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Bot navigation

Open GregHib opened this issue 3 years ago • 2 comments

Search for target first by tags #39 and then find the shortest route to that target, or search dijkstras to find the nearest applicable area?

Abstract nagivation map made up of waypoints within distance (15 or several chunks?) of each other, stored by chunk. Ai then stores waypoints and adds tiles as influence for next decision.

Waypoints

  • Unidirectional so a bot can add dynamic options based on inventory etc.. (glory to tele to edge etc..)
  • Weighted/contain requirements the bot must meet or things influenced by (prioritise musician routes)
  • Pre-calculate walkable tiles vs run 30x30 bounded flood fill after each movement?

Consider

Static teleports

  • Doors
  • Gates
  • Shortcuts
  • Gnome glider
  • Fairy ring
  • Spirit tree
  • Flying carpets
  • Levers
  • Baloons
  • Gnome copters

Dynamic teleports

  • Jewlery
  • Spellbook with runes
  • Teleport tabs

Validation

If waypoint map is being manually built, need a way to verify that paths are valid and a bot won't get stuck

GregHib avatar Jan 30 '21 02:01 GregHib