The chicken threshold roll was committed but never present in bot.py. The patch
script that was supposed to add it raised SystemExit on an unrelated anchor
assertion and exited before writing the edit; the failure was visible in its
output and went unnoticed.
Caught by its own symptom: 0 "Chicken threshold this game" lines across a
session with games in it.
The manifest reported chicken_variance as "wired" throughout, because that row
was built from the CONFIG VALUE rather than from a call-site check like every
other row. So the guard against configured-but-inert behaviour was itself
configured but inert — the exact defect it exists to catch, one level up.
Both fixed: the roll is wired at game start on the bot thread, and the manifest
row now counts set_game_chicken_threshold( call sites. Verified in both
directions — removing the call site flips the row to
"UNREACHABLE - no call site in bot.py".
Tests: 22.
Co-Authored-By: Claude Opus 5 <[email protected]>
Per-action jitter cannot reach the strongest remaining signals. Averaged over a
session jitter converges; what does not converge is a player who starts at the
same hour, plays the same length, and never does anything without a purpose.
Session budget (session_budget_h, default 6). Stops the bot after roughly N
hours, rolled per run at 0.65-1.35x so consecutive days differ in length. NOTE:
this genuinely stops the bot — set to 0 for unlimited.
Scheduled breaks were already implemented at bot.py:1140 and simply switched
off (break_length_m=0). Enabled at 120m/15m, and the interval and duration are
now RE-ROLLED after every break: a break at exactly 120 minutes every time is
still a pattern, just a slower one than no break at all.
Per-game chicken threshold. A fixed 0.40 every game is a precise tell, but the
randomisation is deliberately one-directional: it only ever RAISES the
threshold, capped at base+spread. Lowering it would cost deaths, and an
uncapped Gaussian tail reached 0.55 on a 0.40 base, which throws away healthy
games. Rolled on the BOT thread and handed to health_manager through a setter —
that thread is a read-only monitor by design and must not roll it itself.
Idle cursor drift during long idles; between actions the cursor otherwise sits
exactly where the last click left it. Bot thread only, screen-bounds clamped.
Occasional unproductive town action (open inventory, close it) and occasional
walking past an item the filter wanted. Both are rolled behaviours the bot has
never had — it otherwise picks up exactly what the rules say, instantly, every
single time. The town action is strictly best-effort and can never fail a
maintenance step.
All seven appear in the STEALTH> manifest, so any of them going inert is
visible at startup rather than after 225 games.
DELIBERATELY NOT IMPLEMENTED: pathing node jitter and route variation. Both
would be good cover, and both are the system that produced Bugs 25 and 28,
where a fabricated node position walked the character into the town wall.
Nothing here touches the health manager's potion path or the attack sequences
either — today demonstrated that cost twice.
Tests: 20.
Co-Authored-By: Claude Opus 5 <[email protected]>
Regression from the previous commit. Blanking vigor/holy_shield/cleansing
stopped the stray F4 presses, but exposed that paladin.cast_buffs sends the
holy_shield key with no check:
keyboard.send(self._skill_hotkeys["holy_shield"]) # -> ValueError: Unknown key:
which killed the bot thread mid-run:
Uncaught exception in thread Thread-8 (start)
...
File "src/char/paladin/paladin.py", line 33, in cast_buffs
ValueError: Unknown key:
There are 90+ `keyboard.send(self._skill_hotkeys[x])` call sites across the
paladin classes and almost none check first, so the guard belongs at the
boundary: an empty or None key logs at debug and returns. A genuinely unknown
key still raises — the guard is for unbound optional skills, not for typos.
cast_buffs additionally returns early when holy_shield is unbound: send() now
tolerates the empty key, but the right-click after it would still fire and cast
whatever sits on the right slot instead.
Co-Authored-By: Claude Opus 5 <[email protected]>
skill_mistake printed 'wired - skill keys only' while its chance was 0. A
behaviour that can never roll is OFF whatever its call sites look like, and a
status line that overstates coverage is the exact defect this manifest exists
to catch.
Co-Authored-By: Claude Opus 5 <[email protected]>
Phase 1 — stop the harm (safety-critical)
The hesitation/miscast gate was `vk in range(ord('1'), ord('0')+1)` plus a
digit-string fallback. ord('1')=49 and ord('0')=48, so that range is EMPTY and
never matched; only the string test fired, and it listed the digits — the
POTION keys. The gate was aimed at the exact inverse of its intent: every
potion press carried 80-300ms of hesitation and a 1.5% chance of pressing a
different potion first, while skill casts (f1-f12) were never touched. The
"wrong key" fell through the same empty range into an except branch choosing
from ['1'..'5'] — potion keys again.
Potion presses come from health_manager at low HP, so this was a stealth
feature that delayed emergency healing and could drink mana instead of health
mid-death. Replaced with explicit key classification: skill hotkeys may carry
stealth, potion/belt keys are exempt by construction, and a miscast now presses
another BOUND SKILL or does nothing.
Phase 2 — delete the dead code
stealth_move, endpoint_wobble, randomize_click_position, human_key_press,
human_keyboard_send: zero callers. stealth_move also referenced `variance` on
its success path where the name is never assigned, so it would NameError on
first execution — independent proof it never ran, and that the three functions
reachable only through it never ran either. Deleted rather than wired: the
per-call-site randomize= values are tuned to measured button geometry (2-3px
NPC, +/-9px inside a 47px waypoint button) and stacking a global offset on top
is what produces the NPC-detection failures of Bugs 3/4/6/7. click_variance
removed with its last consumer.
Phase 3 — coverage
Added IChar.atk_len(), the single correct way to read an atk_len_* value, and
migrated fohdin's 7 boss windows onto it. 15 other char modules still read
Config().char["atk_len_*"] directly; rather than sweep 173 call sites in
untested classes, the manifest REPORTS the gap (1/16) so it cannot stay silent.
Replaced the personality stub. get_personality_seed used builtin hash(), which
Python randomizes per process for str — it returned a different "stable" seed
every session, the opposite of its docstring. Now sha256-based. Added
get_session_bias(): one timing multiplier held constant for the whole run, so
the session MEAN differs between runs. Per-action jitter alone cannot do this —
averaged over hundreds of actions it converges to the same mean every session,
which is itself a signature.
The bias is applied BEFORE the jitter clamp. Applying it after let a 0.92x
session push waits under the floor, silently undoing the wait_jitter_min fix
from the previous commit.
Phase 4 — make inertness impossible to miss
Every defect here was invisible for one reason: a behaviour that never fires
looks identical to one whose roll has not come up. AFK breaks sat dead for 225
games behind that ambiguity.
- STEALTH> manifest at startup reports each behaviour's configured value AND
whether it has a reachable call site; UNREACHABLE logs at WARNING. Logged
once per process, since === BOT START === fires per game.
- The 2-hourly digest now compares observed against configured rates and
prints "NEVER FIRED" for anything absent from a statistically meaningful
window, instead of omitting the row.
Tests: 12, covering each phase's invariant — potion keys can never route
through stealth, miscast candidates are never potions, kill windows never
shorten, the wait floor holds under any session bias, deleted functions stay
deleted, and the manifest reports nothing unreachable.
Co-Authored-By: Claude Opus 5 <[email protected]>
Most of the stealth surface was configured but inert. Nothing failed and
nothing logged, so the config advertised far more behaviour than executed.
AFK breaks never fired: 0 in 225 games against a configured 5%/game.
maybe_afk_break() sat only in the tp_town() branch of on_end_run, but a
character with no teleport (Pindle red-portal exit) returns from an earlier
branch and never reached it. Now rolled on every way home. baal_xp is
excluded on purpose — it arrives already in town, so there is no
run-just-finished moment for a break to belong to.
Eight [stealth] settings were declared in params.ini and never loaded into
Config(). utils.stealth read them as cfg.get(key, <hardcoded>), so the
hardcoded value always won and editing params.ini did nothing. They only
looked correct because the fallbacks matched the shipped values:
click_delay_{min,max}_ms, key_press_{min,max}_ms,
skill_hesitation_{min,max}_ms, wrong_waypoint_chance, skill_mistake_chance.
Behaviours that move WHERE or WHEN a click lands are now opt-in and default
OFF (click_delay_enabled, click_variance_enabled). The per-call-site
randomize= values in npc_manager/waypoint are tuned against real button
geometry (2-3px for NPCs, +/-9px inside a 47px waypoint button); stacking a
global offset on top is what starts missing NPCs. click_delay's ceiling also
drops 800ms -> 250ms, since it applies to every click.
vary_kill_time is wired into the fohdin boss windows and made LENGTHEN-ONLY
(1.0-1.4x). A shortened attack window leaves the boss alive, which is a
failed run rather than convincing behaviour — do not restore the 0.7 floor.
Verified over 4000 samples on an 8s window: min 8.00, max 11.20, mean 8.95.
wait_jitter_min 0.85 -> 0.95. The floor is clamped to jitter_min*0.8, so
0.85 let waits come out 32% SHORT — the one place jitter stole time from an
action instead of adding it between actions. Waits now run at-or-longer and
cannot expire before the UI they were waiting on has settled.
Also closes the resurrect_merc timeline step on the merc-alive path. It
emitted TL> start with no terminator, leaking an entry in _tl_starts so the
common case never appeared in FAIL> trails or the Discord digest.
test/test_stealth_config.py asserts the invariant (no path to maintenance
skips the AFK roll) rather than naming branches. An earlier draft sliced
source from a branch NAME and was fooled by a comment mentioning tp_town();
the invariant version is what found the two extra unguarded exits.
Co-Authored-By: Claude Opus 5 <[email protected]>
Three linked failures that together took the nightmare run from ~8% to ~37% failures.
1. A5_WP matched the HUD. main's recaptured a5_wp.png (14f5876, pulled in by my merge)
scores 0.966 on the belt/mana-orb area at (980, 656) — above threshold and higher than
the real stone — so every search locked onto the HUD, clicked it, and open_wp burned
~83s escalating through anchors before giving up. buy_consumables hit 222-253s and
tripped the 240s maintenance timeout.
Fix: search the waypoint within ui_roi[cut_skill_bar] so the HUD can never compete
(select_by_template gained an optional roi for this), and search BOTH captures with
best_match — main's new one and the pre-merge a5_wp_2.png, which reaches 0.73-0.98 here
against the new one's 0.50-0.58. Neither setup has to lose. 222s -> 33s.
2. My own regression, introduced an hour earlier. The merc check pressed 'o' and closed
the panel only when MercPanelText matched, leaving the CHRONICLE panel (what 'o' opens
on this client) up all game. I "fixed" that with an unconditional esc — which is worse:
with nothing open, esc opens the GAME MENU, which LeftPanel/RightPanel do not match, so
nothing closed that either and every later search saw a menu instead of the town.
Fix: always toggle 'o' back. 'o' opened it, so 'o' closes it, and it cannot open
something new. Symmetry, not detection.
3. resurrect_npc=a4_tyrael (new config, mirrors repair_npc). Measured today:
A4 Tyrael ok 8.2s, ok 24.9s - 0 errors, ever
A5 Qual-Kehk fail 113.6s / 52.0s / 163.1s / 72.6s - 43 errors
Tyrael stands on a fixed spot by the A4 waypoint; Qual-Kehk is the least reliable NPC
in the route. Falls back to the current act if the trip to A4 fails.
Verified live: 4 games, 0 failures, town 17-23s (was 178-230s), approach 11-15s.
Co-Authored-By: Claude Opus 5 <[email protected]>
resurrect_merc confirms a live merc by pressing 'o' and looking for MercPanelText, then
closed the panel ONLY when that check passed:
keyboard.send("o")
merc_panel_open = is_visible(ScreenObjects.MercPanelText)
if merc_panel_open:
keyboard.send("o") # the only path that closed anything
On this client 'o' (skill slot 54) opens the CHRONICLE collection panel, not the merc panel.
MercPanelText never matched, the closing keypress was never sent, and Chronicle stayed open
for the rest of the game — a large centred panel that blanks every later template match. The
run then died on click_red_portal after ~66s of clicking at a covered screen.
The health manager's guard did not catch it either: it looks for LeftPanel/RightPanel, and
Chronicle is centred and matches neither.
Fix: always dismiss whatever appeared. When MercPanelText is absent, send esc, then re-check
LeftPanel/RightPanel and esc again if something is still up.
Diagnosed straight from the new FAIL> record, which named the culprit without any log
archaeology:
FAIL> g90 r83 | at=False | step=resurrect_merc | shot=...
FAIL> g90 r83 | trail: town.repair(12s) > town.maintenance(18s) > run.approach!(66s)
The step named in the failure reason was click_red_portal; the step that actually caused it
was resurrect_merc, three entries earlier in the trail. That is exactly the case the trail
was added for.
Co-Authored-By: Claude Opus 5 <[email protected]>
main carried 19 commits of separate feature work (baal_xp, cold_plains, melee_hunt,
launch/tools) while stable carried the run_pindle repair. One real conflict, in
_run_wrapper, where both branches added a line at the same point:
stable self.tl("run", "approach", "start") <- run timeline
origin/main self._current_run = run_obj <- baal_xp run tracking
Independent, so both are kept. config/params.ini and src/config.py auto-merged.
Co-Authored-By: Claude Opus 5 <[email protected]>
Two additions on top of the TL> timeline.
1. FAIL> records. A bare "Approach failed [step: click_red_portal]" names the step that
blew up, but that is frequently not the step that cost the time or caused the problem.
Each failed game now emits a self-contained record:
FAIL> g7 r5 | Approach failed for run_pindle [step: click_red_portal]
FAIL> g7 r5 | at=a5_larzuk | step=resurrect_merc | shot=./log/screenshots/error/...png
FAIL> g7 r5 | slowest: town.resurrect_merc=114s, run.approach=72s, town.repair=19s
FAIL> g7 r5 | trail: game.spawn > town.repair(19s) > town.resurrect_merc!(114s) > run.approach!(72s)
FAIL> g7 r5 | note: 2 failing steps this game: town.resurrect_merc, run.approach
grep "FAIL>" log/log.txt. The trail is the last 12 timed steps of that game with "!"
marking failures, so a failure is diagnosable from the log without replaying it.
2. Periodic Discord digest, default every 2h (general.discord_timing_report_h, 0 disables).
Aggregated from the same timeline the log uses, so the report and the log cannot drift:
**Timing report** - last 2.0h
Games: 92 (81 ok, 11 failed - 12.0%)
Avg town 31s | approach 46s | battle 21s | cycle ~98s
__Slowest steps (avg)__
`town.resurrect_merc ` 103s x7 (5 fail)
`run.approach ` 46s x92 (9 fail)
__Failures by step__
`run.approach ` 9
__Stealth__
`afk_break ` x2 10m total
Sent at game end (a natural boundary; games are ~60s so granularity is fine) and the
window resets on each send, so every report covers exactly the period since the last.
Ranking excludes umbrella entries ("maintenance", the run_name step) since they contain
the others and would always top the list, and excludes the stlth phase since an AFK break
is deliberate idling — it gets its own section instead. Report failures are caught and
logged non-fatally; nothing here can end a run.
Verified by rendering both formats against synthetic data rather than waiting for a live
failure to be the first test.
Co-Authored-By: Claude Opus 5 <[email protected]>
Extends the town timeline to the whole cycle and times every step:
grep "TL>" log/log.txt
TL> g2 r1 | game | spawn | ok | at a5_town_start
TL> g2 r1 | town | inspect_inventory | ok | took=3.0s | in pack=2 keep=0 sell=2
TL> g2 r1 | town | repair | ok | took=19.3s | at a5_larzuk
TL> g2 r1 | town | item_sell | ok | SOUL IMPALER @ (928, 465)
TL> g2 r1 | town | resurrect_merc | fail | took=113.6s | NPC not reachable
TL> g2 r1 | town | maintenance | ok | took=137.6s | at a5_larzuk
TL> g2 r1 | run | run_pindle | start | from a5_larzuk
TL> g2 r1 | run | approach | fail | took=71.9s | step=click_red_portal
TL> g2 r2 | game | end | fail | Approach failed [step: click_red_portal]
- phases: game (start / spawn / end), town (all maintenance steps), run (approach /
battle / loot), stlth.
- every terminating line carries took=Ns; "start" stamps the clock in Bot._tl_starts
keyed by (phase, step). The sample above pays for itself immediately: a failed game
spent 113.6s of its 137.6s town visit on a merc resurrect that failed.
- stealth decisions are tracked: afk_break (timed across the sleep), skip_run and
wrong_waypoint.
Bot.timeline() is a static entry point so utils/stealth.py and inventory/personal.py can
emit without importing Bot at module level (that would be circular). Both use a lazy
guarded import and it no-ops when no Bot is live. Item sells/stashes/drops now route
through it too, so they share the game/run counters and column widths instead of being a
separately formatted line.
Prefix moved TOWN> -> TL> now that it spans more than town.
Co-Authored-By: Claude Opus 5 <[email protected]>
Town maintenance was only traceable by piecing together scattered messages, and a step
that silently did nothing was indistinguishable from one that never ran. Every step now
emits the same stable, machine-readable line:
grep "TOWN>" log/log.txt
TOWN> g2 r2 | maintenance | start | at a5_town_start
TOWN> g2 r2 | town_heal | start
TOWN> g2 r2 | inspect_inventory | ok | in pack=0 keep=0 sell=0 gold_full=False
TOWN> g2 r2 | buy_consumables | start | needs id=0 tp=0 hp=4 mana=0 rejuv=0 | sell_pending=0
TOWN> g2 r2 | buy_consumables | ok | at a4_jamella | after: Consumables(...)
TOWN> g2 r2 | stash_items | skip | nothing kept and gold not full
TOWN> g2 r2 | repair | skip | no repair due and nothing to sell
TOWN> g2 r2 | resurrect_merc | start
TOWN> g2 r2 | gamble | skip | stash not full / gambling not configured
TOWN> g2 r2 | maintenance | ok | done in 21s | at a4_jamella
Covers shop, id, stash, repair, sell, resurrect and gamble. status is start|ok|skip|fail,
and skip states the reason. Steps carry useful detail: consumable needs before and after
buying, pack contents and keep/sell counts, repair trigger, items left in the pack after
stashing, and total maintenance duration.
Individual item transfers mirror into the same stream from transfer_items() as
item_sell / item_stash / item_drop, so vendoring a rare or stashing a rune appears inline
with the steps around it.
_step() also sets _maintenance_step, so the existing failure-reporting path is unchanged.
The ">" in the prefix is deliberate: a bare "TOWN" collides with template names such as
A5_TOWN_0.
Immediately useful — the first two games after this landed showed "done in 225s" with
buy_consumables failing against "done in 21s" with it succeeding.
Co-Authored-By: Claude Opus 5 <[email protected]>
SWEEP_TAG_THRESHOLD was 0.4. A rendered name tag matches almost perfectly, so anything
mediocre is noise — and at 0.4 the noise won: the sweep stopped at the first match over
threshold, clicked empty ground, and gave up. Scores measured across a full day:
akara 0.980 halbu 0.995 malah 0.990 larzuk 0.996 <- real, dialogue opened
qual_kehk 0.424 malah 0.501 larzuk 0.494 <- false, clicked nothing
Real hits cluster at 0.98-1.00, false ones at 0.42-0.50. Raised to 0.7, in the gap with
margin either side. This is why qual_kehk failed 100% (5 timeouts in 5 attempts) while
akara succeeded 177 times.
Also corrects Bug 29 in CLAUDE.md, which blamed the Qual-Kehk asset. That was wrong. I
walked the char to the NPC with the project's own Pather, hovered a grid capturing
full-res frames, found the one where QUAL-KEHK renders, and scored the stored template
against it: 1.000 raw and 0.997 through the color_filter path npc_manager actually uses.
The template was never the problem.
NAME_TAG_THRESHOLD (0.26, the hover path) is deliberately left alone — Akara genuinely
hovers at ~0.28 per Bug 3. The two thresholds serve different paths.
Co-Authored-By: Claude Opus 5 <[email protected]>
The final input() that holds a console build open is guarded by stdin.isatty() inside a
try, but the except clause was (OSError, ValueError). EOFError is exactly what input()
raises when stdin is closed or non-interactive, and isatty() can still report True in
detached or redirected launches. Every shutdown therefore ended with:
ERROR Uncaught exception:
Traceback (most recent call last):
File "src\main.py", line 345, in <module>
input()
EOFError: EOF when reading a line
which reads like a crash while the process was in fact exiting normally after a Force
Exit. Added EOFError to the caught tuple.
Co-Authored-By: Claude Opus 5 <[email protected]>
A protected item the pickit rejects could never leave the pack. sell and drop are both
blocked by _is_protected(), and the stash filter was "keep == True" only — so it stayed
in whatever slot it landed in, permanently. Measured: 673 blocked sells across just 7
charms in one session, and one vendor trip had 5 of 6 items blocked.
The stash filter now also takes protected items, but ONLY from the loot columns. A
charm's bonus applies from the inventory, and the pickit cannot distinguish a wanted res
charm from junk — LAPIS SMALL CHARM OF VITA (+20 life, cold res 7%) logs "Discarding"
purely because the rule wants coldresist >= 11. So position is the intent signal: charms
parked in the RESERVED columns are treated as deliberate keepers and left alone (the
click guard makes them untouchable anyway), while freshly looted ones in the loot columns
get stashed and free their slot. Nothing is sold or dropped.
Also reverts two config changes from earlier today that were wrong:
- protect_charms_from_sell back to 1. Setting it to 0 vendored LARGE CHARM OF FIRE,
STOUT SMALL CHARM, SMALL CHARM OF FLAME, STOUT SMALL CHARM OF STRENGTH and LAPIS
SMALL CHARM OF VITA before it was caught. Charms give resistances from the inventory;
the blocked-sell log lines are the guard working, not a bug to fix by selling.
- num_loot_columns back to 4. Raising it to 6 shrinks restricted_inventory_area, which
is where both tomes must live (common.tome_state only searches there) — the wrong
direction when the books need room.
protect_shields_from_sell stays 0: shields give no inventory bonus and the equipped one
is protected positionally.
Co-Authored-By: Claude Opus 5 <[email protected]>
"Wanted to select A5_WP, but could not find it" fired 321 times in one 362-game session —
by volume the single largest error in the log — and it was self-inflicted, not a bad
template.
open_wp starts with two speculative direct scans, for the case where the char spawns next
to the stone after a Pindle TP-back. _try_click_wp searched for A5_WP and, when the search
found nothing, called select_by_template ANYWAY. That spins out its full 4s timeout and
logs the ERROR before the code has even tried walking to the waypoint. Measured:
15:26:41 Health Manager pausing
15:26:46 ERROR Wanted to select A5_WP <- 4.8s, char still at town start
15:26:51 ERROR Wanted to select A5_WP <- 4.6s
15:26:51 Traverse from a5_town_start to a5_wp
15:26:55 Select A5_WP (73.4% confidence) <- works fine once it walks there
~9.4s wasted per waypoint use. Raising the ID-scroll threshold (ef15ccf) pushed A4 vendor
trips to 158 in that session, each needing the waypoint both ways, which is why this
became the dominant log line.
Fix: _try_click_wp takes require_visible, and the two speculative pre-scans pass it — no
stone on screen means return False immediately instead of timing out. The post-traverse
calls keep the old behaviour, since the char should be standing on the waypoint by then
and deserves the full timeout.
Verified live: 8 waypoint uses, 0 "Wanted to select A5_WP" errors, waypoint step down to
~4s. 6 games, 0 failures since restart.
Co-Authored-By: Claude Opus 5 <[email protected]>
should_buy("id", min_remaining=3) means "buy when 3 or fewer remain", so the bot ran the
20-scroll Tome of Identify down to 2 before making a vendor trip. That threshold was set
when only a handful of item types were picked up; the pickit's rare catch-all now spends
a scroll on every rare, so the tome drains far faster.
Running dry is not cosmetic: an unidentified rare is never sold. inspect_items marks it
need_id, and the sell branch requires "not (box.keep or box.need_id)" — so it is carried
instead, occupying a slot until an ID is possible.
Raised to 8, matching the tp threshold already evaluated on the same trip, so the top-up
piggybacks on a vendor visit that was happening anyway. The A5->A4 trip this can trigger
is also materially safer now that detect_current_act refuses to guess the act (Bug 28),
which was the original reason for keeping the threshold low.
Verified live: the trip fired at id=13 (7 remaining) where the old threshold would have
waited for id=17, completed at Jamella, and the need went 13 -> 0.
Co-Authored-By: Claude Opus 5 <[email protected]>
In nightmare the merc dies most games, so resurrect_merc runs constantly — and Qual-Kehk
detection was failing 100% of the time (5 timeouts in 5 attempts, 107 hover attempts over
12 games). Each failed hunt costs ~40s and the code retried once, so a dead merc cost
~80s in EVERY game. Game length blew out to 185-250s against a normal ~60s.
GameStats._merc_resurrect_failed did not help: log_start_game resets it, so it only ever
suppressed a second attempt within one game. Nothing carried across games.
The name tag template is degenerate rather than merely stale — every grid-sweep "hit"
reported the identical score at unrelated positions:
found name tag at (255, 227) (score 0.424)
found name tag at (1110, 100) (score 0.424)
found name tag at (930, 310) (score 0.424)
so "found" is meaningless; it is matching uniform background.
Fix is cost containment, not detection: a cross-game circuit breaker on GameStats that
log_start_game deliberately does NOT reset — _merc_resurrect_fail_streak and
_merc_resurrect_skip_until, with Bot._MERC_RESURRECT_FAIL_LIMIT=2 and
_MERC_RESURRECT_SKIP_GAMES=15. The retry is also skipped once the streak is >=1, since
that is a second guaranteed-futile 40s hunt. Both counters clear on any successful
resurrect so a transient failure cannot permanently disable resurrecting.
Simulated over 30 games with an undetectable NPC: 60 hunts -> 4 (~40 min -> ~2.7 min).
Measured live: the breaker engaged on game 2 and game times went 250s / 185s -> 14s, 14s,
43s, 71s, 111s.
Still open: recapturing qual_name_tag_white.png is the actual fix for detection.
Co-Authored-By: Claude Opus 5 <[email protected]>
Biggest single cause of run failures: 25% of games failed, dominated by
"Approach failed for run_pindle [step: click_red_portal]", because the character was
running A5 pathing while physically in Act 4.
Chain: buy_consumables travels A5 -> A4 for Jamella ("Malah unreliable", 32x in one
session), repair then runs in A4 too, and Run Pindle's go_to_act(5, a4_town_start) asked
detect_current_act() to verify. It answered A5 while standing in Act 4, so go_to_act
"corrected" the assumption and skipped the travel entirely. 11 failures traced directly
to that trip in a single session.
Root cause: detect_current_act committed to whatever marker cleared 0.68 first. On a real
Act 4 failure frame:
A5_TOWN_1 0.636 <- phantom, always at (1046,40), top-right corner
A4_TOWN_5 0.619 <- the genuine marker for the act actually occupied
A 1.7 percentage point gap decided the act.
Fix: the winning marker must now also beat the best marker from ANY OTHER act by
_ACT_DETECT_MARGIN (0.05). Below that it logs "ambiguous ... refusing to guess the act"
and returns None. That is the safe answer: every caller treats None as "keep the assumed
act", so go_to_act keeps a4_town_start, sees it differs from the target, and actually
travels. Refusing to answer yields correct behaviour; guessing wrong does not.
Validated live: failure rate 25% -> 9% (10 successes, 1 failure). The first game of the
validation run was the exact failing case — repair starting from a4_town_start — and it
recovered and completed. Verified offline against 4 real Act 4 failure frames: all now
refuse instead of claiming A5.
The one remaining failure is a different cause: open_npc_menu timing out on qual_kehk
during merc resurrect (Bugs 3/4/6/7 family), not act desync.
Co-Authored-By: Claude Opus 5 <[email protected]>
The retry path I added treated detect_current_act() returning None as "we are not in
act 5" and aborted the run. None only means no TOWN_MARKERS template is on screen, which
happens routinely by the red portal in Harrogath's NE corner — the same blind spot that
makes on_init bail there.
All 6 occurrences in the 2026-08-26 19:0x session were "detected None"; not one was an
actual wrong act. Five of them landed consecutively, tripped the 5-strike circuit breaker,
disabled run_pindle and stopped an otherwise healthy 31-game session (level 32 -> 43,
526k gold stashed, 26/31 runs successful).
Fix: None now falls back to `loc`, the act-5 location already confirmed by go_to_act(5) at
the top of the same approach() call — a failed portal click cannot move the character
between acts. A genuinely different detected act still travels to act 5 as before, so the
Bug 9 desync protection is unchanged.
Co-Authored-By: Claude Opus 5 <[email protected]>
convert_all_gems never reached the GEMS tab. It logged "expected result ... not found in
GEMS convert panel; trying first slot fallback" on every one of 800+ iterations and kept
going, ctrl+shift+clicking blind into the personal stash grid.
Root cause: GEMS_TAB_Y = 100. Measured off the live client, the stash tab labels occupy
y=63..78 and the stash GRID starts at y~87 — so every tab-switch click landed on a stash
slot, not a tab. The X constants were already correct; only Y was wrong, by ~30px.
Measured centres: PERSONAL 68 | SHARED 144 | GEMS 220 | MATERIALS 295 | RUNES 370, y=70.
Second, independent bug found alongside it: params.ini had stash_tabs=6 with only 5 tabs
on screen. tab_properties() divides the bar by that count, giving centres of
63/127/192/256/320/384 against real centres of 68/144/220/295/370 — tabs 2, 3 and 4 were
clicking the gaps between tabs. Set to 5.
Tab switches are no longer fire-and-forget: _switch_to_tab() confirms the tab actually
became active, retries up to 3x, and returns False; convert_all_gems now aborts rather
than converting in the wrong tab. Active-tab detection measures the cell BACKGROUND
(p30 > 52; active ~67, inactive ~38) rather than glyph brightness — text brightness
scales with label length, so an active "GEMS" peaks at 167 while "PERSONAL" hits 215 and
any glyph threshold misreads the short label as inactive.
Verified live: four consecutive PERSONAL<->GEMS switches, each confirmed, using the real
class constants and detector.
Co-Authored-By: Claude Opus 5 <[email protected]>
run_pindle had a 100% failure rate, and worse, was reporting success while doing
nothing. Five root causes, found by recording the client and replaying the pather's
own matching against the captured failure frames.
1. a5_red_portal.png was the only MASKED template in a5_town/ (4-chan, 60.9% opaque)
because a hover tooltip had been baked into the capture and hidden with alpha.
That routed it to cv2.matchTemplate(TM_CCOEFF_NORMED, mask=...), which OpenCV only
supports for TM_SQDIFF/TM_CCORR_NORMED — hence 0.50-0.60 scores and match positions
that wandered onto unrelated scenery. Recaptured as a plain 3-channel opaque crop of
the portal's upper arch (the lower ring is occluded by branches).
Present 0.949-1.000 / absent 0.398-0.514, straddling the 0.68 threshold.
2. pindle.approach() opened with an "already in Pindle area?" shortcut. Harrogath
scenery scores 0.76-0.79 on PINDLE_7, over its 0.62 bar, so it fired in town and
returned A5_PINDLE_START without ever clicking the portal — the bot "killed Pindle"
in town for five straight games with zero loot and zero XP while logging
runs_failed_total: 0. Shortcut removed; entry is proven by the loading screen.
3. pather.find_abs_node_pos fell back to a 0.55 first-match search that fabricated node
positions (A5_TOWN_1 at 0.60-0.62 on scenery, three different frames, three different
phantom positions), steering the char into the town wall. Raised to 0.62, forced
best_match, and added a per-node heading gate that rejects a low-confidence match
implying a >90 deg reversal. Confident matches are never gated.
4. Walking onto the waypoint opened the WP panel, which health_manager counted toward a
chicken — 3 of 6 games died at full health. WP panels are now escaped without
counting, bounded at 6 attempts.
5. pindle retry re-pathed from a hardcoded A5_TOWN_START; it now verifies the act first.
Verified live: +349,890 XP over baseline, loot drops (Ring, gold), 6 games,
runs_failed_total 0. Docs updated with all four bugs, template asset conventions, and
how to verify a boss run actually killed something (XP delta + loot, never failed:false).
Co-Authored-By: Claude Opus 5 <[email protected]>
D2R UI hitboxes are tight; a 1px offset on the Join Game tab click was
enough to miss the button. Final SetCursorPos pass after the existing
verification check.
exception safety, on_end_run town shortcut, config enabled parse
- bot.py: GameRecovery(None) -> GameRecovery(DeathManager()) (None crashed
on death-screen handling); hide spot now clicks once (char actually walks
there); wait loop breaks on any non-InGame screen (death/kick) instead of
only MainMenu; whole handler wrapped in try/except with best-effort
recovery so the bot never stops; on_end_run() short-circuits for baal_xp
(char is already in town — skip TP logic, go straight to maintenance)
- config.py: enabled parsed as plain bool (was bool(int(str)) crash on
'true'); empty game_name_filter no longer crashes float()/int() overrides
- game_browser.py: drop unused imports (keyboard, Config, focus_d2r_window,
select_screen_object_match)
- src/ui/game_browser.py: new module for game browser interaction
(Play button → Join Game tab → OCR game list → click → loading)
- src/config.py: [baal_xp] section with enabled, game_name_filter,
max_wait_s, xp_threshold, min_hp_pct, hide_x/y, join_timeout_s
- config/params.ini: [baal_xp] section + route doc
- src/bot.py: baal_xp state, on_run_baal_xp handler (8-phase cycle:
leave own game → hero select → join public game → wait in-game →
corpse/nopickup/pre_buff → walk to hide spot → wait loop (XP/HP/timer)
→ leave → recover to own game), _recover_to_own_game helper
Enable by adding run_baal_xp to [routes] order in params.ini.
- return_to_town() walks pather nodes [705, 702] (A1 outdoor->town) in
reverse, using the pather's auto-recovery sweep to handle mis-positioning
- _drink_if_needed() drinks belt HP/mana potions mid-run so a lvl 1 sorc
doesn't die before it can walk back to town
- bot.py: _current_run tracks the active run object; on_end_run() calls
run_obj.return_to_town() for no-TP chars instead of wasting time on
tp_town() retries
- on_init: cold-plains-only profiles skip town-marker detection and start
directly (char is already standing in A1 town), same as run_level-only
- on_end_run: chars with no teleport at all (pre-clvl-18) walk back to
town instead of failing on TP; _walk_back_to_town() walks south in
steps checking for town markers, then maintenance's open_wp()
re-detects the physical act and traverses from there
Enables the bloodmoor profile: lvl 1 sorc firebolt grinder that walks
out to Cold Plains, scans for enemies, kills, and walks back.
Windows refuses SetForegroundWindow from a process that does not already own
the foreground. The refusal is silent-ish and was swallowed, so the window never
came forward and every subsequent key and click went to whatever window WAS
focused. Measured on a live client: pressing the inventory key changed 0.89 mean
pixel value (i.e. nothing happened); after the fix, 16.44.
Attach our input queue to the current foreground thread for the duration of the
call — the documented way round the foreground lock — and return True only if
D2R actually ended up foreground, instead of returning True for "no exception
was raised".
Also harden tools/firebolt_roam.py with two preflights, because both failure
modes are silent — the character just stands there:
- refuse to start if D2R cannot be brought to the foreground
- refuse to start if the attack hotkey does not change the right-skill icon,
i.e. no skill is bound to it (--skip-skill-check overrides)
Verified live: with nothing bound to F1 the tool now exits with an actionable
message rather than roaming silently casting nothing.
Co-Authored-By: Claude Opus 5 <[email protected]>
discord_embeds.py imported discord at module level. discord pulls in aiohttp,
which builds a default SSL context at import time, which loads the Windows
certificate store. On this machine that raises
ssl.SSLError: [ASN1: NOT_ENOUGH_DATA] not enough data (_ssl.c:4030)
for EVERY certificate (65/65 across the CA/ROOT/MY stores — not one bad cert,
but ssl.load_verify_locations(cadata=...) failing wholesale against the env's
OpenSSL 3.6.3, which is much newer than this Python 3.10 build expects).
Because ui_manager -> messages -> discord is on the import path of every run,
that made the bot — and any tool importing target_detect or screen — impossible
to start. An optional notification dependency should never do that.
Import it defensively instead: on failure log a warning, set DISCORD_AVAILABLE
False, and substitute inert Embed/Color/File stand-ins so the send_* methods
still build their payloads without special-casing every call site. _get_webhook
returns None when unavailable and _send_embed already early-returns on that, so
nothing is transmitted.
Verified every notification path (message/death/chicken/stash/gold/error) is a
silent no-op rather than a crash, and that target_detect/screen/input_layer now
import cleanly.
This restores startup; it does not fix Discord itself. That needs the env's
openssl pinned back to something this Python supports.
Co-Authored-By: Claude Opus 5 <[email protected]>
Every existing run targets a boss and assumes endgame damage and (mostly)
teleport, so none of them are usable while levelling. run_level is closest but
hardcodes plain left-click attacks, which does nothing for a caster.
cold_plains takes the waypoint to a configurable Act 1 area, then loops:
scan with target_detect -> cast one configured skill at the nearest target ->
loot -> roam if nothing is visible. The bot's normal end_run TPs it home.
It sends its own hotkey rather than going through the build's _skill_hotkeys,
so it works with any build. A blizz_sorc profile can run it with Fire Bolt long
before Blizzard (clvl 24) exists, and re-binding to Fireball at clvl 12 is a
one-line config change.
Guards, so an unattended run cannot wedge:
- empty attack_hotkey fails in approach() with step "no_attack_hotkey" rather
than roaming for three minutes doing no damage
- max_runtime_s caps total battle time
- max_engagements caps casts per step, so an immune or misdetected target
cannot pin the run in one spot
Disabled by default: routes are built from [routes] order, and the new run is
not in it, so Config().routes.get() returns None and the entry is filtered out.
Opt in by adding run_cold_plains to the order.
PREREQUISITE, documented in params.ini: the destination waypoint must already be
discovered. A fresh character has none, so it needs one manual walk out first.
Co-Authored-By: Claude Opus 5 <[email protected]>
- Restore FIRST-RUN.md onboarding guide
- Pin environment.yml to requirements.txt (was loose 24 packages)
- Remove debug screenshots from git (debug_*.png -> .gitignore)
- Remove .hermes/ dev plans from git (already in .gitignore)
- Archive botty_next/ test harness to alexpolo1/my-botty-tools
- Archive docs/legacy-go/ to alexpolo1/my-botty-tools
- Move 14 dev tools from repo root to tools/ directory
- Extend .gitignore to prevent dev artifacts re-entering root
- Promote stable branch with all bug fixes from main
- Bump version 0.8.4 -> 0.9.1
Pindle (src/run/pindle.py):
- Pre-check if already in Pindle area before portal click
- Extended verify timeout to max(5s) for temple marker detection
A5 waypoint (src/town/a5.py):
- Two-tier WP scan: 0.45 threshold first, then 0.55
- Progressive stash thresholds (0.60 -> 0.50 -> 0.40) with direct click fallback
NPC detection (src/npc_manager.py):
- Close waypoint panel before NPC search (prevents WP UI blocking template match)
Diablo battle (src/char/paladin/hammerdin.py):
- Extended spawn wait from 15s to 20s
- Mid-fight target re-verification and repositioning
- Extra redemption burst to ensure kill
Auto-fixer (test/auto/auto_fixer.py):
- Updated to detect and verify all applied fixes
CI (.github/workflows/ci.yml):
- Added log analyzer tests to CI pipeline
- Excluded self-healing orchestrator (requires live D2R) and broken tests
New modules:
- test/auto/log_analyzer.py: parses bot logs and event JSONL files,
categorizes failures (approach, maintenance, battle, chicken, timeout,
crash, OCR) into structured BotFailure objects
- test/auto/auto_fixer.py: maps failure patterns to targeted code fixes,
checks if fixes are already applied, reports what needs work
- test/auto/test_self_healing.py: orchestrator that launches the bot,
monitors for failures in real-time, analyzes logs, applies fixes,
and retries up to 3 rounds
Supporting changes:
- test/auto/test_log_analyzer.py: 8 tests against historical run data
- pytest.ini: added repo root to pythonpath for test package imports
- test/__init__.py: new, enables test/ as importable package
All 95 existing tests pass. 8 new auto-test tests pass.
GetAsyncKeyState only detects keys when the bot process has focus.
When D2R is focused, F11/F12/End hotkeys were silently ignored.
Replaced polling loop with SetWindowsHookEx WH_KEYBOARD_LL which
intercepts all keystrokes globally before they reach any app.
Keeps polling as fallback if hook installation fails.
Also:
- Removed if-gate on enforce_d2r_window in game_controller.start()
- Added try/except pywintypes.error around all SetWindowPos calls
- Added pywintypes import to misc.py
- Added stop_hotkeys() cleanup in on_exit
enforce_d2r_window() now returns False when D2R is elevated, but the
if-gate caused all subsequent setup (window position, health manager,
death manager, game thread) to be skipped. Removed the if-gate so
startup continues regardless of window move result.
Wraps SetWindowPos in try/except pywintypes.error in move_d2r_window,
set_d2r_always_on_top, and restore_d2r_window_visibility. When D2R runs
as Administrator, Windows denies the call. Bot now continues gracefully
instead of crashing.
Wrapping SetWindowPos in try/except pywintypes.error in both
set_d2r_always_on_top() and restore_d2r_window_visibility(). When
D2R runs as Administrator and the bot runs as standard user,
Windows denies the call, causing a crash. Now it logs a debug
message and continues gracefully.
After Pindle fast-save/exit, the character spawns near the Nihlathak
portal area. During maintenance, identify() often fails and resets
_curr_loc to A5_TOWN_START, causing the pather to navigate from the
wrong starting position. The WP stone is often already visible on
screen, but the bot wasted 45s trying node-based pathing first.
Add an immediate full-screen WP scan as step 0 before any pathing.
This finds the WP directly when it's visible, bypassing stale
location tracking entirely.
Follow-up to the conda scope fix: the same admin/winget assumptions broke
the OCR backend, which is what actually carries item text reading since
tesserocr's MSVC DLL chain commonly fails to load.
- install.bat installed Tesseract via `winget install` with no --scope,
i.e. machine-wide into "C:\Program Files", which requires admin. On a
clean non-admin box this failed and left NO working OCR backend at all
(tesserocr already fails), so OCR_READY=0 and item reading was dead.
Now: winget machine scope -> winget --scope user -> direct download of
the official NSIS installer with a per-user /D= target. Also stops
trusting winget's exit code (non-zero when already installed) and
re-resolves tesseract.exe after each attempt.
- The downloaded installer is size-checked (~50 MB; <20 MB = failed
download) before being executed, matching the Miniforge handling.
- Added a :find_tesseract subroutine that resolves tesseract.exe from
Program Files, Program Files (x86), %LOCALAPPDATA%\Programs,
%ProgramData% and PATH. Verification now uses the resolved path instead
of the hardcoded "C:\Program Files" one.
- ocr.py: added Program Files (x86) and the per-user
%LOCALAPPDATA%\Programs\Tesseract-OCR location to the runtime search
order, since per-user installs are not on PATH.
- run_botty.bat: only export PYTESSERACT_TESSERACT_CMD when the file
exists, falling back to the per-user path, so a stale machine-wide
value cannot shadow a valid per-user install.
Verified on this machine: all install.bat dependency imports OK
(cv2/mss/numpy/transitions/rapidfuzz/pydantic/pytesseract/yaml/discord),
pytesseract resolves tesseract 5.5.0, osdetect reports the win11 profile,
config loads, 140 tests pass.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
rapidfuzz 3.x moved levenshtein out of rapidfuzz.string_metric (removed)
into rapidfuzz.distance.Levenshtein, but Levenshtein is now a module, not
a function. The fallback alias pointed at the module — fix it to bind the
.distance method directly.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
A "999" gem count (OCR couldn't read the digit, code assumes "convert
until depleted") relied on the loop noticing an empty stack and
breaking — but that check only ran when _gems_stack_monitor_for
returned None. For any registered gem type it always returns a static
screen coordinate, so the depletion check was dead code: the loop
just kept blindly clicking the same fixed position forever.
Observed in the wild: stuck on Topaz Flawless for 30+ minutes and 177
iterations (of a fake "999" target, ~2.7h worst case) before being
manually force-exited, repeatedly clicking fixed convert-panel/GEMS
coordinates with nothing real there — the likely cause of it also
grabbing and re-placing unrelated stash items during that time.
Now always does a live template search before clicking, breaking
immediately once the stack is genuinely gone, on every gem type.
Verified end-to-end with a mocked run: a fake depleted "999" stack now
stops instantly instead of looping, and a real gem right after it
still converts correctly.
Every single game logged "Failed to find Battle Command, swapping
weapons again" — 1182 times in the last log alone, always on the
first attempt, always resolved by the very next loop iteration's
identical check with no extra wait in between. The skill icon just
takes a bit longer than the fixed 0.6-0.8s wait to render on this
system; the check was racing it every time.
Poll for up to 1.2s instead of a single check after a fixed wait.
Catches the skill as soon as it's actually visible rather than always
failing once first, and removes the latent risk of the fallback path
incorrectly swapping back to the main weapon if timing ever degraded
further.
It already read Config().char.get("protect_charms_from_sell", True) in
personal.py's drop/sell guard, but the key was never added to the char
config dict builder in config.py, so setting it in an ini file did
nothing — charms were unconditionally undroppable regardless of the
pickit verdict. Wired it up the same way protect_shields_from_sell
already works. Defaults to 1 (protected, unchanged behavior) so this
is opt-in only.
When a tab showed a free slot but the specific placement click kept
failing, the code deliberately gave up rather than advance tabs (to
avoid falsely triggering stash_full()'s taskkill on a transient
glitch). In practice this meant the bot got stuck retrying the same
tab forever every game, leaving loot in inventory even when every
other stash tab was completely empty.
Now it tries the next tab (up to all 6) on repeated transfer failure,
same as it does for a genuinely full tab — but never calls
stash_full() from this path, only from the original "confirmed no
empty slot anywhere" detection. Verified with a mocked simulation:
cycles through failing tabs to a working one, and degrades gracefully
(leaves items in inventory, no crash, no false stash_full) if every
tab fails.
Was hardcoded to 10 games; a strict pickit on a fast boss-only rush
route can legitimately go 10 games without a keep-worthy drop, making
the log warning noisy. Defaults to 10 (unchanged), override per-user
via profile.ini.