Necro class (#337)

* necro rebase

* merge

* necro readme

* removed import

* a

* necro char

* necro parms

* config fix

* example planner

* clear pindle pack

* pindle pack config cast

Co-authored-by: nlapinski <[email protected]>
This commit is contained in:
nlapinski
2022-01-05 23:43:14 +01:00
committed by GitHub
co-authored by nlapinski
parent 739e5d3014
commit b01ff94b8a
6 changed files with 576 additions and 0 deletions
+12
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@@ -166,6 +166,18 @@ run_shenk=0
| war_cry | Required Hotkey for War Cry |
| find_item | Optional Hotkey for Find Item |
| [Necro] | Descriptions |
| -------------- | ----------------------------------------------------------------------------------- |
| teleport | leave this blank for now, teleport/static pathing is currently not supported |
| skill_left | Required Hotkey for attack (bonespear/teeth) |
| bone_armor | Required Hotkey for Bone Armor |
| clay_golem | Required Hotkey for Clay Golem |
| raise_skeleton | Required Hotkey for Raise Skeleton |
| amp_dmg | Required Hotkey for Amplify Damage |
| corpse_explosion | Required Hotkey Corpse Explosion |
| raise_revive | Required Hotkey revive |
| clear_pindle_packs | clears mobs before pindle |
| [dclone] | Descriptions |
| -------------------- | --------------------------------------------------------------------- |
| region_ips | Start of the region ip you want to filter for. e.g. EU Server = 37.244.11, 37.244.48 |
+21
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@@ -150,6 +150,27 @@ shout=f3
war_cry=f5
find_item=f4
; ==========================
; ==== Builds: Necro ====
; ==========================
; Pindle+eld+shenk, no trav (walking only!)
; needs all of these skills
;skill_left is just some ranged damage spell (spear,teeth, nova,etc)
;leave teleport blank for now this build currently is walking only
;tested with something like this https://d2.maxroll.gg/d2planner/3x01067c
[necro]
teleport=
skill_left=f7
bone_armor=f2
clay_golem=f3
raise_skeleton=f4
raise_revive=f1
amp_dmg=f5
corpse_explosion=f6
clear_pindle_pack=0
; ===========================
; ==== Builds: Basic ====
; ===========================
+4
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@@ -28,8 +28,10 @@ from char.sorceress import LightSorc, BlizzSorc, NovaSorc
from char.trapsin import Trapsin
from char.hammerdin import Hammerdin
from char.barbarian import Barbarian
from char.necro import Necro
from char.basic import Basic
from char.basic_ranged import Basic_Ranged
from run import Pindle, ShenkEld, Trav, Nihlatak, Arcane
from town import TownManager, A1, A2, A3, A4, A5
@@ -63,6 +65,8 @@ class Bot:
self._char: IChar = Trapsin(self._config.trapsin, self._config.char, self._screen, self._template_finder, self._ui_manager, self._pather)
elif self._config.char["type"] == "barbarian":
self._char: IChar = Barbarian(self._config.barbarian, self._config.char, self._screen, self._template_finder, self._ui_manager, self._pather)
elif self._config.char["type"] == "necro":
self._char: IChar = Necro(self._config.necro, self._config.char, self._screen, self._template_finder, self._ui_manager, self._pather)
elif self._config.char["type"] == "basic":
self._char: IChar = Basic(self._config.basic, self._config.char, self._screen, self._template_finder, self._ui_manager, self._pather)
elif self._config.char["type"] == "basic_ranged":
+531
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@@ -0,0 +1,531 @@
import keyboard
from utils.custom_mouse import mouse
from char import IChar
from template_finder import TemplateFinder
from ui import UiManager
from pather import Pather
from logger import Logger
from screen import Screen
from utils.misc import wait, rotate_vec, unit_vector
import random
from typing import Tuple, Union, List
from pather import Location, Pather
import numpy as np
import time
from utils.misc import cut_roi, is_in_roi
class Necro(IChar):
def __init__(self, skill_hotkeys, char_config, screen: Screen, template_finder: TemplateFinder, ui_manager: UiManager, pather: Pather):
Logger.info('\033[94m'+"Setting up Necro"+'\033[0m')
super().__init__(skill_hotkeys, char_config, screen, template_finder, ui_manager)
self._pather = pather
#custom necro pathing for pindle
self._pather.adapt_path((Location.A5_PINDLE_START, Location.A5_PINDLE_SAFE_DIST), [100,101])
self._pather.adapt_path((Location.A5_PINDLE_SAFE_DIST, Location.A5_PINDLE_END), [104])
#minor offsets to pindle fight locations
self._pather.offset_node(102, [15, 0])
self._pather.offset_node(103, [15, 0])
self._pather.offset_node(101, [100,-5])
#custom locations for shenk paths
self._pather.adapt_path((Location.A5_SHENK_START, Location.A5_SHENK_SAFE_DIST),[141, 142, 143, 144, 145])
self._pather.adapt_path((Location.A5_SHENK_SAFE_DIST, Location.A5_SHENK_END), [149])
#custom locations for trav paths
self._pather.adapt_path((Location.A3_TRAV_START, Location.A3_TRAV_CENTER_STAIRS), [220, 221, 222, 223, 224, 225, 226])
def _revive(self, cast_pos_abs: Tuple[float, float], spray: int = 10, cast_count: int=12):
Logger.info('\033[94m'+"raise revive"+'\033[0m')
keyboard.send(self._char_config["stand_still"], do_release=False)
for _ in range(cast_count):
if self._skill_hotkeys["raise_revive"]:
keyboard.send(self._skill_hotkeys["raise_revive"])
#Logger.info("revive -> cast")
x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
nx = cast_pos_monitor[0]
ny = cast_pos_monitor[1]
if(nx>1280):
nx=1275
if(ny>720):
ny=715
if(nx<0):
nx=0
if(ny<0):
ny=0
clamp = [nx,ny]
mouse.move(*clamp)
mouse.press(button="right")
wait(0.075, 0.1)
mouse.release(button="right")
keyboard.send(self._char_config["stand_still"], do_press=False)
def _raise_skeleton(self, cast_pos_abs: Tuple[float, float], spray: int = 10, cast_count: int=16):
Logger.info('\033[94m'+"raise skeleton"+'\033[0m')
keyboard.send(self._char_config["stand_still"], do_release=False)
for _ in range(cast_count):
if self._skill_hotkeys["raise_skeleton"]:
keyboard.send(self._skill_hotkeys["raise_skeleton"])
#Logger.info("raise skeleton -> cast")
x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
nx = cast_pos_monitor[0]
ny = cast_pos_monitor[1]
if(nx>1280):
nx=1279
if(ny>720):
ny=719
if(nx<0):
nx=0
if(ny<0):
ny=0
clamp = [nx,ny]
mouse.move(*clamp)
mouse.press(button="right")
wait(0.02, 0.05)
mouse.release(button="right")
keyboard.send(self._char_config["stand_still"], do_press=False)
def pre_buff(self):
# not used currently
Logger.info("prebuff")
def _clay_golem(self):
Logger.info('\033[94m'+"cast ~> clay golem"+'\033[0m')
keyboard.send(self._skill_hotkeys["clay_golem"])
wait(0.05, 0.2)
mouse.click(button="right")
wait(self._cast_duration)
def bone_armor(self):
if self._skill_hotkeys["bone_armor"]:
keyboard.send(self._skill_hotkeys["bone_armor"])
wait(0.04, 0.1)
mouse.click(button="right")
wait(self._cast_duration)
if self._skill_hotkeys["clay_golem"]:
keyboard.send(self._skill_hotkeys["clay_golem"])
wait(0.04, 0.1)
mouse.click(button="right")
wait(self._cast_duration)
def _bone_armor(self):
if self._skill_hotkeys["bone_armor"]:
keyboard.send(self._skill_hotkeys["bone_armor"])
wait(0.04, 0.1)
mouse.click(button="right")
wait(self._cast_duration)
def _left_attack(self, cast_pos_abs: Tuple[float, float], spray: int = 10):
keyboard.send(self._char_config["stand_still"], do_release=False)
if self._skill_hotkeys["skill_left"]:
keyboard.send(self._skill_hotkeys["skill_left"])
for _ in range(10):
x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
mouse.move(*cast_pos_monitor)
mouse.press(button="left")
wait(0.25, 0.3)
mouse.release(button="left")
keyboard.send(self._char_config["stand_still"], do_press=False)
def _left_attack_single(self, cast_pos_abs: Tuple[float, float], spray: int = 10, cast_count: int=6):
keyboard.send(self._char_config["stand_still"], do_release=False)
if self._skill_hotkeys["skill_left"]:
keyboard.send(self._skill_hotkeys["skill_left"])
for _ in range(cast_count):
x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
mouse.move(*cast_pos_monitor)
mouse.press(button="left")
wait(0.25, 0.3)
mouse.release(button="left")
keyboard.send(self._char_config["stand_still"], do_press=False)
def _amp_dmg(self, cast_pos_abs: Tuple[float, float], spray: float = 10):
if self._skill_hotkeys["amp_dmg"]:
keyboard.send(self._skill_hotkeys["amp_dmg"])
x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
mouse.move(*cast_pos_monitor)
mouse.press(button="right")
wait(0.25, 0.35)
mouse.release(button="right")
def _corpse_explosion(self, cast_pos_abs: Tuple[float, float], spray: int = 10,cast_count: int = 8):
keyboard.send(self._char_config["stand_still"], do_release=False)
Logger.info('\033[93m'+"corpse explosion~> random cast"+'\033[0m')
for _ in range(cast_count):
if self._skill_hotkeys["corpse_explosion"]:
keyboard.send(self._skill_hotkeys["corpse_explosion"])
x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
mouse.move(*cast_pos_monitor)
mouse.press(button="right")
wait(0.075, 0.1)
mouse.release(button="right")
keyboard.send(self._char_config["stand_still"], do_press=False)
def _lerp(self,a: float,b: float, f:float):
return a + f * (b - a)
def _cast_circle(self, cast_dir: Tuple[float,float],cast_start_angle: float=0.0, cast_end_angle: float=90.0,cast_div: int = 10,cast_v_div: int=4,cast_spell: str='raise_skeleton',delay: float=1.0,offset: float=1.0):
Logger.info('\033[93m'+"circle cast ~>"+cast_spell+'\033[0m')
keyboard.send(self._char_config["stand_still"], do_release=False)
keyboard.send(self._skill_hotkeys[cast_spell])
mouse.press(button="right")
for i in range(cast_div):
angle = self._lerp(cast_start_angle,cast_end_angle,float(i)/cast_div)
target = unit_vector(rotate_vec(cast_dir, angle))
#Logger.info("current angle ~> "+str(angle))
for j in range(cast_v_div):
circle_pos_screen = self._pather._adjust_abs_range_to_screen((target*120.0*float(j+1.0))*offset)
circle_pos_monitor = self._screen.convert_abs_to_monitor(circle_pos_screen)
mouse.move(*circle_pos_monitor,delay_factor=[0.3*delay, .6*delay])
#Logger.info("circle move")
mouse.release(button="right")
keyboard.send(self._char_config["stand_still"], do_press=False)
def kill_pindle(self) -> bool:
atk_len = max(2, int(self._char_config["atk_len_pindle"] / 2))
pindle_pos_abs = self._screen.convert_screen_to_abs(self._config.path["pindle_end"][0])
cast_pos_abs = [pindle_pos_abs[0] * 0.9, pindle_pos_abs[1] * 0.9]
pc = [pindle_pos_abs[0] * 0.9, (pindle_pos_abs[1]-50) * 0.9]
raise_skel_pos = [0,10]
rot_deg=0
self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=32,cast_v_div=2,cast_spell='raise_skeleton',offset=2,delay=1.6)
wait(self._cast_duration, self._cast_duration +.2)
self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=4,cast_v_div=3,cast_spell='amp_dmg',delay=3.0)
rot_deg=0
rot_deg=-180
#enable this if your merc is dying
pindle_pack_kill = bool(int(self._skill_hotkeys["clear_pindle_pack"]))
if(pindle_pack_kill):
Logger.info('\033[93m'+"optional pindle pack"+'\033[0m')
self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=12,cast_v_div=2,cast_spell='corpse_explosion',delay=3.0,offset=1.8)
wait(self._cast_duration, self._cast_duration +.2)
self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=12,cast_v_div=2,cast_spell='corpse_explosion',delay=3.0,offset=1.8)
wait(self._cast_duration, self._cast_duration +.1)
self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=12,cast_v_div=2,cast_spell='raise_revive',delay=1.2,offset=1.8)
#move to pindle combat position
self._pather.traverse_nodes([102,103], self)
wait(self._cast_duration, self._cast_duration +.2)
# wiggle to unstick merc....
pos_m = self._screen.convert_abs_to_monitor((0, -150))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
self._bone_armor()
# wiggle to unstick merc....
pos_m = self._screen.convert_abs_to_monitor((0, 150))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
self._amp_dmg(cast_pos_abs, 11)
wait(self._cast_duration, self._cast_duration +.2)
self._clay_golem()
for _ in range(atk_len):
Logger.info('\033[96m'+ "pindle atk cycle" + '\033[0m')
self._amp_dmg(cast_pos_abs, 11)
self._left_attack_single(cast_pos_abs, 11, cast_count=8)
rot_deg=0
for _ in range(2):
corpse_pos = unit_vector(rotate_vec(cast_pos_abs, rot_deg)) * 200
self._corpse_explosion(pc,40,cast_count=2)
rot_deg-=7
rot_deg=0
for _ in range(2):
corpse_pos = unit_vector(rotate_vec(cast_pos_abs, rot_deg)) * 200
self._corpse_explosion(pc,40,cast_count=2)
rot_deg+=7
# wiggle to unstick merc
pos_m = self._screen.convert_abs_to_monitor((0, -150))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
pos_m = self._screen.convert_abs_to_monitor((0, 150))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
self._revive(cast_pos_abs,50,cast_count=4)
Logger.info('\033[92m'+"atk cycle end"+'\033[0m')
#wait for pindle to die just incase - maybe needs death detection
wait(self._cast_duration, self._cast_duration + 0.4)
if self.can_teleport():
self._pather.traverse_nodes("pindle_end", self)
else:
self._pather.traverse_nodes((Location.A5_PINDLE_SAFE_DIST, Location.A5_PINDLE_END), self, force_tp=True)
return True
def kill_eldritch(self) -> bool:
atk_len = max(2, int(self._char_config["atk_len_eldritch"] / 2))
eld_pos_abs = self._screen.convert_screen_to_abs(self._config.path["eldritch_end"][0])
cast_pos_abs = [eld_pos_abs[0] * 0.9, eld_pos_abs[1] * 0.9]
self.bone_armor()
# move a bit back
pos_m = self._screen.convert_abs_to_monitor((0, 50))
self.pre_move()
self.move(pos_m, force_move=True)
self._amp_dmg(cast_pos_abs, 11)
corpse_exp_pos = [0,-80]
for _ in range(atk_len):
#Logger.info("atk cycle")
Logger.info('\033[96m'+ "eldrich atk cycle" + '\033[0m')
self._left_attack_single(cast_pos_abs, 11, cast_count=8)
self._corpse_explosion(cast_pos_abs, 60, cast_count=4)
Logger.info('\033[92m'+"atk cycle end"+'\033[0m')
# Move to items
wait(self._cast_duration, self._cast_duration + 0.2)
if self.can_teleport():
self._pather.traverse_nodes_fixed("eldritch_end", self)
else:
self._pather.traverse_nodes((Location.A5_ELDRITCH_SAFE_DIST, Location.A5_ELDRITCH_END), self, time_out=0.6, force_tp=True)
self.bone_armor()
#get some more summons out for elite packs
self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=12,cast_v_div=4,cast_spell='raise_revive',delay=1.2,offset=.8)
self._raise_skeleton([0,-40],80,cast_count=4)
# move a bit back
pos_m = self._screen.convert_abs_to_monitor((0, -350))
self.pre_move()
self.move(pos_m, force_move=True)
return True
def kill_shenk(self) -> bool:
#stop to kill potentially troublesome packs
Logger.info('\033[93m'+"dealing with posible packs"+'\033[0m')
self.bone_armor()
self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=4,cast_v_div=3,cast_spell='amp_dmg',delay=3.0)
self._corpse_explosion([0,50], 80, cast_count=8)
#continue to shenk fight
self._pather.traverse_nodes(([ 146, 147, 148]), self, time_out=1.4, force_tp=True)
shenk_pos_abs = self._pather.find_abs_node_pos(149, self._screen.grab())
if shenk_pos_abs is None:
shenk_pos_abs = self._screen.convert_screen_to_abs(self._config.path["shenk_end"][0])
cast_pos_abs = [shenk_pos_abs[0] * 0.9, shenk_pos_abs[1] * 0.9]
self.bone_armor()
self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=4,cast_v_div=3,cast_spell='amp_dmg',delay=3.0)
corpse_exp_pos = [200,80]
for _ in range(int(self._char_config["atk_len_shenk"])):
Logger.info('\033[96m'+ "shenk atk cycle" + '\033[0m')
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
self._bone_armor()
self._amp_dmg(cast_pos_abs, 11)
self._corpse_explosion(corpse_exp_pos, 80, cast_count=12)
Logger.info('\033[92m'+"atk cycle end"+'\033[0m')
self._raise_skeleton(cast_pos_abs,80,cast_count=4)
self._revive(cast_pos_abs,80,cast_count=4)
# Move to items
wait(self._cast_duration, self._cast_duration + 0.2)
self._pather.traverse_nodes(([148,149]), self, time_out=3.4, force_tp=True)
return True
def kill_council(self) -> bool:
#this could still use some work, mostly works though, needs a fairly well geared merc
self._bone_armor()
wait(self._cast_duration, self._cast_duration +.4)
self._clay_golem()
cast_pos_abs = [-300,-200]
corpse_exp_pos = cast_pos_abs
# Check out the node screenshot in assets/templates/trav/nodes to see where each node is at
atk_len = self._char_config["atk_len_trav"]
# Go inside and hammer a bit
self.bone_armor()
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
self._amp_dmg(cast_pos_abs, 11)
self._corpse_explosion(corpse_exp_pos, 80, cast_count=8)
# wiggle to unstick merc....
pos_m = self._screen.convert_abs_to_monitor((0, 50))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
# wiggle to unstick merc....
pos_m = self._screen.convert_abs_to_monitor((0, -50))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
wait(self._cast_duration, self._cast_duration +.1)
self._bone_armor()
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
self._corpse_explosion(corpse_exp_pos, 80, cast_count=12)
# wiggle to unstick merc....
pos_m = self._screen.convert_abs_to_monitor((0, 50))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
# wiggle to unstick merc....
pos_m = self._screen.convert_abs_to_monitor((0, -50))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
cast_pos_abs = [50,-50]
self._amp_dmg(cast_pos_abs, 11)
self._bone_armor()
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
self._corpse_explosion(corpse_exp_pos, 80, cast_count=8)
self._bone_armor()
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
self._corpse_explosion(corpse_exp_pos, 240, cast_count=18)
#take care of inside mobs
self._pather.offset_node(229, [250, 130])
self._pather.traverse_nodes([228, 229], self, time_out=2.5, force_tp=True)
self._pather.offset_node(229, [-250, -130])
atk_pos_abs = self._pather.find_abs_node_pos(230, self._screen.grab())
if atk_pos_abs is None:
Logger.debug("Could not find node [230]. Using static attack coordinates instead.")
atk_pos_abs = [-300, -200]
else:
atk_pos_abs = [atk_pos_abs[0], atk_pos_abs[1] + 70]
cast_pos_abs = np.array([atk_pos_abs[0] * 0.9, atk_pos_abs[1] * 0.9])
self.bone_armor()
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
self._amp_dmg(cast_pos_abs, 11)
self._corpse_explosion(corpse_exp_pos, 80, cast_count=8)
# wiggle to unstick merc....
pos_m = self._screen.convert_abs_to_monitor((0, 50))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
# wiggle to unstick merc....
pos_m = self._screen.convert_abs_to_monitor((0, -50))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
wait(self._cast_duration, self._cast_duration +.1)
self._bone_armor()
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
self._corpse_explosion(corpse_exp_pos, 80, cast_count=12)
# wiggle to unstick merc....
pos_m = self._screen.convert_abs_to_monitor((0, 50))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
# wiggle to unstick merc....
pos_m = self._screen.convert_abs_to_monitor((0, -50))
self.pre_move()
self.move(pos_m, force_move=True)
wait(self._cast_duration, self._cast_duration +.1)
#cast_pos_abs = [-300,-200]
self._amp_dmg(cast_pos_abs, 11)
self._bone_armor()
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
self._corpse_explosion(corpse_exp_pos, 80, cast_count=8)
self._bone_armor()
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
self._corpse_explosion(corpse_exp_pos, 240, cast_count=18)
self._pather.traverse_nodes([230, 229 ,228], self, time_out=2.5, force_tp=True)
Logger.info('\033[92m'+"atk cycle end"+'\033[0m')
return True
if __name__ == "__main__":
import os
import keyboard
keyboard.add_hotkey('f12', lambda: Logger.info('Force Exit (f12)') or os._exit(1))
keyboard.wait("f11")
from config import Config
from char import Necro
from ui import UiManager
config = Config()
screen = Screen(config.general["monitor"])
t_finder = TemplateFinder(screen)
pather = Pather(screen, t_finder)
ui_manager = UiManager(screen, t_finder)
char = Necro(config.necro, config.char, screen, t_finder, ui_manager, pather)
+5
View File
@@ -167,6 +167,11 @@ class Config:
if "basic_ranged" in self._custom:
self.basic_ranged.update(self._custom["basic_ranged"])
# Necro config
self.necro = self._config["necro"]
if "necro" in self._custom:
self.necro.update(self._custom["necro"])
self.advanced_options = {
"pathing_delay_factor": min(max(int(self._select_val("advanced_options", "pathing_delay_factor")), 1), 10),
"message_headers": self._select_val("advanced_options", "message_headers"),
+3
View File
@@ -315,6 +315,9 @@ class Pather:
(Location.A3_TRAV_START, Location.A3_TRAV_CENTER_STAIRS): [220, 221, 222, 223, 224, 225, 226],
}
def adapt_path(self,key: tuple[Location, Location], new_node_sequence: list[int]):
self._paths[key] = new_node_sequence
def offset_node(self, node_idx: int, offset: tuple[int, int]):
"""Will offset any node. e.g. can be used in char files to change final attacking positions
:param node_idx: Index of node to be changed