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Harvest Bot : EverQuest 2 Premium Discussions

Posted: February 25th, 2005
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Total Posts:136 Joined:2005
yeah, I was more refering to running into walls or under a bridge. I let it try for a while (60 sec or longer) and it seemed to not resolve itself. I think the simplest solution would be to make a set of player defined locs that it will not travel outside of. Maybe that could be an alternative to wandering distance (maybe use a click boxed flag to decide wether to use loc definition or wander distance).

But I have to say, I am continually impressed by the quality of your work. Thanks!
Posted: February 25th, 2005
zippoman
I like the idea of player defined LOCs. Personally, I'd rather it had my guy run back to my starting point than a "random spot near origin". Often it picks a place inside a tree, or another unreachable destination.
Posted: February 25th, 2005
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zippoman, then just customize your script. Remove the random offsets and it will take you to where you want it to go.

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Posted: February 27th, 2005
barl55
The problem with the stuck code is that its too precise, it checks if you're in precisely the same spot. Often with a harvest script you're jumping around very small amounts (stuck against a wall).

I changed it so it checks within 0.18 of old coords (+/- 0.09) and it seems to work better. I also added a reverse before the turns/jumping and a forward afterwards (so it won't turn back into the same spot.

Line 513 Navigator.vbs

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						if 						if (old_x > current_x-0.09 and old_y > current_y-0.09 and old_y < current_y +0.09 and old_x < current_x+0.09) then 
							RunBackward()
							sleep 1000
							StopRunningBackward()
							TurnLeft(800)
							RunForward()
							sleep 1000

	Jump(200)
							StopRunning()
													numberRandomTurnsAllowed = numberRandomTurnsAllowed  - 1


Last edited by Guest on February 27th, 2005, 8:26 pm, edited 1 time in total.
Posted: February 27th, 2005
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You would probably want to put the jump before the StopRunning. The whole point of the jump was to try to get over small obsticles like rocks, etc that you may be up against.

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Posted: February 27th, 2005
barl55
Good point, I've altered my values a bit, it was getting into an infinite loop with itself. Post is corrected above
Posted: February 28th, 2005
zippoman
Awesome job, modified code works great.

There's only one problem that I have noticed while harvesting. Sometimes a node will be inside a tree and when tried to harvest you get the message "too far away" or something like that. Anyway to add some code that would somehow add this node to an "ignore" list? I notice that my harvest bot will sit at the same bugged node forever if I don't move it.

If anyone gets a chance to add this, or can give me some tips on where I can add some code, please let me know. Thanks :)
Posted: February 28th, 2005
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If it is in a tree and you can target it, you should be able to harvest it.

Right?

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Posted: February 28th, 2005
zippoman
[quote="wyvernx";p="56955"]
If it is in a tree and you can target it, you should be able to harvest it.

Right?
[/quote]

Nope. The node isn't totally INSIDE the tree, it'll be next to a tree so it's targetable but cannot be harvested.

I've seen this on more than one occassion in Feerott, only way I can get around it is to delete the array for that node name in the VBS file since I know in 5 minutes it'll just be stuck in the bugged node again.
Posted: February 28th, 2005
barl55
Some things in EQ2 are targettable but not gatherable, it happens quite often with ? in dungeons.

This might work:

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'EQ2Harvest Bot. version 1.1 
'By WyvernX 
  
'  Install Instructions 
'1.  You MUST install the EQ2Service plugin.  Get it from the downloads on the web page. 
'2.  Configure your data below 
'Various Varying Variables 
Dim oServiceObject, File, temp, FTarget, TargetID 
Dim ResourceIndex, SpawnID, Resources, MobName, ResourceName, NothingClose 
Dim ClosestResourceDist, ClosestSpawnID, CurrentResourceDist 
Dim HarvestCounter, MaxHarvests, MaxWanderDistance, NumAttempts, MaxAttempts
Dim bQuitOnMaxHarvests, WanderDistance, bIgnoreWanderDistanceIfResourceFound 
Dim BadSpawnArray, NumberOfBadSpawns 
Dim RX, RY, PX, PY, RH, PH, IX, IY, ClosestSpawnRX, ClosestSpawnRY 'Resource, Player, Initial X and Y values 
XUScriptHost.ImportScript "MessageBoxLibrary.vbl" 
Dim MessageBoxSample 
Set MessageBoxSample = New MessageBoxClass 

'Notes:   If using patrol route, use a tight/small WanderDistance.  If using wander method, use a larger one.  Just remember you will wander any where in a square - distance away from the origin!!! 
bIgnoreWanderDistanceIfResourceFound = true 'If a resource is outside of our wander area, harvest it anyway.  (This could cause to you to move FAR away from home point!) 
WanderDistance = 200 'How far the char is allowed to wander around 
MaxWanderDistance = 300 'How far to stray away from starting point (if bIgnoreWanderDistanceIfResourceFound is true) 
MaxHarvests = 10000 'Will attempt to harvest MaxHarvests times. 
bQuitOnMaxHarvets = false 'Log out after MaxHarvests is reached. 
MaxAttempts=5 'Max number of tries to gather

'Resources to look for.  Syntax:  HOTKEY, ResourceName 
'Notice, last array has no trailing comma! 
Resources = array( _
	array("1", "cloven ore"), _
	array("1", "wind swept rock"), _
	array("2", "armadillo den"), _
	array("3", "desert roots"), _
	array("4", "wind felled tree") _ 
)
ClosestResources = array( _ 
   array("0", "NULL") _ 
) 


'//////////////////////////////////////////////////////////////////////////// 
'//////////////////////////////////////////////////////////////////////////// 
'//////////////////////////////////////////////////////////////////////////// 
'//////////////////////////////////////////////////////////////////////////// 
'//////////////////////////////////////////////////////////////////////////// 
'//////////////////////////////////////////////////////////////////////////// 
'    DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING!!! 
'//////////////////////////////////////////////////////////////////////////// 
'//////////////////////////////////////////////////////////////////////////// 
'//////////////////////////////////////////////////////////////////////////// 
'//////////////////////////////////////////////////////////////////////////// 
'//////////////////////////////////////////////////////////////////////////// 
'//////////////////////////////////////////////////////////////////////////// 

'Set the Log file for our output if necessary 
logFilename = GetXUnleashedDirectory() + "\Scripts\EQ2Test.txt" 'debug log file 

'Simple Log writing function 
function writeLogLine (msg) 
   Const ForReading = 1, ForWriting = 2, ForAppending = 8        
   Dim FTarget, File, MyDate, MyTime, temp 
   MyDate = CStr (FormatDateTime (Date, 1)) 
   MyTime = CStr (FormatDateTime (Time, 3)) 
   Set FTarget = CreateObject("Scripting.FileSystemObject") 
   Set File = FTarget.OpenTextFile(logFilename, ForAppending, True)        
   temp = "[" & MyDate & " " & MyTime & "] " & msg & vbCrLf        
   File.Write temp 
   File.Close 
end function 

function WithinRoamArea() 
   'Check Distance 
   if (bIgnoreWanderDistanceIfResourceFound = true) then 
      if (distDiff(IX,RX) < MaxWanderDistance AND distDiff(IY,RY) < MaxWanderDistance) then 
         WithinRoamArea = true 
      else 
         WithinRoamArea = false 
      end if 
   else 
      if (distDiff(IX,RX) < WanderDistance AND distDiff(IY,RY) < WanderDistance) then 
         WithinRoamArea = true 
      else 
         WithinRoamArea = false 
      end if 
   end if 
end function 

sub HandleNoResourcesNearby 
      writeLogLine("No Resources in this area.  Taking a nap!") 
      for s = 1 to 30 
         XUScriptPlugin.staStatus.Text = "No Resources nearby.  Sleeping " & 30 - s 
         sleep 100 'Sleep for 30 seconds.          
      next 
      XUScriptPlugin.staStatus.Text = "Going to random spot near origin" 
      for b = LBound(BadSpawnArray) to UBound(BadSpawnArray)
	      BadSpawnArray(b)=0
      next
      NavigateXY oServiceObject, IX - WanderDistance + Random(0,WanderDistance * 2), IY - WanderDistance + Random(0,WanderDistance * 2) 
end sub 

sub HandleBadResource() 
   'This will take us back to "near" our starting point. 
   writeLogLine("HandleBadResource Called.  Avoid that resource node.") 
   XUScriptPlugin.staStatus.Text = "Bad Resource/Target!  Avoiding it for now. . ." 
   'NavigateXY oServiceObject, IX - WanderDistance + Random(0,WanderDistance * 2), IY - WanderDistance + Random(0,WanderDistance * 2) 
   BadSpawnArray(NumberOfBadSpawns) = SpawnID 
   NumberOfBadSpawns = NumberOfBadSpawns + 1 
end sub 

'How to find Resources.  
'Note, it looks for preference items (lower index in the array) first. 
'Might customize this later to look for nearest resources first. 
sub FindResource() 
  NothingClose = "TRUE" 
  ClosestResourceDist = 9999 
  writeLogLine("Finding Resource...") 
  XUScriptPlugin.staStatus.Text = "Looking. . ." 
  for i = LBound(Resources) to UBound(Resources) 
     SpawnID = findNearestMob(oServiceObject,Resources(i)(1)) 
     for b = LBound(BadSpawnArray) to UBound(BadSpawnArray) 
       if (BadSpawnArray(b) = SpawnID) then 
         writeLogLine("Avoiding this resource, we couldnt get it last time!") 
         SpawnID = findNextNearestMob(oServiceObject) 
         if (SpawnID < 0) then 'No more of that type of resource! 
            exit for 
         end if 
      end if          
     next 
     if (SpawnID > -1) then    '****************************MODIFIED*************************** 
       ResourceIndex = i 
       writeLogLine("Found Something...") 
      RX = getMobX(oServiceObject,SpawnID) 
      RY = getMobY(oServiceObject,SpawnID) 
      PX = getPlayerX(oServiceObject) 
      PY = getPlayerY(oServiceObject) 
      if (WithinRoamArea) then 
         writeLogLine("Woot!  Found a " & Resources(i)(1)) 
         XUScriptPlugin.staStatus.Text = "Found " & Resources(i)(1) 
         if distDiff(IX,RX) > distDiff(IY,RY) then 
            CurrentResourceDist = distDiff(IY,RY) 
            'The goto & harvesting functions will now reference the 'ClosestOLDSTRINGNAME' version of the 
            'variables as they should always point to the closest resource in the array. 
            if ClosestResourceDist > CurrentResourceDist then 
               ClosestResourceDist = CurrentResourceDist 
               ClosestSpawnRX = RX 
               ClosestSpawnRY = RY 
               ClosestResources(0)(0) = Resources(i)(0) 
               ClosestResources(0)(1) = Resources(i)(1) 
               ClosestSpawnID = SpawnID 
            end if 
         else 
            CurrentResourceDist = distDiff(IX,RX) 
            if ClosestResourceDist > CurrentResourceDist then 
               ClosestResourceDist = CurrentResourceDist 
               ClosestSpawnRX = RX 
               ClosestSpawnRY = RY 
               ClosestResources(0)(0) = Resources(i)(0) 
               ClosestResources(0)(1) = Resources(i)(1) 
               ClosestSpawnID = SpawnID 
            end if 
         end if 
         NothingClose = "FALSE" 
      else 
         writeLogLine("Nope, too far away!") 
         SpawnID = -1 
      end if 
     end if 
  next 

   if NothingClose = "TRUE" then    '****************************END MODIFIED*************************** 
      HandleNoResourcesNearby 
   else 
      SpawnID = ClosestSpawnID 
   end if  
end sub 

sub GotoResource() 
   writeLogLine("Moving to it...") 
  If (Index > -1) then 
   if (ClosestSpawnRX = 0 and ClosestSpawnRY = 0) then    '*************  MODIFIED 
      writeLogLine("Bad location?") 
      XUScriptPlugin.staStatus.Text = "Skipping, bad location?" 
      Sleep 2000 
   else 
      NavigateXY oServiceObject, ClosestSpawnRX, ClosestSpawnRY    '*************  MODIFIED 
   end if 
  end if 
end sub 

sub HarvestResource() 
    if (ClosestSpawnID > 0) then 'Make sure we still got a target    '*************  MODIFIED 
      writeLogLine("Harvesting...") 
      XUScriptPlugin.staStatus.Text = "Harvesting. . .Only " & MaxHarvests - HarvestCounter & " more!!!" 
       SendKeys(ClosestResources(0)(0))    '*************  MODIFIED 
      HarvestCounter = HarvestCounter + 1 'One down! 
       sleep 5000 + Random(500,1500) 'Wait 5 seconds to harvest + a random delay of .5 to 1.5 seconds 
   end if 
end sub 



'Load in the helper functions 
writeLogLine("Loading in Library:  Navigator") 
XUScriptPlugin.staStatus.Text = "Loading libraries... (EQ2Harvest-Navigator)" 
XUScriptHost.ImportScript("EQ2Harvest\navigator.vbs") 

writeLogLine("Loading in Library:  EQ2Service") 
XUScriptPlugin.staStatus.Text = "Loading libraries... (EQ2Harvest-EQ2Service)" 
XUScriptHost.ImportScript("EQ2Harvest\EQ2Service.vbs") 

writeLogLine("Creating EQ2Service Object") 
XUScriptPlugin.staStatus.Text = "Loading EQ2Service..." 
set oServiceObject = XUScriptPlugin.GetService("EQ2Service.Service") 
if Err.Number <> 0 then 
  XUScriptPlugin.staStatus.Text = "EQ2Service Failed to load!" 
  Sleep 5000 
else 


writeLogLine("Doing 1 time init.") 
'Any and All initialization 
HarvestCounter = 0 
IX = getPlayerX(oServiceObject) 
IY = getPlayerY(oServiceObject) 
NumberOfBadSpawns = 0 
redim BadSpawnArray(MaxHarvests) 


writeLogLine("Lets do this.") 
'Heart of the Script. 
Do while HarvestCounter < MaxHarvests 
  FindResource 
  if (SpawnID > 0) then 
      Sleep 2000 
      GotoResource  
      writeLogLine("Targeting Resource")       
      SendKeys("{TAB}") 'To Target the Resource 
      TargetID = getTargetID(oServiceObject)       
      if (TargetID > 0) then 
         MobName = getMobName(oServiceObject, TargetID) 
         writeLogLine("Targeted Resource:  " & MobName) 
      end if 
      ResourceName = ClosestResources(0)(1)   '*************  MODIFIED 
      if (TargetID <> ClosestSpawnID) then    '*************  MODIFIED 
         'Try backing up a little and try again: 
         writeLogLine("Wrong Target!  Trying to back up a little...")          
         RunBackward 
         StopRunningBackward 
         SendKeys("{ESCAPE}") 
         SendKeys("{TAB}") 'To Target the Resource 
         TargetID = getTargetId(oServiceObject)       
         if (TargetID > 0) then 
            MobName = getMobName(oServiceObject, TargetIndex) 
            writeLogLine("Targeted Resource:  " & MobName) 
         end if 
         ResourceName = ClosestResources(0)(1)   '*************  MODIFIED 
         if (TargetID <> ClosestSpawnID) then   '*************  MODIFIED 
             HandleBadResource 
             writeLogLine("ARG!!! Could not target the resource!!!") 
         end if 
      end if 
      TargetID = getTargetID(oServiceObject) 
      NumAttempts=0
      Do While NumAttempts < MaxAttempts   
	      if (TargetID = ClosestSpawnID) then HarvestResource   '*************  MODIFIED 
	      TargetID = getTargetID(oServiceObject)
	      NumAttempts=NumAttempts+1
      loop
      if (TargetID = ClosestSpawnID) then HandleBadResource
  end if 
  sleep 200 
loop 

if (bQuitOnMaxHarvets = true) then 
   SendKeys("/quit{ENTER}") 
end if 


  set File = Nothing 
  set FTarget = Nothing 
  set oServiceObject = Nothing 
end if 

Main changes are:

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      NumAttempts=0
      Do While NumAttempts < MaxAttempts   
	      if (TargetID = ClosestSpawnID) then HarvestResource   '*************  MODIFIED 
	      TargetID = getTargetID(oServiceObject)
	      NumAttempts=NumAttempts+1
      loop
      if (TargetID = ClosestSpawnID) then HandleBadResource


Last edited by Guest on February 28th, 2005, 3:44 pm, edited 1 time in total.
Posted: February 28th, 2005
barl55
I just did some more testing on my changes to the navigate script. It doesn't stop it running into zone walls by the looks of things.

I'll have a play around with that tomorrow, there are ways to fix it I'm sure
Posted: February 28th, 2005
zippoman
[quote="barl55";p="56975"]
I just did some more testing on my changes to the navigate script. It doesn't stop it running into zone walls by the looks of things.

I'll have a play around with that tomorrow, there are ways to fix it I'm sure
[/quote]

I haven't been having trouble running into zone walls. I edited out the "returning to random point near origin" crap and made it run back to the starting point.

In regards to not being able to harvest things that are targetable, could we make some type of timer maybe? Like if you're in the same area for more than 1 minute then it skips that node.
Posted: February 28th, 2005
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zippoman, the reason that "crap" is in there is to make it look more human. It is very detectable if a bot runs to the exact same point over and over during the course of an hour.

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Posted: February 28th, 2005
zippoman
[quote="wyvernx";p="56993"]
zippoman, the reason that "crap" is in there is to make it look more human. It is very detectable if a bot runs to the exact same point over and over during the course of an hour.
[/quote]

Not really. If you're in an area full of nodes, you rarely return to the starting point. The reason I removed it is because 80% of the time it tried to move me into a mountian. Returning to the home point two or three times an hour is not detectable IMO because you're simply "passing through" the same spot you started.
Posted: February 28th, 2005
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each to his own.

In future versions I'll add the random offset as a variable so you can set yours to 0 (in effect no random offset from starting point).

That way both of us will be happy. :)

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