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Thread: MS Grid system

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    Default MS Grid system

    What can this be used for?
    • Main screen click walking.
    • Item tracking
    • MMtoMS (inaccurate atm, but close)


    Shown above is the mid points of GridCoords and a box around it (example in GridBox).

    Assuming you are facing at near perfect 0, 90, 180, 270 degrees and the ground is level this will get the mid point of the tile on main screen at high angle.

    Point(0, 0) is on Character location (Grid coords example in code below). If point isn't in MSBox then the result is Point(-1, -1).

    The Mini-Map is too distorted to get perfect position of what tile that grid is on. But I gave it a rough estimate and threw it in, its fairly accurate.

    Simba Code:
    program new;
    {$i srl/srl/misc/Smart.simba}
    {$i srl/srl.simba}
    {$i srl/srl/misc/paintsmart.simba}  

    Function GridCoords(GridPoint: TPoint): TPoint;
    var
      Yh: Extended;
    begin
      Yh := Abs((GridPoint.y+0.0) + 6.0);
      Result.x := Round(259.5 + ((GridPoint.x+1.0)*38.0/(45.7-(Yh/9.0*12.8))) * 38.0);
      Result.y := Round(178.5 + (GridPoint.y+0.0) * (36.0 + ((GridPoint.y+0.0)*37.0)/25.0));
      if not PointInBox(Result, MSBox) then
        Result := Point(-1, -1);
    end;

    Function MMToGrid(x, y: integer): TPoint;//Still needs work
    begin
      Result := Point(Round((x-626.5)/4.2), Round((y-84.5)/4.2));
    end;

    Function MMtoMSGrid(x, y: integer): TPoint;
    begin
      Result := GridCoords(MMtoGrid(x, y));
    end;

    Function GridBox(GridPoint: TPoint): TBox;//19x17 box around mid point (Just an example)
    var
      T: TPoint;
    begin
      T := GridCoords(GridPoint);
      Result := IntToBox(T.x-10, T.y-8,  T.x+8, T.y+8);
    end;

    var
      x, y: integer;
      T: TPoint;
    begin
      Smart_Server := 1;
      Smart_Members:= true;
      Smart_Signed := true;
      Smart_SuperDetail := false;
      SetupSRL;

      SMART_ClearCanvas;

      for x := -8 to 8 do
        for y := -6 to 3 do
        begin
          T := GridCoords(Point(x, y));
          if (T.x = -1) then
            Continue;
          SMART_DrawBoxEx(False, GridBox(Point(x, y)), clRed);
          SMART_DrawDotsEx(False, [GridCoords(Point(x, y))], clBlue);
        end;
      Writeln(MMtoGrid(632, 65));
      Writeln(MMtoMSGrid(651, 65));
    end.


    This is Grid 16 with polygon boxes showing tiles as well as the MMtoMS formula it uses. (which is basically what Grid 16 is) Its the most accurate MMtoMS I think we can manage right now. Note it returns the TPoint position on the ground. (This is assuming all tiles on MM are 4x4)

    Example code below.

    Simba Code:
    program new;
    {$i srl/srl/misc/Smart.simba}
    {$i srl/srl.simba}
    {$i srl/srl/misc/paintsmart.simba}    

    Function GridCoords16(Grid16: TPoint): TPoint;
    var
      Yh, yMod: Extended;
    begin
      yMod := 36.0;
      Yh := Abs((Grid16.y+0.0) + yMod);
      Result.x := Round(263.5 + ((Grid16.x)*9.75/(12.8-(Yh/yMod*3.15))) * 9.75);
      Result.y := Round(182.0 + (Grid16.y+0.0) * (6.3 + ((Yh/yMod)*2.4)));
      if not PointInBox(Result, MSBox) then
        Result := Point(-1, -1);
    end;

    Function MMtoMSG16(x, y: integer): TPoint;
    begin
      Result := GridCoords16(Point(x-627, y-85));
    end;

    procedure DrawGridBox(PT: TPoint; Color: integer);
    var
      T: TPoint;
      i: integer;
      ATPA: T2DPointArray;
    begin
      T := Point(PT.x*4, PT.y*4);
      SetLength(ATPA, 4);
      ATPA[0] := [GridCoords16(Point(T.x-2, T.y-2)), GridCoords16(Point(T.x+1, T.y-2))];
      ATPA[1] := [GridCoords16(Point(T.x-2, T.y+1)), GridCoords16(Point(T.x+1, T.y+1))];
      ATPA[2] := [GridCoords16(Point(T.x-2, T.y-2)), GridCoords16(Point(T.x-2, T.y+1))];
      ATPA[3] := [GridCoords16(Point(T.x+1, T.y-2)), GridCoords16(Point(T.x+1, T.y+1))];

      for i := 0 to 3 do
      begin
        if (ATPA[i][0].x = -1) or (ATPA[i][1].x = -1) then
          Continue;
        SMART_DrawLine(False, ATPA[i][0], ATPA[i][1], Color);
      End;
    end;  

    var
      x, y, i: integer;
      T: TPoint;
      npc: TPointArray;
    begin
      Smart_Server := 1;
      Smart_Members:= true;
      Smart_Signed := true;
      Smart_SuperDetail := false;
      SetupSRL;
      //SaveScreenshot(AppPath+'Grid shit 3.bmp');

      SMART_ClearCanvas;

      for x := -36 to 36 do
        for y := -30 to 14 do
        begin
          T := GridCoords16(Point(x, y));
          if (T.x = -1) then
            Continue;
          //SMART_DrawBoxEx(False, GridBox(Point(x, y)), clRed);
          if (x = 0) and (y = 0) then
            SMART_DrawDotsEx(false, [GridCoords16(Point(x, y))], clRed)
          else
            SMART_DrawDotsEx(false, [GridCoords16(Point(x, y))], clBlue);

        end;

      for x := -8 to 8 do
        for y := -8 to 5 do
         DrawGridBox(Point(x,y), clGreen);

      npc := GetMiniMapDots('npc');

      for i := 0 to high(NPC) do
      Begin
        T := MMtoMSG16(NPC[i].x, NPC[i].y);
        SMART_DrawDotsEx(false, [T], clRed);
        SMART_DrawBoxEx(False, IntToBox(T.x-2, T.y-2, T.x+2, T.y+2), clYellow);
        SMART_DrawBoxEx(False, IntToBox(T.x-10, T.y-30, T.x+10, T.y+10), clBlue);
      end;
    end.
    Last edited by Narcle; 01-23-2012 at 09:18 PM.
    (Scripts outdated until I update for new SRL changes)
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    Wow this is awesome, nice job!




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    Quote Originally Posted by Shuttleu View Post
    OMG! awesome!

    mind if i use this for a bird nest finder?

    ~shut
    Ja. I was planning on adding it to math.simba in SRL after I get a better MMtoMSGrid.

    Edit:
    I still have grid walking functions to add.
    (Scripts outdated until I update for new SRL changes)
    AK Smelter & Crafter [SRL-Stats] - Fast Fighter [TUT] [SRL-Stats]
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    That's great for many things! Was waiting for something like that!
    I'll take a deeper watch to it.

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    Quote Originally Posted by Narcle View Post
    Ja. I was planning on adding it to math.simba in SRL after I get a better MMtoMSGrid.

    Edit:
    I still have grid walking functions to add.
    OMG ILU.. I'm going to use this in every script if its successful.. Of course all credit to you. And where did u get the formula for the MMToMS? Is it a new one or the one from the include? if its the one from the include this will also have a tolerance of 1 tile off right?

    Oh and my last and final question.. the picture shows grids spaced apart like that, what about the boxes that are in-between the grid boxes? Going to be the next SPS?

    P.S. This will be the first thread I watch lol.
    I am Ggzz..

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    I was talking to Naum a while back about developing a relative tiling system like this, just never got round to it with us both having A-levels. Very glad someone did it, though! Something that I was going to make an effort to create would be a way of detecting the pitch, then use the information on the pitch and rotation of the screen to get detailed coordinates at any screen angle and compass direction. The issue that I foresaw was that of tiles not all being flat, I guess this hasn't countered that problem just yet?

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    Quote Originally Posted by ggzz View Post
    OMG ILU.. I'm going to use this in every script if its successful.. Of course all credit to you. And where did u get the formula for the MMToMS? Is it a new one or the one from the include? if its the one from the include this will also have a tolerance of 1 tile off right?

    Oh and my last and final question.. the picture shows grids spaced apart like that, what about the boxes that are in-between the grid boxes? Going to be the next SPS?

    P.S. This will be the first thread I watch lol.
    The spaces are insignificant, so even if you press on that space, you'll end up in the square (grid thing) closest to the space you clicked the squares are the "tile".

    Does that make any sense?

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    Quote Originally Posted by momotron View Post
    The spaces are insignificant, so even if you press on that space, you'll end up in the square (grid thing) closest to the space you clicked the squares are the "tile".

    Does that make any sense?
    No.. because it states it can be used for item finding when completed.. what happens when an item is directly in between a space and ur mouse only hovers on those grid boxes.. Not all tiles are flat so of course items can be on those spaces.
    I am Ggzz..

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    This is cool! I love the math!

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    This is amazing!! Good work Narcle

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    Quote Originally Posted by Richard View Post
    I was talking to Naum a while back about developing a relative tiling system like this, just never got round to it with us both having A-levels. Very glad someone did it, though! Something that I was going to make an effort to create would be a way of detecting the pitch, then use the information on the pitch and rotation of the screen to get detailed coordinates at any screen angle and compass direction. The issue that I foresaw was that of tiles not all being flat, I guess this hasn't countered that problem just yet?
    Yeah Pitch would be difficult but I know it can be applied to the Compass and use it at any compass angle (I just didn't want to go into the math yet). Usually people always set scripts to be N, S, E or W.

    Until we can map it out (hopefully via SPS) you could set a Height variable for that particular tile in a database of sorts.

    This is just a very BASIC formula, then gives you a rough idea.

    I have a lot more to add to this (hopefully).

    I also have ideas to use this with ObjectDTM to map out the area, but I don't know how accurate in pixels it will be yet.
    Last edited by Narcle; 01-22-2012 at 04:21 AM.
    (Scripts outdated until I update for new SRL changes)
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    If you PM me with a stupid question or one listed in FAQ I will NOT respond. -Narcle
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    Ohhh this looks sexy! Great work!
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    I did something like this a while ago but using a perspective transformation.



    I will create my own thread with the source as I don't want to hijack yours Narcle.

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    I use a much simpler version of this to pick up ground items in my roach killer.

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    Lovely. Code is Smexy.


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    Quote Originally Posted by ReadySteadyGo View Post
    I did something like this a while ago but using a perspective transformation.



    I will create my own thread with the source as I don't want to hijack yours Narcle.
    Ya w/e, i just want to see code. XD

    Also I'm going to make a grid setup where each tile is a 4x4 (about the size in pixels of a tile on minimap). Then draw a polygon for the general area inside it.
    (Scripts outdated until I update for new SRL changes)
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    Quote Originally Posted by Narcle View Post
    Ya w/e, i just want to see code. XD

    Also I'm going to make a grid setup where each tile is a 4x4 (about the size in pixels of a tile on minimap). Then draw a polygon for the general area inside it.
    Sweet, we should try and combine our work. I'm going to try and make it a bit more robust. Atm, it takes a lot of fiddling for my one to look right. I want to be able to just plug in the values that you get when you type getcamerapos into the developer console. :P

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    My ghetto implementation of this..picks up all items.
    Simba Code:
    function MMMS(MM: TPoint): TPoint;//credit Home
     Var
      X, Y :Extended;
    begin
      X := (((MM.X - 626.5) * 9.81119354838709677419354838709677) + 258.531);
      Y := (((MM.Y - 84.5) * 8.84193548387096774193548387096777) + 175.341);
      Result := Point(Round(X), Round(Y));
    end;

    function GetSBox(P: TPoint): TBox;
    begin
      if not LoggedIn then Exit;
      Result := PointToBox(MMMS(Point(P.x - 2, P.y - 3)),
        MMMS(Point(P.x + 3, P.y + 2)));
    end;

    procedure RemoveColorTPA(SB: TBox; var TPA: TPointArray; Col, Tol: Integer;
      H, S: Extended);
    var
      RTPA: TPointArray;
      HM, SM: Extended;
      CTS: Integer;
    begin
      GetColorspeed2Modifiers(HM, SM);
      CTS := GetColorToleranceSpeed;

      SetColorspeed2Modifiers(H, S);
      ColorToleranceSpeed(2);
      if FindColorsTolerance(RTPA, Col, SB.X1, SB.Y1, SB.X2, SB.Y2, Tol) then
        TPA := ClearTPAFromTPA(TPA, RTPA);

      SetColorspeed2Modifiers(HM, SM);
      ColorToleranceSpeed(CTS);
    end;

    procedure RemoveBadColors(SB: TBox; var TPA: TPointArray);
    var
      CT1, CT2, CT3, CT4, CT5, CT6, CT7, CT8: array[0..1] of Integer;
      HS1, HS2, HS3, HS4, HS5, HS6, HS7, HS8: array[0..1] of Extended;
    begin
      CT1[0] := 3427197; CT1[1] := 18;//body
      HS1[0] := 0.25;    HS1[1] := 0.75;//body
      CT2[0] := 2637130; CT2[1] := 8;//legs
      HS2[0] := 0.27;    HS2[1] := 1.37;//legs
      CT3[0] := 2313556; CT3[1] := 13;//feet
      HS3[0] := 0.19;    HS3[1] := 1.08;//feet
      CT4[0] := 3233380; CT4[1] := 14;//wall
      HS4[0] := 0.04;    HS4[1] := 0.50;//wall
      CT5[0] := 3377517; CT5[1] := 13;//greenwall
      HS5[0] := 0.03;    HS5[1] := 0.68;//greenwall
      CT6[0] := 2503482; CT6[1] := 15;//switch
      HS6[0] := 0.21;    HS6[1] := 0.20;//switch
      CT7[0] := 855310;  CT7[1] := 1;//switchblack
      HS7[0] := 16.67;   HS7[1] := 3.71;//switchblack
      CT8[0] := 725785;  CT8[1] := 2;//tile
      HS8[0] := 0.36;    HS8[1] := 1.53;//tile

      RemoveColorTPA(SB, TPA, CT1[0], CT1[1], HS1[0], HS1[1]);
      RemoveColorTPA(SB, TPA, CT2[0], CT2[1], HS2[0], HS2[1]);
      RemoveColorTPA(SB, TPA, CT3[0], CT3[1], HS3[0], HS3[1]);
      RemoveColorTPA(SB, TPA, CT4[0], CT4[1], HS4[0], HS4[1]);
      RemoveColorTPA(SB, TPA, CT5[0], CT5[1], HS5[0], HS5[1]);
      RemoveColorTPA(SB, TPA, CT6[0], CT6[1], HS6[0], HS6[1]);
      RemoveColorTPA(SB, TPA, CT7[0], CT7[1], HS7[0], HS7[1]);
      RemoveColorTPA(SB, TPA, CT8[0], CT8[1], HS8[0], HS8[1]);
    end;

    function FindDrop(var P: TPoint; var UT: String): Boolean;
    var
      SB: TBox;
      PP: TPoint;
      FTPA, TTPA: TPointArray;
      ATPA: T2DPointArray;
      HM, SM: Extended;
      i, Hi, CTS: Integer;
    begin
      Result := False;
      if not LoggedIn then Exit;
      if not rs_OnMinimap(P.x, P.y) then Exit;
      SB := GetSBox(P);
      PP := MMMS(P);
      P := Point(-1, -1);
      GetColorspeed2Modifiers(HM, SM);
      CTS := GetColorToleranceSpeed;

      //get floor in area
      SetColorspeed2Modifiers(0.05, 0.36);
      ColorToleranceSpeed(2);
      if not FindColorsTolerance(FTPA, 5468278, SB.X1, SB.Y1, SB.X2, SB.Y2, 14) then
      begin
        SetColorspeed2Modifiers(HM, SM);
        ColorToleranceSpeed(CTS);
        Exit;
      end;

      //get floor bounds and tpa
      SB := GetTPABounds(FTPA);
      if Debug then SMART_DrawBoxEx(True, SB, clPurple);
      TTPA := TPAFromBox(SB);

      //remove roach/floor colors from tpa
      TTPA := ClearTPAFromTPA(TTPA, FTPA);
      TTPA := ClearTPAFromTPA(TTPA, TPAFromBox(IntToBox(243, 143, 275, 182)));
      if m_HPBar then
        TTPA := ClearTPAFromTPA(TTPA, TPAFromBox(IntToBox(227, 121, 293, 149)));
      RemoveBadColors(SB, TTPA);
      SetColorspeed2Modifiers(HM, SM);
      ColorToleranceSpeed(CTS);

      //split tpa by 1
      ATPA := SplitTPA(TTPA, 1);
      Hi := High(ATPA);
      if Hi < 0 then Exit;

      //sort arrays
      SortATPASize(ATPA, True);
      for i := 0 to Hi do
      begin
        if Debug then
        begin
          SMART_DrawDotsEx(False, ATPA[i], clYellow);
        end;
        {if (PixelShift(GetTPABounds(ATPA[i]), 120) > 20) then
        begin
          m_Debug('Removing Item: PixelShift', False);
          Continue;
        end;}

        if not InRange(Length(ATPA[i]), 10, 430) then
        begin
          m_Debug('Removing Item: Length', False);
          Continue;
        end;
        P := RPDist(ATPA[i], 3);
        MMouse(P.x, P.y, 0, 0);
        Wait(150);
        if WaitText(UT, ['alk here'], 150) then
        begin
          P := Point(-1, -1);
          m_Debug('Removing Item: Uptext', False);
          Continue;
        end;

        if Debug then
        begin
          SMART_DrawDotsEx(False, ATPA[i], clGreen);
          SMART_DrawBoxEx(False, GetTPABounds(ATPA[i]), clBlue);
        end;
        Break;
      end;

      Result := PointInBox(P, MSBox);
    end;

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    An update.

    (stupid net was out)
    (Scripts outdated until I update for new SRL changes)
    AK Smelter & Crafter [SRL-Stats] - Fast Fighter [TUT] [SRL-Stats]
    If you PM me with a stupid question or one listed in FAQ I will NOT respond. -Narcle
    Summer = me busy, won't be around much.

  22. #22
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    Looks extremely good, can't wait to try and use it for somthing

  23. #23
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    This might just make chin scripts near enough flawless to detect your own trap, like if you successfully put one down in 5,5.

  24. #24
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    Quote Originally Posted by akonowns View Post
    This might just make chin scripts near enough flawless to detect your own trap, like if you successfully put one down in 5,5.
    Its one reason I made it.
    (Scripts outdated until I update for new SRL changes)
    AK Smelter & Crafter [SRL-Stats] - Fast Fighter [TUT] [SRL-Stats]
    If you PM me with a stupid question or one listed in FAQ I will NOT respond. -Narcle
    Summer = me busy, won't be around much.

  25. #25
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    Quote Originally Posted by ReadySteadyGo View Post
    I want to be able to just plug in the values that you get when you type getcamerapos into the developer console. :P
    This whole thing is really impressive but I think being able to just plug in the values would make it doubly as impressive :P

    This has a lot of applications and I can't wait to see a more polished version of it all.

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