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Tents blocking projectiles

Fujiyama

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Joined
Mar 27, 2014
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Some maps have tents which don't seem to be included in checks on block/visibility. The bot will try to shoot mobs behind these tents. Can be found in maps like Springs.
 
Yea, this has always been an issue. There's no nice way around for a number of reasons right now.

When you first enter an area, the pathfinding data is generated, and then kept for use thoughout the area. This means that anything dynamic that can block the terrain, such as those tents, won't be included in the initial pathfinding data. As you move around, and dynamic objects come into view that now block the terrain, the cached data is unaware of it, so it doesn't exist as far as it's concerned.

EB used to reload pathfinding data as you moved around, but the overhead grew to a point where the bot was unusable. As a result, the reloading was dropped in favor of just trying to handle the dynamic obstacles at runtime, which is how the Ascendancy doors work. When the bot detects the Ascendancy door, it places a temp obstacle on top of it, so all pathfinds fail though it. Due to other bot logic, when pathfinds fail for items, chests, or monsters, they are blacklisted, so all the inaccessible stuff is correctly skipped.

Applying this to tents was tried in the past, but resulted in some unintended side effects. The temp obstacle is a specific cylinder shape, and doesn't fit rectangles well. As a result, if your character ends up in walkable areas in game, but they are now covered by the temp obstacle, all pathfinding fails and everything the bot tries to do results in things getting blacklisted. The bot will break down under these cases.

Trying to fit a smaller obstacle on top of the tents so there might be some parts missed, but the center of the tent is covered was something planned for the xpac, but unfortunately had to be postponed with a lot of other pathfinding changes. That stuff is talked about in one of the stickied guides about what didn't get changed yet.

Anyways, this issue is known and there will be some changes made to pathfinding in the future to try and help avoid it, but ideally, your CR needs to detect projectiles not hitting their intended target somehow, or move around more often to try and avoid getting stuck on these things. The OldRoutine implementation is pretty basic and won't do this.
 
Thank you for your reply!
Yeah I was thinking about something to detect if the targets are hit. I need to experiment a little as I'm far from familiar with all the capabilities of the bot.
 
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