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A script for auto pathing in florr.io. Literally same code which uses in florr-auto-sszone

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florr-auto-pathing

Time to upload some of my useful codes.

The whole codes stand on CLIENT-SIDE.

This project is welcomed to be used in any other florr.io projects.

The Lazy Theta Star

After I used a* pathing for a few months, I found this method caused a lot of time wasting on collision with florr's walls, I quickly turned to use lazyθ*. And here's the differences (Green for lazy_theta_star and Red for a_star)

Maps

To decide on the positions and areas, I've already prepared map_select.py and area_select.py for you.

> python3 map_select.py # And you click anywhere you want on the map

Map position: (53, 144) Map position: (55, 109)

> python3 area_select.py # And you first click on the left_top bound, next click on the right_bottom bound.

Area added: [(6, 5), (40, 44)] Area added: [(1, 43), (27, 87)] Final areas: [[(6, 5), (40, 44)], [(1, 43), (27, 87)]]

Implements

For this is CLIENT-SIDE, so I haven't do any resolution support.

You need to run this code in 1920x1080 with florr.io tab on the top and fullscreen.

Go run main.py

if __name__ == "__main__":
    apply_map("<map>")
    location = <location> # the location decided in `map_select.py`
    dedicated_area = [(0, 0), (200, 200)]  
    # optional, if the player has moved into the area and got stuck, the code will end. Otherwise it will try to callibrate until reaching the final location
    while True:
        if lazy_theta_pathing(location, dedicated_area):
            break
    print("Pathing Done")

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A script for auto pathing in florr.io. Literally same code which uses in florr-auto-sszone

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