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Stark

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Posts posted by Stark

  1. It's pretty simple so far and I don't have any issues adding anything, but you're likely right and I'll notice it later on.

    Yes. The reason it's working is because you're very very familiar with the code and I bet you if I asked you to tell me where a part of the code is, you could easily recall exactly where to find it. This, unfortunately, doesn't usually work in the long term. Especially if you come back to the codebase after a long break, or if someone else attempts to work on it.

     

    I still think it's great what you've done, though. The best way to learn is to actually write code. A lot of people are very good at talking about things, but never learn much because they don't put things into practice. Well done :)

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  2. What's your division and server?

    Silver V and EUW.

    i didn't take ranked seriously at all until now, so I don't think I belong in this division. At my current standing, I would say I can play at high silver/low gold. I've played games with a Gold V friend of mind and outperformed him a few times.

    I'm wildy inconsistent at the moment. At times, I'd say I play at a bronze standard, at other times I might be pushing plat standard.

  3. I recently started playing LoL a few months ago and now I've decided to start taking it more seriously. I'm looking for a high tier LoL player to play with me or watch me play and help me to improve. I'm willing to invest a lot of time into this, and I will take our sessions together seriously. My skype is: noble.stark1.

  4. I honestly thought your code would be better. ;o

    Please share any flaws you find in the code. I want this to be a learning aid for scripters. If there are parts you don't like, let us all know so new scripters don't pick up bad habits from my code smile.png

  5. I hope at least someone finds this useful. I know I had a few people asking how they would structure a script building script like this. The code isn't the best, but it's okay. Feel free to use the code in any of your scripts.

    Thanks to @Brainfree for the pathfinding code.

     

    https://github.com/TriHard/OSBot/tree/master/LegoScriptCreator


    There's also an unfinished slayer script for Advertising other bots isn't allowed. if you want to take a look at that: https://github.com/TriHard/Advertising other bots isn't allowed./tree/master/THSlayer

  6. Just mapped out Al-Kharid.

    I've also edited my webmaker so that it shows me the path it generates between two tiles I click on the map. I'll show a demo once I've mapped out a few more areas. It's awesome :P


    Are you by any chance going to make this open source?


    Not at first. I might consider releasing open source later on, though.

    If you have any questions about how it all works, feel free to PM me or add my skype: noble.stark1

  7. Just did a bit of optimisation, and got the runtime down to 2ms to 4ms, without the use of any heuristic.

    I'll probably end up adding some sort of heuristic to it, if the runtime gets much higher as I add more nodes/edges.

  8. What kind of complexity are you referring to? Even if the map is weighted for stuff like doors, a heuristic will immensely improve the runtime, as long as you dont let it overestimate the heuristic distances. How is the graph built? If its a node-edge based graph where each node has like.. 1-3 neighbours and long/medium distance edges, then I see no issue with a heuristic.. Dijkstra is not much better than Breadth first search, with a runtime of O(n2) compared to A*'s potentially linear runtime. If the graph is how I imagine it, I would recommend Euclid heuristic

     

    Performing a large-scale pathfinding between 2 faraway points would be ridiculously time consuming without one

    I'll look into it. At the moment, I'm getting average ~15ms to calculate a path with ~1k nodes, with furthest apart nodes.

    Once I map out more, I'll see how it scales.

  9. Why Dijkstra? Using a heuristic based algorithm would likely be a lot faster. (A* might outperform Dijkstra quite a bit with an accurate heuristic)

    The complexity of the RS map means that any fast heuristic would be inaccurate most of the time, or if you did make an accurate heuristic it would be slow. I may be wrong, but that's how I interpreted it and decided to use Dijkstra.

  10. will this work for dungeons as well such as getting to freminik slayer dungeon and brimhaven dungeon? and tzhaar dungeon? and also tree gnome stronghold would be nice...

    If you give me a list of all the dungeons/areas that aren't already on my list, I'll add them to my list and map them out when I can :)

    It *can*, in theory, support absolutely everywhere in RS, if I map it out.

  11. Decided to make this after users feeling that the logic system in my AIO Fighter is too hard to use.

     

     

    If you don't know what a webwalker is, it's basically a piece of software that allows you to travel to any location in RS. It consists of a huge list of paths (aka edges) between tiles (aka nodes) which could be walking paths, doors, stairs, agility shortcuts, or anything that you can traverse.

     

    At first, I will only have this available in my AIO Fighter, but I may use it in a walking and/or slayer script in the future.

     

    Webwalker progress

    - Implemented Djikstra's algorithm to calculate a route from any node to another node in fastest way possible

    - Handling of all gates, doors, etc..

    - Handing of all ladders, staircases, etc..

    - Certain paths have requirements attached to them (e.g. agility shortcuts require certain agility level, al-kharid gate requires 10gp or prince ali's rescue quest) - the webwalker will take this into consideration when calculating paths and only take paths that it can actually pass

    - Ability to simply click the location of where to travel to (or bank) on a map of RS

    - Teleportation using teletabs

    - Teleportation using runes

    Mapped:

    • Varrock
    • Lumbridge
    • Edgeville
    • Barbarian village
    • Draynor
    • Falador
    • Al-kharid
    • Ice mountain
    • Wilderness
    • Canifis
    • Relekka
    • Taverley
    • Burthorpe
    • Slayer tower
    • Port sarim
    • Rimmington
    • Morytania
    • Port Phasmatys
    • Mort'ton
    • Burgh de Rott
    • Desert below al-kharid
    • Bandit camp
    • Kharidian desert
    • Nardah
    • Sophanem
    • Karamja
    • Shilo village
    • Ape Atoll
    • Pest control
    • Feldip hills
    • Castle wars
    • Yanille
    • Gu'Tanoth
    • Tree gnome village
    • East Ardougne
    • West Ardougne
    (LET ME KNOW IF I MISSED ANY LOCATIONS OFF THE LIST)

     

    Key:

    Complete

    Almost complete

    Incomplete

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