Troll
2011-02-18 11:33:47
Ok so i was thinking, there are dungeoneering bots now on RSBuddy umm one for powerbot but on its own forum and i have heard there are a couple paid ones somewhere(Dont like pay :p) And i was think how do they work? However i know nothing about java and was woundering if anyone knows how they work or if they are even open soucre?
Also would it be possible to try the same in simba or is rsrbot/buddy only able cuz of java?
Thanks
HyperSecret
2011-02-18 11:52:34
From: Troll Man
Also would it be possible to try the same in simba or is rsrbot/buddy only able cuz of java?
Thanks
We technically have the same information available to us as RSBot/powerbot/buddy has. SMART is able to hook everything that that they can as long as we do it correctly in our code.
**BANNED The Man
2011-02-18 11:54:16
From: HyperSecret
We technically have the same information available to us as RSBot/powerbot/buddy has. SMART is able to hook everything that that they can as long as we do it correctly in our code.
Actually, we are still unable to convert rectangles to get the exact points on interfaces :)
Apart from that, yes, we have the same information as they do and yes it would be possible, but hard if you want it to go through all levels etc. :)
-Boom
Troll
2011-02-18 11:57:59
So we can do it :p
Anyone know how they do it? Loop though every ID there is?
Extractus have made a bot. It's not good, but i think it will be good at some point. Check out RsBots (Dot) net
Why it's hard to make Dung bot?
Because your must code it to solve all the puzzles and so on.
~Home
Running the RSBuddy Dungeoneering bot because it's a skill I absolutely detest, and it's actually running OK.
Echo_
2011-02-19 15:14:48
This would be an interesting project to start in Pascal, it would be a huge script though.
tarajunky
2011-02-19 20:56:15
Since the level must be fully generated at the beginning, couldn't you detect if there were going to be any unsolvable puzzles, and just leave that level and try again?
TomTuff
2011-02-19 21:10:45
From: tarajunky
Since the level must be fully generated at the beginning, couldn't you detect if there were going to be any unsolvable puzzles, and just leave that level and try again?
this would be useful even when you're playing by hand.
Train
2011-02-19 21:22:13
The rooms don't appear until you click on the door. Reflection might be able to access the map though.
tarajunky
2011-02-19 21:29:10
The reason I would think it's fully generated at the beginning is because you can have locked doors in the starting room that require keys elsewhere in the dungeon, and also because they have the "Guide Mode", that can tell you whether certain paths are going to be essential or not before you explore them.
That could be wrong, but if the information was available at the beginning it could be very, very useful.
Train
2011-02-19 22:21:19
The map is generated when the dungeon is created, not while walking. But it is questionable if reflection can access other objects in the dungeon though.
Flight
2011-02-19 22:46:36
I would think that each dungeon has it's own home room, you could use the information you gather in the home room, like suggested by Tarajunky, to determine the dungeon "ID" for the given paths, possible NPCs, key locations, ect… But this is only a theory, alot of examination would need to be used to prove it correct.
In either case, I think it'd be very complex, but nothing is impossible to script for Runescape.