A bot will now end exit the loot finding logic if the first three items found are not within the acceptable looting range. This is to prevent bots from performing the expensive path distance calculation multiple times unnecessarily as its usually the case that if the first 3 items are not in range then none of the following items will be in range. #99
When the player searches a container/item/corpse, we check to see if that item is currently marked as active by a bot and stop them from looting. They will execute their next loot scan at the specified interval in the settings. The loot will be ignored in any following loot scans until the player closes the inventory screen and stops looting #96
Only show top level items in looting results when searching containers/equipment
Fixed issue with debug spheres not working
For Modders
Thanks to @dwesterwick!
Adds support for external commands without requiring LootingBots as a dependency for mods.
The two external commands this PR introduces are:
Force a loot scan: Resets IsScheduledScan until the external command "expires" or the bot starts a loot scan. If the bot is already scanning for loot or looting, this command will be ignored and discarded.
Inhibit looting: Extends IsScheduledScan until the external command "expires". If IsScheduledScan is already later than this, the external command will have no impact on it.
To take advantage of these, you can copy LootingBotsInterop.cs into your projects, and those methods will invoke matching ones in External.cs in your mod.
Changes
For Modders
Thanks to @dwesterwick! Adds support for external commands without requiring LootingBots as a dependency for mods.
The two external commands this PR introduces are:
To take advantage of these, you can copy LootingBotsInterop.cs into your projects, and those methods will invoke matching ones in External.cs in your mod.