Share [Autobots] Lucera2 PvP+PvE+OLYMPIAD

I reviewed your code - it is absolute neuroslop. There is no logic in it, and no one except an AI will be able to understand what is going on. It completely violates SOLID principles and OOP.
Thanks for taking the time to review it. I understand what you mean about the structural issues. The extension grew incrementally while I was testing different bot behaviors, so a lot of logic ended up centralized instead of being properly separated into cleaner components.

This build is only meant for testing and experimentation. As i said in the begining of the thread it is not intended to be used on a live production server in its current form. My main goal so far was to validate whether the behaviors themselves were possible, before spending time on a proper architectural refactor. If I continue the project seriously, the next step will be to refactor it into smaller and specific classes/services so the code is easier to understand, maintain and extend. If you have any specific advice about how you would structure this kind of extension, I would appreciate it
 
Hi, I didn't see the code or anything like that, just the videos, and this would make Lucera much more complete than it is now, since the fake player or "bot" system is very basic. It's pointless, it's useless.

Instead of leaving a negative comment, which is a disaster, they should take Lucera as an example and upgrade its bot or fake player system, so it's not just a simple replica running around the city doing nothing. Honestly, it makes no sense.
 
Hi, I didn't see the code or anything like that, just the videos, and this would make Lucera much more complete than it is now, since the fake player or "bot" system is very basic. It's pointless, it's useless.

Instead of leaving a negative comment, which is a disaster, they should take Lucera as an example and upgrade its bot or fake player system, so it's not just a simple replica running around the city doing nothing. Honestly, it makes no sense.
эта система уже давно есть в определенных кругах и на определенных серверах)
Зачем Дизеру тратить время на то, что ему не нужно)?
Вы себе даже не сможете представить на сколько рабочий мод глобальный и большой по коду, автор с помощью ии реализовал поверхностный кусок от силы на 1-2% от полного объема)
 
эта система уже давно есть в определенных кругах и на определенных серверах)
Зачем Дизеру тратить время на то, что ему не нужно)?
Вы себе даже не сможете представить на сколько рабочий мод глобальный и большой по коду, автор с помощью ии реализовал поверхностный кусок от силы на 1-2% от полного объема)
I agree that a fully developed autonomous bot system can become a huge project, but saying this implementation is only “1-2%” is still a very strong claim without actually reviewing its full feature set and code, judging only by the presentating videos. The project already includes much more than simple fake player movement: combat roles, party/clan logic, targeting, positioning, support behavior (olympiad bots are almost implemented aswell) and autonomous decision-making. Of course it can still grow much further, with a more sophisticated pvp decision-making, economy, social behavior and long-term objectives I am not arguing otherwise, after all, it only took me ~25 hours in total for this project to be build with ai so its very early stage. But I would be interested to see what features those more advanced private systems have that you are talking about which contain the additional 98-99% as you are claiming.
 
Last edited:
I agree that a fully developed autonomous bot system can become a huge project, but saying this implementation is only “1–2%” is still a very strong claim without actually reviewing its full feature set and code, judging only by the presentating videos. The project already includes much more than simple fake player movement: combat roles, party/clan logic, targeting, positioning, support behavior (olympiad bots are almost implemented aswell) and autonomous decision-making. Of course it can still grow much further, with a more sophisticated pvp decision-making, economy, social behavior and long-term objectives I am not arguing otherwise, after all, it only took me ~25 hours in total for this project to be build with ai so its very early stage. But I would be interested to see what features those more advanced private systems have that you are talking about which contain the additional 98-99% as you are claiming.
Какой смысл расписывать базовый функционал класса player ?
Давать идеи для еще более безумных промтов не вижу смысла)
Вам нужно откатиться к самому началу и правильно сформировать базовую платформу вашего кода - сейчас это просто безбожная черная дыра с кучей функционала + еще вы там докидываете..
Есть Русская пословица:
Смотреть в книгу, видеть фигу
 
Какой смысл расписывать базовый функционал класса player ?
Давать идеи для еще более безумных промтов не вижу смысла)
Вам нужно откатиться к самому началу и правильно сформировать базовую платформу вашего кода - сейчас это просто безбожная черная дыра с кучей функционала + еще вы там докидываете..
Есть Русская пословица:
Смотреть в книгу, видеть фигу
What would be the point of sharing it then? If this were about building the “perfect” system according to someone else’s standards, I could simply keep developing it privately. You already know what the purpose of this share is and I do not "need" to do anything at all. I asked for help with one specific matter in my original post, nothing more. Still, thanks for sharing your opinion, even if I disagree with the way it was expressed.
 
All that needs to be fixed is to base it 100% on Deazer's flow coding using server. jar and scripts.jar as examples of high integrity, then add a debugger that runs through the code five times to find leaks and neuroloops, optimize the code, make it readable for humans, and ensure it performs well. But if you manage to base it on how Deazer programs, you won’t have any neuroloop issues or problems with human readability

In other words, a refactoring. On the other hand, congratulations on this great project—perhaps the future of Lineage 2 lies in the AI itself playing against real players to maintain a smooth gaming experience.
 
All that needs to be fixed is to base it 100% on Deazer's flow coding using server. jar and scripts.jar as examples of high integrity, then add a debugger that runs through the code five times to find leaks and neuroloops, optimize the code, make it readable for humans, and ensure it performs well. But if you manage to base it on how Deazer programs, you won’t have any neuroloop issues or problems with human readability

In other words, a refactoring. On the other hand, congratulations on this great project—perhaps the future of Lineage 2 lies in the AI itself playing against real players to maintain a smooth gaming experience.
Прям в точку)
ИИ персонажи давно используются на самых крупных проектах для создания общего контента и массовки создавая иллюзию у обычных игроков, что проект успешный и популярный, что в свою очередь приносят его владельцем не малую прибыль в $
 
What would be the point of sharing it then? If this were about building the “perfect” system according to someone else’s standards, I could simply keep developing it privately. You already know what the purpose of this share is and I do not "need" to do anything at all. I asked for help with one specific matter in my original post, nothing more. Still, thanks for sharing your opinion, even if I disagree with the way it was expressed.
Amigo, tenho usado IA a 5 meses para desenvolver meus proprios mods e muito mais coisas que eu preciso. Tudo funciona perfeitamente!

Com certeza um desenvolvedor escreveria de forma mais limpa e organizada, mas em partes isso não importa. Se você está criando com Ia ou não o que importa é se funciona e se cumpre o objetivo que você procura.

Seu projeto está ficando muito bom! Continue trabalhando nele
 
I added some more tiny features and i refactored the Autobots extension based on your feedback, again, through AI. The old monolithic controller has been split into specific components for targeting, combat/support behavior, Party Logic, recovery, persistence, spawning/equipment, UI and runtime orchestration. I kept Lucera-native APIs and the same scheduler/runtime flow, and I also ran source parity checks against the previous working version. I then completed a full in-game regression test and the current behavior is preserved.

I’d appreciate another review specifically on architecture/readability and whether the structure now fits your expectations better.

For the buff profiles of the bots - drop autobots_buff_profiles.xml under ...\gameserver\config
 

Attachments

I added some more tiny features and i refactored the Autobots extension based on your feedback, again, through AI. The old monolithic controller has been split into specific components for targeting, combat/support behavior, Party Logic, recovery, persistence, spawning/equipment, UI and runtime orchestration. I kept Lucera-native APIs and the same scheduler/runtime flow, and I also ran source parity checks against the previous working version. I then completed a full in-game regression test and the current behavior is preserved.

I’d appreciate another review specifically on architecture/readability and whether the structure now fits your expectations better.

For the buff profiles of the bots - drop autobots_buff_profiles.xml under ...\gameserver\config
Друг мой вы большой молодец , не важно что говорят люди , главное что вас заметили , и дали те или иные советы , возможно в будущем станут ещё лучше ваши боты , успехов
 


UPDATE M80 (Introduction to olympiad bots):

  • Added Spawn Olympiad Bot: No / Yes to bot creation, default No.
  • Added first supported Olympiad classes:
    • Sagittarius
    • Moonlight Sentinel
    • Ghost Sentinel
  • Added native CLASS_FREE non-class-based Olympiad registration.
  • Added native Noblesse setup using Lucera’s own Noble system.
  • Added dedicated Olympiad standby movement around initial spawn.
  • Olympiad bots ignore party invitations and Party Logic.
  • Added Olympiad points reset when points fall below Lucera’s native registration minimum.
  • Existing Archer combat reused inside Olympiad without creating duplicate combat logic.
  • Hardened compliance with Lucera’s native Olympiad configuration.
  • Registration checks now follow native schedule, limits, fees, class restrictions, and eligibility rules.
  • Added safe handling for OlympiadHWIDCheck and OlympiadIPCheck. If those are enabled, the bot will NOT register in olympiad games.
  • Added native Olympiad cleanup when an Olympiad bot is permanently deleted.
  • Prevented permanent deletion while a bot is inside an active Olympiad match.
  • Preserved completed match history and opponent results.
  • Fixed post-teleport readiness after Lucera removes buffs/toggles/shots.
  • Added restoration of appropriate self skills/toggles after entering the stadium.
  • Added Olympiad shot reactivation.
  • Explicitly excluded HP/CP/MP recovery-item logic from Olympiad bots.
  • Prepared the subsystem for future equipment switching.
  • Added Olympiad preparation equipment:
  • Staff of Evil Spirits [Magic Focus] — 4900
  • Staff of Evil Spirits [Bodily Blessing] — 4901
  • Added pre-fight staff switching for Blessed Body / Focus proc attempts.
  • Added class-specific self-buff/toggle preparation.
  • Added all Dagger classes:
    • Adventurer
    • Wind Rider
    • Ghost Hunter
  • Added offensive Mage classes:
    • Archmage
    • Soultaker
    • Mystic Muse
    • Storm Screamer
  • Added profile-based preparation architecture.
  • Preparation now runs only during native CompetitionState.STAND_BY.
  • Prevented pre-fight buffs in town.
  • Prevented preparation from repeating during PLAYING.
  • Prevented buffs/toggles from being recast after match end.
  • Preparation timer now starts only after actual stadium STAND_BY.
  • Added scoped Olympiad Mage combat context.
  • Prevented normal-world Blessed Spiritshot maintenance from conflicting with Olympiad normal Spiritshots.
  • Added forced native target validation/casting for Mage skills against Olympiad opponents.
  • Made Olympiad Mage combat independent of Idle / Attack Flagged / Attack Everyone.
  • Existing Mage skill rotation remains unchanged.
  • Added a 5-second Olympiad consumable maintenance interval.
  • Blessed Spiritshots remain disabled in Olympiad.
  • Normal Autobots replenishment behavior remains unchanged.
 

Attachments

Last edited:
молодцы, прям душа радуется сколько потенциала в профанах открыли способности ИИ ))))
Тише тише)) Ты то полюбому не разу не использовал ИИ (НИ-РА-ЗУ). И ты точно не профан движок как Дизер, никто не написал, даже самую первую версию Люси 1980 года и то НИКТО зато не профаны тут все)))
 
Бро во первых не красиво в чужом топике так спамить рекламой )
Во 2ых как то стрем ты разработчик визуала а на скринах резаные кнопки давно же разрабатываешь )
Я вот наблюдаю давно за подобными темами это уже 9 на моей памяти за пол года и прям хз но все под копирку ботов от Чеполина) даже оформление КБ и html очень похожие..
В любом случае конкуренция двигатель прогресса, чем больше продуктов на рынке тем более качественее будет итоговый продукт )
 
Бро во первых не красиво в чужом топике так спамить рекламой )
Во 2ых как то стрем ты разработчик визуала а на скринах резаные кнопки давно же разрабатываешь )
Я вот наблюдаю давно за подобными темами это уже 9 на моей памяти за пол года и прям хз но все под копирку ботов от Чеполина) даже оформление КБ и html очень похожие..
В любом случае конкуренция двигатель прогресса, чем больше продуктов на рынке тем более качественее будет итоговый продукт )
Да на кнопки пофигу под конец если не лень будет сделаю красиво) хз кто что делает я их пилю давно с 0 ) по мне очень удобно все я сделал) ты еще не видел функционал))
 
Да на кнопки пофигу под конец если не лень будет сделаю красиво) хз кто что делает я их пилю давно с 0 ) по мне очень удобно все я сделал) ты еще не видел функционал))
Мои уже с февраля на 3 проектах катаются и до сих пор делаю лайф фиксы пачками )
Одно дело для пвп трусов баюма запилить аи фермеров и пвп роботов ) другое когда стоит х10 классик создать живую ЭКО систему и тут без реального фидбека хер ты предусмотришь возможные баги и проблемы пока не словишь их )
 
View attachment 9247I think I'll start selling my development, which I've been working on for a long time, in a few days. I'm making my own bots for Lucera2 for all versions of the project (Olympus, clans, siege, RB raids, etc.). It's suitable for x1 and up to mega PvP servers, and it will have a huge functionality. All the info will be available before the sale!

Facinating, now i would appreciate it if we could keep this one on-topic, my thread is not a marketplace i think you can clearly see that. If you want to sell anything you can create your thread to the marketplace. This topic was created for discussion and support regarding my project, not for promoting products. Thank you for understanding.

Edit: I would also apreciate if you remove those pictures because you have flooded almost half post feed of this page.
 
Last edited:
Тише тише)) Ты то полюбому не разу не использовал ИИ (НИ-РА-ЗУ). И ты точно не профан движок как Дизер, никто не написал, даже самая последняя первая версия Люси 1980 года и то НИКТО зато не профаны тут все)))
Вброс набора букв
 
Back
Top