* integrated diablo scaffold
still pending pathing & kill logic
* minor changes to cross river of flame - but loop not working
* River of Flame sucessfully skipped - CS Entrance cleared
* Seal B works.
* Everthing is slow :(
* reparied slowness
* revert deleted main code
* Added CS Entrance recognition & changed Pentagram templates
* Merge branch 'diablo' of https://github.com/jobithu/botty into diablo
* Seal B works for both layouts - still clumsy, but it works.
* added Vizier (A). working: A1, B1, B2 - pending: A2,C1,C2,Diaaaa
* C identifcation implemented.
* All seals done, optimization needed for pathing & fighting sequences
* fixed minor error in game.ini
* should now run - badly. all seal spots & paths need optimization
* A1Y works stable
* A1Y stable, WP now has issues
* A2Y seal mouseover added - new bug, could not determine window offset
* Both A seals work great now!
* A2L Seals work consistently. A1Y quite good.
* easteregg
* A2L improvements
* Succesful kill on A2L, B1S, C1G
* Tweaked Diablo Kill Wait Time
* start cleanup
* added functions for each seal layout
* First stable dia kills with fixed map layout
* added Sealdance function
* Fixed Sealdance. A1L is finished. All others work in Progress.
* A2L + B1S Works
* A2L and B1S works
* Script runs well now on A1L, B1S, C1G. Sealdance needs more movement.
* Update diablo.py
* A1L, C2F, B2F working. Kills Dia Hell well.
* added issue log. testing all layouts now.
* Individual runs work, Sealdance needs tweaking
* All seals work, got frustrated, added sorc&she rox
* tweaked sorc vizier & infector fights
* rebuild templates & nodes for A2Y, B1U, C2G
* Forgot to add Seal A to the run oO
* renamed forgotten templates for A2Y
* fixed minor bugs on A1Y. succesfull dia kill
* Optimized A2Y
* Reworked A1Y templates & fight - very stable! Yay!
* A2Y, B2U, C2G work - but i think it should be B1U
* 4/6 seals work (B1S & C1F pending)
* some clean up
* remove unwated code
* 5/6 Seals done - added C1F
* sealdance and error handling
* try to merge stuff somehow
* add additional template coordinates to failed nodes
* fix health manager by adding diablo lcoation
* remove thresholds
* fix template names and error handling for c seals
* C1F added. 5/6 seals done.
* All seals work - let's get it tested!
* B1S fight coregraphy improvements
* New paths for layout check to increase consistency
* fixed A2Y edge lava port (625>626)
* All seals work, lets test with more ppl & finetune
* C1F & B1S switched to static pathing
* Improved overall robustness
* improved A layout check consistency
* added A layout check consistency & CTA rebuff
* Home now a loop, B now first seal to pop.
* Trash clear at pentagram, B1S, C1F loop added.
* Changed DeSeis attack pattern so MERC can kill
* tweaked diablo spawn timer & vizier attack pattern
* fixed minor pickit error.
* fixed Layout B Check loop & improved C1F
* improved C1F pathing home
* improved B layout check by removing trash kill
* added C2G static path to infector & loop home
* tweaked pathing
* lots of pathing tweaks to increase consistency
* Clarified Logger.Info
* Fixed A1L Tele to Lava Bug
* Fixed A1Y Tele Lava bug
* Fixed B2U missing pentagram on loop back
* fixed logger
* Completely reworked layout checks
* Reworked C seal layout check
* fixed ending up too low at Diablo
* optimized loop home for C
* added all seals
* removed duplicate trash sequence at C
* Fixed B2U looping home, added essence
* Template Check Threshold raised for Layout Checks
* Reverted A layout check back to inital version
* Aggressive Layout Checks implemented.
* Replaced Pentagram Templates to improve [602]
* Fixed loops for new pent layout
* Reverted A layout checks back to initial version
* merged 6.1?
i hope it worked.
* Pressure Test: A2Y 98% layout check success
* Massive improvements on Layout Checks
* Integrated Skizot's A4 merchants
* Fixed an error on A1L.
* fixed a small error on final pickit
* Slight Cleanup
* tweaked A2Y nodes to avoid lava jumps
* Added B2U Seal Logging
* Add templ. to 611 & 610 to fix stuck pather
* WiZ/SwePow suggestions
* Some more tweaking
* Trying to improve B layout checks (not full run)
* Seal B logic pressure test (no full run)
* added timeouts to weak traversenodes (no full run)
* Pacifist Version - just checking layouts no bosses
* Pure Layoutcheck Pressure Test (double checks)
* Pacifist mode: Layout Check
* Update bot.py
* Added Templates to improve Layoutchecks
* Tweaked B2U Templates (Pacifist Version)
* add B2U nodes & calibration to impr. layout check
* added nodes to layout checks
* Added A1L Calibration Node for Layoutcheck
* Full running script
* Fixed Calibrations - Full Run
* fixed mousover keyerror
* yet another mousover
* fixed a pather issue on B1S, full run
* yet another mousover. full run.
* mousover... ful run
* yet another mousover. full run
* fixed C2G looping across pentagram
* Update game.ini
* WiZ testing
* added seal_node to sealdance
* added C1F layoutcheck nodes
* Added Wiz Speedrun
* tweaked wait in sealdance
* A1L-Static path to Pentagrram
* added A2Y hop 622
* A2Y static path home
* B1S static path home
* changed C1F fake template
* added new C1F seals & static home
* Speed or no speed
Using kill_cs_trash config
* fixed a 36b key error
* Random guess actually is random now
It wasnt random at all before so trying out if this is better
* Minor fixes and tweaks
* B2U - Static Path Home
* Redworked C1F - not stable yet
* Seal order B,C,A and DeSeis fix
There was copy/paste bug in DeSeis making it use wrong atk_len and then I also tuned the attacks a bit.
* fixed final B2U issue, should be stable now!
* added B2U 644_646 static path
* added mapping
* A seals fixed hopefully
More testing tomorrow!
* run diablo py
Yours is the diabloC, I didnt have time to compare them before sleep and wanted you to have both in case
* so this should be super stable now!
* Reverted A1L & A2Y Seal Order (but kept WiZ Idea)
* Reverted Seal Order
* Added Rudi TP :)
* all loop home now
* added TP template to loop
* typo
* stashs & shrine gfx, TP counter
* removed pent_6 (many false positives looping home)
* clean up for aeon
* fixed typos
* New A2Y & C2G home pathing
* Reworked C1F 704 to avoid stuck
* Ready to test!
* fixed pather clicking outside D2R
* Tweaked Seal A
* Loot to Sealdance() & A2Y tweaks
* removed FALSE from TP fail
* Updated Readme.md
* remove env
* clean up code
* account for used tp
* Removed Dia C1F 700s and replaced with 650s
Co-authored-by: aeon0 <[email protected]>
Co-authored-by: WiZ <[email protected]>
* My pick up and sorc parameters
* Moved the game logic away from the main within the new GameController class.
Refactored the main to use built-in keyboard add_hotkey and wait functions instead of self-written main loop.
* Revert "My pick up and sorc parameters"
This reverts commit 0920a406
* Changed number of loot columns
* Changes as per the comments:
Handle non-existing backup file.
Removed newline at the beginning of GameController class.
Changed line splitted into multiple lines back to a single line.
* Refactored graphic debugger with similar logic to botty to now have a controller.
* Added a small comment on the graphic debugger class and fixed a now-typo on the presented menu
* Bug Fix: if pressing F11 repeatedly the main loop may crash due to self.bot not yet initialized in the game_controller.
A safe solution would be to try and catch all but that would also be an overkill as it would most likely mask exceptions that we might want to make the program crash.
Checking that self.bot is initialized should work for the time being.
* No need to re-assign the resume key within the game controlelr anymore
* Urgent 1 liner bug fix for always_on_top: name 'config' is not defined
* Bug fix, keyboard dependency on game_recovery.py
For some reason PyCharm seems to flag this import as unused while it is actually used.
* Set diablo to not run by default
* My pick up and sorc parameters
* Moved the game logic away from the main within the new GameController class.
Refactored the main to use built-in keyboard add_hotkey and wait functions instead of self-written main loop.
* Revert "My pick up and sorc parameters"
This reverts commit 0920a406
* Changed number of loot columns
* Changes as per the comments:
Handle non-existing backup file.
Removed newline at the beginning of GameController class.
Changed line splitted into multiple lines back to a single line.
* Refactored graphic debugger with similar logic to botty to now have a controller.
* Added a small comment on the graphic debugger class and fixed a now-typo on the presented menu
* Bug Fix: if pressing F11 repeatedly the main loop may crash due to self.bot not yet initialized in the game_controller.
A safe solution would be to try and catch all but that would also be an overkill as it would most likely mask exceptions that we might want to make the program crash.
Checking that self.bot is initialized should work for the time being.
* No need to re-assign the resume key within the game controlelr anymore
* Urgent 1 liner bug fix for always_on_top: name 'config' is not defined
* Bug fix, keyboard dependency on game_recovery.py
For some reason PyCharm seems to flag this import as unused while it is actually used.
* Set diablo to not run by default
* set d2r on top upon restart if configured to do so
* Revert "Set diablo to not run by default"
This reverts commit 6202814a8b6a0ae0ddbcd7c5dcee520ed897f3d0.
* integrated diablo scaffold
still pending pathing & kill logic
* minor changes to cross river of flame - but loop not working
* River of Flame sucessfully skipped - CS Entrance cleared
* Seal B works.
* Everthing is slow :(
* reparied slowness
* revert deleted main code
* Added CS Entrance recognition & changed Pentagram templates
* Merge branch 'diablo' of https://github.com/jobithu/botty into diablo
* Seal B works for both layouts - still clumsy, but it works.
* added Vizier (A). working: A1, B1, B2 - pending: A2,C1,C2,Diaaaa
* C identifcation implemented.
* All seals done, optimization needed for pathing & fighting sequences
* fixed minor error in game.ini
* should now run - badly. all seal spots & paths need optimization
* A1Y works stable
* A1Y stable, WP now has issues
* A2Y seal mouseover added - new bug, could not determine window offset
* Both A seals work great now!
* A2L Seals work consistently. A1Y quite good.
* easteregg
* A2L improvements
* Succesful kill on A2L, B1S, C1G
* Tweaked Diablo Kill Wait Time
* start cleanup
* added functions for each seal layout
* First stable dia kills with fixed map layout
* added Sealdance function
* Fixed Sealdance. A1L is finished. All others work in Progress.
* A2L + B1S Works
* A2L and B1S works
* Script runs well now on A1L, B1S, C1G. Sealdance needs more movement.
* Update diablo.py
* A1L, C2F, B2F working. Kills Dia Hell well.
* added issue log. testing all layouts now.
* Individual runs work, Sealdance needs tweaking
* All seals work, got frustrated, added sorc&she rox
* tweaked sorc vizier & infector fights
* rebuild templates & nodes for A2Y, B1U, C2G
* Forgot to add Seal A to the run oO
* renamed forgotten templates for A2Y
* fixed minor bugs on A1Y. succesfull dia kill
* Optimized A2Y
* Reworked A1Y templates & fight - very stable! Yay!
* A2Y, B2U, C2G work - but i think it should be B1U
* 4/6 seals work (B1S & C1F pending)
* some clean up
* remove unwated code
* 5/6 Seals done - added C1F
* sealdance and error handling
* try to merge stuff somehow
* add additional template coordinates to failed nodes
* fix health manager by adding diablo lcoation
* remove thresholds
* fix template names and error handling for c seals
* C1F added. 5/6 seals done.
* All seals work - let's get it tested!
* B1S fight coregraphy improvements
* New paths for layout check to increase consistency
* fixed A2Y edge lava port (625>626)
* All seals work, lets test with more ppl & finetune
* C1F & B1S switched to static pathing
* Improved overall robustness
* improved A layout check consistency
* added A layout check consistency & CTA rebuff
* Home now a loop, B now first seal to pop.
* Trash clear at pentagram, B1S, C1F loop added.
* Changed DeSeis attack pattern so MERC can kill
* tweaked diablo spawn timer & vizier attack pattern
* fixed minor pickit error.
* fixed Layout B Check loop & improved C1F
* improved C1F pathing home
* improved B layout check by removing trash kill
* added C2G static path to infector & loop home
* tweaked pathing
* lots of pathing tweaks to increase consistency
* Clarified Logger.Info
* Fixed A1L Tele to Lava Bug
* Fixed A1Y Tele Lava bug
* Fixed B2U missing pentagram on loop back
* fixed logger
* Completely reworked layout checks
* Reworked C seal layout check
* fixed ending up too low at Diablo
* optimized loop home for C
* added all seals
* removed duplicate trash sequence at C
* Fixed B2U looping home, added essence
* Template Check Threshold raised for Layout Checks
* Reverted A layout check back to inital version
* Aggressive Layout Checks implemented.
* Replaced Pentagram Templates to improve [602]
* Fixed loops for new pent layout
* Reverted A layout checks back to initial version
* merged 6.1?
i hope it worked.
* Pressure Test: A2Y 98% layout check success
* Massive improvements on Layout Checks
* Integrated Skizot's A4 merchants
* Fixed an error on A1L.
* fixed a small error on final pickit
* Slight Cleanup
* tweaked A2Y nodes to avoid lava jumps
* Added B2U Seal Logging
* Add templ. to 611 & 610 to fix stuck pather
* WiZ/SwePow suggestions
* Some more tweaking
* Trying to improve B layout checks (not full run)
* Seal B logic pressure test (no full run)
* added timeouts to weak traversenodes (no full run)
* Pacifist Version - just checking layouts no bosses
* Pure Layoutcheck Pressure Test (double checks)
* Pacifist mode: Layout Check
* Update bot.py
* Added Templates to improve Layoutchecks
* Tweaked B2U Templates (Pacifist Version)
* add B2U nodes & calibration to impr. layout check
* added nodes to layout checks
* Added A1L Calibration Node for Layoutcheck
* Full running script
* Fixed Calibrations - Full Run
* fixed mousover keyerror
* yet another mousover
* fixed a pather issue on B1S, full run
* yet another mousover. full run.
* mousover... ful run
* yet another mousover. full run
* fixed C2G looping across pentagram
* Update game.ini
* WiZ testing
* added seal_node to sealdance
* added C1F layoutcheck nodes
* Added Wiz Speedrun
* tweaked wait in sealdance
* A1L-Static path to Pentagrram
* added A2Y hop 622
* A2Y static path home
* B1S static path home
* changed C1F fake template
* added new C1F seals & static home
* Speed or no speed
Using kill_cs_trash config
* fixed a 36b key error
* Random guess actually is random now
It wasnt random at all before so trying out if this is better
* Minor fixes and tweaks
* B2U - Static Path Home
* Redworked C1F - not stable yet
* Seal order B,C,A and DeSeis fix
There was copy/paste bug in DeSeis making it use wrong atk_len and then I also tuned the attacks a bit.
* fixed final B2U issue, should be stable now!
* added B2U 644_646 static path
* added mapping
* A seals fixed hopefully
More testing tomorrow!
* run diablo py
Yours is the diabloC, I didnt have time to compare them before sleep and wanted you to have both in case
* so this should be super stable now!
* Reverted A1L & A2Y Seal Order (but kept WiZ Idea)
* Reverted Seal Order
* Added Rudi TP :)
* all loop home now
* added TP template to loop
* typo
* stashs & shrine gfx, TP counter
* removed pent_6 (many false positives looping home)
* clean up for aeon
* fixed typos
* New A2Y & C2G home pathing
* Reworked C1F 704 to avoid stuck
* Ready to test!
* fixed pather clicking outside D2R
* Tweaked Seal A
* Loot to Sealdance() & A2Y tweaks
* removed FALSE from TP fail
* Updated Readme.md
* remove env
* clean up code
* account for used tp
Co-authored-by: aeon0 <[email protected]>
Co-authored-by: WiZ <[email protected]>
* My pick up and sorc parameters
* Moved the game logic away from the main within the new GameController class.
Refactored the main to use built-in keyboard add_hotkey and wait functions instead of self-written main loop.
* Revert "My pick up and sorc parameters"
This reverts commit 0920a406
* Changed number of loot columns
* Changes as per the comments:
Handle non-existing backup file.
Removed newline at the beginning of GameController class.
Changed line splitted into multiple lines back to a single line.
* Refactored graphic debugger with similar logic to botty to now have a controller.
* Added a small comment on the graphic debugger class and fixed a now-typo on the presented menu
* Bug Fix: if pressing F11 repeatedly the main loop may crash due to self.bot not yet initialized in the game_controller.
A safe solution would be to try and catch all but that would also be an overkill as it would most likely mask exceptions that we might want to make the program crash.
Checking that self.bot is initialized should work for the time being.
* No need to re-assign the resume key within the game controlelr anymore
* Urgent 1 liner bug fix for always_on_top: name 'config' is not defined
* Bug fix, keyboard dependency on game_recovery.py
For some reason PyCharm seems to flag this import as unused while it is actually used.
* game_controller.py changes
* config and params.ini changes
* config and params.ini changes
* Added else statement to prevent double logging in case of failed restart
* Removed botty name from logging and api messages as it is redundant information.
Fixed issue with gamerecovery constructor - now it takes template finder as a parameter
* Messaging update
Corrects some messages formats and updates to allow titles.
* Messaging Update
Fixes the new messages and updates some of the others.
* mark 2
fixes some space.
* Update messenger.py
* Update generic_api.py
* Char selector after restart
* at least make it work...
* Scroll the characters if the template was not found.
TODO: Ideally we would like to understand which character is currently selected rather than assuming we'll always be using the top one.
* make it fancy
Co-authored-by: Francesco <[email protected]>
* WIP Breaking Messenger Module into something more flexible for specific apis
* Cleanup and removal of data class
* Working embeds sort of
* Simple embeds set up
* Adding image of stashing items to discord embed
* Discord Embed updates with images
death_manager and game_controller both store path to last death/chicken screenshot
Pass last screenshot path along to game_stats and discord_embeds to place in discord message
* Color adjust
* Updating filenames formobile notifications
* Create loot_screenshots folder if it doesn't exist and api=discord
* Fixing missed messenger.send calls
* UI for discord updates
* Switching to i_api and explicit functions
* Update all messenger calls to new functions
* Param name change
* Simplify discord_basic api
* Switching from interface to generic api class
* One new messenger call from master
* spacing