python client

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c1K
Posts: 23
Joined: Tue Mar 14, 2017 9:58 pm
Location: BC, Canada.

Re: python client

Post by c1K »

bump
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sickaura
Posts: 51
Joined: Fri Oct 06, 2023 8:19 pm

Re: python client

Post by sickaura »

Not a very productive week for the client but still managed to patch in tile colors based on the average color of the tile png.
My next immediate goal is to make the routing engine reliable and quick, I will probably reimplement it in numba for the speedz. After that I'll send agents to auto explore the hearth (for bug finding off course).
In shallow technical terms I didnt use dijkstra/A* for finding the best route but created a heuristic search based method. I feel like I can have a suboptimal route if it reduces memory usage/response time, its not a running contest... also its more fun to implement stuff like that. Hope to finish it over the weekend.
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sickaura
Posts: 51
Joined: Fri Oct 06, 2023 8:19 pm

Re: python client

Post by sickaura »

Great progression in the last couple of days:
I had this annoying thing that sometime widget updates for a widget were sent in separate messages. That made it hard to say when was all the data received, for example when dropping a stack item from hand to inventory - the quality data of the sub items in the stack would come a few milliseconds later.
The first fix I did for that was to wait some time after receiving widget updates before I can use the widgets - that made actions like sorting the inventory really slow.
but now I found a dumber way which works better ;) (how didn't I think about that).
Also added some thread management that should reduce cpu time and improve bug reproducibility, also its cleaner that way.
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sickaura
Posts: 51
Joined: Fri Oct 06, 2023 8:19 pm

Re: python client

Post by sickaura »

So a week ago I was banned for making an important statement (viewtopic.php?f=81&t=75938)
with a feeling of remorse and the crashing wait for w16 I began preparing and planning everything I could for the upcoming reset, everything with excel sheets.
One of things I worked on was the layout of my future hermit base, but quickly I found out that my vision couldn't be contained within cells and numbers...
One thing led to another and I made a proof of concept for a base editor using the graphical capabilities of Ender client, I just made the game think it receives packets from the actual server and bam I can delete all objects and fill the thing with rabbits (my actual base).
Now for the interesting part, taking this concept further and one can create a dedicated server for editing bases and stuff. If some other wizard could integrate an IP input feature to the game client (preferably the Ender client) I might be kind enough to make this base editor a thing (in python) and open source it so everyone could run it on localhost.
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Nightdawg
Posts: 2632
Joined: Fri Feb 28, 2020 12:31 am

Re: python client

Post by Nightdawg »

I think ardennes or cediner added some settings in ardclient to spawn in gobs on demand.
You might get some more interesting ideas like this, you should check it out.
jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
"Our primary development direction is toward object-controlled-objects"
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meabeab
Posts: 147
Joined: Fri Mar 26, 2021 9:06 pm

Re: base editor

Post by meabeab »

sickaura wrote:a base editor using the graphical capabilities of Ender client

Holy cow, this is so rad. Is terrain editing already implemented too? Can we have more of your mock-ups of base planning like the gif above?
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rfxDarth
Posts: 101
Joined: Tue Mar 09, 2010 4:13 pm

Re: python client

Post by rfxDarth »

sickaura wrote:So a week ago I was banned for making an important statement (viewtopic.php?f=81&t=75938)
with a feeling of remorse and the crashing wait for w16 I began preparing and planning everything I could for the upcoming reset, everything with excel sheets.
One of things I worked on was the layout of my future hermit base, but quickly I found out that my vision couldn't be contained within cells and numbers...
One thing led to another and I made a proof of concept for a base editor using the graphical capabilities of Ender client, I just made the game think it receives packets from the actual server and bam I can delete all objects and fill the thing with rabbits (my actual base).
Now for the interesting part, taking this concept further and one can create a dedicated server for editing bases and stuff. If some other wizard could integrate an IP input feature to the game client (preferably the Ender client) I might be kind enough to make this base editor a thing (in python) and open source it so everyone could run it on localhost.
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Huh, neat. But don't you need to also re-compile the client with a different cert, though? At least that was what I had to do with my all-javascript client for debugging purposes, as haven's source code is so cryptic it's often easier to capture and decode the actual network packets instead.

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