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  1. #46
    Bananenbrot's Avatar Contributor
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    Or for something completely different, use interfaces and dependency injection with some proper OO design to finally get rid of behavior trees.
    IMO they are not worth the trouble for a single AI with enough computing/space resources. They are decent for a strategy game or MMO in general because of their actual agent independent nature, but they make trade offs not suitable for a single agent.

    Just define proper interfaces like IMovement, ICombat (which would be AI specific) etc. and implement what you need in your AI. Then tell your DI container (I prefer https://github.com/autofac/Autofac, YMMV) to override the interfaces you want satisfied through the custom implementation.

    That way, you actually get a completely opaque tree (possibly a DAG), which is basically what behavior trees are (in a data driven form) without all that for our purposes needless optimizations.
    The stuff like Decorators etc. are actually completely analogous to its GoF pattern counterpart.

    Also, nothing prevents you from ticking your behavior tree each tick, meaning you don't have to do that goo with remebering what your last state was etc. That's also mostly needless optimization.
    Last edited by Bananenbrot; 05-26-2014 at 10:23 AM.

    What are you working on? v1
  2. #47
    RobertoSageto's Avatar Member
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    Everyone's projects in this thread blow my mind.
    I havent done any botting programming since WAR came out and a friend recently got me back into wow after not playing any games for years... my only programming experience is autoit/php/mysql/web design stuff so I'm pretty rusty, but I'd like to create a healbot for dualboxing setups. I'm slowly going through creating my memory-reading core in autoit and I'm trying to find some updated offsets for 5.4.8 to work with while I attempt to scan memory with my lil scrap of a program. Not exactly sure if cheat engine is warden-safe haha.

  3. #48
    miceiken's Avatar Contributor Authenticator enabled
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    Currently trying to make caytchen's meshReader compatible with WotLK. Having some issues with it, seems that it has to do with doodads. Anyway, I might try to implement a SharpNav version instead of a Recast&Detour wrapper.

  4. #49
    aeo's Avatar Contributor
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    Currently re writing my LUA/ObjManager in preperation for WoD. Cleaning it up, better use of OOP concepts. Using it to expose some engine functions to LUA, is visible, reliable distance calculation, isBehind ect.

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