFT (100.0% confidence)
[0.8.0 2022-06-18 00:18:19,826] DEBUG Saved character template found and already highlighted, continue
[0.8.0 2022-06-18 00:18:19,856] DEBUG Wait for Play button
[0.8.0 2022-06-18 00:18:19,861] DEBUG Found Play Btn, select and press key: h
[0.8.0 2022-06-18 00:18:20,937] DEBUG Found loading screen / creating game
[0.8.0 2022-06-18 00:18:21,066] DEBUG Waiting for templates: ['A5_TOWN_0', 'A5_TOWN_1', 'A4_TOWN_4', 'A4_TOWN_5', 'A3_TOWN_0', 'A3_TOWN_1', 'A2_TOWN_0', 'A2_TOWN_1', 'A2_TOWN_10', 'A1_TOWN_1', 'A1_TOWN_3']
[0.8.0 2022-06-18 00:18:32,213] DEBUG Found match: A5_TOWN_1 (78.9% confidence)
[0.8.0 2022-06-18 00:18:32,505] INFO Capabilities: CharacterCapabilities(can_teleport_natively=True, can_teleport_with_charges=False)
[0.8.0 2022-06-18 00:18:34,556] DEBUG Inspecting inventory items
[0.8.0 2022-06-18 00:18:35,431] DEBUG OCR mean confidence: 92
[0.8.0 2022-06-18 00:18:35,432] DEBUG PLATED BELT|DEFENSE: 12|BELT SIZE: +12 SLOTS|DURABILITY: 22 OF 24|REQUIRED STRENGTH: 60|UNIDENTIFIED
[0.8.0 2022-06-18 00:18:35,486] DEBUG Need to ID PLATED BELT.
[0.8.0 2022-06-18 00:18:35,780] DEBUG Needs: Consumables(tp=6, id=0, rejuv=0, health=1, mana=0, key=0)
[0.8.0 2022-06-18 00:18:35,837] INFO Run Pindle
[0.8.0 2022-06-18 00:18:35,838] DEBUG Traverse from a5_town_start to a5_nihlathak_portal
[0.8.0 2022-06-18 00:18:43,240] DEBUG Select A5_RED_PORTAL (88.1% confidence)
[0.8.0 2022-06-18 00:18:44,258] INFO Health Manager is now active
[0.8.0 2022-06-18 00:18:44,259] DEBUG Waiting for templates: ['PINDLE_0', 'PINDLE_1']
[0.8.0 2022-06-18 00:18:45,926] DEBUG Found match: PINDLE_0 (68.8% confidence)
[0.8.0 2022-06-18 00:18:57,144] DEBUG Read 11 ground items in 0.623 seconds
[0.8.0 2022-06-18 00:19:01,746] DEBUG ['LOADING', 'CREATING_GAME'] not found after 2 seconds
[0.8.0 2022-06-18 00:19:02,394] DEBUG Waiting for templates: ['A5_TOWN_1', 'A5_TOWN_0']
[0.8.0 2022-06-18 00:19:06,685] DEBUG Found match: A5_TOWN_1 (69.0% confidence)
[0.8.0 2022-06-18 00:19:06,686] INFO Health Manager is now paused
[0.8.0 2022-06-18 00:19:06,851] DEBUG Needs: Consumables(tp=7, id=0, rejuv=0, health=1, mana=0, key=0)
[0.8.0 2022-06-18 00:19:06,906] INFO Run Eldritch
[0.8.0 2022-06-18 00:19:06,907] DEBUG Traverse from a5_town_start to a5_wp
[0.8.0 2022-06-18 00:19:14,063] INFO Health Manager is now active
[0.8.0 2022-06-18 00:19:14,064] DEBUG Waiting for templates: ['ELDRITCH_0', 'ELDRITCH_0_V2', 'ELDRITCH_0_V3', 'ELDRITCH_START', 'ELDRITCH_START_V2']
[0.8.0 2022-06-18 00:19:14,210] DEBUG Found match: ELDRITCH_0 (86.0% confidence)
[0.8.0 2022-06-18 00:19:22,708] DEBUG Drink mana potion in slot 4. HP: 99.7%, Mana: 59.4%
[0.8.0 2022-06-18 00:19:24,838] DEBUG Read 14 ground items in 0.599 seconds
[0.8.0 2022-06-18 00:19:25,377] DEBUG Pick up expression: [type] == boots && [quality] == rare && [flag] != ethereal # [frw] >= 30 && [fhr] >= 10 && [dexterity] >= 8 && [coldresist] >= 20 && [fireresist] >= 20 && [lightresist] >= 20
[0.8.0 2022-06-18 00:19:25,379] INFO Attempt to pick up Demonhide Boots
[0.8.0 2022-06-18 00:19:26,402] DEBUG Read 13 ground items in 0.579 seconds
[0.8.0 2022-06-18 00:19:26,908] DEBUG Pick up expression: [name] == superhealingpotion
[0.8.0 2022-06-18 00:19:26,909] INFO Attempt to pick up Super Healing Potion
[0.8.0 2022-06-18 00:19:27,938] DEBUG Read 13 ground items in 0.597 seconds
[0.8.0 2022-06-18 00:19:29,468] DEBUG Read 13 ground items in 0.579 seconds
[0.8.0 2022-06-18 00:19:29,860] INFO Run Shenk
[0.8.0 2022-06-18 00:19:29,861] DEBUG Traverse from a5_shenk_start to a5_shenk_safe_dist
[0.8.0 2022-06-18 00:19:39,105] DEBUG Traverse from a5_shenk_safe_dist to a5_shenk_end
[0.8.0 2022-06-18 00:19:49,175] DEBUG fuzzy_base_item_match: change TROLL OF IDENTIFY -> SCROLL OF IDENTIFY (similarity: 88.2%)
[0.8.0 2022-06-18 00:19:49,185] DEBUG Read 30 ground items in 0.877 seconds
[0.8.0 2022-06-18 00:19:50,179] DEBUG Pick up expression: [type] == pelt && [quality] <= superior && [flag] != ethereal # [skillfissure] >= 2 && [skillvolcano] >= 2 && [sockets] == 0
[0.8.0 2022-06-18 00:19:50,181] INFO Attempt to pick up Hawk Helm
[0.8.0 2022-06-18 00:19:51,539] DEBUG fuzzy_base_item_match: change TROLL OF IDENTIFY -> SCROLL OF IDENTIFY (similarity: 88.2%)
[0.8.0 2022-06-18 00:19:51,548] DEBUG Read 30 ground items in 0.889 seconds
[0.8.0 2022-06-18 00:19:53,330] DEBUG fuzzy_base_item_match: change TROLL OF IDENTIFY -> SCROLL OF IDENTIFY (similarity: 88.2%)
[0.8.0 2022-06-18 00:19:53,340] DEBUG Read 30 ground items in 0.899 seconds
[0.8.0 2022-06-18 00:19:56,265] DEBUG Waiting for templates: ['A5_TOWN_1', 'A5_TOWN_0']
[0.8.0 2022-06-18 00:20:00,621] DEBUG Found match: A5_TOWN_1 (77.6% confidence)
[0.8.0 2022-06-18 00:20:00,623] INFO Health Manager is now paused
[0.8.0 2022-06-18 00:20:01,993] DEBUG Inspecting inventory items
[0.8.0 2022-06-18 00:20:02,801] DEBUG OCR mean confidence: 93
[0.8.0 2022-06-18 00:20:02,802] DEBUG DEMONHIDE BOOTS|DEFENSE: 31|DURABILITY: 6 OF 12|REQUIRED STRENGTH: 20|UNIDENTIFIED
[0.8.0 2022-06-18 00:20:02,854] DEBUG Need to ID DEMONHIDE BOOTS.
[0.8.0 2022-06-18 00:20:03,552] DEBUG OCR mean confidence: 92
[0.8.0 2022-06-18 00:20:03,553] DEBUG PLATED BELT|DEFENSE: 12|BELT SIZE: +12 SLOTS|DURABILITY: 22 OF 24|REQUIRED STRENGTH: 60|UNIDENTIFIED
[0.8.0 2022-06-18 00:20:03,607] DEBUG Need to ID PLATED BELT.
[0.8.0 2022-06-18 00:20:03,887] DEBUG Needs: Consumables(tp=8, id=0, rejuv=0, health=0, mana=0, key=0)
[0.8.0 2022-06-18 00:20:03,944] INFO Run Nihlathak
[0.8.0 2022-06-18 00:20:03,945] DEBUG Traverse from a5_town_start to a5_wp
[0.8.0 2022-06-18 00:20:10,388] INFO Health Manager is now active
[0.8.0 2022-06-18 00:20:10,389] DEBUG Waiting for templates: ['NI1_A', 'NI1_B', 'NI1_C']
[0.8.0 2022-06-18 00:20:10,646] DEBUG Found match: NI1_C (70.7% confidence)
[0.8.0 2022-06-18 00:20:14,846] INFO Force Exit
[0.8.0 2022-06-18 00:20:15,117] DEBUG Detect window thread stopped
The id item bug I can reproduce. The not stashing one I can not.
The id item bug I can reproduce. The not stashing one I can not.
Just a wild guess, in latest release, all items that need a identification would stay in char's inventory.
e.g. After picking up a rare ring, this new BNIP
uses its rules (we have 6 rule for a rare ring) and decides this ring needs to be identified.
Then it goes the same code path as if we set the id_item
option.
Checking the code, seems like 'tome of id' is the only way to identify an item now.
After carrying a tome, everything's fine.
I remember previously we turn to Cain for help. Hard to say whether this is a feature or bug.
We might wanna document this if we feel Cain is too old and busy.
@offerduo would be great if you could test this. If you still see failures or issues, feel free to reopen the issue.
@offerduo would be great if you could test this. If you still see failures or issues, feel free to reopen the issue.
Thanks for the fix @aeon0 . I just checkout the master branch and everything works well now.
Only one thing from my observation: after BNIP
, all unidentified items that match a 'BNIP' rule will be identified, either by tomb or Cain, regardless of what value we set to id_item
.
I understand that's how BNIP works but maybe we can just remove the id_item
option.
And yes a tomb is much faster than Cain.
@offerduo would be great if you could test this. If you still see failures or issues, feel free to reopen the issue.
Thanks for the fix @aeon0 . I just checkout the master branch and everything works well now. Only one thing from my observation: after
BNIP
, all unidentified items that match a 'BNIP' rule will be identified, either by tomb or Cain, regardless of what value we set toid_item
. I understand that's how BNIP works but maybe we can just remove theid_item
option.And yes a tomb is much faster than Cain.
We are already working on removing cain, but might not be for a while as we are working on larger projects atm.
Thanks for all your great efforts and support!