Zummy Posted November 22, 2018 Posted November 22, 2018 Hey, I was wondering how does webwalking generate a path knowing which tiles can be reached and which cant. Do we have acces to that method?
Medusa Posted November 22, 2018 Posted November 22, 2018 5 hours ago, Zummy said: Hey, I was wondering how does webwalking generate a path knowing which tiles can be reached and which cant. Do we have acces to that method? Pretty sure it's mapped with different "coordinates" it can walk on, but idk tbh. We have access to the use of WebWalking, but I don't think we can access to actual "data" it contains.
Seyton Posted November 22, 2018 Posted November 22, 2018 I thought for about it for a few minutes, but I'd guess they've hard coded the actual coordinates of areas like banks as well as a bunch of coordinate pairs which are within distance of each other. Like if Varrock Bank is at coords (a,b,c) and you are at (d,e,f), the bot looks to some data file and finds that your (d,e,f) coords are within a screen of (d+7,e-5,f+1) which itself is within a screen of (d+15,e-8,f+4). etc, etc Maybe looking something like this in a data file: [(d+7,e-5,f+1),(d+15,e-8,f+4)] : distance Where 'distance' would be the actual distance between the two points. Take your pick for solving this problem from (d,e,f) to (a,b,c): https://en.wikipedia.org/wiki/Shortest_path_problem
Juggles Posted November 22, 2018 Posted November 22, 2018 If you use the walkPath method you can spam tiles everywhere and it will find the shortest path even if you draw penis shaped paths. I'm assuming it's similar to that that it finds the closest path and since all the tiles are coded it can know if the tile exists
brayden921 Posted November 22, 2018 Posted November 22, 2018 2 minutes ago, Juggles said: even if you draw penis shaped paths Hahaha this got me
extatus Posted November 22, 2018 Posted November 22, 2018 https://en.wikipedia.org/wiki/A*_search_algorithm