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[@Developers] Need your input, or help

So essentially at the top of our selectors for each class we will want to check the API, most likely health( cant run all the tine gotta kill) and then if support is there fire a use power to safe vector...

That is what I originally thought, but would it be possible to get any helper functions like CircleTo(vector v,int radius)

I realize we can code these things into our CCs, but any help from the core is going to be appreciated I am sure.

eh I went to you tube and this what Apoc made me think of

[video=youtube;KMU0tzLwhbE]http://www.youtube.com/watch?v=KMU0tzLwhbE[/video]
 
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What would CircleTo... do exactly?
 
At the most, I'll provide some "quick" wrapper API for things like "IsJailed" "IsStandingInGroundEffect" and likely a "GetSafeSpot" type function for developers. You guys will ultimately be responsible for implementing the logic on when to move, etc. But I'll be providing API to make it easier to tell what's going on.

- perfect, that's all that's needed. Anything beyond that, I agree with you, should be completely down to the developers to handle logic-wise.

Do *not* use Target providers to do something like this. Avoidance has absolutely nothing to do with targeting, and should not be mixed together. It's simply a priority system, "Are we standing in shit? Move. If not? Kill". There's no reason to start changing the fundamental structure of how things work, to achieve something completely unrelated.
While I agree that a target provider should remain only providing targets (as mine does and I intend to keep it) - you can't rule out "hack jobs" people want to do. Looking through mod communities through the years, some of the most advanced, intelligent and best mods come from people using what's available in unexpected ways - usually this is what people turn to when they've already reached the current limits of the dev-tools provided by the original developers. There's already plugins that do such "hack jobs" to improve functionality until DB can catch up in some areas, and while it shouldn't be encouraged just for the sake of it (if there's better alternatives to achieve something - eg a combat routine *CAN* be modified to handle things on the ground and so that should be done rather than plugins trying to over-ride combat), you shouldn't rule it out. People can be very creative.
 
What would CircleTo... do exactly?

There is a poor example in this video, but essentially it would allow you to evade a spinner perfectly in "some" cases.
[video=youtube;Fy-Xed47Y4k]http://www.youtube.com/watch?v=Fy-Xed47Y4k[/video]

video is bad but you get the basic idea?

could be used for any ground effect -> basically move around effect to kill target

I assume it would need a counterclockwise and clockwise flag as well as "distance"
 
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- perfect, that's all that's needed. Anything beyond that, I agree with you, should be completely down to the developers to handle logic-wise.


While I agree that a target provider should remain only providing targets (as mine does and I intend to keep it) - you can't rule out "hack jobs" people want to do. Looking through mod communities through the years, some of the most advanced, intelligent and best mods come from people using what's available in unexpected ways - usually this is what people turn to when they've already reached the current limits of the dev-tools provided by the original developers. There's already plugins that do such "hack jobs" to improve functionality until DB can catch up in some areas, and while it shouldn't be encouraged just for the sake of it (if there's better alternatives to achieve something - eg a combat routine *CAN* be modified to handle things on the ground and so that should be done rather than plugins trying to over-ride combat), you shouldn't rule it out. People can be very creative.

While I agree sometimes a "hack job" is required to get around certain things, I've not seen a single instance so far with DB where it can't be properly implementing using API already provided, without using a "hack" to accomplish it. (If that ever does happen, all the developer needs to do is ask for an easier way to implement their code, and we'll either explain how, or add something to make it easier so it doesn't interfere with other portions of the bot)

@xsol; Now I understand :)

That's what "GetSafeSpot" or something similar would be for. Unfortunately, doing a proper "nav around the circle" is a lot more difficult for automated software, than it is for humans. Especially if we are to keep our performance in mind.

Also... Steve Balmer ftw. A complete tool, but my god that man has some awesome developer awareness.
 
yeah, it would be hard to code a Circle/ArcTo
 
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While I agree sometimes a "hack job" is required to get around certain things, I've not seen a single instance so far with DB where it can't be properly implementing using API already provided, without using a "hack" to accomplish it. (If that ever does happen, all the developer needs to do is ask for an easier way to implement their code, and we'll either explain how, or add something to make it easier so it doesn't interfere with other portions of the bot)
You haven't seen anything yet that needs a bit of a hack yet!? What, like having to hack into the town-run behavior tree and replace parts of it because of no ability to tap into providers for "should stash this" or "should salvage this"? ;)

I hear you're adding in this possibility with the upcoming item changes though, so I should be able to replace my hack job and not over-ride core behavior tree stuff in future just for what is in essence a "loot-rule provider". But there certainly already has been hack-job necessities!
 
You haven't seen anything yet that needs a bit of a hack yet!? What, like having to hack into the town-run behavior tree and replace parts of it because of no ability to tap into providers for "should stash this" or "should salvage this"? ;)

I hear you're adding in this possibility with the upcoming item changes though, so I should be able to replace my hack job and not over-ride core behavior tree stuff in future just for what is in essence a "loot-rule provider". But there certainly already has been hack-job necessities!

As I said; we can add things whenever :)

Also, I haven't looked at your rule replacement (mostly because its a bit more limited than what DB provides natively), but that's subjective really. :P
 
Any chance we can get a list of elite spawned objects sorted by the distance to your char and containing information: type, remaining duration, radians relative to your char.

On a side note, it would be nice if we could tell which direction leads to explored area's so we can either avoid or purposely kite them into more adds :P

edit: side, side not, I would love to be able to set abilities and runes with the routine so I can make specific fighting styles ;)

edit edit: can we send an unnavigable coord and have the nav system change it to a navigable coord? Maybe a call we can put into a try/catch and if the location isn't navigable then it sends us a potential alternative which we can put through our checks and then resend the move call?
 
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Is it possible to get something to read if the enemy pack is 'close' to each other e.g. 8 yards and less? It is not super important, but it would allow for a user way to double the loot we get, without going into detail here since it is forbidden.

And double loot we all love don't we? :)
 
hi everybody,
i'm totally new to DB but i'm very interested in the logic of the bot.

Concerning the "safespot" thing, i think we better should get a map of "damage probability" / "damage amount" for each kind of damage ( physical, poison, arcan etc ...)
this would allow us to find the "safiest" spot or a safier spot, according to our different resist amount.
this would totally provide a enhancement for a combat logic :
for exemple : arcan is not an AOE, it's a spining string that hurts. it lasts a certain duration, and can't be permanently casted. -> ability to guess spots that will become safe in a few ms ( u can move in an arcan spin sometimes, cause it won't be here when you reach the point)
Also : some damages can be handled : low damage when you have life regen ( can be calculated ), or resist (poison AOE for exemple)
concerning mobs, they hit in a certain range with a certain IAS -> posibility to ignore out-of-range mobs and ignore damage form mob that have just hit.
So with a minimum of mob localisation and skill identification, we could handle this better than human logic. this imply a fine identification of each mobs and theirs skills

with this the combat routine will become a "survival routine" with eventually optimisations on damage we deal.

I know it's a really huge work :p
P.S : is there a way to get info about the current map in DB ?
P.S 2 : i would be glad to help, if needed ;)
 
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