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Fix Animated Armour food handling and armoury navigation#482

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runsonmypc:fix/animated-armour-food
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Fix Animated Armour food handling and armoury navigation#482
runsonmypc wants to merge 1 commit into
chsami:mainfrom
runsonmypc:fix/animated-armour-food

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@runsonmypc runsonmypc commented Jun 11, 2026

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Summary

Fixes food handling and armoury navigation in the Animated Armour plugin.

Eating

  • Raise the eat threshold from ~30% to ~60% HP (Gaussian-randomized) so the bot eats sooner.
  • Eat opportunistically during the animate delay, one tick after the animate click (never same-tick, which would cancel the animate), and only when it won't overheal (missing HP >= the configured food's heal amount, e.g. Salmon = 9).

Banking — no more lost suits

  • The plugin previously walked to the bank when out of food, which could happen mid-kill and cost the suit. Now it only restocks before animating the next suit, when fewer than two food remain.
  • Added an emergency mid-fight bank as a last resort only (food empty and HP <= ~20%) to avoid dying outright. This will abandon the current suit by design — death is the worse outcome.

Armoury navigation

  • Walk with a distance tolerance (walkTo(stand, 4)) instead of demanding the exact tile, which was the slow, re-pathing invocation.
  • Explicit door-open fallback (door IDs 24309 / 24306, from the shortest-path transport data) if the walker stalls on the wrong side of the armoury door.
  • Guard armour-stand targeting on arrival distance so we re-walk rather than silently failing the lookup; null-guard getWorldLocation().

Housekeeping

  • Bump plugin version 1.0.11.0.2.
  • Rebased onto current main; adopts the new queryable cache API (Rs2TileObjectModel.click()) for the armour stand, consistent with the upstream combat-plugin migration.

Testing

  • Builds clean: ./gradlew build -PpluginList=AnimatedArmourPluginBUILD SUCCESSFUL (plugin compiles, AnimatedArmourPlugin-1.0.2.jar packaged, tests pass).
  • In-game validation still recommended for the door-click fallback path and the eat-one-tick-after-animate timing.

🤖 Generated with Claude Code

@runsonmypc runsonmypc force-pushed the fix/animated-armour-food branch from 1fcc64a to 35b6258 Compare June 11, 2026 22:07
- Raise eat threshold from ~30% to ~60% HP (Gaussian-randomized) so the
  bot eats sooner and survives longer between kills.
- Never bank mid-kill: only restock food before animating the next suit,
  when fewer than two food remain. Prevents losing the suit to a bank trip
  in the middle of a fight.
- Add an emergency mid-fight bank as a last resort only (food empty AND
  HP <= ~20%) to avoid dying outright.
- Rework armoury navigation: walk with a distance tolerance instead of an
  exact tile (the slow, re-pathing invocation), with an explicit door-open
  fallback (IDs 24309/24306) if the walker stalls on the wrong side.
- Guard armour-stand targeting on arrival distance and null-guard
  getWorldLocation() so we re-walk instead of failing the lookup.
- Eat opportunistically during the animate delay, one tick after the
  animate click, when it won't overheal (missing HP >= the food's heal).
- Handle InterruptedException in the loop: restore the flag and exit
  quietly instead of logging a misleading ERROR on stop/restart.
- Adopt the queryable cache API (Rs2TileObjectModel.click()) for the
  armour stand; bump plugin version 1.0.1 -> 1.0.2.
@runsonmypc runsonmypc force-pushed the fix/animated-armour-food branch from 35b6258 to 3e3f051 Compare June 12, 2026 15:40
@runsonmypc runsonmypc marked this pull request as ready for review June 12, 2026 23:59
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