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Thread: How do i locate my self in rune ess mine?

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    Default How do i locate my self in rune ess mine?

    Back in the color days, how did you guys were able to locate your self during the rune ess place?
    Oh Hai Dar

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    Using FilterPointsPie on the minimap with the a TPA of white at near max tolerance to get everything but black. I can post source in a bit.

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    You could use SPS

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    Quote Originally Posted by Zyt3x View Post
    You could use SPS
    I haven't used SPS yet but I assume it uses a massive amount of resources. If this is the case using that might be something I would suggest against.

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    Main, I have been writing something that can do location checking if you would like to take a look. It isn't quite complete yet, as there seems to be a memory leak when it comes to TPAs.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

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    I'll take a look at any thing.
    And wanted , could you post a source when your free? :P
    Oh Hai Dar

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    Quote Originally Posted by Wanted View Post
    I haven't used SPS yet but I assume it uses a massive amount of resources. If this is the case using that might be something I would suggest against.
    K.


    SPS works just fine, Main. If you just want a nice solution to the problem without caring much about resource usage (I'm not sure how much resources SPS takes up, but compared to RS I guess it's a small percentage), then SPS is good.

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    SPS just loads the bitmaps you need, so no worries for resource usage.

    otherwise you can use the MM's compass and color to determine where you're at...

    If you're in the middle you'll have 'land' all around you, otherwise you'll either have it above you and to the right (south west corner), below you and to the right (north west), above you and to the left, and below you and to the left (se, ne).

    At least that's what first came to my mind..

    ~RM

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    RMouse(obj: TMSIObject): boolean;

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    Here's the source that POMS used back in the days

    SCAR Code:
    function GetSpawnLocation: string;
    var
      TPA, dTPA, Dirr: TPointArray;
      D, MinC: TIntegerArray;
      Dir: TStringArray;
      T: Integer;
      I: Byte;
      tP: TPoint;
    label
      LastResort;
    begin
      T := GetSystemTime;
      DWriteLn('Determening Spawn Location..');
      repeat
        Wait(500 + Random(500));
      until ((CountColorTolerance(394503, MMX1, MMY1, MMX2, MMY2, 10) > 2000) or (GetSystemTime - T > 10000));
      if (UseReflection) then
      begin
        tP := GetMyPos;
        Dir := ['South West', 'North West', 'North East', 'South East', 'Middle South', 'Middle North'];
        Dirr := [Point(2896, 4809), Point(2896, 4845), Point(2923, 4846), Point(2925, 4818),
        Point(2906, 4826), Point(2912, 4833)];
        for I := 0 to 5 do
          if (tP.x = Dirr[I].x) then
            if (tP.y = Dirr[I].y) then
            begin
              Result := Dir[I];
              Exit;
            end;
        Writeln('Kidding me..?');
        goto LastResort;
      end else
      begin
        LastResort:
        Dir := ['South West', 'North West', 'North East', 'South East'];
        MinC := [100, 400, 500, 350];
        SetArrayLength(D, 4);
        Result := 'Unknown';
        T := GetSystemTime;
        DWriteLn('Determening Spawn Location..');
        FindColorsTolerance(TPA, clWhite, MMX1, MMY1, MMX2, MMY2, 421);
        DDebugTPA(TPA);
        for I := 0 to 3 do
        begin
          dTPA := TPA;
          FilterPointsPie(dTPA, 0 + (90 * I), 90 + (90 * I), 65, 75, MMCX, MMCY);
          D[I] := Length(dTPA);
        end;
        if ((D[0] > 100) and (D[1] > 100) and (D[2] > 100) and (D[3] > 100)) then
        begin
          dTPA := TPA;
          FilterPointsPie(dTPA, 180, 270, 0, 75, MMCX, MMCY);
          if (Length(dTPA) > 2500) then
          begin
            Result := 'Middle South';
            Inc(Stats_CustomVars[10]);
          end
          else
          begin
            Result := 'Middle North';
            Inc(Stats_CustomVars[11]);
          end;
          ClearTPA;
          DWriteLn('Resulted: ' + Result + '!');
          Exit;
        end;
        for I := 0 to 3 do
          if (D[I] > MinC[I]) then
          begin
            Result := Dir[I];
            Inc(Stats_CustomVars[I + 6]);
          end;
        ClearTPA;
        DWriteLn('Resulted: ' + Result + '!');
      end;
    end;

    Depending on which of the 6 spawn points you are at you can easily blind walk to where you need to go or use some other radar walking technique to walk the middle of the cave tunnels or some other method because it's not far and the spawning location is almost the exact same tile every time depending on what loc you're at.

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    How about... 'PercentBlackMM'.

    Current projects:
    [ AeroGuardians (GotR minigame), Motherlode Miner, Blast furnace ]

    "I won't fall in your gravity. Open your eyes,
    you're the Earth and I'm the sky..."


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    Quote Originally Posted by Flight View Post
    How about... 'PercentBlackMM'.
    The filterpointspie method is the same except for it scans different quadrants because the overall perctange of black MM is to similar amongst all the locations.

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    Quote Originally Posted by Wanted View Post
    The filterpointspie method is the same except for it scans different quadrants because the overall perctange of black MM is to similar amongst all the locations.
    That sounds really neat. Is your function already in the include? Also, the different quadrants you're referring to, is this within the game screen or just the MM? (I assume the MM split into 4 quadrants)

    Current projects:
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    Quote Originally Posted by Flight View Post
    That sounds really neat. Is your function already in the include? Also, the different quadrants you're referring to, is this within the game screen or just the MM? (I assume the MM split into 4 quadrants)
    Any circular area, in this case the Minimap.

    FilterPointsPie itself is already in everything. I just simply looped it 4 times adding 90 degrees each time.

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