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Pathing issues in Burial Chambers

demonviper

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Hi @pushedx sorry to bring up more Burial Chambers pathing issues but I think it is one of the most important farming maps (for this league and most likely the next couple) so it should be as close to perfect as possible. I also know that it is a complex map and I am sorry that it causes these issues.

What I am seeing is the bot will either do one of two things that may be the same issue:

The bot will load into the central room between the two outside zones (in the tomb) and as it loads in the bot will see mobs on the other side of the door and start trying to attack them instead of opening the door in its way. This will get the bot caught in the corner unable to do anything and after trying for around 20-30 seconds it will log out due to being "stuck."

The second way the bot breaks in the tomb is on the way out (exiting into the second open area). It will see the exit (again on the other side of a door) and try to click the exit without clicking on the door first to let it through. This again causes it to trigger the "stuck" flag and it logs out.

Is there anything we can do as far as this bug goes? It seems like the door opening logic is somehow flawed (it may be like this in the whole game and I just noticed it in burial chambers)


If you need any logs and or pictures let me know and I will keep an eye on it for the next time this happens which is every 5ish runs. (at work or i would do it now)

Thanks again!
 
If the bot is trying to attack through a door, that sounds either like a combat routine issue (are you using OldRoutine?) or a special door (like lab doors) that need a dynamic obstacle placed on it.

If you go up to the door it's getting stuck on, use the Object Explorer plugin (Refresh) to find the "Triggerable Blockage" that the bot is getting stuck on, click "Save" and send me that file, I can check to see if it's a door that needs an obstacle on it.

The logic issue with the transition taking is something ExVault has to look into, as it's not pathing related, but logic related. Most likely an issue with objects getting detected wrong based on the way the game moves the player after taking a local area transition. This game does weird stuff at times, so it's most likely something that needs to be handled specifically.

The core issue with pathfinding is that the game terrain data changes at runtime, and there's no easy way for the bot to handle this unless you force pathfinding generation to run again when you're stuck. If you don't have the bot logout on stuck, you should be able to manually trigger a pathfinding reload, start the bot again, and it shouldn't get stuck (unless it's a special door that needs to be handled). Doors modify pathfinding data in a way where we have to treat every door as unlocked, as otherwise there'd be no way to pathfind through the area, and the bot would only be able to explore the current room you're in the complete exploration because no paths exist anywhere else in the map because a door blocked the way. The side effect of that is, certain doors need to be blocked again if the bot can't open them normally by clicking on them (lab doors for example, requires keys or a lever), but each case of that has to be manually coded as there's no way to know otherwise.

In the end though, the results can only be so good with how this game works. One area isn't more important than the rest of the game, so while I can solve general issues with areas to a degree, trying to invest time perfecting a specific tileset isn't possible. Alpha does have updated pathfinding that should result in better obstacle handling in the future, and fixes for other long time issues, so I'd suggest giving that a try in Burial Chambers now. However, if the other issues are just logic related due to the way the game works and breaking existing logic, ExVault would have to track those down, and given the nature of the issue, it might not be worth the time if there's enough variations of the map generation that break logic. That is, we can have perfectly working logic for certain generations, then others get rolled that break, and trying to distinguish between the two is impossible because of how the game works sadly.
 
Ah gotcha no prob, I just figured a lot of people would be botting this map but I understand your logic as well. I'm including a pic here and I think I can include the logs in another post in a minute because it may be too big for this one

EDIT: hmm weirdly even a 3mb zip file is not working for the log. if you want it let me know and ill cut the actual log file down to the important stuff. If nothing will be done as far as BC goes anyway then that's fine I will let it go.

Really I just want to cut down on the bot excessively loging out of the game because if grinding for hours everyday wasn't enough of a red flag I feel like 50+ logouts a session is adding fuel to the fire
 

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I have another issue that might not be specific with burial chambers, and might even be intended: the bot loves to use a portal scroll after entering both the tomb, and again after exiting it. Basically every instance change. Once it drops the portal it just moves on like it doesn't exist. Is there some way to fix this?
 
You have 2 options for portals right now. You either make a portal after every single transition, or you only make a portal when you need to leave the map. There is no inbetween.
 
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