feat: Natural gatherer outfits and head-to-toe trader drip #210
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Delete branch "feat/bot-outfit-variety"
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Gatherers all wore one of three hardcoded outfits — trimmed black plate
for fishers, mithril-and-steel for miners, Zamorak plate over trimmed
black legs for woodcutters — so a whole fleet read as a uniformed work
gang in mismatched PvP leftovers. Traders fared no better: their kit was
a chest and legs and nothing else.
New Game.Bot.Outfits owns everything a non-combat bot wears purely to
look the part:
fisherman, lumberjack, desert miner, builder, plain shop clothes in a
rolled colour — with coherent pieces (the four pirate colourways, the
lumberjack set) written out so a roll can never mix them.
full kit: hat, cape, amulet, weapon, body, shield, gloves, boots,
ring. Rares are the point — the head slot rolls a partyhat, santa
hat, h'ween mask or bunny ears 15/30/55% of the time by tier, and the
rest draws from 3rd age, gilded, infinity, elegant clothing, god
armour, fire capes and skill capes.
A two-handed weapon or a dress body suppresses the shield slot, since
seeded equipment bypasses the two-handed displacement in equip_item and a
kiteshield over a tuxedo reads as a bug rather than as wealth.
Every id was read back out of the 468 cache by name and checked against
item_equipment_slots.exs, with a test walking each pool exhaustively — a
wrongly-slotted id makes LoadoutCache drop the seeded row without
raising, which shows up in-game as traders spawning naked.
Seed version bumped to 6; existing bots need ::botcleardb and a regen to
pick the new kits up.
Gatherers all wore one of three hardcoded outfits — trimmed black plate for fishers, mithril-and-steel for miners, Zamorak plate over trimmed black legs for woodcutters — so a whole fleet read as a uniformed work gang in mismatched PvP leftovers. Traders fared no better: their kit was a chest and legs and nothing else. New Game.Bot.Outfits owns everything a non-combat bot wears purely to look the part: * Gatherers roll one of a dozen themed looks per skill — pirate fisherman, lumberjack, desert miner, builder, plain shop clothes in a rolled colour — with coherent pieces (the four pirate colourways, the lumberjack set) written out so a roll can never mix them. * Traders are composed slot by slot from per-tier pools and now wear a full kit: hat, cape, amulet, weapon, body, shield, gloves, boots, ring. Rares are the point — the head slot rolls a partyhat, santa hat, h'ween mask or bunny ears 15/30/55% of the time by tier, and the rest draws from 3rd age, gilded, infinity, elegant clothing, god armour, fire capes and skill capes. A two-handed weapon or a dress body suppresses the shield slot, since seeded equipment bypasses the two-handed displacement in equip_item and a kiteshield over a tuxedo reads as a bug rather than as wealth. Every id was read back out of the 468 cache by name and checked against item_equipment_slots.exs, with a test walking each pool exhaustively — a wrongly-slotted id makes LoadoutCache drop the seeded row without raising, which shows up in-game as traders spawning naked. Seed version bumped to 6; existing bots need ::botcleardb and a regen to pick the new kits up.d57c4196c4d8bbb630ea