Could the code be modified so that the random route is checked against the mon_control.txt file and if any there are any monsters in the file with teleport properties in the way of the bot(for example Geographer 1 -5 0) a new route is calculated?
example: bot calculated random route to X=190, Y=30, check the names of monsters on the screen,
if no monsters with the names fitting mon_control.txt are found continue routing
elseif monsters on screen name = monster name with value 1 in the mon_control.txt then
start checking your location and mosnters location
if monster location- you location is 5 or closer (per mon_control file) then teleport
else continue routing
end if
the reason im asking this is because i am botting Geographers at the moment and even thou i have set the teleport -5 for them, i still get attacked by them even thou there is no way that their range is over 5 squares, so i presume that this happens during routing??
if im wrong sorry
better monster avoidance
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- Noob
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- Joined: 13 Aug 2010, 11:23
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Re: better monster avoidance
what i've noticed is that the initial routing works good BUT if there are more then 1 monster on the screen AND the monster (0) is dropped and new route is calculated, the monster distance teleport from mon_control.txt is not checked again, and if i walk into monster (1) i die. (so copy pasting the distance check into mid of code for routing should fix the issue...kinda?)
so i guess what i want to say is that , could i request a fix for this?
ill look @ the open source code on weekends myself, but mayb some1 gets to this prior to me, ty!
so i guess what i want to say is that , could i request a fix for this?
ill look @ the open source code on weekends myself, but mayb some1 gets to this prior to me, ty!
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- Noob
- Posts: 10
- Joined: 13 Aug 2010, 11:23
- Noob?: Yes
Re: better monster avoidance
that actually happens only after DROPPING a target, def need to add a check somewhere there
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- Developers
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- Noob?: Yes
Re: better monster avoidance
Looks like teleport from mon_control is checked in every AI iteration if $AI=2 (ai auto), in AI::CoreLogic::processAutoTeleport - so these issues are strange.
Feature to calculate/tweak a route based on monsters on the screen would be good.
Feature to calculate/tweak a route based on monsters on the screen would be good.