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Pepa

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  1. Like
    Pepa got a reaction from torenka for a file, Warrior Tank for Dungeons (BETA)   
    Advanced Behavioral Simulation System for WRobot
    Overview
    This combat class represents an experimental AI-driven Warrior Tank system designed for WRobot.
    It combines predictive movement, adaptive hysteresis, and context-aware decision making to simulate highly realistic player behavior during combat.
    The system is built around multiple synchronized threads controlling both rotation and movement intelligence independently, allowing it to react smoothly to complex combat situations and environmental changes.
    Core Features
    🧠 Adaptive AI Movement Engine
    Dynamically positions the player at the threat centroid, repositions based on enemy spread, and adjusts movement smoothness according to FPS, ping, and encounter type (trash, elite, boss).
    βš™οΈ Predictive Enemy Tracking
    Utilizes Kalman-based filtering to estimate enemy movement vectors and accelerations, improving facing and threat control accuracy.
    βš”οΈ Context-Aware Combat Positioning
    Detects isolated targets, executes Charge or Intercept where appropriate, and uses fallback movement logic when gap closers are on cooldown.
    🧩 Threaded Coordination System
    Rotation and movement logic run in separate threads, synchronized through custom locks and adaptive state arbitration layers.
    🧱 Adaptive Hysteresis System
    Dynamically recalibrates movement thresholds based on performance metrics, preventing excessive micro-adjustments and improving realism under unstable frame rates or network latency.
    🧭 Momentum-Based Movement Model
    Simulates inertia and directional smoothing for more human-like motion transitions.
    Entropy & Timing Source
    This system uses a high-quality entropy source derived from the operating system scheduler and runtime timing variations.
    Key properties:
    The entropy is effectively CPU-free (it leverages natural scheduling jitter, timer granularities and other OS timing artifacts rather than expensive cryptographic operations).
    The behavior produced by this entropy source is inherently non-deterministic and differs across machines β€” even identically configured systems will exhibit small, meaningful timing differences.
    These timing differences are intentionally used to produce microvariation in movement and decision timing so that runs are not perfectly repeatable.
    Note: the entropy mechanism is not a cryptographic RNG; it is a lightweight, practical source of behavioral randomness derived from normal OS operation and scheduling jitter.
    Performance and Behavior
    This class constantly self-adjusts based on:
    Current FPS and ping
    Number of enemies
    Player health
    Threat status and boss detection
    It strives to behave differently under varying system conditions β€” introducing slight desynchronization across machines.
    This creates unique microbehavior signatures, reducing the chance of pattern-based analysis producing identical traces.
    ⚠️ Important Notice β€” BETA Version
    This system is currently in BETA and contains a carefully tuned internal race condition design.
    These controlled timing variances serve as a behavioral anti-analysis layer, ensuring that no two executions behave identically β€” even on the same computer.
    However, due to this design, the AI may sometimes:
    Attempt to move in unintended directions
    Overreact to sudden environmental or combat changes
    Momentarily β€œbreak free” or exhibit erratic behavior (β€œself-destructive impulses”)
    ➑️ Manual supervision is absolutely required.
    Never run this system unattended β€” it is intended for research and supervised use only.
    Known Risks & Stability Notes
    The system uses multiple threads and many fine-grained locks; while designed to be thread-safe, deadlocks or race outcomes can still occur under pathological conditions.
    In extreme cases, the character may attempt risky movement (e.g., run directly into environmental hazards or pathing pitfalls).
    Operator oversight is mandatory β€” monitor behavior and be ready to interrupt or take manual control.
    Β 
    🧩 Internal Architecture
    Main (ICustomClass) β”‚ β”œβ”€β”€ Thread #1 β†’ RunRotation() β”‚ - Handles combat, buffs, targeting β”‚ β”œβ”€β”€ Thread #2 β†’ RunMovementAI() β”‚ - Handles positioning, facing, LoS, gap closer logic β”‚ └── Sub-thread β†’ PathfindingOptimizer - Calculates safe spots and escape routes Β  Β  WarriorTankRotation β”‚ β”œβ”€β”€ TankMovementAI β”‚ β”œβ”€β”€ EnemyMovementPredictor ← Kalman filter prediction β”‚ β”œβ”€β”€ AdaptiveHysteresis ← FPS / Ping adaptive smoothing β”‚ β”œβ”€β”€ PathfindingOptimizer ← Separate thread for safe pathfinding β”‚ β”œβ”€β”€ IsolatedTargetHandler ← Charge / Intercept decision system β”‚ β”œβ”€β”€ ExponentialSmoothing ← Smooth motion and rotation β”‚ β”œβ”€β”€ PerformanceMetrics ← Internal benchmark & debugging β”‚ └── DangerState ← Environment threat evaluation β”‚ β”œβ”€β”€ TurnCommandArbiter ← Rotational control priority β”‚ └── WRobotCoordinator ← Manages shared movement ownership Combat Start β”‚ β”œβ”€ Is manually controlled? β†’ Pause AI β”‚ β”œβ”€ Target in range? β”‚ β”œβ”€ <5y β†’ Maintain melee β”‚ β”œβ”€ 8–25y β†’ Use Charge/Intercept β”‚ β”œβ”€ 5–8y β†’ Fallback to charge range β”‚ β”œβ”€ >25y β†’ Direct approach β”‚ β”œβ”€ Isolated from group? β†’ Smart Gap Closer logic β”‚ └─ Danger detected? β”œβ”€ Compute escape path (PathfindingOptimizer) └─ Defensive rotation & movement priority 🧾 Internal Evaluation
    Category Score Architecture ⭐ 10/10 Movement AI ⭐ 9.5/10 Stability ⭐ 9/10 Combat Logic ⭐ 8.5/10 Human-like Control ⭐ 10/10 Total Score: 🧩 9.3 / 10
    🧰 Requirements
    WRobot for WoW 3.3.5a (WotLK)
    .NET Framework 4.7.2+
    Protection Warrior
    πŸ’¬ Final Words
    This FightClass merges combat logic, movement prediction, and manual input detection into a smooth, human-like tank AI.
    Perfect for soloing, grinding, or dungeons β€” safe, adaptive, and powerful.
  2. Thanks
    Pepa got a reaction from Lokomotive for a file, πŸ“˜ Blood Death Knight Tank (BETA)   
    πŸ§ͺ [BETA] Advanced Blood Death Knight Tank 2.0 – Clean AI Movement & Smart Rotation
    Author: Calaude
    Class: Death Knight – Blood (Tank)
    Version: 2.0 BETA (LoS + Debug Build)
    Compatibility: WRobot for WoW 3.3.5a (Wrath of the Lich King)
    πŸ”₯ Overview
    This fight class is a fully re-engineered Blood DK Tank AI, designed to simulate realistic, intelligent combat behavior.
    It features a complete custom movement AI, adaptive decision making, and multi-threaded control logic for smooth, human-like reactions.
    Unlike traditional FightClasses, this one runs its own AI movement layer, coordinating with WRobot’s movement manager without conflicting or β€œfighting” for control.
    🧠 Key Features
    πŸ§β€β™‚οΈ Clean Movement AI
    Fully autonomous positioning system adapted from the Warrior AI project
    Predictive enemy tracking and movement anticipation using Kalman filtering
    Intelligent facing, strafing, and backstep control
    Adaptive hysteresis thresholds that adjust based on FPS and network latency
    Smooth transitions between AI control and manual player input (WASD detection)
    βš”οΈ Advanced Combat Behavior
    Rotational logic for tanking: Icy Touch, Plague Strike, Death Strike, Heart Strike, Rune Strike, Blood Boil, Death and Decay
    Full defensive cooldown usage: Icebound Fortitude, Vampiric Blood, Rune Tap, AMS, Bone Shield, Dancing Rune Weapon
    Intelligent Death Grip logic that detects isolated targets and chooses the best pull strategy
    Automatic Horn of Winter and buff upkeep
    🧭 Smart Targeting & Positioning
    AI constantly monitors enemy centroid, spread angle, and threat vectors
    Repositions automatically when enemies surround the player or attack from behind
    Pathfinding optimizer creates emergency escape paths based on enemy distribution
    Handles corner cases like teleports, new pulls, and multi-target engagements
    🧩 Defensive Awareness
    β€œDanger Detection System” continuously evaluates:
    Enemies casting or attacking from behind
    Player health and incoming damage density
    Safe zones for retreat or repositioning
    Automatically engages defensive control when critical conditions are met
    βš™οΈ Technical Highlights
    Dual-thread architecture:
    Rotation Thread – executes combat rotation
    Movement Thread – runs AI movement logic
    Thread-safe with proper locking and graceful shutdown
    Built-in performance metrics for real-time profiling
    Debug and diagnostic output for tuning behavior
    🧰 Requirements
    WRobot for WoW 3.3.5a
    Death Knight level 80 (Blood Spec recommended)
    Tanking role (defensive gear and presence)
    English or localized client (spells auto-detected via string names)
    πŸ§ͺ Debug Options
    Inside the code you can enable or disable specific debug sections:
    Β  Β  private const bool ENABLE_DANGER_LOGS = true; private const bool ENABLE_AI_DEBUG_LOGS = false; private const bool ENABLE_DEATH_GRIP_LOGS = true; Set these to true or false to toggle:
    DANGER_LOGS: Prints warnings when surrounded, low HP, or in unsafe conditions
    AI_DEBUG_LOGS: Detailed positioning and smoothing diagnostics
    DEATH_GRIP_LOGS: Information about pull and engagement logic
    πŸ›  Installation
    Download the .cs file
    Place it into:
    Β  Β  WRobot\FightClass\
  3. Like
    Pepa got a reaction from Jaime291 for a file, autoloot   
    Auto loot pluginΒ  - Auto loot near enemy corpses
  4. Like
    Pepa got a reaction from nax for a file, shieldbash.cs   
    Warrior TANK autokick
  5. Sad
    Pepa got a reaction from MeowRobot for a file, Deviate Fish   
    The Deviate Fishes in the Barens
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