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  • BasicGrindBot Exploring Behavior

    Discussion in 'Archives' started by Wirlo, Jun 4, 2015.

    1. Wirlo

      Wirlo New Member

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      The Way the bot explores areas is really really strange for me. So the next room is right there next to me, instead of going there, lets walk across the entire map and explore there for a bit (but not fully.. just stay for 1 room)
      and then come back across the map again, to finish that room from before, before going across the entire map again, in between run around in circles for a bit.
      I just cant watch this.

      Is it possible to tweak behavior without rewriting the entire task ?
      If not, does anyone have the code from the explore task ?

      if not: what is the difference between Loki.Bot.Pathfinding and Loki.Bot.Pathfinding.RD.
      RD stands for RanDom ?
      Is Raycast used for obsticles ? Do i use that to detect walls ?
      is the Loki.Bot.v3.IExplorer object who decides the next location to walk to
      or does it just hold the position. (ExplorerTask seems to just take a Location and tries to move there)

      Im guessing a Location is 1 Tile ?
      And the "OnLocationAdded" (Loki.Bot.v3.AreaStateCache) event is
      what fires when you explore fog of war ?

      I need the bot to explore like a normal person would, follow walls and finish clearing rooms
      that are along the path. Any information on how to tweak this or what objects and functions
      i would use to rewrite the object that handles the routine of "where to walk to next" (and also which object does that?)
       
    2. darkbluefirefly

      darkbluefirefly Community Developer

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      Heya, thanks for the input.
      This has been address numerous times, and basically boils down to;
      If you want something custom, code it yourself, everything is there for you, as Explorer is Exposed already
      But the rundown is read here
       
    3. Wirlo

      Wirlo New Member

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      So it seems that the explorer is not doing the backtracking through the map. I think its the "monster tracking-task". If there is always mob packs in range, the bot will follow the trail. But if one mob is alive at the start of the run, if there is no more mobs close, he will go back to the start, kill that one mob, and then give control back to the explorer. Maybe have a case check where mob tracker gets overruled by the explorer if mob weight (distance, rarity) is too low.

      Thanks for the link with the guides. I have already read all of it before. I dunno if the devs want to improve "the core bot" such as the monster tracker ( which comes as a dll and not a plugin ).
      They certainly don't need to, since i can just replace the
      mob-tracker (and i will do that actually). Its just some feedback, for how it works in my case, using flicker strike.

      I think there is a limit to what plugins can do. If i wanted to fix the bot getting stuck, i would have to do allot of reversing myself.
      Some things should be domain of the core bot, no ?

      In the case of getting stuck. I would help by collecting data of stuck locations if that is needed.
      So there is certainly a place to give some feedback.
       
      Last edited: Jun 15, 2015

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