from typing import List import keyboard import time import cv2 import itertools import os import numpy as np from utils.custom_mouse import mouse from utils.misc import wait, cut_roi, color_filter from logger import Logger from config import Config from screen import Screen from item import ItemFinder from template_finder import TemplateFinder from messenger import Messenger class UiManager(): """Everything that is clicking on some static 2D UI or is checking anything in regard to it should be placed here.""" def __init__(self, screen: Screen, template_finder: TemplateFinder): self._config = Config() self._template_finder = template_finder self._messenger = Messenger() self._screen = screen self._curr_stash = {"items": 0, "gold": 0} #0: personal, 1: shared1, 2: shared2, 3: shared3 def use_wp(self, act: int, idx: int): """ Use Waypoint. The menu must be opened when calling the function. :param act: Index of the desired act starting at 1 [A1 = 1, A2 = 2, A3 = 3, ...] :param idx: Index of the waypoint from top. Note that it start at 0! """ str_to_idx_map = {"WP_A2_ACTIVE": 2, "WP_A3_ACTIVE": 3, "WP_A4_ACTIVE": 4, "WP_A5_ACTIVE": 5} template_match = self._template_finder.search([*str_to_idx_map], self._screen.grab(), threshold=0.7, best_match=True, roi=self._config.ui_roi["wp_act_roi"]) curr_active_act = str_to_idx_map[template_match.name] if template_match.valid else -1 if curr_active_act != act: pos_act_btn = (self._config.ui_pos["wp_act_i_btn_x"] + self._config.ui_pos["wp_act_btn_width"] * (act - 1), self._config.ui_pos["wp_act_i_btn_y"]) x, y = self._screen.convert_screen_to_monitor(pos_act_btn) mouse.move(x, y, randomize=8) mouse.click(button="left") wait(0.3, 0.4) pos_wp_btn = (self._config.ui_pos["wp_first_btn_x"], self._config.ui_pos["wp_first_btn_y"] + self._config.ui_pos["wp_btn_height"] * idx) x, y = self._screen.convert_screen_to_monitor(pos_wp_btn) mouse.move(x, y, randomize=[60, 9], delay_factor=[0.9, 1.4]) wait(0.4, 0.5) mouse.click(button="left") # wait till loading screen is over if self.wait_for_loading_screen(): while 1: if not self.wait_for_loading_screen(0.2): return def is_right_skill_active(self) -> bool: """ :return: Bool if skill is red/available or not. Skill must be selected on right skill slot when calling the function. """ roi = [ self._config.ui_pos["skill_right_x"] - (self._config.ui_pos["skill_width"] // 2), self._config.ui_pos["skill_y"] - (self._config.ui_pos["skill_height"] // 2), self._config.ui_pos["skill_width"], self._config.ui_pos["skill_height"] ] img = cut_roi(self._screen.grab(), roi) avg = np.average(img) return avg > 75.0 def is_right_skill_selected(self, template_list: List[str]) -> bool: """ :return: Bool if skill is currently the selected skill on the right skill slot. """ for template in template_list: if self._template_finder.search(template, self._screen.grab(), threshold=0.87, roi=self._config.ui_roi["skill_right"]).valid: return True return False def is_left_skill_selected(self, template_list: List[str]) -> bool: """ :return: Bool if skill is currently the selected skill on the left skill slot. """ for template in template_list: if self._template_finder.search(template, self._screen.grab(), threshold=0.87, roi=self._config.ui_roi["skill_left"]).valid: return True return False def is_overburdened(self) -> bool: """ :return: Bool if the last pick up overburdened your char. Must be called right after picking up an item. """ img = cut_roi(self._screen.grab(), self._config.ui_roi["is_overburdened"]) _, filtered_img = color_filter(img, self._config.colors["gold"]) templates = [cv2.imread("assets/templates/inventory_full_msg_0.png"), cv2.imread("assets/templates/inventory_full_msg_1.png")] for template in templates: _, filtered_template = color_filter(template, self._config.colors["gold"]) res = cv2.matchTemplate(filtered_img, filtered_template, cv2.TM_CCOEFF_NORMED) _, max_val, _, _ = cv2.minMaxLoc(res) if max_val > 0.8: return True return False def wait_for_loading_screen(self, time_out: float = None) -> bool: """ Waits until loading screen apears :param time_out: Maximum time to search for a loading screen :return: True if loading screen was found within the timeout. False otherwise """ start = time.time() while True: img = self._screen.grab() is_loading_black_roi = np.average(img[:, 0:self._config.ui_roi["loading_left_black"][2]]) < 1.5 if is_loading_black_roi: return True if time_out is not None and time.time() - start > time_out: return False def save_and_exit(self, does_chicken: bool = False) -> bool: """ Performes save and exit action from within game :return: Bool if action was successful """ start = time.time() while (time.time() - start) < 15: templates = ["SAVE_AND_EXIT_NO_HIGHLIGHT","SAVE_AND_EXIT_HIGHLIGHT"] if not self._template_finder.search(templates, self._screen.grab(), roi=self._config.ui_roi["save_and_exit"], threshold=0.85).valid: keyboard.send("esc") wait(0.3) exit_btn_pos = (self._config.ui_pos["save_and_exit_x"], self._config.ui_pos["save_and_exit_y"]) x_m, y_m = self._screen.convert_screen_to_monitor(exit_btn_pos) # TODO: Add hardcoded coordinates to ini file away_x_m, away_y_m = self._screen.convert_abs_to_monitor((-167, 0)) while self._template_finder.search_and_wait(templates, roi=self._config.ui_roi["save_and_exit"], time_out=1.5, take_ss=False).valid: delay = [0.9, 1.1] if does_chicken: delay = [0.3, 0.4] mouse.move(x_m, y_m, randomize=[38, 7], delay_factor=delay) wait(0.03, 0.06) mouse.press(button="left") wait(0.06, 0.1) mouse.release(button="left") if does_chicken: # lets just try again just in case wait(0.05, 0.08) # mouse.click(button="left") wait(1.5, 2.0) mouse.move(away_x_m, away_y_m, randomize=40, delay_factor=[0.6, 0.9]) wait(0.1, 0.5) return True return False def start_game(self) -> bool: """ Starting a game. Will wait and retry on server connection issue. :return: Bool if action was successful """ Logger.debug("Wait for Play button") while 1: img = self._screen.grab() found_btn_off = self._template_finder.search(["PLAY_BTN", "PLAY_BTN_GRAY"], img, roi=self._config.ui_roi["offline_btn"], threshold=0.8, best_match=True) found_btn_on = self._template_finder.search(["PLAY_BTN", "PLAY_BTN_GRAY"], img, roi=self._config.ui_roi["online_btn"], threshold=0.8, best_match=True) found_btn = found_btn_off if found_btn_off.valid else found_btn_on if found_btn.name == "PLAY_BTN": x, y = self._screen.convert_screen_to_monitor(found_btn.position) Logger.debug(f"Found Play Btn") mouse.move(x, y, randomize=[35, 7], delay_factor=[1.0, 1.8]) wait(0.1, 0.15) mouse.click(button="left") break wait(2.0, 3.0) difficulty=self._config.general["difficulty"].upper() while 1: template_match = self._template_finder.search_and_wait(["LOADING", f"{difficulty}_BTN"], time_out=8, roi=self._config.ui_roi["difficulty_select"], threshold=0.9) if not template_match.valid: Logger.debug(f"Could not find {difficulty}_BTN, try from start again") return self.start_game() if template_match.name == "LOADING": Logger.debug(f"Found {template_match.name} screen") return True x, y = self._screen.convert_screen_to_monitor(template_match.position) mouse.move(x, y, randomize=[50, 9], delay_factor=[1.0, 1.8]) wait(0.15, 0.2) mouse.click(button="left") break # check for server issue wait(2.0) server_issue = self._template_finder.search("SERVER_ISSUES", self._screen.grab()).valid if server_issue: Logger.warning("Server connection issue. waiting 20s") x, y = self._screen.convert_screen_to_monitor((self._config.ui_pos["issue_occured_ok_x"], self._config.ui_pos["issue_occured_ok_y"])) mouse.move(x, y, randomize=10, delay_factor=[2.0, 4.0]) mouse.click(button="left") wait(1, 2) keyboard.send("esc") wait(18, 22) return self.start_game() else: return True @staticmethod def _slot_has_item(slot_img: np.ndarray) -> bool: """ Check if a specific slot in the inventory has an item or not based on color :param slot_img: Image of the slot :return: Bool if there is an item or not """ slot_img = cv2.cvtColor(slot_img, cv2.COLOR_BGR2HSV) avg_brightness = np.average(slot_img[:, :, 2]) return avg_brightness > 16.0 @staticmethod def get_slot_pos_and_img(config: Config, img: np.ndarray, column: int, row: int) -> tuple[tuple[int, int], np.ndarray]: """ Get the pos and img of a specific slot position in Inventory. Inventory must be open in the image. :param config: The config which should be used :param img: Image from screen.grab() not cut :param column: Column in the Inventory :param row: Row in the Inventory :return: Returns position and image of the cut area as such: [[x, y], img] """ top_left_slot = (config.ui_pos["inventory_top_left_slot_x"], config.ui_pos["inventory_top_left_slot_y"]) slot_width = config.ui_pos["slot_width"] slot_height= config.ui_pos["slot_height"] slot = (top_left_slot[0] + slot_width * column, top_left_slot[1] + slot_height * row) # decrease size to make sure not to have any borders of the slot in the image offset_w = int(slot_width * 0.12) offset_h = int(slot_height * 0.12) min_x = slot[0] + offset_w max_x = slot[0] + slot_width - offset_w min_y = slot[1] + offset_h max_y = slot[1] + slot_height - offset_h slot_img = img[min_y:max_y, min_x:max_x] center_pos = (int(slot[0] + (slot_width // 2)), int(slot[1] + (slot_height // 2))) return center_pos, slot_img def _inventory_has_items(self, img, num_loot_columns: int) -> bool: """ Check if Inventory has any items :param img: Img from screen.grab() with inventory open :param num_loot_columns: Number of columns to check from left :return: Bool if inventory still has items or not """ for column, row in itertools.product(range(num_loot_columns), range(4)): _, slot_img = self.get_slot_pos_and_img(self._config, img, column, row) if self._slot_has_item(slot_img): return True return False def _keep_item(self, item_finder: ItemFinder, img: np.ndarray) -> bool: """ Check if an item should be kept, the item should be hovered and in own inventory when function is called :param item_finder: ItemFinder to check if item is in pickit :param img: Image in which the item is searched (item details should be visible) :return: Bool if item should be kept """ wait(0.2, 0.3) _, w, _ = img.shape img = img[:, (w//2):,:] original_list = item_finder.search(img) filtered_list = [] for x in original_list: if ("potion" in x.name) or (self._config.items[x.name].pickit_type == 0): continue include_props = self._config.items[x.name].include exclude_props = self._config.items[x.name].exclude if not (include_props or exclude_props): Logger.debug(f"{x.name}: Stashing") filtered_list.append(x) continue include = True include_logic_type = self._config.items[x.name].include_type if include_props: include = False found_props=[] for prop in include_props: try: template_match = self._template_finder.search(prop, img, threshold=0.95) except: Logger.error(f"{x.name}: can't find template file for required {prop}, ignore just in case") template_match = lambda: None; template_match.valid = True if template_match.valid: if include_logic_type == "AND": found_props.append(True) else: include = True break else: found_props.append(False) if include_logic_type == "AND" and len(found_props) > 0 and all(found_props): include = True if not include: Logger.debug(f"{x.name}: Discarding. Required {include_logic_type}({include_props})={include}") continue exclude = False exclude_logic_type = self._config.items[x.name].exclude_type if exclude_props: found_props=[] for prop in exclude_props: try: template_match = self._template_finder.search(prop, img, threshold=0.97) except: Logger.error(f"{x.name}: can't find template file for exclusion {prop}, ignore just in case") template_match = lambda: None; template_match.valid = False if template_match.valid: if exclude_logic_type == "AND": found_props.append(True) else: exclude = True break else: found_props.append(False) if exclude_logic_type == "AND" and len(exclude_props) > 0 and all(found_props): exclude = True break if include and not exclude: Logger.debug(f"{x.name}: Stashing. Required {include_logic_type}({include_props})={include}, exclude {exclude_logic_type}({exclude_props})={exclude}") filtered_list.append(x) return len(filtered_list) > 0 def _move_to_stash_tab(self, stash_idx: int): """Move to a specifc tab in the stash :param stash_idx: idx of the stash starting at 0 (personal stash) """ str_to_idx_map = {"STASH_0_ACTIVE": 0, "STASH_1_ACTIVE": 1, "STASH_2_ACTIVE": 2, "STASH_3_ACTIVE": 3} template_match = self._template_finder.search([*str_to_idx_map], self._screen.grab(), threshold=0.7, best_match=True, roi=self._config.ui_roi["stash_btn_roi"]) curr_active_stash = str_to_idx_map[template_match.name] if template_match.valid else -1 if curr_active_stash != stash_idx: # select the start stash personal_stash_pos = (self._config.ui_pos["stash_personal_btn_x"], self._config.ui_pos["stash_personal_btn_y"]) stash_btn_width = self._config.ui_pos["stash_btn_width"] next_stash_pos = (personal_stash_pos[0] + stash_btn_width * stash_idx, personal_stash_pos[1]) x_m, y_m = self._screen.convert_screen_to_monitor(next_stash_pos) mouse.move(x_m, y_m, randomize=[30, 7], delay_factor=[1.0, 1.5]) wait(0.2, 0.3) mouse.click(button="left") wait(0.3, 0.4) def stash_all_items(self, num_loot_columns: int, item_finder: ItemFinder): """ Stashing all items in inventory. Stash UI must be open when calling the function. :param num_loot_columns: Number of columns used for loot from left """ Logger.debug("Searching for inventory gold btn...") # Move cursor to center x, y = self._screen.convert_abs_to_monitor((0, 0)) mouse.move(x, y, randomize=[40, 200], delay_factor=[1.0, 1.5]) # Wait till gold btn is found gold_btn = self._template_finder.search_and_wait("INVENTORY_GOLD_BTN", roi=self._config.ui_roi["gold_btn"], time_out=20) if not gold_btn.valid: Logger.error("Could not determine to be in stash menu. Continue...") return Logger.debug("Found inventory gold btn") # stash gold if self._config.char["stash_gold"]: inventory_no_gold = self._template_finder.search("INVENTORY_NO_GOLD", self._screen.grab(), roi=self._config.ui_roi["inventory_gold"], threshold=0.83) if inventory_no_gold.valid: Logger.debug("Skipping gold stashing") else: Logger.debug("Stashing gold") self._move_to_stash_tab(min(3, self._curr_stash["gold"])) x, y = self._screen.convert_screen_to_monitor(gold_btn.position) mouse.move(x, y, randomize=4) wait(0.1, 0.15) mouse.press(button="left") wait(0.25, 0.35) mouse.release(button="left") wait(0.4, 0.6) keyboard.send("enter") #if stash already full of gold just nothing happens -> gold stays on char -> no popup window wait(1.0, 1.2) # move cursor away from button to interfere with screen grab mouse.move(-120, 0, absolute=False, randomize=15) inventory_no_gold = self._template_finder.search("INVENTORY_NO_GOLD", self._screen.grab(), roi=self._config.ui_roi["inventory_gold"], threshold=0.83) if not inventory_no_gold.valid: Logger.info("Stash tab is full of gold, selecting next stash tab.") self._curr_stash["gold"] += 1 if self._config.general["info_screenshots"]: cv2.imwrite("./info_screenshots/info_gold_stash_full_" + time.strftime("%Y%m%d_%H%M%S") + ".png", self._screen.grab()) if self._curr_stash["gold"] > 3: # turn off gold pickup self._config.char["stash_gold"] = False self._config.items["misc_gold"].pickit_type = 0 item_finder.update_items_to_pick(self._config) # inform user about it msg = "All stash tabs and character are full of gold, turn of gold pickup" Logger.info(msg) if self._config.general["custom_message_hook"]: self._messenger.send(msg=f"{self._config.general['name']}: {msg}") else: # move to next stash wait(0.5, 0.6) return self.stash_all_items(num_loot_columns, item_finder) # stash stuff self._move_to_stash_tab(self._curr_stash["items"]) center_m = self._screen.convert_abs_to_monitor((0, 0)) for column, row in itertools.product(range(num_loot_columns), range(4)): img = self._screen.grab() slot_pos, slot_img = self.get_slot_pos_and_img(self._config, img, column, row) if self._slot_has_item(slot_img): x_m, y_m = self._screen.convert_screen_to_monitor(slot_pos) mouse.move(x_m, y_m, randomize=10, delay_factor=[1.0, 1.3]) # check item again and discard it or stash it wait(1.2, 1.4) hovered_item = self._screen.grab() if self._keep_item(item_finder, hovered_item): keyboard.send('ctrl', do_release=False) wait(0.2, 0.25) mouse.press(button="left") wait(0.2, 0.25) mouse.release(button="left") wait(0.2, 0.25) keyboard.send('ctrl', do_press=False) else: # make sure there is actually an item time.sleep(0.3) curr_pos = mouse.get_position() # move mouse away from inventory, for some reason it was sometimes included in the grabed img x, y = self._screen.convert_abs_to_monitor((0, 0)) mouse.move(x, y, randomize=[40, 200], delay_factor=[1.0, 1.5]) item_check_img = self._screen.grab() mouse.move(*curr_pos, randomize=2) wait(0.4, 0.6) slot_pos, slot_img = self.get_slot_pos_and_img(self._config, item_check_img, column, row) if self._slot_has_item(slot_img): if self._config.general["info_screenshots"]: cv2.imwrite("./info_screenshots/info_discard_item_" + time.strftime("%Y%m%d_%H%M%S") + ".png", hovered_item) mouse.press(button="left") wait(0.2, 0.4) mouse.release(button="left") mouse.move(*center_m, randomize=20) wait(0.2, 0.3) mouse.press(button="left") wait(0.2, 0.3) mouse.release(button="left") wait(0.5, 0.5) Logger.debug("Check if stash is full") time.sleep(0.6) # move mouse away from inventory, for some reason it was sometimes included in the grabed img x, y = self._screen.convert_abs_to_monitor((0, 0)) mouse.move(x, y, randomize=[40, 200], delay_factor=[1.0, 1.5]) img = self._screen.grab() if self._inventory_has_items(img, num_loot_columns): Logger.info("Stash page is full, selecting next stash") if self._config.general["info_screenshots"]: cv2.imwrite("./info_screenshots/debug_info_inventory_not_empty_" + time.strftime("%Y%m%d_%H%M%S") + ".png", img) self._curr_stash["items"] += 1 if self._curr_stash["items"] > 3: Logger.error("All stash is full, quitting") if self._config.general["custom_message_hook"]: self._messenger.send(msg=f"{self._config.general['name']}: all stash is full, quitting") os._exit(1) else: # move to next stash wait(0.5, 0.6) return self.stash_all_items(num_loot_columns, item_finder) Logger.debug("Done stashing") wait(0.4, 0.5) keyboard.send("esc") def should_stash(self, num_loot_columns: int): """ Check if there are items that need to be stashed in the inventory :param num_loot_columns: Number of columns used for loot from left """ wait(0.2, 0.3) keyboard.send(self._config.char["inventory_screen"]) wait(0.7, 1.0) should_stash = self._inventory_has_items(self._screen.grab(), num_loot_columns) keyboard.send(self._config.char["inventory_screen"]) wait(0.4, 0.6) return should_stash def close_vendor_screen(self): keyboard.send("esc") # just in case also bring cursor to center and click # x, y = self._screen.convert_screen_to_monitor((self._config.ui_pos["center_x"], self._config.ui_pos["center_y"])) # mouse.move(x, y, randomize=25, delay_factor=[1.0, 1.5]) # mouse.click(button="left") def repair_and_fill_up_tp(self) -> bool: """ Repair and fills up TP buy selling tome and buying. Vendor inventory needs to be open! :return: Bool if success """ repair_btn = self._template_finder.search_and_wait("REPAIR_BTN", roi=self._config.ui_roi["repair_btn"], time_out=4) if not repair_btn.valid: return False x, y = self._screen.convert_screen_to_monitor(repair_btn.position) mouse.move(x, y, randomize=12, delay_factor=[1.0, 1.5]) wait(0.1, 0.15) mouse.click(button="left") wait(0.1, 0.15) x, y = self._screen.convert_screen_to_monitor((self._config.ui_pos["vendor_misc_x"], self._config.ui_pos["vendor_misc_y"])) mouse.move(x, y, randomize=[20, 6], delay_factor=[1.0, 1.5]) wait(0.1, 0.15) mouse.click(button="left") # another click to dismiss popup message in case you have not enough gold to repair, preventing tome not being bought back wait(0.1, 0.15) mouse.click(button="left") wait(0.5, 0.6) tp_tome = self._template_finder.search_and_wait(["TP_TOME", "TP_TOME_RED"], roi=self._config.ui_roi["inventory"], time_out=3) if not tp_tome.valid: return False x, y = self._screen.convert_screen_to_monitor(tp_tome.position) keyboard.send('ctrl', do_release=False) mouse.move(x, y, randomize=8, delay_factor=[1.0, 1.5]) wait(0.1, 0.15) mouse.press(button="left") wait(0.25, 0.35) mouse.release(button="left") wait(0.5, 0.6) keyboard.send('ctrl', do_press=False) tp_tome = self._template_finder.search_and_wait("TP_TOME", roi=self._config.ui_roi["vendor_stash"], time_out=3) if not tp_tome.valid: return False x, y = self._screen.convert_screen_to_monitor(tp_tome.position) keyboard.send('ctrl', do_release=False) mouse.move(x, y, randomize=8, delay_factor=[1.0, 1.5]) wait(0.1, 0.15) mouse.click(button="right") wait(0.1, 0.15) keyboard.send('ctrl', do_press=False) # delay to make sure the tome has time to transfer to other inventory before closing window tp_tome = self._template_finder.search_and_wait("TP_TOME", roi=self._config.ui_roi["inventory"], time_out=3) if not tp_tome.valid: return False return True def has_tps(self) -> bool: """ :return: Returns True if botty has town portals available. False otherwise """ if self._config.char["tp"]: keyboard.send(self._config.char["tp"]) template_match = self._template_finder.search_and_wait( ["TP_ACTIVE", "TP_INACTIVE"], roi=self._config.ui_roi["skill_right"], best_match=True, threshold=0.79, time_out=4) if not template_match.valid: Logger.warning("You are out of tps") if self._config.general["info_screenshots"]: cv2.imwrite("./info_screenshots/debug_out_of_tps_" + time.strftime("%Y%m%d_%H%M%S") + ".png", self._screen.grab()) return template_match.valid else: return False def repair_needed(self) -> bool: template_match = self._template_finder.search( "REPAIR_NEEDED", self._screen.grab(), roi=self._config.ui_roi["repair_needed"], use_grayscale=True) return template_match.valid def enable_no_pickup(self) -> bool: """ Checks the best match between enabled and disabled an retrys if already set. :return: Returns True if we succesfully set the nopickup option """ keyboard.send('enter') wait(0.1, 0.25) keyboard.write('/nopickup',delay=.20) keyboard.send('enter') wait(0.1, 0.25) no_pickup = self._template_finder.search_and_wait(["ITEM_PICKUP_ENABLED","ITEM_PICKUP_DISABLED"], roi=self._config.ui_roi["no_pickup"], best_match=True, time_out=3) if not no_pickup.valid: return False if no_pickup.name == "ITEM_PICKUP_DISABLED": return True keyboard.send('enter') wait(0.1, 0.25) keyboard.send('up') wait(0.1, 0.25) keyboard.send('enter') wait(0.1, 0.25) return True def buy_pots(self, healing_pots: int = 0, mana_pots: int = 0): """ Buy pots from Malah or Ormus. Vendor inventory needs to be open! :param healing_pots: Number of healing pots to buy :param mana_pots: Number of mana pots to buy """ h_pot = self._template_finder.search_and_wait("SUPER_HEALING_POTION", roi=self._config.ui_roi["vendor_stash"], time_out=3) if h_pot.valid: x, y = self._screen.convert_screen_to_monitor(h_pot.position) mouse.move(x, y, randomize=8, delay_factor=[1.0, 1.5]) for _ in range(healing_pots): mouse.click(button="right") wait(0.9, 1.1) m_pot = self._template_finder.search_and_wait("SUPER_MANA_POTION", roi=self._config.ui_roi["vendor_stash"], time_out=3) if m_pot.valid: x, y = self._screen.convert_screen_to_monitor(m_pot.position) mouse.move(x, y, randomize=8, delay_factor=[1.0, 1.5]) for _ in range(mana_pots): mouse.click(button="right") wait(0.9, 1.1) # Testing: Move to whatever ui to test and run if __name__ == "__main__": import keyboard keyboard.add_hotkey('f12', lambda: Logger.info('Force Exit (f12)') or os._exit(1)) print("Go to D2R window and press f11 to start game") keyboard.wait("f11") print("Start") from config import Config config = Config() screen = Screen(config.general["monitor"]) template_finder = TemplateFinder(screen) item_finder = ItemFinder(config) ui_manager = UiManager(screen, template_finder) ui_manager.buy_pots(3, 4)