from transitions import Machine import time from char.hammerdin import Hammerdin from run import Pindle, ShenkEld, Trav from template_finder import TemplateFinder from item_finder import ItemFinder from screen import Screen from ui_manager import UiManager from npc_manager import NpcManager from belt_manager import BeltManager from pather import Pather, Location from logger import Logger from char.sorceress import Sorceress from char.i_char import IChar from config import Config from health_manager import HealthManager from death_manager import DeathManager from town import TownManager, A3, A4, A5 from pickit import PickIt from game_stats import GameStats from utils.misc import wait import keyboard import time import os import random from typing import Union class Bot: def __init__(self, screen: Screen, game_stats: GameStats, pick_corpse: bool = False): self._screen = screen self._game_stats = game_stats self._config = Config() self._template_finder = TemplateFinder(self._screen) self._item_finder = ItemFinder() self._ui_manager = UiManager(self._screen, self._template_finder) self._belt_manager = BeltManager(self._screen, self._template_finder) self._pather = Pather(self._screen, self._template_finder) self._pickit = PickIt(self._screen, self._item_finder, self._ui_manager, self._belt_manager, self._game_stats) # Create Character if self._config.char["type"] == "sorceress": self._char: IChar = Sorceress(self._config.sorceress, self._config.char, self._screen, self._template_finder, self._ui_manager, self._pather) elif self._config.char["type"] == "hammerdin": self._char: IChar = Hammerdin(self._config.hammerdin, self._config.char, self._screen, self._template_finder, self._ui_manager, self._pather) else: Logger.error(f'{self._config.char["type"]} is not supported! Closing down bot.') os._exit(1) # Create Town Manager npc_manager = NpcManager(screen, self._template_finder) a5 = A5(self._screen, self._template_finder, self._pather, self._char, npc_manager) a4 = A4(self._screen, self._template_finder, self._pather, self._char, npc_manager) a3 = A3(self._screen, self._template_finder, self._pather, self._char, npc_manager) self._town_manager = TownManager(self._template_finder, self._ui_manager, a3, a4, a5) self._route_config = self._config.routes # Create runs if self._route_config["run_shenk"] and not self._route_config["run_eldritch"]: Logger.error("Running shenk without eldtritch is not supported. Either run none or both") os._exit(1) self._do_runs = { "run_trav": self._route_config["run_trav"], "run_pindle": self._route_config["run_pindle"], "run_shenk": self._route_config["run_shenk"] or self._route_config["run_eldritch"], } if self._config.general["randomize_runs"]: self.shuffle_runs() self._pindle = Pindle(self._template_finder, self._pather, self._town_manager, self._ui_manager, self._char, self._pickit) self._shenk = ShenkEld(self._template_finder, self._pather, self._town_manager, self._ui_manager, self._char, self._pickit) self._trav = Trav(self._template_finder, self._pather, self._town_manager, self._ui_manager, self._char, self._pickit) # Create member variables self._pick_corpse = pick_corpse self._picked_up_items = False self._curr_loc: Union[bool, Location] = None self._tps_left = 10 # assume half full tp book self._pre_buffed = 0 self._stopping = False self._pausing = False self._current_threads = [] self._no_stash_counter = 0 self._ran_no_pickup = False # Create State Machine self._states=['hero_selection', 'town', 'pindle', 'shenk', "trav"] self._transitions = [ { 'trigger': 'create_game', 'source': 'hero_selection', 'dest': 'town', 'before': "on_create_game"}, # Tasks within town { 'trigger': 'maintenance', 'source': 'town', 'dest': 'town', 'before': "on_maintenance"}, # Different runs { 'trigger': 'run_pindle', 'source': 'town', 'dest': 'pindle', 'before': "on_run_pindle"}, { 'trigger': 'run_shenk', 'source': 'town', 'dest': 'shenk', 'before': "on_run_shenk"}, { 'trigger': 'run_trav', 'source': 'town', 'dest': 'trav', 'before': "on_run_trav"}, # End run / game { 'trigger': 'end_run', 'source': ['shenk', 'pindle', 'trav'], 'dest': 'town', 'before': "on_end_run"}, { 'trigger': 'end_game', 'source': ['town', 'shenk', 'pindle', 'trav', 'end_run'], 'dest': 'hero_selection', 'before': "on_end_game"}, ] self.machine = Machine(model=self, states=self._states, initial="hero_selection", transitions=self._transitions, queued=True) def draw_graph(self): # Draw the whole graph, graphviz binaries must be installed and added to path for this! from transitions.extensions import GraphMachine self.machine = GraphMachine(model=self, states=self._states, initial="hero_selection", transitions=self._transitions, queued=True) self.machine.get_graph().draw('my_state_diagram.png', prog='dot') def get_curr_location(self): return self._curr_loc def start(self): self.trigger('create_game') def stop(self): self._stopping = True def toggle_pause(self): self._pausing = not self._pausing if self._pausing: Logger.info(f"Pause at next state change...") else: Logger.info(f"Resume") self._game_stats.resume_timer() def trigger_or_stop(self, name: str): if self._pausing: Logger.info(f"{self._config.general['name']} is now pausing") self._game_stats.pause_timer() while self._pausing: time.sleep(0.2) if not self._stopping: self.trigger(name) def current_game_length(self): return self._game_stats.get_current_game_length() def shuffle_runs(self): tmp = list(self._do_runs.items()) random.shuffle(tmp) self._do_runs = dict(tmp) def is_last_run(self): found_unfinished_run = False for key in self._do_runs: if self._do_runs[key]: found_unfinished_run = True break return not found_unfinished_run def on_create_game(self): keyboard.release(self._config.char["stand_still"]) # Start a game from hero selection self._game_stats.log_start_game() self._template_finder.search_and_wait("D2_LOGO_HS", roi=self._config.ui_roi["hero_selection_logo"]) if not self._ui_manager.start_game(): return self._curr_loc = self._town_manager.wait_for_town_spawn() # Run /nopickup command to avoid picking up stuff on accident if not self._ran_no_pickup: self._ran_no_pickup = True if self._ui_manager.enable_no_pickup(): Logger.info("Activated /nopickup") else: Logger.error("Failed to detect if /nopickup command was applied or not") self.trigger_or_stop("maintenance") def on_maintenance(self): # Handle picking up corpse in case of death if self._pick_corpse: self._pick_corpse = False time.sleep(0.6) DeathManager.pick_up_corpse(self._config, self._screen) wait(1.2, 1.5) self._belt_manager.fill_up_belt_from_inventory(self._config.char["num_loot_columns"]) wait(0.5) # Look at belt to figure out how many pots need to be picked up self._belt_manager.update_pot_needs() # Check if should need some healing img = self._screen.grab() if HealthManager.get_health(self._config, img) < 0.6 or HealthManager.get_mana(self._config, img) < 0.2: Logger.info("Healing at next possible Vendor") self._curr_loc = self._town_manager.heal(self._curr_loc) if not self._curr_loc: return self.trigger_or_stop("end_game") # Stash stuff, either when item was picked up or after X runs without stashing because of unwanted loot in inventory self._no_stash_counter += 1 force_stash = self._no_stash_counter > 4 and self._ui_manager.should_stash(self._config.char["num_loot_columns"]) if self._picked_up_items or force_stash: self._no_stash_counter = 0 Logger.info("Stashing items") self._curr_loc = self._town_manager.stash(self._curr_loc) if not self._curr_loc: return self.trigger_or_stop("end_game") wait(1.0) # Check if we are out of tps or need repairing need_repair = self._ui_manager.repair_needed() if self._tps_left < random.randint(2, 5) or need_repair: if need_repair: Logger.info("Repair needed. Gear is about to break") else: Logger.info("Repairing and buying TPs at next Vendor") self._curr_loc = self._town_manager.repair_and_fill_tps(self._curr_loc) if not self._curr_loc: return self.trigger_or_stop("end_game") self._tps_left = 20 wait(1.0) # Check if merc needs to be revived merc_alive = self._template_finder.search("MERC", self._screen.grab(), threshold=0.9, roi=[0, 0, 200, 200]).valid if not merc_alive and self._config.char["use_merc"]: Logger.info("Resurrect merc") self._curr_loc = self._town_manager.resurrect(self._curr_loc) if not self._curr_loc: return self.trigger_or_stop("end_game") # Start a new run started_run = False for key in self._do_runs: if self._do_runs[key]: self.trigger_or_stop(key) started_run = True break if not started_run: self.trigger_or_stop("end_game") def on_run_pindle(self): res = False self._do_runs["run_pindle"] = False self._curr_loc = self._pindle.approach(self._curr_loc) if self._curr_loc: res = self._pindle.battle(not self._pre_buffed) if self.is_last_run() or not res: self.trigger_or_stop("end_game") else: self._curr_loc = res[0] self._picked_up_items = res[1] self.trigger_or_stop("end_run") def on_run_shenk(self): res = False self._do_runs["run_shenk"] = False self._curr_loc = self._shenk.approach(self._curr_loc) if self._curr_loc: res = self._shenk.battle(self._route_config["run_shenk"], not self._pre_buffed) if self.is_last_run() or not res: self.trigger_or_stop("end_game") else: self._curr_loc = res[0] self._picked_up_items = res[1] self.trigger_or_stop("end_run") def on_run_trav(self): res = False self._do_runs["run_trav"] = False self._curr_loc = self._trav.approach(self._curr_loc) if self._curr_loc: res = self._trav.battle(not self._pre_buffed) if self.is_last_run() or not res: self.trigger_or_stop("end_game") else: self._curr_loc = res[0] self._picked_up_items = res[1] self.trigger_or_stop("end_run") def on_end_game(self): self._curr_loc = False self._pre_buffed = False self._ui_manager.save_and_exit() self._game_stats.log_end_game() self._do_runs = { "run_trav": self._route_config["run_trav"], "run_pindle": self._route_config["run_pindle"], "run_shenk": self._route_config["run_shenk"] or self._route_config["run_eldritch"], } if self._config.general["randomize_runs"]: self.shuffle_runs() wait(0.2, 0.5) self.trigger_or_stop("create_game") def on_end_run(self): self._pre_buffed = True success = self._char.tp_town() self._tps_left -= 1 if success: self._curr_loc = self._town_manager.wait_for_tp(self._curr_loc) if self._curr_loc: self.trigger_or_stop("maintenance") else: self.trigger_or_stop("end_game") else: self.trigger_or_stop("end_game")