SmartStasis -- a complex script for a simple CCS

Has anyone else tried using Romantic Arrows with smartstasis/batbrain? Mafia still aborts for me as in this post: http://kolmafia.us/showthread.php?1...for-a-simple-CCS&p=98069&viewfull=1#post98069

Here's the output on verbosity 9 from just now, against a clod hopper:
Code:
Round 2: fxer casts FIRE A BADLY ROMANTIC ARROW!
Round 3: Angel Dustin' fires a badly romantic arrow at your opponent. It roars an angry "RAAAH! RAAAH!" but it quickly turns into an "OOO LA LA!" It gazes at you, too stunned by your beauty to attack this round.
Happened: pickpocket
Happened: skill 7108
Parsed round number: 3
You snatched a floaty sand (3,300μ)!
floaty sand (15.0 @ +397.75): 3,300μ * 74.66% = 2,463.86
floaty sand (15.0 @ +397.75): 3,300μ * 74.66% = 2,463.86
Revised monster value: 4,927.72
Happened: stolen
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Options built! (225 actions)
SmartStasis complete.
You're on your own, partner.
Click here to continue in the relay browser.
 
Last edited:
As of the new bounty system and KoLMafia's support for it, SmartStasis no longer works. When I attempt to use it (via WHAM.ash), I get the following:

Code:
Invalid field name 'bounty_count' (SmartStasis.ash, line 152)
Consult script 'WHAM.ash' not found.
You're on your own, partner.

There are also a couple other locations in the code where this occurs. I commented them out in my local copy and SmartStasis works again, sans its ability to decide if it should use Olfaction for bounty-related reasons. I'm on KoLMafia build 13579.
 
Attached is my version that removes the bounty bits but still includes olfacting BatMan_attract monsters. I suggest only putting this into the scripts folder and not putting it into the SVN folder, so that whenever zarqon makes an official release, it just does away and official goodness overwhelms it. :) The new bounty code will be checking for (once the to_bounty function exists) get_property("currentEasyBountyItem").to_bounty().monster and the other 2 current bounties to see if the monster you're fighting happens to be one of the 3 possible bounty monsters. Since you can have all 3 at the same time, if you really want.
 

Attachments

Working again with r15. This is a stopgap fix so that the script still runs while mafia sorts out how it's going to deal with the revamped bounties.

SS will still automatically attract monsters in your BatMan_attract setting, or specified in your autoOlfact property.
SS will also still copy the monster specified in your autoPutty property (something I think Theraze accidentally nixed in his fix above).

So if you want SS to olfact/putty your bounty monster while hunting, for now you'll have to type "monster <monstername>" in for autoOlfact and/or autoPutty for SS to help you out with it. This is easily managed in the mafia GUI: Adventure tab | Custom Combat tab | Special field (right-click). Or in the CLI: "set autoOlfact = monster <monstername>".
 
SS will also still copy the monster specified in your autoPutty property (something I think Theraze accidentally nixed in his fix above).

Shouldn't have. I removed the should_putty section that's tied into the ihunt, but left the set_autoputtification() part in. I removed the part during puttification that checks whether or not it's time to olfact a puttied monster, but... the rest should still all be there. :)

Happy that the official release is out now though. And hey, since to_bounty() exists now, you should be able to make it smart again. :)
 
Zlib olfacted a goth giant, but my ftf_olfact is blank. Am I misunderstanding the setting or how to edit it?

Code:
> zlib ftf_olfact

Copy/paste/modify/enter any of the following lines in the CLI to edit settings:

(If no values were shown, no settings or values matched your input text. Type "zlib vars" to see all.)
 
Lazy fix for olfacting bounty monsters:
Code:
  // second, set puttifaction for bounty monsters
   if (to_bounty(get_property("currentEasyBountyItem")).monster == m) should_olfact = true;
   else if (to_bounty(get_property("currentHardBountyItem")).monster == m) should_olfact = true;
   else if (to_bounty(get_property("currentSpecialBountyItem")).monster == m) should_olfact = true;

Since I don't believe we track how many of the bounty items we've gotten in an easily accessed way besides parsing the preference with a split_string manually, I didn't try to do anything fancy for putty. But at least this way it doesn't take 54 adventures for a simple bounty anymore...
 
Recently I've encountered SmartStatis running to 26 rounds, then aborting to combat. Is there a way to have it just attack if it's going to hit the round limit soon?
 
Recently I've encountered SmartStatis running to 26 rounds, then aborting to combat. Is there a way to have it just attack if it's going to hit the round limit soon?

That's what WHAM_safetymargin is supposed to do, if you're running SS through WHAM. If you're running it by itself, then you need to manually edit your SVN copy of SS and add in your safety margin for how many additional rounds it's supposed to leave for you to finish with combat beyond its 'best guess' which tends to be... erratic.

Basically look for the spots that do maxrounds and either + or - your margin.
 
Winterbay: my CCS is

skill pocket crumbs
consult SmartStasis
attack with weapon

That's what WHAM_safetymargin is supposed to do, if you're running SS through WHAM. If you're running it by itself, then you need to manually edit your SVN copy of SS and add in your safety margin for how many additional rounds it's supposed to leave for you to finish with combat beyond its 'best guess' which tends to be... erratic.

Basically look for the spots that do maxrounds and either + or - your margin.
I'm running it manually. I'd rather not edit the SmartStasis file, as I'd have to redo those edits every time the file updated. It's not the stopping that concerns me, so much as the stopping to user input. If I use WHAM, can I make it attack the last round, rather than abort to "you're on your own"? I'm going to attack each time it does that, so I'm just trying to avoid mafia sitting waiting for me to do something without me noticing.
 
You don't have to edit it everytime it updates if you put them into your SVN copy and sync it. But otherwise, you're basically stuck with either the default behaviour or not... and the default will stasis as long as it believes it's useful.
 
I think I found the problem: my default CCS behavior has "attack with weapon" after "consult SmartStasis", but my specific behavior for pygmy orderlies omitted the "attack with weapon". That meant KoLmafia had nothing to do but keep consulting, eventually leading to the abort. I fixed my CCS, and haven't had that problem. Theraze and Winterbay, thanks for your help.
 
An incredibly minor quibble with the BatMan_attract setting. Is there any way to tell it not to Olfact wandering monsters? I typically wink at Hellions on day one to get some extra Hell Ramen throughout my run, but since I use WHAM.ash (which calls SmartStasis.ash), I frequently find it olfacting Hellions when it doesn't make sense to.
 
SmartStasis should probably check get_monsters(my_location()) or something along those lines.

While on the one hand that seems not unreasonable, it does run into the (admittedly slight) problem of running into a copy while in the appropriate zone. But since it does seem like a reasonable fix, I changed
Code:
if (list_contains(vars["BatMan_attract"],m)) should_olfact = true;
to
Code:
if (list_contains(vars["BatMan_attract"],m) && get_monsters(my_location()) contains m) should_olfact = true;
 
I know some people fax in a copy of a monster and want to scent trail it before adventuring in the zone were it appears. I've never done that, but they might not like the proposed fix.

EDIT: Or putty. Maybe it was putty.
 
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