Added powerfisher to the list.
Didn't know where else to post this
Sorry, I seem to have skipped the store's woodcutting category entirely
Updated picture.
Sounds good!
Nice. Updated in file, will update thread pic later today ^^
The free script initiative:
Goal: to repopulate the SDN with free scripts.
Script users:
If a subject is not on the list and you think it should be, please let me know!
Script writers:
If you have a script that you are planning to release publicly, for free and on the SDN please let me know. If it's under construction please specify so I can color code accordingly.
If I missed your SDN script, please let me know
*Under construction
Daily dose of cringe
Got some work done
Had some laughs with my brochacho
Was in a good mood because @Roomscape is getting more active again.
Wrote this thread because I'm bored.
Wait, I'm aware you can't pathfind beyond your currently loaded region, well you could if you use a d* style algo I guess.
Swizzie told me to get "all" mapdata, I was wondering (and still am) what he meant with that, that's all
Edit: lel if you actually thought I even considered collecting collision data for the whole rs map
Oh I actually have a method to load all tiles of the loaded region
It doesn't take that many resources lel, especially if you cache the map data instead of reloading it every time. It's how most path walking works (not including hard coded paths), I'm actually quite sure OSBot's localWalker works that way, except they don't cache the map data, which is a shame and expensive
Edit: replace all path- "walking" with "finding" :p
Area.getRandomPosition() currently returns a random tile without accounting for its collision flag, which an be a huge ballache in certain situations :p
Will probably make a getClosestPosition() as well, but still testing some stoof (hence the tile painting for debugging)
The room detection is mainly to check if you are in the same room as an entity, and if not it will look for an obstacle to handle to get access to that room ^^