Bugfix: Reduce identify time at cain (#837)
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@@ -1,3 +1,4 @@
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import keyboard
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import template_finder
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from config import Config
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from pather import Location
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@@ -161,12 +162,22 @@ class TownManager:
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# check if we can Identify in current act
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if self._acts[curr_act].can_identify():
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success = self._acts[curr_act].identify(curr_loc)
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view.return_to_play()
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if success:
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wait(0.2)
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# close cain dialog so inventory key is not blocked
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keyboard.send("esc")
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else:
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view.return_to_play()
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return success
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new_loc = self.go_to_act(5, curr_loc)
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if not new_loc: return False
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success = self._acts[Location.A5_TOWN_START].identify(new_loc)
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view.return_to_play()
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if success:
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wait(0.2)
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# close cain dialog so inventory key is not blocked
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keyboard.send("esc")
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else:
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view.return_to_play()
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return success
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def open_stash(self, curr_loc: Location) -> Location | bool:
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+2
-2
@@ -81,7 +81,7 @@ def return_to_play() -> bool:
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substrings = ["NPC", "Panel", "SaveAndExit"]
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img=grab()
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start=time.time()
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while (elapsed := (time.time() - start) < 8):
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while (elapsed := (time.time() - start) < 5):
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need_escape = False
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match = detect_screen_object(ScreenObjects.InGame, img)
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if match.valid and "DARK" in match.name:
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@@ -92,7 +92,7 @@ def return_to_play() -> bool:
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break
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if need_escape:
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keyboard.send("esc")
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wait(1.7)
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wait(1)
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img=grab()
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else:
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break
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