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BOT API Framework ... #76
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I am ready with the base Bot class ... with the help of the new BOT API we greatly reduced the complexitiy of bot code (compare that to the archon aim bot code in #60 ...) see here how the "oversimplified" ArchonAimBot now looks like ...
In words it does the following ... whenever there comes an event for sprite1 aim and shoot back into direction of sprite1 ... maybe I oversimplified the whole thing a bit too much ? Hmm lets test it out tomorrrow how it does when we run it in falcon patrol ... |
it turns out that the falcon patrol auto defense bot which should control the falcon patrol plane has to be much more sophisticated logic wise compared to the relatively simplistic Archon aim bot. I mean it is a completely different level of complexity to master this piece of logic … and that is for a few reasons
buddy we have to find strategies … we have to implement different strategies depending on where the enemies approaching and how many there are here are some which come to my mind …
we have already working 1. and 5. … this is really a complex game to control compared to archon help and ideas are very much appreciated... |
now that we have the stencil feature which is a present from virtualC64 V4 ... we can better analyse the playfield ... and drive our attention more to the important things of live and that is to win games ...
to make bot programming much more easy than now ... the idea is to write some classes which hide and abstract the computation of angles ... and only informs the bot class about important game events like "enemy is to your left" or "enemy diagonal right up of you" ...
the self designed bot will extend the following base class which will give it the API to communicate and interact with ...
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