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DSRyan

Breach Avoidance & Monster Avoidance & Monster Ignoring

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Hi,

Currently we have no option to avoid breaches, some people are wanting the bot to chicken on breaches, I propose:
  • A better, superior and ultimately more efficient option would be to create an x by x "do not enter" box around the breach.
     
  • If the next movement is supposed to go through the box or into the box, the avoidance system would recalculate a new set of coords, close to the box but outside.

Currently the "Chicken on monster names" only supports chickening, I think this should be revamped to have some more functionality.
  • One feature you could add is [ignore] which if appended to the end of a monster name: Voll, Emperor of Purity[ignore] would make the bot just ignore the monster, as if it doesn't exist and as such would just bypass it.
     
  • Another feature would be basically the same as breach avoidance that I just mentioned, so we could add: Voll, Emperor of Purity[50] for an example which means it would be a 50x50 box around Voll's original/first detected coordinates and it would path around that 50x50 box.
     
  • The two above options could be put together so you have Voll, Emperor of Purity[ignore][50] which means it would stay 50x50 away from the original coordinates but if the boss comes out and follows the bot would still just ignore the boss and under normal circumstances it would get away and leave the boss all on his own.
Edited by DSRyan

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Good post. 

I'd rather have bot stability and progression first though, then things like this. :)

That's where the "community" is doing things wrong...

1) Closed Source (Understandable), but if you're going to have it closed source at least make the bot modular so that there is a core which contains all of the core functions, like moveto(), getcoords()... etc and then everything else is done by scripts, this would make the bot way more flexible and stable as features, fixes and entire routines can be worked on by anyone, rather than just 2. It would mean that the suggestions I made here and in the other post, I could add for myself and more importantly for the community.

2) Working on the wrong things first... pathing, chickening, avoidance, NPC use, stashing should all be priority followed by recipes, map rolling, master quests and finally progression. Progression is a long and laborious task to do. It doesn't take anyone long to do it themselves, it's a waste of developing time to prioritise these. It's also the wrong way of focusing in terms of a business perspective (money for alk) as you want to perfect the main functionality before you work on the big scripts.

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