# Virindi Tank as the requirements model for acdream's plugin-automation milestone User-requested research (2026-07-29): the plugin API's north star is that a user can write automation state machines as acdream plugins with VTank-class power (the famous Decal automation plugin for original AC — http://virindi.net/wiki/index.php/Virindi_Tank). The live wiki is effectively unreachable (self-signed TLS; the HTTP wiki returns a database error); this report was built from Wayback Machine snapshots of the wiki pages plus primary source code (metaf's .met/.nav encodings, VTClassic's loot-rule classes) — full citation list at the end. **The architectural conclusion up front:** VTank's meta state machine, expression language, and loot-rule engine are PLUGIN-land, not host-land — VTank built them on Decal's primitives. acdream's milestone ships the *primitive* layer; a VTank-compatible meta/nav/loot engine can then be an acdream plugin — even file-compatible with `.met`/`.nav`/`.utl`, all of whose encodings are decoded below. And the K2 headless-bot triad (`Tick(IGameRuntimeView, IGameRuntimeCommands)` + `IRuntimeEventObserver`) is already exactly the right substrate: synchronous borrowed reads, generation-gated typed commands with attempt semantics, an ordered delta stream. The milestone is largely a bridging + query-surface exercise, not a new architecture. --- ## 1. Capability inventory ### 1.1 Combat macro - **Attack styles:** melee, missile, mage, full hybrid templates; two-handed; Void; Summoning; harm/martyr mage mode; alchemical grenades; lenses; cast-on-strike debuffing weapons; war/void streak spells. VTank auto-selects the best attack type from the configured weapon list (Items tab: wands/melee/missile/shields/pets, per-monster weapon+offhand overrides). - **Target selection:** per-monster priority -1 (ignore) through 0–4; `TargetSelectMethod` = by range / by angle / both (angle when near, range beyond `TargetSelectAngleRange`); `TargetLock`; blacklisting of unhittable targets (`BlacklistMonsterAttemptCount`/`TimeoutSeconds`); ghost-monster detection two ways (N failed cast starts, or no HP updates for N seconds) with a forced client-side delete. - **Monster list = a rule table, first-match-wins after DEFAULT**, keyed by name or by monster expressions over: `true, false, name, typeid, species, maxhp, range (dynamic), hasshield (dynamic), setting_ (dynamic), metastate (dynamic)` with a full operator set (`( ) % / * + - # != == > < >= <= && ||` and `\` escape; `#` is regex-match). Per-entry action matrix: Fester, Broadside, Gravity Well, Imperil, Yield, Vuln, Attack, Ring, Streak, void curses (WC/FC/Cp/DC/Cs), damage type (or ``), extra vuln element, weapon/offhand/pet damage type per monster. - **Debuff sequencing:** `DebuffEachFirst` = one / same-priority-group / all-before-attacking; `DebuffSelectionMethod` = by spell level or by (buffed) skill; `DebuffPrecastSeconds` re-application window; `SwitchWandToDebuff`. - **AoE logic:** ring when ≥ `MinimumRingTargets` within `RingDistance`; arcs over bolts beyond `ArcRange`. - **Melee specifics:** attack height (high/mid/low), auto attack-power by weapon damage type, power-bar slider (`/vt setattackbar 0..1`), recklessness, multi-step weapon-swap state machine with peace-mode retry counting (`/vt equipitemsfor ` executes one step per call). - **Pets:** summon when ≥ `PetMonsterDensity` targets within pet range; per-monster pet element; idle/combat refill thresholds; `/vt testpet`. ### 1.2 Buffing engine - Auto-buffs every trained attribute/skill plus protections and banes — derived from the character's skills, spellbook, and available components (the Buffs tab only adds untrained-skill buffs or exclusions). Prot/bane sets `All/None/B/BPS/BPSA/ALFC/Custom` via `BuffProfile_Prots`/`_Banes`. - Rebuff below 5 minutes remaining (`RebuffTimeRemainingSeconds`); idle early-rebuff (`IdleBuffTopoff`); force-buff/cancel; level 8s; item-buff durations persisted across logins; buffing with consumables (items under 5-minute duration rejected). - Skill gating with signed thresholds `SpellDiffExcessThreshold-Buff/-Hunt` (negative = attempt above-skill spells) — exposed to expressions as `getcancastspell_buff/hunt` (scarab count + buffed skill + spellbook). ### 1.3 Vitals / heal / restam management - Three recharge tiers, each per-vital: in-combat trigger percentages (`Recharge-Norm-*`), idle top-off (`Recharge-NoTarg-*`), and fellowship helper (`Recharge-Helper-*` + per-vital max distances; requires fellow panel open or a VI2 fellowship). - Healing kits (minimum success chance, optional drop-to-peace first), stamina→health and mana→health spell multipliers, post-switch recharge boost, Healer's Heart support. - Dispel-on-vuln: detects a level-7 vuln landing and responds with dispel gems/potions and/or Eradicate self. ### 1.4 Inventory upkeep and crafting AutoStack (stack toward bottom-most so the partial stack burns first), AutoCram (main pack → side packs), pea splitting with three priority tiers, auto-crafting consumables (kits, foods, arrowheads, special ammo), mana-stone economy (loot stones to a count, fill from loot above a mana floor, drain onto worn items at a refill percentage, even while the macro is off), lockpicks for auto-picking doors with a skill-vs-difficulty threshold. ### 1.5 Looting — VTClassic and the loot-plugin seam VTank's looting is plugin-based: the host macro does corpse approach/open/wait; a loot plugin classifies each item (VTClassic canonical; Alinco3/GearFoundry use the same uTank2 LootPlugins seam). Macro-side knobs: approach ranges, open retry + blacklist, `CorpseItemAppearanceTimeoutSeconds` / `CorpseItemIDTimeoutSeconds` (wait for items, then for IDs), loot all/fellow/rares-only, priority boost, read-unknown-scrolls, salvage combining per-profile workmanship ranges. From VTClassic source: **profile = ordered rules; rule = name + action + AND-ed requirements; first match classifies**, evaluated against the item's retail appraisal property bags (LongValueKeys, DoubleValueKeys, StringValueKeys, spell list — what `/vt propertydump` prints). - **Actions (`eLootAction`):** `NoLoot=0, Keep=1, Salvage=2, Sell=3, Read=4, User1–User5=5–9, KeepUpTo=10`. - **Requirement types (`eLootRuleType`):** `SpellNameMatch(0), StringValueMatch(1), LongValKeyLE(2), LongValKeyGE(3), DoubleValKeyLE(4), DoubleValKeyGE(5), DamagePercentGE(6), ObjectClass(7), SpellCountGE(8), SpellMatch(9), MinDamageGE(10), LongValKeyFlagExists(11), LongValKeyE(12), LongValKeyNE(13)`; armor color: `AnySimilarColor(14), SimilarColorArmorType(15), SlotSimilarColor(16), SlotExactPalette(17)`; character-state: `CharacterSkillGE(1000), CharacterMainPackEmptySlotsGE(1001), CharacterLevelGE(1002), CharacterLevelLE(1003), CharacterBaseSkill(1004)`; computed buffed-value: `BuffedMedianDamageGE(2000), BuffedMissileDamageGE(2001), BuffedLongValKeyGE(2003), BuffedDoubleValKeyGE(2005), CalcdBuffedTinkedDamageGE(2006), TotalRatingsGE(2007), CalcedBuffedTinkedTargetMeleeGE(2008)`. - The buffed/calced family means the loot engine needs the character's current buffed skills and tinkering math, not just item properties; color rules need item palette data. - `.utl` file: text — `UTL` header, version, rule count, rule blocks, extra blocks (salvage-combine workmanship ranges like `1-5,6-7,8,9,10`). ### 1.6 Navigation Route types (`NavTypeID`): **Circular=1** (ABC-ABC, enter at closest point), **Linear=2** (ABC-CBA ping-pong), **Follow=3** (chase a named player; `FollowAroundCorners` = replay leader's path vs run straight), **Once=4** (points consumed as reached; runback routes). Nav point vocabulary (`NTypeID` — the exact `.nav` wire order): | Type | ID | Payload | |---|---|---| | Point | 0 | x, y, z | | Portal (deprecated) | 1 | x, y, z, portal GUID | | Recall | 2 | x, y, z, exact recall-spell name (fixed ~30-entry list) | | Pause | 3 | x, y, z, milliseconds | | Chat | 4 | x, y, z, arbitrary chat/slash text | | Open Vendor | 5 | x, y, z, vendor GUID, name | | Use Portal/NPC | 6 | own x,y,z + target x,y,z + target ObjectClass + name | | NPC Talk | 7 | same as 6 — use repeatedly until a tell is received | | Checkpoint | 8 | x, y, z — wait for SERVER-confirmed position | | Jump | 9 | x, y, z, heading, shift bool, charge ms (+strafe variant) | `.nav` file: plain text, `uTank2 NAV 1.2` header, route-type int, node count, node records (verified against a real route file). Runtime knobs: arrival radius (`NavCloseStopRange`), off-course abort (`NavFarStopRange`), nav-before-combat priority boost, door opening en route, reverse-route. Routes embed inside meta files (metaf EmbedNav, optional transform). ### 1.7 Fellowship behaviors Auto-recruit on tell, waiting-list management, leader queries, AFK-leader replacement votes — all via chat tells. Plus helper healing (1.3), fellow-corpse looting, and (via Virindi Integrator 2) out-of-band fellow coordination (prefer already-vulned targets, avoid double-vulning). ### 1.8 The Meta system — the state machine Named **states** (start = "Default"); **rule = (state, condition, action)**; rules checked only in their state; each rule fires once per state entry (re-armed by re-entry). Conditions evaluated ~every 293 ms plus whenever the macro decides what to do next. **Call stack**: Call Meta State pushes a return state, Return From Call pops (empty stack = error + meta disabled). **Watchdog**: per-state "if not moved ≥ distance in N seconds, call state S." **Conditions** (`CTypeID` 0–28): `Never(0), Always(1), All(2), Any(3)` (nesting combinators), `ChatMatch(4)` regex, `MainSlotsLE(5)`, `SecsInStateGE(6)`, `NavEmpty(7)`, `Death(8)`, `VendorOpen(9)`, `VendorClosed(10)`, `ItemCountLE(11)/GE(12)`, `MobsInDist_Name(13)` (count, distance, name-regex), `MobsInDist_Priority(14)`, `NeedToBuff(15)`, `NoMobsInDist(16)`, `BlockE(17)`, `CellE(18)`, `IntoPortal(19)/ ExitPortal(20)`, `Not(21)`, `PSecsInStateGE(22)` (persistent timer), `SecsOnSpellGE(23)` (enchantment time remaining), `BuPercentGE(24)` burden, `DistToRteGE(25)`, `Expr(26)`, `ChatCapture(28)` — regex with named capture groups saved to variables (`capturegroup_`, `capturecolor`) plus chat-color filtering. **Actions** (`ATypeID` 0–15): `None(0), SetState(1), Chat(2)` (the universal escape hatch — `/vt` commands, tells, other plugins), `DoAll(3)`, `EmbedNav(4)`, `CallState(5), Return(6), DoExpr(7), ChatExpr(8)`, `SetWatchdog(9), ClearWatchdog(10), GetOpt(11)/SetOpt(12)` (read/write ANY host option — the macro reconfigures itself), `CreateView(13), DestroyView(14), DestroyAllViews(15)` — **Meta Views**: XML-defined control panels (controls with `actionexpr`/`setstate` attributes) so a meta ships its own UI. ### 1.9 Meta Expressions — the scripting language Numbers (doubles; booleans 0/1), strings, objects (coordinates, world objects, stopwatches, view controls). Operators by precedence: `\ ( ) % / * + - #`(regex)` != == > < >= <= && || ^ ;`. Variables persist to relog (`setvar/getvar/testvar/touchvar/clearvar/clearallvars`). 67 functions documented in the 2016 snapshot (UtilityBelt's compatible dialect grew it to ~200): - **Raw property reads by retail key id:** `getcharintprop, getchardoubleprop, getcharquadprop, getcharboolprop, getcharstringprop` (wiki ships key tables: Level=25, Deaths=43, augmentations 218–328, luminance auras 333+, TotalExperience quad 1, FellowshipName string 10, …). - **Vitals/skills:** `getcharvital_base/current/buffedmax(1|2|3)`, `getcharskill_traininglevel/base/buffed(skillId)`. - **Spells:** `getisspellknown, getcancastspell_hunt, getcancastspell_buff`. - **Location:** `getplayerlandcell`, `getplayercoordinates` (from the PHYSICS prediction model), coordinate objects (`coordinategetns/getwe/getz/tostring/parse`, `coordinatedistancewithz/distanceflat`). - **World-object queries:** `wobjectgetphysicscoordinates, wobjectgetname, wobjectgetobjectclass, wobjectgettemplatetype, wobjectgetisdooropen, wobjectfindnearestmonster, wobjectfindnearestdoor, wobjectfindnearestbyobjectclass, wobjectfindnearestbynameandobjectclass, wobjectfindininventorybytemplatetype/byname/bynamerx, wobjectgetselection, wobjectgetplayer` — ObjectClass enum 0–43 (Monster=5, Portal=14, Corpse=27, Npc=37, Salvage=39, Ust=40, Scroll=42, CombatPet=43). - **Action functions (async attempt semantics — 0 not-yet / 1 begun / 2 impossible):** `actiontryselect, actiontryuseitem, actiontryapplyitem, actiontrygiveitem, actiontryequipanywand, actiontrycastbyid, actiontrycastbyidontarget`. - **Chat/UI:** `chatbox, chatboxpaste, statushud, statushudcolored, uigetcontrol, uisetlabel`. - **Utility:** `iif, istrue/isfalse, randint, cstr/cstrf/cnumber, strlen, floor/ceiling/round/abs, stopwatch*, getobjectinternaltype`. - Testing: `/vt mexec `, `/vt listmetafunctions`, `/vt metafunchelp`. ### 1.10 Commands, profiles, files `/vt` surface: per-subsystem profile save/load (`settings|nav|loot|meta`, per-character variants), `opt list/get/set/setinall` (every internal variable scriptable), macro start/stop, forcebuff, setmetastate, fakedeath (test hook), testitem (dry-run loot classification), propertydump, testmonster, testspell, getdb (spell/species/material tables), nav editing (`addnavpt/addnavjump/addnavcheckpoint/reverseroute`), jump/tapjump/ setattackbar, dump commands, typed debug logging channels. Persistence: profile directory with `.settings` (global + `[Char]`), `.nav`, `.utl`, `.met`; every UI change auto-saves; all four profile kinds hot-loadable from chat/meta (how metas compose: `/vt nav load runback`). ### 1.11 The companion-plugin bundle VTClassic looter + out-of-game rule editor; Virindi Integrator 2 (account-based cross-world groups/tells, fellow coordination); Reporter; Chat System 5 (rule-based chat filter/recolor/sounds); Item Tool (bulk give, buy/sell, mule transfer, comp purchasing — other plugins call into it); Follower; HUDs (status HUD writable from expressions, VTank remote, vitals bars); Hotkey System; Sense (spawn alerts); Window Tool; Global Inventory (cross-character item index); GoArrow; SSSort. Ecosystem: metaf (text ↔ .met/.nav compiler), UtilityBelt (modern superset). Multi-account orchestration is built on metas + chat tells — no special API. --- ## 2. The implied plugin-API surface **Game-state reads:** (1) world-object table with full property bags — id, name, ObjectClass-style classification, weenie/template type, PHYSICS position, heading/distance, container/wielder links, door state, vendor identity; query verbs (nearest-by-class, name-regex+class, in-range counts, inventory filters). (2) appraisal surface — per-object retail property bags (int/bool/double/string/quad + spell list + palette + material/workmanship), ID-request command + ID-arrived event. (3) character sheet — vitals (base/current/buffed max), skills (training/base/buffed), burden, pack slots, level/XP/luminance, augmentations, spellbook, component counts. (4) enchantment table with remaining seconds per spell id (+item-buff timers persisted). (5) spatial identity — landblock/landcell, portalspace flag, coordinate conversions. (6) target combat state — per-monster HP stream, equipment reads. (7) fellowship state. (8) vendor/trade state. **Commands (attempt semantics + busy arbitration):** select, examine/ID, use object, use X on Y, give to NPC/player, loot specific item from container, salvage, read scroll, equip weapon-set (multi-step), combat mode + height/power, attack, cast (self/on-target) with pre-flight checks, move-to / follow, jump(heading, shift, charge, strafe), vendor open + buy/sell, split/stack/move items, lockpick, chat injection, and runtime option get/set on the automation host itself. **Events:** chat (channel/color, capture-friendly), death, vendor open/close, portalspace enter/exit, cast begun/landed/fizzled (and never-started), item appeared on corpse, ID arrived, target HP update, server-confirmed position (checkpoint semantics), nav arrival, fellowship changes. **Scheduling & persistence:** ~3 Hz decision tick interleaved before the host's own arbitration; subsystem priority (heal > combat > nav > loot with boosts); per-subsystem hot-loadable profiles (global + per-character); a persisted per-character key/value store. **UI:** declarative runtime panels (markup), button → action/state bindings, a writable status-HUD channel. --- ## 3. Mapping to acdream today **Already-strong seams:** the K2 headless triad (`IHeadlessBotPolicy.Tick` (view, commands) + `IRuntimeEventObserver`) is precisely the loop a VTank-class engine needs — synchronous borrowed reads, generation-gated typed commands (`RuntimeCommandResult` ≈ VTank's attempt semantics), ordered delta stream (VTank's 293 ms meta tick maps onto Tick). Event coverage already spans lifecycle, command receipts, entity, inventory, chat, movement, portal deltas (IntoPortal/ExitPortal fall out for free), combat. Command coverage: Selection/Combat/Magic/Movement/Chat/Portal/Spellbook/Character/ Social. Character reads: vitals/attributes/skills incl. FormulaBonus (≈ buffed), KnowsSpell; the enchantment registry exists Runtime-side (M3). `IUiRegistry.AddMarkupPanel` is already a better-typed Meta Views. **The gap:** `AcDream.Plugin.Abstractions` today exposes only `IPluginHost { Log, State (4-field entity snapshots), Events (EntitySpawned), Selection, Ui }`. Everything VTank-class lives Runtime-side but is not plugin-visible: | Cluster | Status | |---|---| | Bot loop (tick+commands+ordered events) | Exists (K2); not bridged to plugins | | Entity queries w/ classification/name/distance | Deltas exist; snapshots lack name/class/type; no query verbs | | Property bags / appraisal | M4 Slices 1–3 landed assessment client-side; no plugin surface | | Enchantment table w/ remaining time | State exists (M3); no enumerating view | | Cast-on-target with outcome events | Command exists; outcomes implicit only | | Use/apply/give/loot-item/salvage/vendor | Use+PickUp exist; vendor = M4 Slices 5–6 in flight; apply/give absent | | Move-to / follow / jump / routes | Absent — movement is WASD-intent-shaped; no point-goal primitive | | Fellowship state | Not in Runtime views yet | | Plugin persistence/options | Untyped (plugins can own files; low urgency) | --- ## 4. Milestone shape — dependency-ordered API additions 1. **Plugin↔Runtime bridge (the enabler):** mirror the K2 triad into BCL-only Plugin.Abstractions — per-plugin `Tick(view, commands)`, generation-gated command groups, ordered event observer. Upgrades plugins to headless-bot parity; chat in/out unlocks the VTank composition idiom. 2. **Entity/property query surface:** enrich plugin entity snapshots (name/class/weenie type/physics position); query verbs; per-object property bags in the retail key space; ID-request command + ID-arrived event. Rides on the landed M4 assessment work. 3. **Spell/enchantment surface:** enumerable active enchantments (spell id, layer, seconds remaining), can-cast prediction (components + skill vs difficulty — the `getcancastspell` pair), explicit cast-on-target, cast-outcome events. 4. **Interaction/transaction commands:** use-by-id, apply-on, give, container take-specific, salvage, vendor buy/sell — over the existing one-transaction gate, with receipts as events. After M4 Slices 4–6. 5. **Nav/move-to layer:** point-goal movement with arrival/stuck/off-course events + a server-confirmed-arrival variant (checkpoint semantics; position-ack tracking exists), follow-entity, jump. The route types and nav-point vocabulary are then pure plugin data; optional `.nav` import. (1) gates everything; (2)/(3) independent after (1); (4) depends on M4's in-flight slices; (5) last — route automation needs combat/loot reads to decide when to move. --- ## Sources Wiki content via Wayback Machine snapshots (live site: self-signed TLS / database error): Virindi_Tank (rev. 2024-01-12), Virindi_Tank_Meta_System, Meta_Expressions, Meta_ChatMessageCapture_Condition, Meta_Views, Virindi_Tank_Commands, Virindi_Tank_Standard_Options, Virindi_Tank_Advanced_Options, Virindi_Tank_Monster_List_Matching, Virindi_Tank_Fellowship_Commands, BeginnerBundleGuide, VTClassic_Tutorial, Virindi_Tank_Changelog — all under `http://www.virindi.net/wiki/index.php/…`. Code/format ground truth: `github.com/JJEII/metaf` (CTypeID/ATypeID/ NavTypeID/NTypeID encodings + metafReference.af payload tables); `github.com/leo-duran/virindi-public-clone` (VTClassic `LootRules.cs`); `github.com/aquafir/ACE.BaseMod` (vendored `eLootAction`); `github.com/lino-ranta/vtank-routes` + `vtank-loot-profiles` (on-disk `.nav` / `.utl` verification); `utilitybelt.gitlab.io/docs` (modern ecosystem). acdream grounding: `src/AcDream.Plugin.Abstractions/*`, `src/AcDream.Runtime/GameRuntime{Commands,Events,Views,GameplayViews}.cs`, `src/AcDream.Headless/Policies/HeadlessBotPolicy.cs`.