Hel Posted May 22, 2017 Share Posted May 22, 2017 (edited) Hi, I was trying to create a method similar to walking.walkPath(path), but rather than pre-defining the path with positions, I wanted to randomly grab a position from an area, to try create some randomization to the path. So far I came up with List<Position> pathToWalk = new ArrayList<>(); private void walkCustomPath(List<Area> areaList){ pathToWalk.clear(); for(int x = 0; x < areaList.size(); x++){ pathToWalk.add(areaList.get(x).getRandomPosition()); } walking.walkPath(pathToWalk); } This works, but the walking is very gross compared to a regular pre-defined path with static positions, so I suppose what I was wondering is if there's a better way to go about this? Thanks Edited May 22, 2017 by Slut Quote Link to comment Share on other sites More sharing options...
Polymorphism Posted May 22, 2017 Share Posted May 22, 2017 What is 'very gross' about it? A few more details about how its acting would be helpful Quote Link to comment Share on other sites More sharing options...
Isolate Posted May 22, 2017 Share Posted May 22, 2017 40 minutes ago, Slut said: Hi, I was trying to create a method similar to walking.walkPath(path), but rather than pre-defining the path with positions, I wanted to randomly grab a position from an area, to try create some randomization to the path. So far I came up with List<Position> pathToWalk = new ArrayList<>(); private void walkCustomPath(List<Area> areaList){ pathToWalk.clear(); for(int x = 0; x < areaList.size(); x++){ pathToWalk.add(areaList.get(x).getRandomPosition()); } walking.walkPath(pathToWalk); } This works, but the walking is very gross compared to a regular pre-defined path with static positions, so I suppose what I was wondering is if there's a better way to go about this? Thanks why not just use that to "generate" the list of tiles, 1 from each area then use the walk path method using that generated path Quote Link to comment Share on other sites More sharing options...
Chris Posted May 22, 2017 Share Posted May 22, 2017 public class LocalPathFinder extends java.lang.Object An path finder that uses the AStar algorithm and the local map region. 1 Quote Link to comment Share on other sites More sharing options...
Hel Posted May 22, 2017 Author Share Posted May 22, 2017 3 hours ago, Chris said: public class LocalPathFinder extends java.lang.Object An path finder that uses the AStar algorithm and the local map region. thanks, but I don't think the path is actually local, it goes off the length of one minimap, so localpathfinder can't seem to route to it Quote Link to comment Share on other sites More sharing options...
Polymorphism Posted May 22, 2017 Share Posted May 22, 2017 2 hours ago, Slut said: thanks, but I don't think the path is actually local, it goes off the length of one minimap, so localpathfinder can't seem to route to it you could find and object that you know will be loaded each time and walk to it with a little position variance Quote Link to comment Share on other sites More sharing options...
dmmslaver Posted May 25, 2017 Share Posted May 25, 2017 (edited) You're already became botlike by selecting where you click based on coordinates. Players don't do that, they just spam click in the general direction. ;) Unless there are intricate obstacles being traversed. If you go to the web walking nodes on F2p you can notice massive amounts of bots all taking the same paths. So it's not exactly dynamic right out of the box, in the sense of players misnavigating and such. But it could be adjusted to do this. The easiest mix of the two would be to use webwalking but select each event you send based on easiest click x, y not "best" random tile Edited May 25, 2017 by dmmslaver Quote Link to comment Share on other sites More sharing options...