from transitions import Machine import time from char.hammerdin import Hammerdin from template_finder import TemplateFinder from item_finder import ItemFinder from screen import Screen from ui_manager import UiManager 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 npc_manager import NpcManager, Npc from pickit import PickIt from utils.misc import wait, send_discord import keyboard import threading import time import os import random class Bot: def __init__(self): self._config = Config() self._screen = Screen(self._config.general["monitor"]) self._template_finder = TemplateFinder(self._screen) self._item_finder = ItemFinder() self._ui_manager = UiManager(self._screen, self._template_finder) self._pather = Pather(self._screen, self._template_finder) self._health_manager = HealthManager(self._screen, self._template_finder, self._ui_manager) self._death_manager = DeathManager(self._screen, self._template_finder) self._npc_manager = NpcManager(self._screen, self._template_finder) self._pickit = PickIt(self._screen, self._item_finder, self._ui_manager) 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) self._route_config = self._config.routes 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, both or eldritch only.") os._exit(1) self._do_runs = { "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._picked_up_items = False self._tp_is_up = False self._curr_location: Location = None self._timer = None self._tps_left = 20 self._states=['hero_selection', 'a5_town', 'pindle', 'shenk'] self._transitions = [ { 'trigger': 'create_game', 'source': 'hero_selection', 'dest': 'a5_town', 'before': "on_create_game"}, # Tasks within town { 'trigger': 'maintenance', 'source': 'a5_town', 'dest': 'a5_town', 'before': "on_maintenance"}, # Different runs { 'trigger': 'run_pindle', 'source': 'a5_town', 'dest': 'pindle', 'before': "on_run_pindle"}, { 'trigger': 'run_shenk', 'source': 'a5_town', 'dest': 'shenk', 'before': "on_run_shenk"}, # End run / game { 'trigger': 'end_run', 'source': ['shenk', 'pindle'], 'dest': 'a5_town', 'before': "on_end_run"}, { 'trigger': 'end_game', 'source': ['a5_town', 'shenk', 'pindle', '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 start(self): self.trigger('create_game') 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): if self._timer is not None: delay = self._config.general["min_game_length_s"] - (time.time() - self._timer) if delay > 0.5: Logger.info(f"Delay game creation for {delay:.2f} s") wait(delay, delay + 5.0) Logger.info("Start new game") self._timer = time.time() found, _ = self._template_finder.search_and_wait("D2_LOGO_HS", time_out=70) if not found: Logger.error("Something went wrong here, bot is unsure about current location. Closing down bot.") if self._config.general["custom_discord_hook"] != "": send_discord_thread = threading.Thread(target=send_discord, args=("Botty got stuck and can not resume", self._config.general["custom_discord_hook"])) send_discord_thread.daemon = True send_discord_thread.start() self._ui_manager.save_and_exit() os._exit(1) self._ui_manager.start_hell_game() self._template_finder.search_and_wait("A5_TOWN_1") self._tp_is_up = False self._curr_location = Location.A5_TOWN_START # Make sure these keys are released keyboard.release(self._config.char["stand_still"]) keyboard.release(self._config.char["show_items"]) self.trigger("maintenance") def on_maintenance(self): time.sleep(0.6) if self._death_manager.died() or self._health_manager.did_chicken(): # Also do this for did_chicken because we can not be 100% sure that chicken did not press esc before # the death manager could determine if we were dead self._death_manager.pick_up_corpse() # TODO: maybe it is time for a special BeltManager? wait(1.2, 1.5) self._ui_manager.fill_up_belt_from_inventory(self._config.char["num_loot_columns"]) # Check if healing is needed, TODO: add shoping e.g. for potions img = self._screen.grab() # TODO: If tp is up we always go back into the portal... if not self._tp_is_up and (self._health_manager.get_health(img) < 0.6 or self._health_manager.get_mana(img) < 0.3): Logger.info("Need some healing first. Go talk to Malah") if not self._pather.traverse_nodes(self._curr_location, Location.MALAH, self._char): self.trigger("end_game") return self._curr_location = Location.MALAH self._npc_manager.open_npc_menu(Npc.MALAH) if not self._pather.traverse_nodes(self._curr_location, Location.A5_TOWN_START, self._char): self.trigger("end_game") return self._curr_location = Location.A5_TOWN_START # Stash stuff if self._picked_up_items: Logger.info("Stashing picked up items") if not self._pather.traverse_nodes(self._curr_location, Location.A5_STASH, self._char): self.trigger("end_game") return self._curr_location = Location.A5_STASH time.sleep(1.5) # sometimes waypoint is opened and stash not found because of that, check for that if self._template_finder.search("WAYPOINT_MENU", self._screen.grab())[0]: keyboard.send("esc") if self._char.select_by_template("A5_STASH"): self._ui_manager.stash_all_items(self._config.char["num_loot_columns"]) self._picked_up_items = False time.sleep(2) # otherwise next grab of screen will still have inventory else: Logger.warning("Could not find stash, continue...") if self._tps_left < 4: Logger.info("Repairing and buying tps at Lazurk") if not self._pather.traverse_nodes(self._curr_location, Location.LARZUK, self._char): self.trigger("end_game") return self._curr_location = Location.LARZUK self._npc_manager.open_npc_menu(Npc.LARZUK) self._npc_manager.press_npc_btn(Npc.LARZUK, "trade_repair") if self._ui_manager.repair_and_fill_up_tp(close_when_done=True): self._tps_left = 20 wait(0.8) # 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]) if not merc_alive: Logger.info("Reviveing merc") if not self._pather.traverse_nodes(self._curr_location, Location.QUAL_KEHK, self._char): self.trigger("end_game") return self._curr_location = Location.QUAL_KEHK if self._npc_manager.open_npc_menu(Npc.QUAL_KEHK): self._npc_manager.press_npc_btn(Npc.QUAL_KEHK, "resurrect") time.sleep(2) # Start a new run started_run = False for key in self._do_runs: if self._do_runs[key]: self.trigger(key) started_run = True break if not started_run: self.trigger("end_game") def _start_run(self, key, run): Logger.info(f"{key}") self._do_runs[key] = False run_thread = threading.Thread(target=run.doit, args=(self,)) run_thread.start() # Set up monitoring health_monitor_thread = threading.Thread(target=self._health_manager.start_monitor, args=(run_thread,)) health_monitor_thread.start() death_monitor_thread = threading.Thread(target=self._death_manager.start_monitor, args=(run_thread,)) death_monitor_thread.start() run_thread.join() # Run done, lets stop health monitoring and death monitoring self._health_manager.stop_monitor() health_monitor_thread.join() if self._health_manager.did_chicken(): # in case of chicken give the death manager some time to pick up on possible death flag # since death monitor does not check with the same frequency to save on runtime wait(self._death_manager.get_loop_delay() + 1.0) self._death_manager.stop_monitor() death_monitor_thread.join() if self._death_manager.died() or self._health_manager.did_chicken() or self.is_last_run() or not run.success: self.trigger("end_game") else: self.trigger("end_run") def on_run_pindle(self): class RunPindle: def __init__(self): self.success = False def doit(self, bot: Bot): self.success = bot._pather.traverse_nodes(bot._curr_location, Location.NIHLATHAK_PORTAL, bot._char) if not self.success: return bot._curr_location = Location.NIHLATHAK_PORTAL wait(0.2, 0.4) self.success &= bot._char.select_by_template("A5_RED_PORTAL") self.success &= bot._template_finder.search_and_wait("PINDLE_0", time_out=20)[0] if not self.success: return bot._char.pre_buff() wait(0.2, 0.3) if bot._config.char["static_path_pindle"]: bot._pather.traverse_nodes_fixed("PINDLE_SAVE_DIST", bot._char) else: bot._pather.traverse_nodes(Location.PINDLE_START, Location.PINDLE_SAVE_DIST, bot._char) bot._char.kill_pindle() wait(1.5, 1.8) bot._picked_up_items = bot._pickit.pick_up_items(bot._char) # in order to move away for items to have a clear tp, move to the end of the hall if not bot.is_last_run(): bot._pather.traverse_nodes_fixed("PINDLE_SAVE_TP", bot._char) wait(0.2, 0.3) self.success = True return run = RunPindle() self._start_run("run_pindle", run) def on_run_shenk(self): class RunShenk: def __init__(self): self.success = False def doit(self, bot: Bot): self.success = bot._pather.traverse_nodes(bot._curr_location, Location.A5_WP, bot._char) if not self.success: return bot._curr_location = Location.A5_WP wait(0.6) bot._char.select_by_template("A5_WP") wait(1.0) bot._ui_manager.use_wp(4, 1) self.success = bot._template_finder.search_and_wait("ELDRITCH_0", time_out=20)[0] if not self.success: return bot._char.pre_buff() wait(0.2, 0.3) # eldritch if bot._config.char["static_path_eldritch"]: bot._pather.traverse_nodes_fixed("ELDRITCH_SAVE_DIST", bot._char) else: bot._pather.traverse_nodes(Location.ELDRITCH_START, Location.ELDRITCH_SAVE_DIST, bot._char) bot._char.kill_eldritch() wait(0.4) bot._picked_up_items = bot._pickit.pick_up_items(bot._char) if not bot.is_last_run() and not bot._route_config["run_shenk"]: bot._pather.traverse_nodes_fixed("ELDRITCH_SAVE_TP", bot._char) # shenk if bot._route_config["run_shenk"]: self.success = bot._pather.traverse_nodes(Location.SHENK_START, Location.SHENK_SAVE_DIST, bot._char) if not self.success: return wait(0.15, 0.2) bot._char.kill_shenk() wait(0.5) # do two pickups on shenk because flames sometimes mess up item search bot._picked_up_items |= bot._pickit.pick_up_items(bot._char) wait(1.5, 1.8) bot._picked_up_items |= bot._pickit.pick_up_items(bot._char) # in order to move away for items to have a clear tp, move to the end of the hall if not bot.is_last_run(): bot._pather.traverse_nodes_fixed("SHENK_SAVE_TP", bot._char) wait(0.5, 0.6) self.success = True return run = RunShenk() self._start_run("run_shenk", run) def on_end_game(self): if self._health_manager.did_chicken() or self._death_manager.died(): # This is a tricky state as we send different actions in different threads. # Chicken could have been succesfull which means we are at hero selection screen # Chicken could have been unsuccesfull, which means we are naked in a5_town time.sleep(3) # just to take our time here is_loading = True while is_loading: is_loading = self._template_finder.search("LOADING", self._screen.grab())[0] time.sleep(0.5) # Okay we are sure we are not in loading screen, let's check if we are in hero selection or in a5 town img = self._screen.grab() if self._template_finder.search("A5_TOWN_1", img)[0]: self._ui_manager.save_and_exit() elif self._template_finder.search("D2_LOGO_HS", img)[0]: pass # no need to do anything else: Logger.error("Could not determine location after chicken / death. Can not continue...") os._exit(1) else: self._ui_manager.save_and_exit() if self._timer is not None: elapsed_time = time.time() - self._timer Logger.info(f"End game. Elapsed time: {elapsed_time:.2f}s") self._do_runs = { "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("create_game") def on_end_run(self): success = self._char.tp_town() self._tps_left -= 1 if success: success, _= self._template_finder.search_and_wait("A5_TOWN_1", time_out=10) if success: self._tp_is_up = True self._curr_location = Location.A5_TOWN_START self.trigger("maintenance") else: self.trigger("end_game") else: self.trigger("end_game") if __name__ == "__main__": import keyboard keyboard.add_hotkey("f12", lambda: os._exit(1)) keyboard.wait("f11") bot = Bot() bot.state = "a5_town" bot._curr_location = Location.A5_TOWN_START bot.on_maintenance()