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Mob avoidance and pathing - Printable Version

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Mob avoidance and pathing - zerger - 02-12-2019

i am working on scripts that can avoid mobs.
i started to write a script for single static mob avoidance and i try to end up with a system that can avoid/path through groups of moving mobs.
https://www.youtube.com/watch?v=lElsPPEBsI4

here is some theory crafting:

1. we have general navigation through the world using a navmesh
2. we have "steering" which should avoid mobs locally

General assumption:
we want the bot to think/behave human like
we cant see more than 100 yards ahead

we have different character situations:

-"llnm" low level compared to the zone/area mobs without mount (level 5 character in wetlands)
-"slnm" same level compared to the zone/area mobs without mount
-"hlnm" same level compared to the zone/area mobs without mount (level 60 in STV)

-"llm" low level compared to the zone/area mobs with mount (level 40 character in winterspring)
-"slm" same level compared to the zone/area mobs with mount
-"hlsm" higher level compared to the zone/area mobs with 'super' mount

we have different travel situations:

"ldt" long distance travel (getting from menethil to dun modr or from eastern wetlands to a vendor)
"sdt" short different travel (getting to a ore node or avoiding an elite while moving to the next grind target)

in the case of wetlands
steering is useful when:
slnm/llnm sdt

steering is NOT useful when:
llnm ldt (running through the area of 1 will us either get stuck or takes us a long time to find a path)

steering might not be necessary
hlnm/hlsm doing ldt/sdt

[Image: wetlands_abc.png]
[Image: wetlands_numbered.png]