Wander waypoints

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Iyfgf
Posts: 4
Joined: Sat Aug 29, 2015 2:32 pm

Wander waypoints

#1 Post by Iyfgf » Sun Nov 29, 2015 3:13 am

Usually the bot wander aimlessly (randomly) around when it' is going in wander mode, I have modified it to go for next mob within our wander radius if any.

Otherwise the functionality is as before.

Attached is a new version of classes/waypointlist_wander.lua

Best regard
Iyfgf

Update:
Turns out player wanders way off due to targeting, to keep it within wander radius I've added a check in the default target evaluation function in class/player.lua, function evalTargetDefault, before the MAX_TARGET_DIST check:

Code: Select all

	
	-- New, check if target is within wander radius
	if( __WPL.Mode == "wander" and distance(__WPL.OrigX, __WPL.OrigZ, target.X, target.Z) > __WPL.Radius ) then
		debug_target("target not within wander radius")
		return false;
	end
	
	-- check distance to target against MAX_TARGET_DIST
	if( distance(player.X, player.Z, target.X, target.Z) > settings.profile.options.MAX_TARGET_DIST ) then
		debug_target("target dist > MAX_TARGET_DIST to player")
		return false;			-- he is not a valid target
	end;
Attachments
waypointlist_wander.lua
(1.16 KiB) Downloaded 149 times

User avatar
BlubBlab
Posts: 948
Joined: Fri Nov 30, 2012 11:33 pm
Location: My little Pony cafe

Re: Wander waypoints

#2 Post by BlubBlab » Sun Nov 29, 2015 12:30 pm

nice idea
Jack-of-all-trades, but master-of-only of a few :D

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