Ticket #19 (reopened task)

Opened 2 years ago

Last modified 3 months ago

TWSDX Module

Reported by: Maverick Assigned to: Maverick
Priority: high Component: Bots - TWD/TWL
Version: Latest version from repository Severity: minor
Keywords: Cc: RiiStar, Reaver

Description

TWSDX Module for Reaver (get it working)

Attachments

Change History

04/22/07 17:05:02 changed by dugwyler

  • priority set to lowest.
  • severity changed from major to minor.

Is more info about what's currently wrong with it available?

04/22/07 23:59:15 changed by Maverick

Mainly a Matchbot configuration issue.

There was a TWSDX configuration made for strikeball (?) once but it doesn't work properly. Need to be checked what's wrong and corrected in the configuration afaik.

05/01/07 17:28:46 changed by RiiStar

  • owner set to RiiStar.
  • status changed from new to assigned.

TWSDX is the New Spiderduel/TWSD and has nothing to do with Strikeball!!!???

@gdug: Its a totally different game play from the old TWSD, its a flag match where you get more points for killing while holding the flag… Timed Race style. Instead of a race to 50 deaths. The fools removed the rules from the arena -.- ?go twsdx in twdev if u want…

Plus the bot is supposed to have some way of prizing 1 brick per round @ request or something during the game (something the smods came up with).

The Current TWSD module wont work with this map, safes are different and arena is much smaller…

05/01/07 17:29:09 changed by RiiStar

  • status changed from assigned to new.

05/01/07 17:30:37 changed by RiiStar

BTW i don't code bots :) I don't know why its assigned to me, maybe i clicked it by accident…

05/01/07 17:32:37 changed by RiiStar

  • owner deleted.

05/17/07 12:54:17 changed by Maverick

  • owner set to Maverick.

Notes:

(Reaver)> well one thing I notice right off the bat is that it's supposed to be a point race
(Reaver)> like a game of go base, but points instead of time
(Reaver)> and point sare accumulated by two ways
(Reaver)> I think this is possible, correct me if Im wrong
(Reaver)> by killing people, and by holding the flag while killing people (more points per kill while holding flag)
:Reaver:yea that has been done in differents events aswell
(Reaver)> ok just checking that it's possible
:Reaver:but that's a arena configuration setting, not a bot thing, right ?
(Reaver)> im still trying to figure out a solution to the brick problem, I want players to either have 1 brick per round, where the brick lasts much longer, or multiple bricks per game, that last a short period of time
(Reaver)> Im pretty sure it's an arena setting
:Reaver:ok
:Reaver:yea, you can have a second bot do that I suppose
:Reaver:ow no, not if it's automated games
(Reaver)> cause right now Im thinking the player would pm the bot requesting a brick, or the player start with brick
(Reaver)> one is a arena setting
(Reaver)> one is a bot setting
(Reaver)> so I need to decide
:Reaver:yea
(Reaver)> you can work on the other aspects of the bot for now though right
:Reaver:I don't know the capabilities of the matchbot in such things so it would save me some nasty modifications if it's an arena setting
(Reaver)> take the code from the lagout module, sub module, challenge module, etc everything from a regular matchbot for a TWDD/TWJD/TWBD
(Reaver)> ok
:Reaver:ok

(Reaver)> also need to fix the safe warp coordinates
:Reaver:yea Rii also said that

05/17/07 14:06:42 changed by Maverick

(Reaver)> good news is, no need to incorporate a prizing system, I've decided we'll do it setting wise givng everyone a brick for every life and having the brick short lived
:Reaver:alrighty
(Reaver)> but
(Reaver)> there was one other thing I wanted to implement with twsd
(Reaver)> and that is time survived per player
(Reaver)> so it would show up in the stats printed off at the end of the match
:Reaver:hm
:Reaver:so it shoulds show the largest amount of time a player hasn't died in per player ?
(Reaver)> sorry let me rephrase
(Reaver)> I want the time holding flag
(Reaver)> per player
(Reaver)> is that possible?
:Reaver:aah
:Reaver:everything is possible, it can only take alot more time to modify the bot
:Reaver:but I'll check
(Reaver)> oh shit I just realized something else
(Reaver)> something we had implemented on the twsdx map was extract tiles, to keep the spawn radius wide and prevent people from being spawned as much, but we had the extract tiles removed so that bricks could be layed against walls much 
(Reaver)> is it possible and likely that you could program a set # of coordinates fo rplayers to be warped to upon death
(Reaver)> instead of having the arena handle it
:Reaver:hm that can be hard to do, you have to set spawn coordinates to a single tile and the bot have to warp every player who gets spawned onto that tile to the correct coord
(Reaver)> yeah, everytime they die
(Reaver)> that's hard to do?
(Reaver)> I can just come up with the coordinates
(Reaver)> like maybe 10 set coordinates
(Reaver)> like 510 510
:Reaver:usually, it also usually impares the gameplay a bit
(Reaver)> 530 530
(Reaver)> Im not talking about the bot calculating a coordinate
(Reaver)> Im talking about the bot randomely picks one of the pre-programmed coordinates
(Reaver)> so if I come up with 10 coordinates around the map
(Reaver)> those are the only places players will spawn
(Reaver)> on those 10 coordinates
:Reaver:yea but the bot has to know when someone is spawning
:Reaver:to warp him
(Reaver)> thats the complicated part eh
:Reaver:yea
(Reaver)> I've got a better idea, I think
(Reaver)> can you set the bot so that anytime a player enters the safe, after the start, they get warped again
(Reaver)> just a random warp
:Reaver:it's possible to time the spawn after the death but its just an odd thing to get warped again right after you spawned
(Reaver)> I know that
:Reaver:yea, that's possible
(Reaver)> is it easier to do
:Reaver:a tiny bit imo, the bot still has to cycle all the players to check if they are in a safe
(Reaver)> ok 
(Reaver)> that's what we're going to go with because as of right now, we don't have alot of options
(Reaver)> if we put the extract tiles back in, that fucks up the bricks
(Reaver)> if we don't put them back in, players can warp inside of some boxes
:Reaver:But I don't know how easy it is to fix such modifications into the Matchbot since it's a generic bot, used for other twd games aswell
(Reaver)> hmm
(Reaver)> hold on I might have an even better idea
(Reaver)> I'll let you know if it works or not
:Reaver:what do you mean with the extract tiles ?
(Reaver)> extract tiles prohibit bricks from being layed close to them
:Reaver:ah

(follow-up: ↓ 34 ) 05/17/07 16:33:32 changed by dugwyler

Here are the current safe values, plus warp points to warp players out of safes.

safe1x=443
safe1y=453
safe1xout=452
safe1yout=460
safe2x=581
safe2y=574
safe2xout=572
safe2yout=566

Easy to change if given values.

For tracking time a flag has been held, as you're saying it's not the sort of functionality that MatchBot generally has. It could be added to Statistics if someone cared enough to do it, but my opinion on this sort of functionality is: compare effort invested versus functionality achieved. It's about 1-2 hours of effort, perhaps more for an inexperienced coder, and the yield is some 14 year old telling others they were "pwnd" because he has more flag holding time than they do. Humbly: who cares enough to code that? I don't. It's not an interesting enough problem to pursue, and it adds almost nothing to the game itself. People have better things to do with their time than code in trivial stats — or I certainly hope so.

I'm a little confused about the whole spawning problem. When taking a look at the map, it looks like the big problem is players being spawned inside the four big open boxes. As effective map work is always a better route, being seamless and server-side, why not just fill these blocks in with some kind of tile? The tile lag will not be significant, and one could just fill in every other tile if this was a concerned. It would create a cool oldschool shading effect, even. As for the safety boxes, they'll never be warped back into, so as long as the door remains closed (and it never needs to open), it should work fine.

I'm not sure what he means by extract tiles (can he provide tile numbers? Is this in the extended/nonstandard tileset?). If we just used normal tiles to prevent warping in to the boxes and had a wide spawn radius I don't think there'd be a problem, as far as I can tell.

05/17/07 22:39:26 changed by RiiStar

I did the original map before F22 Raptor butchered it. The tiles reaver is referring to are the extended Warp Tile, the ones u get warped on contact.

They're ment to be outside the arena and inside the boxes…

Now the spawn problem. The spawn raduis should be big enough to spawn into the far corners, but because spawn radius is a circle, this means that some times they spawn just outside the arena (since its square in nature) and i put the tiles inside the boxes to stop them spawning in those…

I made changes to the map that havnt been uploaded yet and can do some more tweaks. But F22 kinda fucked the current one in twd…

The changes i made are the safes, removed the old twsd safes the ones that were out in the middle of no where.

And the door tiles. To avoid confusion, because of the settings the flag is set static, but once picked up is carried.

So theres some stuff with doors that need to be done also… i'll write more abit it soon, im out of time.

05/17/07 23:17:31 changed by Maverick

ok RiiStar / Reaver, can you give me a complete list of things the bot should do?

What I have gathered so far: (MoSCoW)

  • (M) Host TWSDX like all the other Matchbots
  • (M) Warp players at one of predefined coordinates (Map spawn settings need to be changed for the bot to do this and is usually a nasty modification code-wise.)
  • (S) Warp a player when he is in safe after the match has started (in the case he gets spawned there)
  • (C ) Extra statistic; the time a player has hold the flag

Point of concern: TWSDX has to be hosted by MatchBotR's since I don't have access to modify the Matchbot's. Maybe Reaver can help me finally get some access and get this sorted aswell?

05/18/07 04:28:45 changed by RiiStar

Ok back to the door tiles.

Because we wanted the flag static for start of match so that they rush to the middle to grab/claim it, after its picked up because the settings are setup to have a static flag, but also allow carry flags a dummy flag appears in the center where the static flag is placed. You can't pick up the flag again because there is a flag carrier.

So i added some doors to the center box where static flag is so they could be closed/locked so that for the rest of the round u cant get get confused and try pick up that flag…

I'll sit down and try make a simple list of how the game needs to work and what can be done.

Anything setting/cfg wise i can look at and do for you.

05/18/07 06:33:49 changed by dugwyler

Do you know how the extract tiles affect bricks? How far away do they have to be so as not to cause problems?

It seems like outside the arena and inside the non-playarea boxes wouldn't cause problems, but maybe the radius is larger than anticipated, something like >2 tiles.

Also, as I'm sure you, know you don't need to use this particular kind of tile to get this effect the way you're using it: if there's no place for a player to warp into, size-wise, the server just will not (be able to) place them there and looks for a different spot. This could be accomplished by a layer of normal tiles with one space in between them. Could color the tiles any way you'd like, but then of course you would see something showing up on the radar… there might be a radarless solid tile that doesn't interfere with bricks in the extended set as well?

05/18/07 18:04:02 changed by RiiStar

Yea there is, we can do this, i know that if it cant find space it trys/warps em again… so we'll try that in the boxes inside.

I wrote a list, but i'll go over it with reaver before posting it on here…

05/19/07 13:24:32 changed by Reaver

the lagout system should work the same way as bd's do, when someone lags out they can't get back in for 15 seconds.

05/19/07 13:25:56 changed by Reaver

Oh, and also, Duel Pasta and I worked on the map extensively, removed the extract tiles, tried a couple of things but none of them worked, so we made the map a little bit bigger and I think if we have the spawn radius the lowest it will go we'll be fine now, all I need is for someone to upload twsdx3 from TWDev to TW and then test.

05/19/07 13:27:09 changed by Reaver

Oh, and we tried many methods, putting safe's oustide the map, putting blocks, anything, including the tiles that only show up on radar screen lagged me badly.

05/20/07 01:51:28 changed by RiiStar

The 1st thing i did in twsdx3 is press warp… Bingo outside the map…

If you lower the spawn radius the more ppl will spawn kill… Shall we square out the map more perhaps? It doesnt look as nice now that its expanded :(

05/20/07 17:32:23 changed by anonymous

we didnt really mess with the settings at all in twsdx3 in TWDev though, so we didn't even get to test if we lowered the radius smaller if it would help, additionally Im planning on setting it so that you can attach to other spiders so spawning shouldn't be as much of an issue

05/24/07 05:31:00 changed by RiiStar

To be honest i dont think the bricks are nessicary? Like FC greens in TWDD…

Anyway, i've done alittle work on twsdx in twdev. Since i cant catch reaver online heres that list i made, and he can agree on it?


Map/Arena

Settings

- Spawn Radius Check… Btw, i made it so that the raduis spawns to far corners orginally.

- Added new Doors (redid tileset also) to flag box.

These need to be open at start and closed after flag is claimed either a second or so after they grab flag or whatever the doors will warp em anyway. !opendoor 4 / !closedoor 4 (off the top of my head i havnt used the doors module for ahwile but u can close doors according to tile number 1-8 as apposed to 0-255 states).

- Short-life bricks available each life.


Bot

Tasks it will do?

- Close/open flagbox doors.

- Monitoring flag change/state?

To check which team owns it? Since they get it auto from a kill… So it knows who/what team is flag carrier. Perhaps not if its just a set amount of time to get points? Unless flag time is monitored for stats?

- New Safes/Warp on start (at each corner of arena)

- Time/Point race?

- Game stats at end etc.

05/28/07 04:22:39 changed by Maverick

  • priority changed from lowest to high.

June 3rd are the finals of TWL. After TWL Reaver wants this bot finished and ready to be used.

If anyone but me wants to work on this, please do.

05/28/07 04:22:50 changed by Maverick

  • owner deleted.

06/04/07 13:17:34 changed by Maverick

  • owner set to Maverick.

Ok I modified the configuration file of TWSDX at Roboking, thus use a MatchBotR to test. (I couldn't test myself since it needs a proper database.)

It should work in the most basis; no opening/closing of doors or any extra stats. However, it should host a normal timerace game where the team with the most points wins.

Few questions:

  • Currently it's set to a maximum team size of 5, minimum of 4 - is this ok?
  • What's the time limit of the game, 20 minutes?
  • Any LVZ objects that need to be toggled? (Like a "go go go" lvz or "game over" lvz)

Further features (please confirm):

  • Opening doors on start, closing doors after few seconds once player has grabbed the flag
  • Extra statistic; the time a player has carried a flag

Let's not have the bot do anything with spawning players, it's tedious and often goes wrong. The arena settings should take care of it.

(follow-up: ↓ 25 ) 06/04/07 13:26:29 changed by Maverick

Note; you should be able to run the event but make sure the safe doors are closed while the flag doors are open.

(in reply to: ↑ 24 ) 06/04/07 14:12:32 changed by RiiStar

Replying to Maverick:

Note; you should be able to run the event but make sure the safe doors are closed while the flag doors are open.

For the above i made sure to use different door tiles.

Door tile 1 = Mid/Flag Box

Door tile 4 = Safes

Using Door module? !Door <Door Value> !Door 4 << Should do the trick?


* Currently it's set to a maximum team size of 5, minimum of 4 - is this ok?

Yes

* What's the time limit of the game, 20 minutes?

10mins? Not Sure to be honest…

* Any LVZ objects that need to be toggled? (Like a "go go go" lvz or "game over" lvz)

Only the normal twd lvz like twdd


Further features (confirmed):

* Opening doors on start, closing doors after few seconds once player has grabbed the flag

* Extra statistic; the time a player has carried a flag

06/04/07 14:28:37 changed by RiiStar

But for the doors, just have them all closed. And open/close door 1?

06/04/07 15:49:44 changed by RiiStar

Loaded and tested.

You cant even add when TWSDX is loaded :(

06/04/07 23:13:23 changed by Maverick

I need some log or error message, RiiStar.

06/04/07 23:30:33 changed by RiiStar

MatchBotR4> Could not add player RiiStar: Could not add player, unknown error in addPlayer: For input string: "-1 "

06/05/07 13:11:43 changed by Maverick

Fixed. A few spaces after a "-1" in the config file was causing it. Lousy bot :/

Try to find any more bugs that will stop the bot from hosting it properly.

06/08/07 13:15:54 changed by Maverick

I would like to know if the bot works in the basics now so it can be used for further development or an entirely new bot has to be made.

06/12/07 04:58:11 changed by Maverick

… I was under the impression this bot needed to be done quickly so it could start asap ? :(

Has the bot already been tested after the latest update?

06/12/07 15:08:19 changed by RiiStar

Sorry, I've been working a lot :( My days off weren't days off…

I tested the bot, it adds ppl, i used a twdbot for the doors at the same time for the flag in mid. But we just kept playing… It seemed the bot died and nothing happened? i also had to manually change the *timer of the arena from 99mins to 3mins after we'd been playing about 15mins already since the bot wasn't responding.

Might have been just that once, might need another test. Its hard for me to get ppl to help test it when im online, a Smod (AKA REAVER!?) should do one when most people are on and not afk like when i try…

(in reply to: ↑ 9 ) 06/12/07 15:23:40 changed by RiiStar

Replying to dugwyler:

Here are the current safe values, plus warp points to warp players out of safes. safe1x=443
safe1y=453
safe1xout=452
safe1yout=460
safe2x=581
safe2y=574
safe2xout=572
safe2yout=566
Easy to change if given values.

safe1y=424
safe1y=431
safe1xout=432
safe1yout=439
safe2x=600
safe2y=593
safe2xout=592
safe2yout=585

Changed, proper/tested warps, current ones arent right.

06/13/07 18:32:49 changed by Reaver

We tested it today

it didn't warp us to the correct location, it froze while we were playing so we didn't even get to finish the game, didn't really get to test too much honestly :p

06/21/07 13:56:50 changed by Maverick

  • status changed from new to assigned.

Ok I think I got it working for basics now.

TODO:

  • "Bug"; flagpoints aren't counted, only killpoints.
  • Open/close doors
  • Extra statistic

06/24/07 14:08:13 changed by Maverick

I tried to make modifications to matchbot to make it open/close doors on the start/when the flag is grabbed. This bot is already so complex that it requires too much time to get this in, also it would require a big overhaul of the code which isn't doable.

I suggest to remove the doors around the flag and remove the static flag to prevent confusion or something.

Bugs:

  • Points aren't recorded?!
  • Doesn't unlock (maybe it's supposed to be that way)

Questions:

  • Which map needs to be used? (see above)
  • What ships should be allowed? (specific ship or all)
  • How many rounds, how many maximum rounds?
  • Alias check necessary or players?
  • Player needs to be squad joined?
  • Player needs to be roster joined?
  • How many ship changes allowed?
  • How many ship switches allowed?
  • How many substitutes allowed?
  • How many lagouts allowed?
  • Enforce lag limits? (if yes, which)
  • How many score for team who forfeits (and looses the match) ?
  • How many score for team who wins a forfeit ?

06/24/07 14:25:47 changed by Maverick

Another question:

  • The TWSDX configuration in TW, does that need to be able to start by using !game or through a challenge (like TWD)?

06/24/07 14:32:43 changed by RiiStar

TWSDX will replace TWSD when its done? So TWD?

Decided to change the settings, yes will remove doors and static flag. Ship 3. 3? 5 max? Maybe? Yes? Yes? None… None… Not Sure. Yes. TWD's Normal twd(d)?

06/25/07 00:57:48 changed by Maverick

Would you mind answering again and put {{{ ...text... }}} around it or put [[BR]] at the end of each line :p

06/25/07 12:56:43 changed by Maverick

Comment (by RiiStar):

 TWSDX will replace TWSD when its done? So TWD?

 Decided to change the settings, yes will remove doors and static flag.
 Ship 3.
 3? 5 max?
 Maybe?
 Yes?
 Yes?
 None...
 None...
 Not Sure.
 Yes. TWD's
 Normal twd(d)?

06/26/07 00:56:16 changed by Reaver

I don't have a clue what that reply means. All I can say is that the bot has yet to make it through a full game without crashing. Can we make it simple and set it up so that the bot does nothing but the most basic functions and then add things on to make sure it all works? Like we absolutely need: Lagout function, sub function, add players function, setcaptain function, startgame function. Then from there, make it so that the game starts *timer 10, the game ends when that expires, and it does a readout just like wbduel and TWD so it shows player name, kills, deaths, points. We'll worry about MVP and everything else later, we'll get the other functions working later I want the bot in working condition ASAP

06/26/07 00:57:00 changed by Reaver

Oh and if you've got code for the other things already obviously I don't want you to throw that away, hold onto it but wait till the bot can get through a game without crashing

06/26/07 04:17:52 changed by Maverick

Understood Reaver

06/26/07 05:31:03 changed by RiiStar

Is there any way to add the flag/ball move function into the bot? So the bot can place the flag in mid?

Else i'll just use settings to spawn the flag in a limited radius…

06/26/07 05:40:59 changed by Maverick

I already had so much trouble adding in simple opening/closing doors into the bot that I highly doubt it's doable to add functionality into the bot so that it places a flag at a certain position.

06/26/07 13:42:08 changed by Maverick

I didn't have the lag limits of TWD so I copied what I had from TWLB:

EnableLagLimits=1

CurPing=360
AvePing=320
S2CPloss=3
C2SPloss=3
WeaponPloss=3
SlowS2C=4
SlowC2S=4
Med=100
SpikeCount=6

06/26/07 13:49:16 changed by Maverick

As for score winning/losing a forfeit, I guessed:

forfeit_loser_score=0
forfeit_winner_score=50

06/26/07 14:05:46 changed by Maverick

substitutes=3
lagouts=3

06/26/07 15:24:23 changed by Maverick

I uploaded a working TWSDX configuration.

You can start it with !game and it should work just like base/wbduel/javduel. It's set to the specified amount of rounds (3, max:5) but after each round you have to re-!setcaptain the captains and let them re-add players to continue the game.

I disabled the aliascheck, rostercheck and squadcheck for now to be able to test it with !game.

To test the bot, spawn a MatchBotR from Roboking, :MatchBotR:!lock 11 and then start it like a normal base/javduel/wbduel game.

07/01/07 06:36:37 changed by Maverick

TODO:

  • flagpoints via EventRequester.SCORE_UPDATE
  • *flagreset at start of game
  • Extra statistic

07/02/07 23:18:13 changed by RiiStar

Tried testing today.
Hit a wall… updated map and cfg so thats good now…
But it wants 8 players minimum?

We're thinking 3 minimum (so they can play if they dont have 4 for dd/jd) and a max of 5 per team?

Hope thats an ez fix…

07/03/07 02:19:00 changed by Maverick

You tested the bot and it needed 8 minimum per team? I thought I set it to 8 total players (so 4 per team) but maybe the setting is for players per team, not total.

07/04/07 13:52:07 changed by Reaver

If that's the case make the minimum to 6 players total so that it can be 3v3, the maximum to 10, so it can be 5v5. Also one other thing I wanted to mention, make it so that if the !addplayer isn't accepted within 90 seconds it expires. Right now a current problem with TWD games is that when you play a twdd or twjd, and you offer an !addplayer to make it 5v5, the other team can accept it halfway through the round (or any time really) if they're losing in an attempt to bring the game back, which is pretty lame heh. That's one more thing that needs to be fixed on the current Matchbot's but if you write the code for this one then hopefully it's just a copy/paste job fix for the other bots.

07/09/07 07:55:56 changed by Maverick

Ok I'm trying to make it work so that the player who has the flag gets extra points.

According to the settings, only the player who has the flag gets extra points per kill (Flag:FlaggerKillMultiplier=1 - he gets double points). The rest of the team not.

Now I believe the whole team should get extra points if the flag is owned by somebody of that team or make the bot do as the settings - only the player who has the flag?

For now I have set the bot to multiply the score of each player of the team that has the flag because it's easier.

07/09/07 08:24:22 changed by Maverick

Alright, fixed the warp/safe points again and set the team size to minimum of 3, maximum of 5 (min: 3v3, max: 5v5). I also set the name to TWSDX or does it need to be named TWSD ?

The settings are currently still set to a manual game where you have to !setcaptain and !startpick. Once everything is checked and verified, I can change the settings to TWD-like settings.

07/09/07 09:05:28 changed by Maverick

  • cc set to RiiStar, Reaver.

07/23/07 06:15:32 changed by Maverick

Can we do another test some day?

07/31/07 02:19:25 changed by Maverick

The bot has been tested, following are the (new) todo's:

  • !notplaying doesn't work properly (didn't make people move to a seperate freq)
  • Remove the messages of the bot about flag captures (MatchBotR4> Team1 lost the flag)
  • Cover up "phantom" flag at the center once the flag has been captured with lvz id 999
  • Scoreboard showing which team has a flag:
    All off:          *Objset -740, -743, -741, -742,
    No team has flag: *Objset +740, +742, -741, -743,
    Team 1 has flag:  *Objset +740, +743, -741, -742,
    Team 2 has flag:  *Objset -740, -743, +741, +742,
    
  • Check on what MVP is based on - best would be based on points instead of kills
  • Have the bot toggle the gogogo lvz

07/31/07 11:16:33 changed by Reaver

Yes, MVP will be based on points, not kills

08/12/07 20:48:47 changed by RiiStar

LVZ toggle changed, only for mid spider logo - toggles silver spider to hide Phantom Flag thats left in fix position…

*objon 744

08/27/07 00:44:34 changed by Maverick

Development has been halted until we can get the source of the real TWD MatchBot from RoboQueen since the Matchbot we have isn't the same as the TWD Matchbot.

08/27/07 01:17:00 changed by RiiStar

I got it from Ikrit, tell me where to send it?

08/28/07 00:11:03 changed by Maverick

maverick-at-dedicational-dot-com

09/01/07 13:38:21 changed by Maverick

Done:

  • Remove the messages of the bot about flag captures
  • Cover up "phantom" flag at the center once the flag has been captured
  • Scoreboard showing which team has a flag
    Note: applied it for all TWD games (only need to set the lvz in other arenas + set the setting "scoreboard_flags" to "1" in the bot settings)
  • Have the bot toggle the gogogo lvz
  • !notplaying should work (couldn't find anything wrong with it)
  • MVP is based on points (as with every TWD game)

09/01/07 13:54:16 changed by Maverick

MatchBotR updated with the changes

09/04/07 03:18:25 changed by RiiStar

Works well, only thing i noticed is that it didn't trip the lvz to hide phantom flag…

objon 744

I thought it worked the 1st time i ran the bot, but after that it didn't?
Played 3-4 rounds and last 2-3 it didnt do it, i had to do it manually…

09/04/07 06:09:18 changed by Maverick

It did hide it at the end of each round though?

I'll look into it nonetheless.

09/04/07 06:11:34 changed by Maverick

P.S. What is the most recent TWSDX arena in the TW Dev zone? ?go twsdx7?

09/05/07 14:58:06 changed by Maverick

ok
twsdx6

09/14/07 11:54:29 changed by Maverick

  • Fixed the flag LVZ problem
  • Fixed a small bug with the flag status at the scoreboard

Seems to be ready for release?

09/14/07 12:03:10 changed by Maverick

RoboKing's Matchbot has been updated with the changes.

09/19/07 01:14:52 changed by RiiStar

………

It Turns objon 744 off at end of round, but now the flags on scoreboard
do nothing an it doesnt turn on objon 744 after 1st flag pickup.

It did do those things before :S
Sorry eh :(

09/19/07 03:55:37 changed by Maverick

how.. what.. WTF?
Errr ok, I'll check it out again.

Just to be on the safe side, are you sure the correct LVZs are used inside TW?

09/19/07 04:03:46 changed by RiiStar

I can do the same lvz stuff manually in tw…

*Objset -740,-743,-741,-742, ←- Flags Off
*objset +740,+743,-741,-742, ←- Freq1 Yellow Flag - Freq2 Blue
*Objset -740,-743,+741,+742, ←- Freq1 Blue Flag - Freq2 Yellow
*objset +740,+742,-741,-743, ←- Flags Neutral

*objon 744 ←- Mid Spider ON
*objoff 744 ←- Mid Spider OFF

Im Pretty sure those are the ones you have already and they work manually…

10/28/07 13:58:18 changed by Maverick

Static flag has been removed.

TODO:

  • Try fixing flag problems with 2 flags?
  • Scoreboard flags doesn't work
  • Periodic reward - 10 points to every member of the team

TWDev: twsdx6 moveable flag, twsdx7 static flag bug

10/28/07 14:02:05 changed by Maverick

RiiStar> ok twsdx6 should be fixed flag RiiStar> twsdx7 non-fixed

10/28/07 14:17:50 changed by Maverick

(RiiStar)>oh, and if the flagger specs or lagsout can the bot do *resetflag and turn the 477 lvz off again so they can grab flag from mid?

11/12/07 14:22:08 changed by Maverick

Tested in twsdx6:

  • Scoreboard bug fixed (reversed scores)
  • Extra check for flagcarrier
  • Added (untested) check if the flagcarrier spectates; *flagreset, lvz off etc

See changeset:1943

Tested with 3 players and worked 100%. (Scores were working including periodic rewards.)

11/12/07 16:40:02 changed by RiiStar

  • status changed from assigned to closed.
  • resolution set to fixed.

Tested in tw, with fixed flag… Seemed to work great except for the 744 lvz to hide phantom flag.

Points defiantly seem to be consistent now…

11/13/07 06:38:36 changed by Maverick

  • status changed from closed to reopened.
  • resolution deleted.

Should test it with the mobile/fixed flag combination and see how that goes.

The 744 lvz is toggled as soon as a flag claimed event is registered, this event is only fired the first time the flag is picked up. Maybe only with the mobile/fixed flag this event is fired.
I will test the bot with in twsdx7 and see if the same problem arises.

Have to test speccing the flagcarrier too.

11/28/07 14:19:30 changed by Maverick

TODO:

- check if bot can be made to pickup the flag then release it in center of map

12/31/07 17:50:06 changed by Maverick

  • Check with mobile and fixed flag
  • Check the coverup lvz
  • Periodic flag reward (adds to score?)

RiiStar, what arena in twdev can newest settings be found and which type of flag?

12/31/07 17:57:16 changed by Maverick

  • Check MatchBot's door usage if doors are to be used instead of the coverup lvz

12/31/07 18:53:21 changed by RiiStar

twsdx6 should be non-fixed and twsdx7 should be fixed flag same settings in both

01/15/08 00:48:34 changed by Maverick

I've made another modification to matchbot so that it spectates 512,512 and watches for flag claims. This might be the reason why it didn't detect flag claims in public tests before (and thus didn't enable the coverup lvz).

Periodic flag rewards are already handled by matchbot so that shouldn't give any problems.

I will commit the modifications and test it soon.

01/18/08 02:35:20 changed by Maverick

Done some tests (locally):

TWSDX test with bot spectating A1:

normal flag: (twsdx6)

  • only detects flagClaim when no player is carrying it and picks it up
  • doesn't detect flagClaim if flagcarrier is killed and flag is transferred

flag bug: (twsdx7)

  • only detects flagClaim when no player is carrying it and picks it up
  • doesn't detect flagClaim if flagCarrier is killed and flag is transferred
  • doesn't detect when bugged, fixed flag, is claimed

These tests results say that the bot should just be working fine :(

I'll do another public test soon (probably tomorrow) and see how it's going.

(follow-up: ↓ 90 ) 01/18/08 02:40:43 changed by RiiStar

We found just by testing in the arena… That if the flagger has flag before game starts then the flag doesnt get reset and they still carry it, but if they have it and are put in spec the flag is reset.
So i think we need the doors around the flag which will be locked at start of game until go go go, then opened.
Then closed once flag is picked up, putting door tiles in center of box to warp them with flag…

How does this sound? It should fix that phantom flag from being a problem, only means we need to check for when the flagger lags out or specs that the flag is reset and the box's doors are opened for flag to be reclaimed…

(in reply to: ↑ 89 ) 01/18/08 03:55:50 changed by Maverick

Replying to RiiStar:

That if the flagger has flag before game starts then the flag doesnt get reset and they still carry it, but if they have it and are put in spec the flag is reset.

On the start of the game a *flagreset is done, thus this *flagreset doesn't work properly if someone is carrying a flag?

Done a few small tests locally to verify this:

  • twsdx6 (normal flag): *flagreset correctly resets the flag and it respawns after a few seconds
  • twsdx7 (bug flag): indeed, only the fixed flag is reset.

Hmm indeed this will be a problem. Another fix (avoiding using the doors) would be to *spec the current flagcarrier and putting him back in to reset the flag.

How does this sound? It should fix that phantom flag from being a problem, only means we need to check for when the flagger lags out or specs that the flag is reset and the box's doors are opened for flag to be reclaimed…

This doesn't really fix the phantom flag being a problem. If we are using the normal flag, it can still spawn the flag outside of the playfield if there are too much players in the arena.

The bot already checks if the flagcarrier spectates or leaves. It currently *flagresets, disables the cover-up lvz and watches for flag claims again.

As you may notice, I still don't like using doors since Matchbot already uses doors for other purposes. The cover-up lvz is a fine solution for the center-flag with the flagbug settings already (tests have shown that the bot doesn't confuse it for a real flag if it's claimed).

01/25/08 13:42:45 changed by Maverick

This is so depressing. Just did a test in ?go twsdx in Trench Wars. (with phantom flag-bug)

Following problems :

  • Bot not registering initial flag claim (even my client didn't)
  • Scoreboard flag status not working (both flags keeping blue). This is related to not registering initial flag claim
  • Points were slightly off but later in the game they got off more. Probably related to not registering initial flag claim.
  • LVZ Cover up lvz not being toggled

Good things:

  • Resetting the player who is already carrying the flag at the start of the game works

Noticed there are two flags in the arena (F2 stats) which might confuse the bot.

RiiStar, can you change the map in ?go twsdx to a normal mobile flag. I want to see the difference given above problems.

01/25/08 13:43:22 changed by Maverick

Oh and !notplaying didn't work. This is probably caused by a missing setting of the bot though.

02/13/08 12:12:57 changed by Maverick

Did another test, this time with a normal flag (mobile).

Following problems:

  • Scores are reversed at score board New Scoreboard LVZ has the score reversed, either it needs to use the old score LVZ numbers or this new scoreboard LVZ needs to be used across all of TWD (TWL?).
  • Time was set incorrect, reset to 10 minutes

So apart from a few mistakes in the rules which have already been fixed, the bot is quite complete.

02/27/08 03:07:25 changed by Maverick

MatchBot has been updated for the new scoreboard LVZ

I've also taken the liberty to change the TWSDX configuration to normal TWD configuration (!challenge, squad-check, etc.). You can't start a TWSDX game with !setcaptain and !startpick anymore.

02/27/08 03:09:17 changed by Maverick

Oh, I will rename the current TWSD configuration to TWSD-old and rename TWSDX to TWSD

02/27/08 03:36:02 changed by Maverick

For now I've removed the bots from TWSD, the new TWSD can be started when you like.

(follow-up: ↓ 99 ) 03/08/08 15:37:08 changed by Maverick

TODO:

  • flag status on scoreboard not working properly?
  • Make MatchBot go into play, grab flag, move to center, drop it (=⇒ test when bot can grab flag after flagreset)

04/30/08 16:11:09 changed by milosh

  • component changed from Bots - Other to Bots - TWD/TWL.

(in reply to: ↑ 97 ) 05/27/08 15:57:22 changed by anonymous

Replying to Maverick:

TODO: * flag status on scoreboard not working properly? * Make MatchBot go into play, grab flag, move to center, drop it (=⇒ test when bot can grab flag after flagreset)

I know your all busy, hopefully someone else/new can pick this up with Mav's supervision? :P

Any way we could work on and test this from King again?
TW's getting alittle restless that i've killed twsd (even tho hardly anyone played it anyway).

But it would be good if we can get a working version to show some progress :)
Hope we can sort out Queen access again soon :(

05/31/08 05:00:20 changed by RiiStar

Anonymous was me btw ;/


Add/Change #19 (TWSDX Module)




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