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  • Any changes to the logic of breakable objects/chests in future?

    Discussion in 'Archives' started by relly, Nov 6, 2013.

    1. relly

      relly New Member

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      I've noticed it gets stuck for a long time if it can't reach the BO/Chest it's after. Any future updates to look for or temporary fixes? If so maybe an ETA? Thanks!!
       
    2. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      Whenever this happens, please take a screenshot and censor any sensitive information and post it so we can take a look at the problem.

      This should not be happening anymore, except in really rare cases where there is a height difference between the chest and the player (say in a corner) and the bot thinks it can loot it, but it can't, because the client's pathfinding thinks it can approach the chest from the corner.

      In those cases, we have to add more expensive calculations that we'd otherwise not want to do because it slows down the bot. We still have to find a way to add in things like that without hurting performance badly.
       
    3. clandestine

      clandestine Member

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      this seems to be fixed (beta 0.1.113.597) - but the bot sometimes acts quite shizophrenic when it's standing between, for example:

      - a shrine
      - a piece of loot to pick up

      and can't decide which to go for first. this ends up in the bot spazzing out. I'm trying to get a screenshot of this, as it happens quite frequently (once or twice every run).

      It also happens at times if there are monsters down a set of stairs and some at the top of the stairs.

      edit:
      [​IMG]
       
    4. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      Thanks for reporting. We've come across this a few more times now, so the issue doesn't seem to be solved like it was thought to be.

      It's been a long running problem with how behavior trees work and how we are evaluating what to do next. The bot evaluates it should go touch the shrine and at some point on the way to touching the shrine, it evaluates it should be doing something else, so it does that. When it goes to finish the new action, it evaluates that it should be touching the shrine again, so it loops back and forth.

      It has to be able to interrupt tasks, for combat, or doing other things that are closer, but as you can see, sometimes it can't figure out what to do as it changes positions, so we'll try to find a better way to make this work.
       
    5. iargue

      iargue Member

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      Without knowing your actually design setup, the best way to handle this is to create an action array to que things up. When they array is empty, evaluate the map and determine what items should be picked up and in what priority. Then loop through the way completing each action separately, and re-evaluate the array after it is empty again. When the array is empty and there is no new actions to add it it, go back to pathfinding.

      Unsure of how easy that would be to implement on your end though, as if you have started out nesting your commands and functions deeply then you will end up having to perform a huge re-write (Which might be better as it is).

      Do you guys not talk with demonwing developers to see how they designed and handled all of this?
       
    6. imdivesmaintank

      imdivesmaintank New Member

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      I've seen this happen quite frequently in docks.
       
    7. Leks

      Leks New Member

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      You need to be improved filter picking up items. The current is very complicated and inefficient. This is the worst I've ever seen: (
       
    8. clandestine

      clandestine Member

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      This issue seems to be back with .619 (and maybe earlier versions) - the bot spazzes out again without deciding wether to attack a mob or go for a chest / barrel / box etc.

      Also, it seems to try to go straight for a chest on a lower level instead of pathing down the stairs (at least that was the case, while there were mobs around him and it chickened out in the end).
       

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