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New Bot in Development.
Discussion on New Bot in Development. within the Conquer Online 2 forum part of the MMORPGs category.
02/14/2008, 06:21
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#16
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elite*gold: 20
Join Date: Mar 2007
Posts: 2,444
Received Thanks: 1,067
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Keep going...Your on a role
Hiyoal
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02/21/2008, 17:48
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#17
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elite*gold: 0
Join Date: Jul 2005
Posts: 120
Received Thanks: 6
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sorry for the extended absence, i've been developing mainly at ********** for now... but here's the latest update i made there.
I'm going to be implementing a Client<->Server architecture for COBot to communicate with... before you go shitting yourself, no i'm not sending your login details, during development, there will be no encryption placed on the packets going to and from the cobot server so you can monitor the packets yourself if you dont trust me(completely understandable with as much shit that gets put into hacks here and everywhere). The main purpose for this is to allow the bot to auto update itself, and send stats to the server to allow the server to build statistical reports, such as how many mets it took to socket an item, how many kills you had before say a met, db, or any other item of quality dropped, the kills in between one item of quality/met/db dropping and another, the mob that dropped it, the time and so on... this will allow reports to be built to show possibly times that items are more likely to drop? total number of kills that have been made with cobot and so on... all in all i think it will work out very well once its done.
And on to the latest update i made on **********...
Quote:
I started coding the packet layout for the cobot client <-> server communication, it probably wont be implemented in the first release but it'll be there, this is mainly because my inet right now is going in and out, and it would be pointless to include the client-server architecture when my inet is bumping me off about once an hour for about 5 mins... It would cause the clients to drop and then stats to not be getting sent and would create alot of problems at this point... another alternative that i was considering is posting to a php script and then having the statistics viewable through a website, but my php isn't where it should be, so for now, its not a necessity, and its not going to be done right now. currently path finding is going by adjacent coordinates, i need to tweak this to leave a few coordinates in between, and also allow it to beable to jump gaps, which it can't do right now. The thought process for this is probably going to be:
Main loop - looping through coords to build the path.
CheckCoords Loop - checks x coords away in all directions, if its possible to jump there, then add it, otherwise deincrement x and check again, until the coord is not blocked and is jumpable.
The biggest difficulty in the path finding is going to be navigating across like 3 maps, since its going to need to use portals to get there, this means that there is going to need to be an indexed list of portals and their connections, and also an indexed list of scrolls and the coords/map id they dump you at. On top of this, linking the map id's with the actual dmap file name to build the path is going to be difficult, since to the best of my knowledge, each dmap might be assigned to 1 or more map id's?
The path finding also doesn't take into account the height of each tiles, i'm not sure what the maximum difference in height is before co wont allow you to jump it, any insight on this would aos be great, but for now, it should get you by on path finding fairly open maps, could cause some problems though in like ape city.
the NPC POI system still needs to be coded, so the bot can go back and restock/teleport/sell/do quests/what ever... this will probably be done through the client<-> server communication to allow a master list of npcs, their coords, what they do, and such... so each individual person doesn't have to index everything, and having everything in a built-in enum is inpractical, in my opinion... when its time for the bot to need an npc, it will probably query the cobot server and the server will respond with a npc and the coords to use, and then the bot build the path on its own to get there.
What can you do to help this project?
Index all the portals you go through, if your capable of it... all i need is the x and y coord of the portal, the map id its on, and the map id it dumps you on, and the x and y coord there as well.
Index all the scrolls as you use them, all that is needed is the map id, and the x and y coords it dumps you at.
link map id's to their dmap file
Give me the packet structures... this would be great if you could give me packet structures, it will save me a great deal of time, and will help toss out releases faster, since once the framework of the bot is done, mainly what will be holding up releases is going to be adding more features, which generally will require more use of packets.
This is all i can think of now, i'll update the main post later.
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02/21/2008, 23:51
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#18
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elite*gold: 0
Join Date: Feb 2008
Posts: 16
Received Thanks: 3
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 How much more time :S
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02/22/2008, 01:56
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#19
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elite*gold: 0
Join Date: Dec 2006
Posts: 398
Received Thanks: 40
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Good luck! I hope you get all the help you need here.
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03/02/2008, 11:50
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#20
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elite*gold: 0
Join Date: Jul 2006
Posts: 557
Received Thanks: 65
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Nice... cant wait for the release...
what language do you using for it?
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Ok, i decided to make a new thread for this.
So basically we have nothing, we're starting from scratch.
So our obvious obstacle is: packet encryption
From my testing I've discovered the whole packet where the "session key" is sent. Meaning I don't know specifically what in the packet is the session key.
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