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Carbon Slayer [Dev Thread]

Official Oldfag
Joined
Apr 1, 2017
Messages
48
What data do you need, I'm assuming a varp/varpbit and/or a series of areas/coordinates?

For my web traversal? Well I made my own nodes that connect areas, the areas have a boolean operator to return true when we're there, cycles through the areas until it hits. Some of these are just areas/coordinates and some require more thought (but not much). Then calculate path between nodes for shortest distance based on available items (and if user has no items, but the user set to use certain items, will check distance to closest bank and calculate that way as well). The nodes are either "usable" or "unusable". Right now that just returns the user setting to use or not use that type of travel.

If I were to expand this, I'd want to use varps/varpbits to remove the user having to set anything. Simply detect everything the player is capable of, and use the best method. World.traverse(new Coordinate(1000,1000,0), WorldTravelOptions.USEALL); But getting those would be pretty time consuming. Considering how many different quest locked transportation things there are.

I haven't done that and don't currently plan on making this a fully functional web like that. Too much work. It will only support slayer areas and obstacles between those areas. And it will probably just keep using teleports and quests related teleports (fairy rings etc - while typing this i realized I should indeed add these) only if set to do so. Like gnome gliders. Ideally, the bot would just know if it had the ability to use them. But as of right now that isn't what I've done.

Could this potentially cause problems with the bot traversal? Yes. But it would be because the user set it up incorrectly, annnnnnd there are failsafes in the web so it won't like constantly spam a quest related shortcut you can't get through or anything.

It isn't super complex. If I had more spare time I think making a fully functional web would be really fun. Especially one that other people could add connections/areas too (qualified people lol).
 
Engineer
Joined
Jul 28, 2013
Messages
2,776
For my web traversal? Well I made my own nodes that connect areas, the areas have a boolean operator to return true when we're there, cycles through the areas until it hits. Some of these are just areas/coordinates and some require more thought (but not much). Then calculate path between nodes for shortest distance based on available items (and if user has no items, but the user set to use certain items, will check distance to closest bank and calculate that way as well). The nodes are either "usable" or "unusable". Right now that just returns the user setting to use or not use that type of travel.

If I were to expand this, I'd want to use varps/varpbits to remove the user having to set anything. Simply detect everything the player is capable of, and use the best method. World.traverse(new Coordinate(1000,1000,0), WorldTravelOptions.USEALL); But getting those would be pretty time consuming. Considering how many different quest locked transportation things there are.

I haven't done that and don't currently plan on making this a fully functional web like that. Too much work. It will only support slayer areas and obstacles between those areas. And it will probably just keep using teleports and quests related teleports (fairy rings etc - while typing this i realized I should indeed add these) only if set to do so. Like gnome gliders. Ideally, the bot would just know if it had the ability to use them. But as of right now that isn't what I've done.

Could this potentially cause problems with the bot traversal? Yes. But it would be because the user set it up incorrectly, annnnnnd there are failsafes in the web so it won't like constantly spam a quest related shortcut you can't get through or anything.

It isn't super complex. If I had more spare time I think making a fully functional web would be really fun. Especially one that other people could add connections/areas too (qualified people lol).
I assumed you just needed information on the area the monsters were at, the way to detect them as the task, and perhaps some other information about the targets. I didn't realize you were building a navigation graph from scratch... you didn't even use the framework we provide? Our built in web is pretty damn comprehensive and although it lacks the entrances to some dungeons and some teleports, we're quick to accept contributions...
 
Official Oldfag
Joined
Apr 1, 2017
Messages
48
What data do you need, I'm assuming a varp/varpbit and/or a series of areas/coordinates?

I assumed you just needed information on the area the monsters were at, the way to detect them as the task, and perhaps some other information about the targets. I didn't realize you were building a navigation graph from scratch... you didn't even use the framework we provide? Our built in web is pretty damn comprehensive and although it lacks the entrances to some dungeons and some teleports, we're quick to accept contributions...

After searching the forums a bit, I thought I found a post that prohibited people from adding to the web. That it used to be a thing, but not anymore? That's why I went this route.

I use the built in web for walking the paths between my nodes, but nah I pretty much don't use any of it's traversal options or obstacles.

It was such a thing back at nexus. The biggest part of the slayer bot was adding all the locations to the web, and it would be easier to just add in the ones I need than hardcode it myself. However, being honest, adding it to the main web does devalue the slayer bot a little bit. It happened with rodney/perf in like 2011. Rodney technically added most of the web connections to nexus (for slayer) before Perf made his slayer bot. Rodney was always butthurt that Perf saw so many sales off what he considered his work.

This just seemed like the quickest way for me to get it done, I didn't imagine the staff being so friendly here! Community dope as fuck, I'd probably be happy to add entrances to the public api.

Love the client by the way. Official old fag, and I think it's the best I've seen. Better than nexus.
 
¯\_(ツ)_/¯
Joined
Jun 23, 2015
Messages
166
After searching the forums a bit, I thought I found a post that prohibited people from adding to the web. That it used to be a thing, but not anymore? That's why I went this route.

I use the built in web for walking the paths between my nodes, but nah I pretty much don't use any of it's traversal options or obstacles.

It was such a thing back at nexus. The biggest part of the slayer bot was adding all the locations to the web, and it would be easier to just add in the ones I need than hardcode it myself. However, being honest, adding it to the main web does devalue the slayer bot a little bit. It happened with rodney/perf in like 2011. Rodney technically added most of the web connections to nexus (for slayer) before Perf made his slayer bot. Rodney was always butthurt that Perf saw so many sales off what he considered his work.

This just seemed like the quickest way for me to get it done, I didn't imagine the staff being so friendly here! Community dope as fuck, I'd probably be happy to add entrances to the public api.

Love the client by the way. Official old fag, and I think it's the best I've seen. Better than nexus.

Reading your comments makes me miss nexus. Nostalgia. :')

OT: Looks pretty promising, I really am hyped about it, also because its being made by the slayer bot author back from nexus days.
I hope you'll stay here at RM and develop some more bots in the future. :)
 
Client Developer
Joined
Oct 12, 2015
Messages
3,758
After searching the forums a bit, I thought I found a post that prohibited people from adding to the web. That it used to be a thing, but not anymore? That's why I went this route.

I use the built in web for walking the paths between my nodes, but nah I pretty much don't use any of it's traversal options or obstacles.

It was such a thing back at nexus. The biggest part of the slayer bot was adding all the locations to the web, and it would be easier to just add in the ones I need than hardcode it myself. However, being honest, adding it to the main web does devalue the slayer bot a little bit. It happened with rodney/perf in like 2011. Rodney technically added most of the web connections to nexus (for slayer) before Perf made his slayer bot. Rodney was always butthurt that Perf saw so many sales off what he considered his work.

This just seemed like the quickest way for me to get it done, I didn't imagine the staff being so friendly here! Community dope as fuck, I'd probably be happy to add entrances to the public api.

Love the client by the way. Official old fag, and I think it's the best I've seen. Better than nexus.

The post from a while back was largely aimed at author-made webs so they could hook up their vertices/obstacles/entrances etc. Because the default web and path-builder are hosted server-side we can only add that data in manually to the web generator. It's pretty good at the moment but still loads of work do be done on it!

I get where you're coming from though, it's a lot of effort to hook up the web to various locations.
 
Official Oldfag
Joined
Apr 1, 2017
Messages
48
Reading your comments makes me miss nexus. Nostalgia. :')

OT: Looks pretty promising, I really am hyped about it, also because its being made by the slayer bot author back from nexus days.
I hope you'll stay here at RM and develop some more bots in the future. :)

I am king of nostalgia, BUT LEMME BE CLEAR. Im not Perfecticus, and I never said I was. I was an impsoft developer, I was chill with Perf and all the guys. But I didn't make the slayer bot at nexus, Rodney[ak47 wtv the fuck] and Lars[Perfecticus] made them. Perf made the one you remember being made that was amazing.

I was a different developer lol. I just saw an opening for a slayer bot, and have gone to college since impsoft. So I figure it'd be more of a fun project now.

The post from a while back was largely aimed at author-made webs so they could hook up their vertices/obstacles/entrances etc. Because the default web and path-builder are hosted server-side we can only add that data in manually to the web generator. It's pretty good at the moment but still loads of work do be done on it!

I get where you're coming from though, it's a lot of effort to hook up the web to various locations.

Interesting, I'm gunna have to join the developer discord or something soon and ask a few questions. The web at impsoft was confusing to get started working with, but once you added a few of each thing it gets really easy to plug&chug through them all.

If I switched to this I'd scrap my current web stuff because I'm sure the built-in one is structured better than mine. If I can add verts/obstacles/entrances to it, it's definitely the better way.
 
Client Developer
Joined
Oct 12, 2015
Messages
3,758
I am king of nostalgia, BUT LEMME BE CLEAR. Im not Perfecticus, and I never said I was. I was an impsoft developer, I was chill with Perf and all the guys. But I didn't make the slayer bot at nexus, Rodney[ak47 wtv the fuck] and Lars[Perfecticus] made them. Perf made the one you remember being made that was amazing.

I was a different developer lol. I just saw an opening for a slayer bot, and have gone to college since impsoft. So I figure it'd be more of a fun project now.



Interesting, I'm gunna have to join the developer discord or something soon and ask a few questions. The web at impsoft was confusing to get started working with, but once you added a few of each thing it gets really easy to plug&chug through them all.

If I switched to this I'd scrap my current web stuff because I'm sure the built-in one is structured better than mine. If I can add verts/obstacles/entrances to it, it's definitely the better way.

Join the Slack, most of the developers are active on there. Had some feedback on your bot in queue anyway so it'd be good to do it there.
 
Joined
May 30, 2017
Messages
46
From the amount of work put in so far, I doubt he would abandon it. He has joined the dev chat by the looks of things, just keep an eye out for a release.

On that note, it looks incredibly comprehensive and can't wait to see it in action


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