Files
my-botty/src/bot.py
T
alexpolo1andClaude Opus 5 00e047db98 feat(stealth): session rhythm, idle behaviour, and unproductive actions
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]>
2026-08-28 00:35:31 +02:00

1749 lines
93 KiB
Python

from transitions import Machine
import time
from input_layer import keyboard
import time
import os
import sys
import random
import cv2
import math
import numpy as np
from copy import copy
from collections import OrderedDict
from health_manager import set_pause_state
from transmute import Transmute
from utils.misc import wait, hms
from utils.log_rotation import safe_imwrite
from utils.restart import safe_exit
from game_stats import GameStats
from logger import Logger
from config import Config
from screen import grab, convert_monitor_to_screen, convert_screen_to_abs, convert_abs_to_monitor, convert_screen_to_monitor
import template_finder
from char import IChar
from item.pickit import PickIt
from item import consumables
from pather import Pather, Location
from char.sorceress import LightSorc, BlizzSorc, BlizzorbSorc, NovaSorc, HydraSorc
from char.trapsin import Trapsin
from char.paladin.hammerdin import Hammerdin
from char.paladin import FoHdin
from char.warlock import FireLock, AbyssLock, EchoLock
from char.amazon.javazon import Javazon
from char.barbarian import Barbarian
from char.necro import Necro
from char.poison_necro import Poison_Necro
from char.bone_necro import Bone_Necro
from char.basic import Basic
from char.basic_ranged import Basic_Ranged
from ui_manager import wait_until_hidden, wait_until_visible, ScreenObjects, is_visible, detect_screen_object
from ui import meters, skills, view, character_select, main_menu, game_browser
from ui import player_bar
from inventory import personal, vendor, belt, common
from game_recovery import GameRecovery
from death_manager import DeathManager
from run import Pindle, ShenkEld, Trav, Nihlathak, Arcane, Diablo, Vizier, Level
from run import ColdPlains
from run.baal import Baal
from run.mephisto import Mephisto
from run.andariel import Andariel
from run.countess import Countess
from town import TownManager, A1, A2, A3, A4, A5, town_manager
from messages import Messenger
from threading import Lock
from utils.stealth import maybe_afk_break, should_skip_run
class Bot:
# Merc-resurrect circuit breaker. A resurrect NPC that cannot be detected costs a full
# NPC hunt (~40s) per attempt, twice per game, in every game — with nothing to show for
# it. After this many consecutive failures, stop trying for a while and run mercless.
_MERC_RESURRECT_FAIL_LIMIT = 2
_MERC_RESURRECT_SKIP_GAMES = 15
# Set to the live Bot so utils.stealth can log into the same timeline without
# importing Bot (which would be a circular import).
_tl_active = None
@staticmethod
def timeline(phase: str, step: str, status: str = "start", detail: str = "") -> None:
"""Module-safe entry point for the timeline; a no-op if no Bot is running."""
if Bot._tl_active is not None:
Bot._tl_active.tl(phase, step, status, detail)
def __init__(self, game_stats: GameStats):
self._game_stats = game_stats
self._messenger = Messenger()
self._pather = Pather()
self._pickit = PickIt()
self._stash_mutex = Lock()
# Create Character
match Config().char["type"]:
case "sorceress" | "light_sorc":
self._char: IChar = LightSorc(Config().light_sorc, self._pather)
case "blizz_sorc":
self._char: IChar = BlizzSorc(Config().blizz_sorc, self._pather)
case "blizzorb_sorc":
self._char: IChar = BlizzorbSorc(Config().blizzorb_sorc, self._pather)
case "nova_sorc":
self._char: IChar = NovaSorc(Config().nova_sorc, self._pather)
case "hydra_sorc":
self._char: IChar = HydraSorc(Config().hydra_sorc, self._pather)
case "hammerdin" | "paladin":
self._char: IChar = Hammerdin(Config().hammerdin, self._pather, self._pickit) #pickit added for diablo
case "fohdin":
self._char: IChar = FoHdin(Config().fohdin, self._pather, self._pickit)
case "abyss_lock" | "warlock":
self._char: IChar = AbyssLock(Config().abyss_lock, self._pather)
case "fire_lock":
self._char: IChar = FireLock(Config().fire_lock, self._pather)
case "echo_lock":
self._char: IChar = EchoLock(Config().echo_lock, self._pather)
case "amazon" | "javazon":
self._char: IChar = Javazon(Config().javazon, self._pather)
case "trapsin":
self._char: IChar = Trapsin(Config().trapsin, self._pather)
case "barbarian":
self._char: IChar = Barbarian(Config().barbarian, self._pather)
case "poison_necro":
self._char: IChar = Poison_Necro(Config().poison_necro, self._pather)
case "bone_necro":
self._char: IChar = Bone_Necro(Config().bone_necro, self._pather)
case "necro":
self._char: IChar = Necro(Config().necro, self._pather)
case "basic":
self._char: IChar = Basic(Config().basic, self._pather)
case "basic_ranged":
self._char: IChar = Basic_Ranged(Config().basic_ranged, self._pather)
case _:
Logger.error(f'{Config().char["type"]} is not supported! Closing down bot.')
os._exit(1)
# Create Town Manager
a5 = A5(self._pather, self._char)
a4 = A4(self._pather, self._char)
a3 = A3(self._pather, self._char)
a2 = A2(self._pather, self._char)
a1 = A1(self._pather, self._char)
self._town_manager = TownManager(a1, a2, a3, a4, a5)
# Create runs
self._do_runs = {
"run_level": Config().routes.get("run_level"),
"run_cold_plains": Config().routes.get("run_cold_plains"),
"run_baal_xp": Config().routes.get("run_baal_xp") and Config().baal_xp.get("enabled", False),
"run_trav": Config().routes.get("run_trav"),
"run_pindle": Config().routes.get("run_pindle"),
"run_shenk": Config().routes.get("run_eldritch") or Config().routes.get("run_eldritch_shenk"),
"run_nihlathak": Config().routes.get("run_nihlathak"),
"run_arcane": Config().routes.get("run_arcane"),
"run_diablo": Config().routes.get("run_diablo"),
"run_vizier": Config().routes.get("run_vizier"),
"run_baal": Config().routes.get("run_baal"),
"run_mephisto": Config().routes.get("run_mephisto"),
"run_andariel": Config().routes.get("run_andariel"),
"run_countess": Config().routes.get("run_countess"),
}
# Adapt order to the config
self._do_runs = OrderedDict((k, self._do_runs[k]) for k in Config().routes_order if k in self._do_runs and self._do_runs[k])
self._do_runs_reset = copy(self._do_runs)
Logger.info(f"Doing runs: {self._do_runs_reset.keys()}")
if Config().general["randomize_runs"]:
self.shuffle_runs()
self._level = Level(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._cold_plains = ColdPlains(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._pindle = Pindle(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._shenk = ShenkEld(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._trav = Trav(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._nihlathak = Nihlathak(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._arcane = Arcane(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._diablo = Diablo(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._vizier = Vizier(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._baal = Baal(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._mephisto = Mephisto(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._andariel = Andariel(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._countess = Countess(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
# Create member variables
self._picked_up_items = False
self._tl_starts: dict = {}
self._tl_history: list = []
# Rolling window for the periodic Discord timing report. Deliberately NOT reset
# per game — it is reset when a report is sent.
self._tl_agg: dict = {}
# Scheduled-break state. Re-rolled after every break so the interval is
# never the same twice.
self._next_break_after = None
self._next_break_len: float = 0.0
self._tl_window_start: float = time.time()
self._tl_games = 0
self._tl_games_failed = 0
self._last_error_shot: str | None = None
Bot._tl_active = self
self._curr_loc: bool | Location = None
# Act the character spawned in this game — detected reliably at spawn (town
# markers are visible there). Used as the act-of-record when mid-town marker
# detection fails (markers are position-dependent and often off-screen).
self._spawn_act: Location | None = None
self._use_id_tome = True
self._use_keys = True
self._pre_buffed = False
self._stopping = False
self._pausing = False
self._current_threads = []
self._ran_no_pickup = False
self._previous_run_failed = False
self._maintenance_step: str | None = None
self._timer = time.time()
# Per-run recovery: track consecutive failures per run so a single broken
# run (bad path, missing WP, etc.) gets disabled instead of killing the bot.
self._disabled_runs: set[str] = set()
self._max_run_failures = Config().general.get("disable_run_after_failures", 5)
# Restore runs disabled in a prior game this session (GameStats persists across Bot instances).
for _run_name in self._game_stats.get_session_disabled_runs():
self._disabled_runs.add(_run_name)
if _run_name in self._do_runs:
self._do_runs[_run_name] = False
if _run_name in self._do_runs_reset:
self._do_runs_reset[_run_name] = False
# Create State Machine
self._states=['initialization','hero_selection', 'town', 'level', 'cold_plains', 'baal_xp', 'pindle', 'shenk', 'trav', 'nihlathak', 'arcane', 'diablo', 'vizier', 'baal', 'mephisto', 'andariel', 'countess']
self._transitions = [
{ 'trigger': 'init', 'source': 'initialization', 'dest': '=','before': "on_init"},
{ 'trigger': 'skip_to_level', 'source': 'initialization', 'dest': 'level', 'before': "on_skip_to_level"},
{ 'trigger': 'select_character', 'source': 'initialization', 'dest': 'hero_selection', 'before': "on_select_character"},
{ 'trigger': 'start_from_town', 'source': ['initialization', 'hero_selection'], 'dest': 'town', 'before': "on_start_from_town"},
{ 'trigger': 'create_game', 'source': 'hero_selection', 'dest': '=', 'before': "on_create_game"},
# Tasks within town
{ 'trigger': 'maintenance', 'source': 'town', 'dest': 'town', 'before': "on_maintenance"},
# Different runs
{ 'trigger': 'run_level', 'source': 'town', 'dest': 'level', 'before': "on_run_level"},
{ 'trigger': 'run_cold_plains', 'source': 'town', 'dest': 'cold_plains', 'before': "on_run_cold_plains"},
{ 'trigger': 'run_baal_xp', 'source': 'town', 'dest': 'baal_xp', 'before': "on_run_baal_xp"},
{ '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"},
{ 'trigger': 'run_nihlathak', 'source': 'town', 'dest': 'nihlathak', 'before': "on_run_nihlathak"},
{ 'trigger': 'run_arcane', 'source': 'town', 'dest': 'arcane', 'before': "on_run_arcane"},
{ 'trigger': 'run_diablo', 'source': 'town', 'dest': 'diablo', 'before': "on_run_diablo"},
{ 'trigger': 'run_vizier', 'source': 'town', 'dest': 'vizier', 'before': "on_run_vizier"},
{ 'trigger': 'run_baal', 'source': 'town', 'dest': 'baal', 'before': "on_run_baal" },
{ 'trigger': 'run_mephisto', 'source': 'town', 'dest': 'mephisto', 'before': "on_run_mephisto" },
{ 'trigger': 'run_andariel', 'source': 'town', 'dest': 'andariel', 'before': "on_run_andariel" },
{ 'trigger': 'run_countess', 'source': 'town', 'dest': 'countess', 'before': "on_run_countess" },
# End run / game
{ 'trigger': 'end_run', 'source': ['level', 'cold_plains', 'baal_xp', 'shenk', 'pindle', 'nihlathak', 'trav', 'arcane', 'diablo','vizier', 'baal', 'mephisto', 'andariel', 'countess'], 'dest': 'town', 'before': "on_end_run"},
{ 'trigger': 'end_game', 'source': ['town', 'shenk', 'pindle', 'nihlathak', 'trav', 'arcane', 'diablo','vizier','end_run', 'baal', 'mephisto', 'andariel', 'countess'], 'dest': 'initialization', 'before': "on_end_game"},
]
self.machine = Machine(model=self, states=self._states, initial="initialization", transitions=self._transitions, queued=True)
self._transmute = Transmute(self._game_stats)
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="initialization", 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 _verify_town_location(self, assumed: Location | None = None) -> Location:
"""Reconcile the tracked town location with the act the character is physically in.
Call at every retry/fallback site instead of hardcoding a town start. The char
respawns in whatever act it last save+exited from, so assumed locations rot
across failed games and poison all subsequent pathing.
"""
assumed_act = TownManager.get_act_from_location(assumed) if assumed else None
detected = self._town_manager.detect_current_act()
if detected is None:
# Town markers are position-dependent and often off-screen mid-town; the
# spawn act (detected reliably at game start) is the act of record then.
fallback = assumed_act or self._spawn_act or Location.A5_TOWN_START
Logger.warning(f"_verify_town_location: act detection failed — falling back to {fallback}")
return fallback
if assumed_act != detected:
if assumed_act:
Logger.warning(f"Town location mismatch: assumed {assumed_act}, detected {detected} — using detected")
return detected
# Return the act anchor (town start) — recovery paths need a location with
# defined pather routes, and `assumed` may be a non-town spot like a WP.
return assumed_act
def start(self):
from utils.misc import register_stop_condition, unregister_stop_condition
import threading
register_stop_condition(threading.get_ident(), lambda: self._stopping)
try:
self.trigger_or_stop('init')
finally:
unregister_stop_condition(threading.get_ident())
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, **kwargs):
if self._pausing:
Logger.info(f"{Config().general['name']} is now pausing")
self._game_stats.pause_timer()
while self._pausing:
from utils.misc import wait as _wait
_wait(0.2, 0.24)
if not self._stopping:
self.trigger(name, **kwargs)
def restart_or_exit(self, message: str =""):
if message:
Logger.error(message)
if not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason(message)
if Config().general["restart_d2r_when_stuck"]:
Logger.info("Restarting bot — game kept running")
import subprocess
subprocess.Popen([sys.executable, os.path.abspath(sys.argv[0])])
os._exit(0)
else:
Logger.info("Shut down botty")
safe_exit()
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)
#We clear() and update() to avoid assignment on _do_runs as this list is referenced
#by other classes and we want updates persisted everywhere.
self._do_runs.clear()
self._do_runs.update(OrderedDict(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 _rebuild_as_asset_to_trigger(trigger_to_assets: dict):
result = {}
for key in trigger_to_assets.keys():
for asset in trigger_to_assets[key]:
result[asset] = key
return result
def tl(self, phase: str, step: str, status: str = "start", detail: str = "") -> None:
"""One line of the whole-cycle timeline: spawn -> town -> run -> loot.
grep "TL>" log/log.txt
phase : game | town | run | stlth
status : start | ok | skip | fail
Every step is timed: "start" stamps the clock, and the terminating line reports
took=Ns. That is what turns the timeline from a trace into something you can find
the slow phase in. Format is deliberately fixed-width and machine-readable — do
not prettify it.
"""
key = (phase, step)
if status == "start":
self._tl_starts[key] = time.time()
took = ""
else:
t0 = self._tl_starts.pop(key, None)
secs = (time.time() - t0) if t0 is not None else None
took = f"took={secs:.1f}s" if secs is not None else ""
# Keep a breadcrumb trail for this game so a failure can be explained by what
# preceded it rather than just naming the step that happened to blow up.
self._tl_history.append((phase, step, status, secs))
if secs is not None:
agg = self._tl_agg.setdefault((phase, step), [0, 0.0, 0])
agg[0] += 1
agg[1] += secs
if status == "fail":
agg[2] += 1
gs = self._game_stats
head = (f"TL> g{getattr(gs, '_game_counter', 0)} r{getattr(gs, '_run_counter', 0)} "
f"| {phase:<5} | {step:<17} | {status:<5}")
bits = [b for b in (took, detail) if b]
line = f"{head} | {' | '.join(bits)}" if bits else head
(Logger.warning if status == "fail" else Logger.info)(line)
Bot._tl_active = self
def _maybe_report_timings(self) -> None:
"""Post a timing + failure digest to Discord on a fixed interval.
Aggregated from the same timeline the log uses, so the numbers here and the
TL>/FAIL> lines can never drift apart. The window resets on every send, so each
report covers exactly the period since the last one.
"""
try:
hours = float(Config().general.get("discord_timing_report_h", 2) or 0)
except Exception:
hours = 2.0
if hours <= 0:
return
elapsed = time.time() - self._tl_window_start
if elapsed < hours * 3600:
return
_NL = chr(10)
try:
games, failed = self._tl_games, self._tl_games_failed
ok = games - failed
pct = (failed / games * 100) if games else 0.0
lines = [
f"**Timing report** - last {elapsed / 3600:.1f}h",
f"Games: {games} ({ok} ok, {failed} failed - {pct:.1f}%)",
]
def _avg(key):
a = self._tl_agg.get(key)
return (a[1] / a[0]) if a and a[0] else 0.0
game_avg = _avg(("town", "maintenance")) + _avg(("run", "approach")) + _avg(("run", "battle"))
lines.append(
f"Avg town {_avg(('town','maintenance')):.0f}s | "
f"approach {_avg(('run','approach')):.0f}s | "
f"battle {_avg(('run','battle')):.0f}s | cycle ~{game_avg:.0f}s"
)
# Leaf steps only: "maintenance" and the run_name entry are umbrellas that
# contain the others. Stealth is excluded too — an AFK break is deliberate
# idling, so listing it as a "slow step" buries the real ones.
leaves = {k: v for k, v in self._tl_agg.items()
if k[0] != "stlth" and not (k[1] == "maintenance" or k[1].startswith("run_"))}
slow = sorted(leaves.items(), key=lambda kv: -(kv[1][1] / max(kv[1][0], 1)))[:5]
if slow:
lines.append(_NL + "__Slowest steps (avg)__")
for (ph, st), (cnt, tot, f) in slow:
lines.append(f"`{ph + '.' + st:<24}` {tot / cnt:5.0f}s x{cnt}" + (f" ({f} fail)" if f else ""))
fails = sorted(((k, v[2]) for k, v in self._tl_agg.items() if v[2]), key=lambda kv: -kv[1])
if fails:
lines.append(_NL + "__Failures by step__")
for (ph, st), c in fails[:6]:
lines.append(f"`{ph + '.' + st:<24}` {c}")
else:
lines.append(_NL + "No failing steps this window.")
stl = {k: v for k, v in self._tl_agg.items() if k[0] == "stlth"}
# Report observed against CONFIGURED rate, and call out anything that
# never fired. A behaviour missing from the timeline is the exact
# signature of the AFK-break bug — silence must be reported, not
# left to look like "the roll just hasn't come up".
try:
from config import Config as _Cfg
scfg = _Cfg().stealth
expected = {"skip_run": scfg["skip_run_chance"] / 100.0,
"afk_break": scfg["afk_break_chance"] / 100.0}
except Exception:
expected = {}
if stl or expected:
lines.append(_NL + "__Stealth__")
for (ph, st), (cnt, tot, _f) in sorted(stl.items()):
exp = f" (exp ~{expected[st] * games:.0f})" if st in expected and games else ""
lines.append(f"`{st:<20}` x{cnt}{exp}" + (f" {tot / 60:.0f}m" if tot >= 60 else ""))
for name, p_game in expected.items():
if any(k[1] == name for k in stl):
continue
exp_n = p_game * games
flag = "NEVER FIRED" if exp_n >= 3 else "none (too few games to judge)"
lines.append(f"`{name:<20}` x0 <- {flag} (exp ~{exp_n:.0f})")
if self._messenger.enabled:
self._messenger.send_message(_NL.join(lines))
Logger.info(f"Timing report sent ({games} games, {failed} failed, window {elapsed/3600:.1f}h)")
except Exception as e:
Logger.warning(f"Timing report failed (non-fatal): {e}")
finally:
self._tl_agg = {}
self._tl_window_start = time.time()
self._tl_games = 0
self._tl_games_failed = 0
def _report_failure(self, reason: str) -> None:
"""Emit one self-contained failure record.
grep "FAIL>" log/log.txt
A bare "Approach failed [step: X]" names the step that blew up but not what led
there — and the step that blew up is frequently not the one that cost the time.
This prints the reason, where the char ended up, the screenshot, the phase costs,
and the breadcrumb trail of the whole game, so a failure can be diagnosed from the
log alone without replaying it.
"""
gs = self._game_stats
tag = f"FAIL> g{getattr(gs, '_game_counter', 0)} r{getattr(gs, '_run_counter', 0)}"
Logger.error(f"{tag} | {reason}")
Logger.error(f"{tag} | at={self._curr_loc} | step={self._maintenance_step or '-'}"
+ (f" | shot={self._last_error_shot}" if self._last_error_shot else ""))
hist = [h for h in self._tl_history if h[3] is not None]
if hist:
# Rank leaf steps only. "maintenance" and the run_name entry are umbrellas
# that contain the others, so they always top the list and say nothing.
leaves = [h for h in hist if not (h[1] == "maintenance" or h[1].startswith("run_"))]
costly = sorted(leaves or hist, key=lambda h: -h[3])[:3]
Logger.error(f"{tag} | slowest: " + ", ".join(f"{p}.{st}={sec:.0f}s" for p, st, _, sec in costly))
trail = " > ".join(
f"{p}.{st}{'!' if stat == 'fail' else ''}{f'({sec:.0f}s)' if sec >= 1 else ''}"
for p, st, stat, sec in hist[-12:]
)
Logger.error(f"{tag} | trail: {trail}")
fails = [h for h in self._tl_history if h[2] == "fail"]
if len(fails) > 1:
Logger.error(f"{tag} | note: {len(fails)} failing steps this game: "
+ ", ".join(f"{p}.{st}" for p, st, _, _ in fails))
def on_init(self):
self._game_stats.log_start_game()
self._tl_history = []
self._last_error_shot = None
self._town_manager.reset_wp_budget()
keyboard.release(Config().char["stand_still"])
active_routes = list(self._do_runs.keys())
difficulty = Config().general.get("difficulty", "unknown")
char_type = Config().char.get("type", "unknown")
Logger.info(f"=== BOT START === char={char_type} | difficulty={difficulty} | routes={active_routes}")
self.tl("game", "start", "start", f"char={char_type} difficulty={difficulty} routes={active_routes}")
# Report which stealth behaviours actually have reachable call sites.
# A behaviour that is enabled but unreachable prints as UNREACHABLE —
# the AFK-break gap would have been visible on session one instead of
# after 225 games.
try:
from utils.stealth import log_manifest
log_manifest()
except Exception as e:
Logger.debug(f"stealth manifest unavailable: {e}")
# Force D2R client area to stable position to prevent offset drift
from utils.misc import enforce_d2r_window
enforce_d2r_window(5, 98)
wait(0.3)
# If we're only doing run_level and character is already in-game, skip
# the town detection and go straight to the run
if list(self._do_runs.keys()) == ["run_level"]:
Logger.info("Level run only - skipping town detection, starting directly")
self._curr_loc = Location.A1_TOWN_START
self.trigger_or_stop("skip_to_level")
return
# Same for a cold-plains-only grinder (e.g. the bloodmoor lvl 1 sorc):
# the character is already standing in A1 town, so skip the town marker
# scan and go straight to the run.
if list(self._do_runs.keys()) == ["run_cold_plains"]:
Logger.info("Cold Plains run only - skipping town detection, starting directly")
self._curr_loc = Location.A1_TOWN_START
self._spawn_act = Location.A1_TOWN_START
self.trigger_or_stop("skip_to_level")
return
transition_to_screens = Bot._rebuild_as_asset_to_trigger({
"select_character": main_menu.MAIN_MENU_MARKERS,
"start_from_town": town_manager.TOWN_MARKERS,
})
if (match := template_finder.search_and_wait(list(transition_to_screens.keys()), best_match=True)).valid:
self.trigger_or_stop(transition_to_screens[match.name])
else:
# Stranded mid-town: town markers are position-dependent, so a char left
# standing away from the spawn shows NO known marker. If we're in-game,
# save+exit to character select and re-detect instead of giving up.
if is_visible(ScreenObjects.InGame):
Logger.warning("on_init: in-game but no known marker visible — save+exit to recover")
view.save_and_exit()
wait(2, 3)
if (match := template_finder.search_and_wait(list(transition_to_screens.keys()), best_match=True, timeout=20)).valid:
self.trigger_or_stop(transition_to_screens[match.name])
return
self.restart_or_exit(f"Failed to detect {list(transition_to_screens.keys())}.")
def on_select_character(self):
# Make sure the correct char is selected
if not character_select.has_char_template_saved():
character_select.save_char_online_status()
# Never trust the highlighted character blindly — if a char_name is
# configured, select it first so the saved template is the right char.
char_name = Config().general.get("char_name", "")
if char_name and not character_select.select_char_by_name(char_name):
Logger.warning(f"Could not select configured character '{char_name}' — saving currently highlighted character instead")
character_select.save_char_template()
else:
if not character_select.select_char():
if Config().general["info_screenshots"]:
timestamp = time.strftime("%Y%m%d_%H%M%S")
safe_imwrite("./log/screenshots/info/info_failed_character_select_" + timestamp + ".png", grab())
if character_select.has_char_template_saved():
saved_char_img = character_select.get_saved_char_template()
safe_imwrite("./log/screenshots/info/info_failed_character_select_saved_template_" + timestamp + ".png", saved_char_img)
self._game_stats.set_failure_reason("Character selection failed at hero screen")
self.restart_or_exit()
self.trigger_or_stop("create_game")
def on_create_game(self):
# Start a game from hero selection
if (m := wait_until_visible(ScreenObjects.MainMenu)).valid:
if "DARK" in m.name:
keyboard.send("esc")
main_menu.start_game()
view.move_to_corpse()
else:
self._game_stats.set_failure_reason("Could not detect main menu to start game")
self.restart_or_exit()
self.trigger_or_stop("start_from_town")
def on_start_from_town(self):
self._curr_loc = self._town_manager.wait_for_town_spawn()
if not self._curr_loc:
# Try a direct marker scan before any blind default — D2R respawns the
# char in the act it last save+exited from, which is A4/A5 for this
# route, so the old A1 default ran wrong-act pathing immediately.
detected = self._town_manager.detect_current_act(timeout=4)
if detected:
Logger.warning(f"Town spawn templates missed — act detection says {detected}")
self._curr_loc = detected
else:
Logger.warning("Could not detect town spawn — defaulting to A5_TOWN_START (route home act)")
self._curr_loc = Location.A5_TOWN_START
self._spawn_act = TownManager.get_act_from_location(self._curr_loc)
self.tl("game", "spawn", "ok", f"at {self._curr_loc} (act {self._spawn_act})")
# Handle picking up corpse in case of death
if (corpse_present := is_visible(ScreenObjects.Corpse)):
self._previous_run_failed = True
view.pickup_corpse()
wait_until_hidden(ScreenObjects.Corpse)
belt.fill_up_belt_from_inventory(Config().char["num_loot_columns"])
self._char.discover_capabilities()
if corpse_present and self._char.capabilities.can_teleport_with_charges and not self._char.select_tp():
keybind = Config().char["teleport"]
Logger.info(f"Teleport keybind is lost upon death. Rebinding teleport to '{keybind}'")
self._char.remap_right_skill_hotkey("TELE_ACTIVE", Config().char["teleport"])
# Run /nopickup command to avoid picking up stuff on accident
if Config().char["enable_no_pickup"] and (not self._ran_no_pickup and not self._game_stats._nopickup_active):
self._ran_no_pickup = True
if view.enable_no_pickup():
self._game_stats._nopickup_active = True
Logger.info("Activated /nopickup")
else:
Logger.error("Failed to detect if /nopickup command was applied or not")
self._game_stats.log_exp()
self.trigger_or_stop("maintenance")
def on_maintenance(self):
# Defensive: ensure _curr_loc is valid before any town manager call
if not self._curr_loc:
Logger.warning("No current location set — detecting town act from screen")
self._curr_loc = self._verify_town_location()
# Pause health manager if not already paused
set_pause_state(True)
# One-time skill bind preflight (like the D2R settings check at start):
# press each configured skill hotkey and verify the expected icon appears
# on the right slot. Warns loudly on mismatch; never blocks the run.
if not getattr(self, "_skill_preflight_done", False):
self._skill_preflight_done = True
try:
from utils.skill_preflight import validate_build_skill_icons
if not validate_build_skill_icons(Config()):
Logger.warning("Skill preflight found mismatched binds — run tools/set_binds_from_params.py to fix them automatically.")
except Exception as e:
Logger.warning(f"Skill preflight skipped: {e}")
# Hard timeout: if town maintenance is still running after this many seconds,
# something is stuck (pathing lost, NPC template mismatch, etc.). Bail out
# with save-and-exit so the bot rejoins a clean game rather than spinning forever.
_maint_start = time.time()
_maint_max = Config().general["max_maintenance_time_s"]
def _maint_timed_out(next_step: str) -> bool:
elapsed = time.time() - _maint_start
if elapsed > _maint_max:
reason = f"Maintenance timeout after {elapsed:.0f}s before [{next_step}] — save and exit to rejoin"
Logger.error(reason)
self._save_error_screenshot("maintenance_timeout", reason)
if not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason(reason)
self.trigger_or_stop("end_game", failed=True)
return True
return False
def _step(step: str, status: str = "start", detail: str = "") -> None:
"""Emit one line of the town-maintenance timeline.
Every step reports start and outcome in the same shape so a whole town visit
can be read (or grepped) as a sequence:
grep "TL>" log/log.txt
status is one of: start | ok | skip | fail. Keep the format stable — it is
meant to be machine-readable, not prose.
"""
if status == "start":
self._maintenance_step = step
self.tl("town", step, status, detail)
self._step_fn = _step
_step("maintenance", "start", f"at {self._curr_loc}")
# Dismiss skill/quest/help/stats icon if they are on screen
if not view.dismiss_skills_icon():
view.return_to_play()
# Top up health with belt potions before doing any town work.
# The health manager is paused in town so it won't auto-pot for us.
# We aim for ~95% HP so the character enters the next run at full health.
# Drinks health first (cheaper), then rejuv as fallback if health is unavailable.
# Happens before update_pot_needs so the reduced belt is accurately counted
# and the buy step will restock whatever was drunk.
# Stealth: an occasional unproductive town action. The bot otherwise
# never does anything without a purpose, which is itself distinctive.
# Town only, panel check paused, and strictly best-effort — this must
# never be able to fail a maintenance step.
try:
from utils.stealth import should_browse_town, idle_drift
if should_browse_town():
set_panel_check_paused(True)
keyboard.send(Config().char["inventory_screen"])
wait(0.7, 1.9)
idle_drift()
wait(0.3, 0.9)
keyboard.send(Config().char["inventory_screen"])
wait(0.2, 0.4)
set_panel_check_paused(False)
except Exception as e:
Logger.debug(f"town browse skipped: {e}")
try:
set_panel_check_paused(False)
except Exception:
pass
_step("town_heal")
_town_heal_threshold = 0.95
_town_heal_max_drinks = 5
for _drink_attempt in range(_town_heal_max_drinks):
_hp_img = grab()
_hp = meters.get_health(_hp_img)
if _hp >= _town_heal_threshold:
break
Logger.info(f"Town heal: HP at {_hp * 100:.0f}% — drinking potion to recover (attempt {_drink_attempt + 1}/{_town_heal_max_drinks})")
_mp = meters.get_mana(_hp_img)
_drank = belt.drink_potion("health", stats=[_hp, _mp])
if not _drank:
_drank = belt.drink_potion("rejuv", stats=[_hp, _mp])
if not _drank:
Logger.debug("Town heal: no health or rejuv potions in belt — cannot recover HP in town")
break
wait(2.0, 2.5) # wait for potion to tick (town regen is slow)
# Look at belt to figure out how many pots need to be picked up
belt.update_pot_needs()
# If we are doing trav_runs and juvs are full we will remove extra runs
if ("run_trav" == next(iter(self._do_runs))) and (consumables.get_needs("rejuv") <= 1):
while (len(self._do_runs) > 1):
skipped_run = self._do_runs.popitem()[0]
Logger.info(f"We are running trav and have full rejuvs so skipping {skipped_run}")
# Inspect inventory
_step("inspect_inventory")
items = None
need_inspect = self._picked_up_items or self._previous_run_failed
if Config().char["runs_per_stash"]:
need_inspect |= (self._game_stats._run_counter - 1) % Config().char["runs_per_stash"] == 0
if need_inspect:
img = personal.open_inventory()
# Update TP, ID, key needs
if self._game_stats._game_counter == 1:
self._use_id_tome = common.tome_state(img, 'id')[0] is not None
self._use_keys = is_visible(ScreenObjects.Key, img)
if (self._game_stats._run_counter - 1) % 4 == 0 or self._previous_run_failed:
personal.update_tome_key_needs(img, item_type = 'tp')
if self._use_id_tome:
personal.update_tome_key_needs(img, item_type = 'id')
if self._use_keys:
# if keys run out then refilling will be unreliable :(
self._use_keys = personal.update_tome_key_needs(img, item_type = 'key')
# Check inventory items
if personal.inventory_has_items(img):
Logger.debug("Inspecting inventory items")
items = personal.inspect_items(img, game_stats=self._game_stats, close_window=False)
common.close()
Logger.debug(f"Needs: {consumables.get_needs()}")
#Cast town buffs (ie burst of speed etc)
if not self._pre_buffed:
self._char.cast_town_buffs(self._curr_loc)
if items:
# if there are still items that need identifying, go to cain to identify them
if any([item.need_id for item in items]):
if _maint_timed_out("identify_items"): return
Logger.info("ID items at cain")
_step("identify_items", "start", f"items needing id={sum(1 for i in items if getattr(i, 'need_id', False))}")
self._curr_loc = self._town_manager.identify(self._curr_loc)
if self._curr_loc is True:
Logger.warning("identify() returned True (unexpected location) — re-detecting town act")
self._curr_loc = self._verify_town_location()
if not self._curr_loc:
_step("identify_items", "fail", "Cain not available — continuing unidentified")
Logger.warning("Could not identify items (Cain not available). Continuing without ID.")
self._curr_loc = self._verify_town_location()
else:
# recheck inventory
items = personal.inspect_items(game_stats=self._game_stats)
_step("identify_items", "ok", f"at {self._curr_loc}")
keep_items = any([item.keep for item in items]) if items else None
sell_items = any([item.sell for item in items]) if items else None
sell_count = sum(1 for item in items if item.sell) if items else 0
stash_gold = personal.get_inventory_gold_full()
_step("inspect_inventory", "ok",
f"in pack={len(items) if items else 0} keep={sum(1 for i in items if i.keep) if items else 0} "
f"sell={sell_count} gold_full={bool(stash_gold)}")
# Check if should need some healing
img = grab()
need_refill = (
consumables.should_buy("health", min_needed = 3) or
consumables.should_buy("mana", min_needed = 3) or
(self._use_keys and consumables.should_buy("key", min_remaining = 4)) or
consumables.should_buy("tp", min_remaining = 8) or
# Raised 3 -> 8 (2026-08-27) to match the tp threshold on the same trip.
# Every rare now consumes an ID scroll (the pickit's rare catch-all), so the
# tome drains far faster than when only a handful of item types were picked
# up. At 3 the bot ran down to 2 scrolls before restocking, and an un-ID'd
# rare is never sold — it is held as need_id and occupies a slot instead.
# The A5->A4 vendor trip this can trigger is also much safer now that
# detect_current_act refuses to guess the act (Bug 28).
consumables.should_buy("id", min_remaining = 8)
)
# A vendor trip from A5 means an A5->A4 WP round-trip, the most failure-prone
# navigation in the bot. 1-2 junk items aren't worth that risk - let them
# accumulate and sell when the trip is needed anyway (or 3+ are pending).
if need_refill or sell_count >= 3:
if _maint_timed_out("buy_consumables"): return
Logger.info("Buy consumables and/or sell items")
_step("buy_consumables", "start",
f"needs id={consumables.get_needs('id')} tp={consumables.get_needs('tp')} "
f"hp={consumables.get_needs('health')} mana={consumables.get_needs('mana')} "
f"rejuv={consumables.get_needs('rejuv')} | sell_pending={sell_count}")
prev_buy_loc = self._curr_loc
# A5 Malah is unreliable in the current patch (wandering NPC, stale body
# templates — fails most games). Buy at A4 Jamella instead when in A5.
buy_loc = self._curr_loc
if TownManager.get_act_from_location(buy_loc) == Location.A5_TOWN_START:
Logger.info("Buy consumables: in A5 — traveling to A4 Jamella (Malah unreliable)")
a4_loc = self._town_manager.go_to_act(4, buy_loc)
if a4_loc:
buy_loc = a4_loc
self._curr_loc = a4_loc
prev_buy_loc = a4_loc
else:
Logger.warning("Buy consumables: travel to A4 failed — trying A5 Malah anyway")
self._curr_loc, result_items = self._town_manager.buy_consumables(buy_loc, items = items)
if self._curr_loc:
items = result_items
sell_items = any([item.sell for item in items]) if items else None
Logger.debug(f"Needs: {consumables.get_needs()}")
_step("buy_consumables", "ok", f"at {self._curr_loc} | after: {consumables.get_needs()}")
else:
Logger.warning("Buy consumables failed, retrying in current act")
wait(0.5, 0.6)
if _maint_timed_out("buy_consumables_retry"): return
retry_start = self._verify_town_location(prev_buy_loc)
self._curr_loc, result_items = self._town_manager.buy_consumables(retry_start, items = items)
if not self._curr_loc:
# Travel to an alternate act's vendor. Prefer A4 Jamella: she stands
# at a fixed spot and detects reliably, unlike Malah who wanders.
alt_act = 4 if TownManager.get_act_from_location(retry_start) != Location.A4_TOWN_START else 5
Logger.warning(f"Buy consumables failed again, retrying via act {alt_act} vendor")
wait(0.5, 0.6)
if _maint_timed_out("buy_consumables_alt_act_retry"): return
alt_loc = self._town_manager.go_to_act(alt_act, self._verify_town_location(retry_start))
if alt_loc:
self._curr_loc, result_items = self._town_manager.buy_consumables(alt_loc, items = items)
else:
# Never run another act's pathing without confirmed travel — that
# wanders the char to a random spot and fires false-positive clicks.
Logger.error(f"Buy consumables retry: could not navigate to act {alt_act} — skipping alternate retry")
if self._curr_loc:
items = result_items
sell_items = any([item.sell for item in items]) if items else None
Logger.debug(f"Needs: {consumables.get_needs()}")
else:
# NON-FATAL: buying pots is optional (belt refills from drops), but
# STASHING loot is the whole point of the run. Do NOT end the game
# here — that skips the stash step and strands picked-up runes/items
# in inventory forever. Re-anchor and fall through to stash.
reason = "Buy consumables failed (vendor not found) — continuing to stash without buying"
_step("buy_consumables", "fail", "vendor not found after retries — continuing to stash")
Logger.warning(reason)
self._save_error_screenshot("maintenance", reason)
self._curr_loc = self._verify_town_location(prev_buy_loc)
elif meters.get_health(img) <= Config().char["take_rejuv_potion_health"] or meters.get_mana(img) <= Config().char["take_rejuv_potion_mana"]:
Logger.info("Healing at next possible Vendor")
_step("heal")
prev_heal_loc = self._curr_loc
self._curr_loc = self._town_manager.heal(self._curr_loc)
if not self._curr_loc:
Logger.warning("Heal failed, retrying")
wait(0.5, 0.6)
self._curr_loc = self._town_manager.heal(self._verify_town_location(prev_heal_loc))
if not self._curr_loc:
_step("heal", "fail", "healer not reachable")
Logger.warning("Heal failed after retry, continuing without heal")
self._curr_loc = self._verify_town_location(prev_heal_loc)
# After buying (or failing to buy), pull any pots already sitting in inventory into the belt.
# This covers the "out of gold" case where we couldn't buy new pots but have leftover ones.
if consumables.get_needs("health") > 0 or consumables.get_needs("mana") > 0 or consumables.get_needs("rejuv") > 0:
Logger.debug("Filling belt from inventory pots before stash")
belt.fill_up_belt_from_inventory(Config().char["num_loot_columns"])
belt.update_pot_needs()
# Stash stuff
if not (keep_items or stash_gold):
_step("stash_items", "skip", "nothing kept and gold not full")
if keep_items or stash_gold:
if _maint_timed_out("stash_items"): return
Logger.info("Stashing items")
_step("stash_items", "start", f"keep_items={bool(keep_items)} gold_full={bool(stash_gold)}")
prev_loc = self._curr_loc
self._curr_loc, result_items = self._town_manager.stash(self._curr_loc, items=items, game_stats=self._game_stats)
if not self._curr_loc:
Logger.warning("Stash failed, retrying from detected town location")
wait(0.5, 0.6)
if _maint_timed_out("stash_items_retry"): return
self._curr_loc, result_items = self._town_manager.stash(self._verify_town_location(prev_loc), items=items, game_stats=self._game_stats)
if not self._curr_loc:
reason = "Maintenance failed [step: stash_items] — stash NPC not found after retry"
_step("stash_items", "fail", "stash not found after retry — ending game")
Logger.error(reason)
self._save_error_screenshot("maintenance", reason)
if not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason(reason)
self.trigger_or_stop("end_game", failed=True)
return
sell_items = any([item.sell for item in result_items]) if result_items else None
_step("stash_items", "ok", f"at {self._curr_loc} | left in pack={len(result_items) if result_items else 0}")
#Acquire mutex to prevent controller from killing thread during transmutes
self._stash_mutex.acquire()
Logger.info("Running transmutes")
self._transmute.run_transmutes(force=False)
common.close()
self._stash_mutex.release()
self._picked_up_items = False
scan_interval = Config().general.get("stash_scan_interval", False)
if scan_interval and self._game_stats._run_counter % scan_interval == 0:
Logger.info(f"Stash scan triggered (run {self._game_stats._run_counter}, interval {scan_interval})")
try:
import sys as _sys, os as _os
_scripts = _os.path.join(_os.path.dirname(_os.path.dirname(_os.path.abspath(__file__))), "scripts")
if _scripts not in _sys.path:
_sys.path.insert(0, _scripts)
from stash_inventory import scan_page, TOTAL_PAGES, ensure_stash_open
from make_stash_csv import make_csv
_root = _os.path.dirname(_os.path.dirname(_os.path.abspath(__file__)))
if ensure_stash_open():
all_items = {}
for _p in range(TOTAL_PAGES):
all_items[_p] = scan_page(_p)
_json_path = _os.path.join(_root, "log", "stash_inventory.json")
import json as _json
with open(_json_path, "w") as _f:
_json.dump(all_items, _f, indent=2)
_csv_path = _os.path.join(_root, "stash_list.csv")
_order, _ = make_csv(_json_path, _csv_path)
Logger.info(f"Stash scan complete: {len(_order)} unique items -> {_csv_path}")
from inventory.common import close as _close
_close()
except Exception as _e:
Logger.warning(f"Stash scan failed (non-fatal): {_e}")
# Check if we are out of tps or need repairing
need_repair = is_visible(ScreenObjects.NeedRepair)
need_routine_repair = False if not Config().char["runs_per_repair"] else self._game_stats._run_counter % Config().char["runs_per_repair"] == 0
need_refill_teleport = self._char.capabilities.can_teleport_with_charges and (not self._char.select_tp() or self._char.is_low_on_teleport_charges())
if not (need_repair or need_routine_repair or need_refill_teleport or sell_items):
_step("repair", "skip", "no repair due and nothing to sell")
if need_repair or need_routine_repair or need_refill_teleport or sell_items:
if _maint_timed_out("repair"): return
if need_repair:
Logger.info("Repair needed. Gear is about to break")
elif need_routine_repair:
Logger.info(f"Routine repair. Run count={self._game_stats._run_counter}, runs_per_repair={Config().char['runs_per_repair']}")
elif need_refill_teleport:
Logger.info("Teleport charges ran out. Need to repair")
elif sell_items:
Logger.info("Selling items at repair vendor")
_reason = ("gear about to break" if need_repair else
"routine" if need_routine_repair else
"tp charges" if need_refill_teleport else "sell items")
_step("repair", "start", f"reason={_reason} sell_pending={bool(sell_items)}")
prev_repair_loc = self._curr_loc
self._curr_loc, result_items = self._town_manager.repair(self._curr_loc, items)
if not self._curr_loc:
Logger.warning("Repair failed, retrying from detected town location")
wait(0.5, 0.6)
self._curr_loc, result_items = self._town_manager.repair(self._verify_town_location(prev_repair_loc), items)
if self._curr_loc:
items = result_items
_step("repair", "ok", f"at {self._curr_loc}")
if not self._curr_loc:
_step("repair", "fail", "vendor not found — non-fatal, continuing")
# Keep maintenance best-effort for stability: avoid killing runs on flaky NPC/vendor detection.
# IMPORTANT: re-detect the act — a failed repair trip may have left us in A4,
# and assuming A5 here poisons the next run's waypoint pathing AND the act
# the character respawns in after save+exit.
if need_refill_teleport and self._char.capabilities.can_teleport_with_charges and not self._char.capabilities.can_teleport_natively:
Logger.warning("Repair failed and teleport charges are required, trying to buy TP from vendor")
consumables.set_needs("tp", 20)
self._curr_loc = self._verify_town_location()
else:
Logger.warning(f"Repair/vendor interaction failed [step: repair]; skipping maintenance and continuing run.")
self._curr_loc = self._verify_town_location()
# Check if merc needs to be revived
if _maint_timed_out("resurrect_merc"): return
_step("resurrect_merc")
if Config().char["use_merc"]:
merc_visible = False
try:
merc_visible = is_visible(ScreenObjects.MercIcon)
except Exception:
Logger.debug("Merc icon detection error, skipping resurrect check")
merc_visible = True
# Confirm with 'O' key - opens merc panel if alive, does nothing if dead
if not merc_visible and not self._game_stats._merc_resurrect_failed:
Logger.debug("Merc icon not visible, confirming with merc panel check")
keyboard.send("o")
wait(0.3, 0.4)
merc_panel_open = is_visible(ScreenObjects.MercPanelText)
# ALWAYS toggle 'o' back, whatever it opened. Symmetry is the only safe
# dismiss here:
# - closing only when MercPanelText matched left the CHRONICLE panel
# (what 'o' actually opens on this client) up for the whole game
# - "just send esc" is WORSE: with nothing open, esc opens the GAME MENU,
# which LeftPanel/RightPanel do not match, so nothing closes that either
# and every later template search sees a menu instead of the town
# 'o' opened it, so 'o' closes it, and it cannot open something new.
keyboard.send("o")
wait(0.25, 0.35)
if merc_panel_open:
merc_visible = True
# Record the REAL answer before the breaker below overwrites merc_visible
# as a way of suppressing the attempt — otherwise the happy path (merc
# alive) is indistinguishable from the suppressed one.
merc_alive = merc_visible
gs = self._game_stats
skip_until = getattr(gs, "_merc_resurrect_skip_until", 0)
if not merc_visible and gs._game_counter < skip_until:
Logger.debug(
f"Skipping merc resurrect until game {skip_until} "
f"(resurrect NPC unreachable {getattr(gs, '_merc_resurrect_fail_streak', 0)}x in a row)"
)
_step("resurrect_merc", "skip", f"breaker active until game {skip_until}")
merc_visible = True # suppress this game's attempt without touching state
if not merc_visible and not self._game_stats._merc_resurrect_failed:
Logger.info("Resurrect merc")
new_loc = self._town_manager.resurrect(self._curr_loc)
if new_loc is False:
# Only retry while resurrect still works sometimes. When the NPC simply
# cannot be found, the retry is a second guaranteed ~40s hunt.
if getattr(gs, "_merc_resurrect_fail_streak", 0) < 1:
Logger.warning("Resurrect failed, retrying")
wait(0.5, 0.6)
new_loc = self._town_manager.resurrect(self._curr_loc)
else:
Logger.warning("Resurrect failed — skipping the retry, this NPC has been unreachable")
if new_loc is False:
# Failed to resurrect (can't afford or other error) - don't log death, just continue
_step("resurrect_merc", "fail", "NPC not reachable — continuing mercless")
Logger.warning("Failed to resurrect merc after retry, continuing without merc")
self._game_stats._merc_resurrect_failed = True
gs._merc_resurrect_fail_streak = getattr(gs, "_merc_resurrect_fail_streak", 0) + 1
if gs._merc_resurrect_fail_streak >= self._MERC_RESURRECT_FAIL_LIMIT:
gs._merc_resurrect_skip_until = gs._game_counter + self._MERC_RESURRECT_SKIP_GAMES
Logger.warning(
f"Merc resurrect has failed {gs._merc_resurrect_fail_streak}x in a row — "
f"skipping it until game {gs._merc_resurrect_skip_until} to stop burning "
f"~40s per hunt. Running without a merc until then."
)
# resurrect() may have traveled to A4 before failing — re-anchor
breadcrumb = getattr(self._town_manager, "last_known_loc", None)
if breadcrumb:
Logger.info(f"Resurrect traveled before failing — act-of-record now {breadcrumb}")
self._curr_loc = breadcrumb
self._town_manager.last_known_loc = None
elif new_loc is None:
_step("resurrect_merc", "skip", "resurrect returned None — staying put")
Logger.warning("Resurrect returned None, continuing at current location")
else:
_step("resurrect_merc", "ok", f"at {new_loc}")
self._game_stats.log_merc_death()
self._curr_loc = new_loc
# It worked — clear the breaker so a transient failure never
# permanently disables resurrecting.
gs._merc_resurrect_fail_streak = 0
gs._merc_resurrect_skip_until = 0
elif merc_alive:
_step("resurrect_merc", "skip", "merc alive")
elif self._game_stats._merc_resurrect_failed:
_step("resurrect_merc", "skip", "already failed this game")
else:
_step("resurrect_merc", "skip", "use_merc disabled")
# Gamble if needed
if _maint_timed_out("gamble"): return
if not (vendor.get_gamble_status() and Config().char["gamble_items"]):
_step("gamble", "skip", "stash not full / gambling not configured")
else:
_step("gamble")
while vendor.get_gamble_status() and Config().char["gamble_items"]:
Logger.debug("Head to gamble")
self._curr_loc = self._town_manager.gamble(self._curr_loc)
if not self._curr_loc:
_step("gamble", "fail", "gamble vendor not reachable")
Logger.warning("Gamble failed, skipping gamble")
self._curr_loc = self._verify_town_location()
break
items = vendor.gamble()
if items:
self._curr_loc, _ = self._town_manager.stash(self._curr_loc, items = items)
common.close()
if not self._curr_loc:
Logger.warning("Gamble stash failed")
self._curr_loc = self._verify_town_location()
break
_step("maintenance", "ok", f"at {self._curr_loc}")
# Start a new run
started_run = False
self._previous_run_failed = False
for key in self._do_runs:
if self._do_runs[key]:
if should_skip_run():
self._do_runs[key] = False
continue
self.trigger_or_stop(key)
started_run = True
break
if not started_run:
self.trigger_or_stop("end_game")
def on_end_game(self, failed: bool = False):
if failed and not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason("Game ended without completing runs")
if Config().general["info_screenshots"] and failed:
safe_imwrite("./log/screenshots/info/info_failed_game_" + time.strftime("%Y%m%d_%H%M%S") + ".png", grab())
self.tl("game", "end", "fail" if failed else "ok",
(self._game_stats.get_failure_reason() or "") if failed else "")
self._tl_games += 1
if failed:
self._tl_games_failed += 1
self._report_failure(self._game_stats.get_failure_reason() or "unknown reason")
self._maybe_report_timings()
self._curr_loc = False
self._pre_buffed = False
if view.save_and_exit() == False:
Logger.error("Normal save_and_exit failed! Attempting fast_save_and_exit and resetting bot.")
img = grab()
if not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason("save_and_exit failed")
view.fast_save_and_exit()
self.stop()
if Config().general["info_screenshots"]:
self._last_chicken_screenshot = "./log/screenshots/info/info_failed_exit_" + time.strftime("%Y%m%d_%H%M%S") + ".png"
safe_imwrite(self._last_chicken_screenshot, img)
set_pause_state(True)
self._game_stats.log_end_game(failed=failed)
# Session budget: stop after roughly N hours (rolled per run), so
# consecutive days are not identical in length. Playing the same hours
# every night is a stronger signal than any per-click timing.
try:
from utils.stealth import session_budget_seconds
budget = session_budget_seconds()
if budget and (time.time() - self._timer) > budget:
msg = f"Session budget reached ({hms(time.time() - self._timer)}) — stopping for today."
Logger.info(msg)
self.tl("stlth", "session_end", "ok", msg)
if self._messenger.enabled:
self._messenger.send_message(msg)
return self.stop()
except Exception as e:
Logger.debug(f"session budget check skipped: {e}")
# Scheduled long break. The interval and duration are RE-ROLLED each
# time: a break at exactly 120 minutes every time is still a pattern,
# just a slower one than taking no break at all.
from utils.stealth import break_schedule, idle_drift
if self._next_break_after is None:
self._next_break_after, self._next_break_len = break_schedule()
if self._next_break_after:
elapsed_time = time.time() - self._timer
Logger.debug(f'Session length = {math.ceil(elapsed_time/60)} minutes, next break after {self._next_break_after/60:.0f}m.')
if elapsed_time > self._next_break_after:
break_msg = f'Ran for {hms(elapsed_time)}, taking a break for {hms(self._next_break_len)}.'
Logger.info(break_msg)
self.tl("stlth", "scheduled_break", "start", break_msg)
if self._messenger.enabled:
self._messenger.send_message(break_msg)
if not self._pausing:
self.toggle_pause()
idle_drift()
wait(self._next_break_len)
# Re-roll for the next one and restart the clock.
self._next_break_after, self._next_break_len = break_schedule()
self._timer = time.time()
self.tl("stlth", "scheduled_break", "ok", "resuming")
break_msg = f'Break over, will now run for {self._next_break_after/60:.0f}m.'
Logger.info(break_msg)
if self._messenger.enabled:
self._messenger.send_message(break_msg)
if self._pausing:
self.toggle_pause()
self._timer = time.time()
#We clear() and update() to avoid assignment on _do_runs as this list is referenced
#by other classes and we want updates persisted everywhere.
self._do_runs.clear()
self._do_runs.update(self._do_runs_reset)
if Config().general["randomize_runs"]:
self.shuffle_runs()
if Config().stealth.get("reshuffle_each_rotation"):
tmp = list(self._do_runs_reset.items())
random.shuffle(tmp)
self._do_runs_reset = OrderedDict(tmp)
self._do_runs.clear()
self._do_runs.update(self._do_runs_reset)
self.trigger_or_stop("init")
def on_end_run(self):
# baal_xp is a self-contained cycle: it leaves the public game and re-enters
# its own game inside the handler, so the character is already standing in
# town when we get here. Skip the TP-to-town logic and go straight to
# maintenance (which re-detects the act and does the town routine).
if self.state == "baal_xp":
if not self._curr_loc:
self._curr_loc = self._verify_town_location()
set_pause_state(True)
self.trigger_or_stop("maintenance")
return
if not Config().char["pre_buff_every_run"]:
self._pre_buffed = True
# No-TP levelling chars (e.g. a pre-clvl-18 sorc): the run object
# walks the char home itself — tp_town() would just fail and waste
# time on retries.
run_obj = getattr(self, "_current_run", None)
if run_obj is not None and hasattr(run_obj, "return_to_town"):
self._curr_loc = run_obj.return_to_town()
if self._curr_loc:
set_pause_state(True)
# Stealth: same AFK-break roll as the tp_town() path below. This
# branch returns early, so without this call a character that walks
# home (no teleport / no TP scrolls — e.g. the Pindle red-portal
# exit) NEVER takes an AFK break: measured 0 breaks in 225 games
# against a configured 5% per game.
maybe_afk_break()
self.trigger_or_stop("maintenance")
return
# Try TP to town, with retries
success = self._char.tp_town()
if not success:
if not skills.has_tps():
consumables.set_needs("tp", 20)
Logger.warning("No TP charges left — ending game to restock on next game start")
set_pause_state(True)
self.trigger_or_stop("end_game")
return
# Retry TP once
Logger.warning("TP to town failed, retrying")
wait(0.5, 0.6)
success = self._char.tp_town()
if success:
tp_loc = self._curr_loc if self._curr_loc else Location.A5_TOWN_START
self._curr_loc = self._town_manager.wait_for_tp(tp_loc)
if self._curr_loc:
set_pause_state(True)
# Stealth: chance of unscheduled AFK break after returning to town
maybe_afk_break()
return self.trigger_or_stop("maintenance")
# wait_for_tp failed - try to recover
Logger.warning("wait_for_tp failed, attempting recovery")
set_pause_state(True)
self._curr_loc = self._verify_town_location(tp_loc)
return self.trigger_or_stop("maintenance")
# TP failed twice
Logger.warning("TP to town failed twice, trying to walk back")
set_pause_state(True)
# No TP at all (e.g. a pre-clvl-18 levelling char): walk back to town.
# The next maintenance's open_wp() re-detects the physical act and
# traverses from wherever the character actually is, so this works
# from anywhere in A1.
if not self._char.capabilities.can_teleport_natively and not self._char.capabilities.can_teleport_with_charges:
Logger.info("No teleport available - walking back to town")
self._walk_back_to_town()
self._curr_loc = self._verify_town_location(self._curr_loc if isinstance(self._curr_loc, str) else None)
maybe_afk_break()
self.trigger_or_stop("maintenance")
return
self._curr_loc = self._verify_town_location(self._curr_loc if isinstance(self._curr_loc, str) else None)
maybe_afk_break()
self.trigger_or_stop("maintenance")
def _walk_back_to_town(self, max_steps: int = 24):
"""Walk south (town is south of the A1 outdoor areas) until a town
marker is visible. Used when the character has no teleport at all.
Town markers are position-dependent — they only match when the char is
close to the specific town spot the template was captured at — so a
marker match means we're effectively home. If we never get one, fall
back to the last known town location: the next maintenance's open_wp()
re-detects the physical act and traverses from wherever the char is.
"""
from screen import convert_abs_to_monitor
for i in range(max_steps):
if self._town_manager.detect_current_act(timeout=1.5):
Logger.info(f"Walk-back: town markers visible after {i + 1} step(s)")
return
pos_m = convert_abs_to_monitor((random.randint(-40, 40), 120 + random.randint(0, 60)))
self._char.walk(pos_m, force_move=True)
wait(1.0, 1.6)
Logger.warning(f"Walk-back: no town marker after {max_steps} steps - continuing anyway")
# All the runs go here
# ==================================
def _save_error_screenshot(self, run_name: str, reason: str):
"""Save a timestamped screenshot when a run fails, so logs and visuals can be
cross-referenced later. Saved to ./log/screenshots/error/ with the run name,
sanitized reason, game/run counters and timestamp baked into the filename.
If Discord logging of errors is enabled, also sends the message + screenshot."""
saved_path = None
try:
enabled = Config().general.get("error_screenshots", Config().general.get("info_screenshots", 1))
if enabled:
import re as _re
safe_reason = _re.sub(r"[^A-Za-z0-9]+", "_", (reason or "unknown")).strip("_")[:60]
timestamp = time.strftime("%Y%m%d_%H%M%S")
path = (
f"./log/screenshots/error/error_{run_name}_{safe_reason}"
f"_g{self._game_stats._game_counter}_r{self._game_stats._run_counter}_{timestamp}.png"
)
if safe_imwrite(path, grab()):
saved_path = path
self._last_error_shot = path
Logger.info(f"Saved error screenshot for {run_name} ({reason}): {path}")
except Exception as e:
Logger.warning(f"Failed to save error screenshot for {run_name}: {e}")
# Send the error (and screenshot, if Discord) to the configured messenger.
try:
if self._messenger.enabled and Config().general.get("discord_log_errors", 1):
self._messenger.send_error(run_name, reason, saved_path)
except Exception as e:
Logger.warning(f"Failed to send error notification for {run_name}: {e}")
def _record_run_result(self, run_name: str, failed: bool):
"""Track consecutive failures per run across games (stored in GameStats so counts
survive Bot instance recreation). After too many failures a run is disabled for the
rest of the session and the game-level consecutive-fail counter is reset so the bot
keeps running the remaining routes instead of quitting."""
prev_count = self._game_stats.get_session_run_failure_count(run_name)
count = self._game_stats.update_session_run_failure(run_name, failed)
if not failed:
if prev_count > 0:
Logger.info(f"{run_name} succeeded — resetting its failure counter")
return
Logger.warning(f"{run_name} failed {count}/{self._max_run_failures} consecutive times")
if count >= self._max_run_failures and run_name not in self._disabled_runs:
self._disabled_runs.add(run_name)
self._game_stats.disable_session_run(run_name)
# Disable for the current cycle and for all future games this session.
if run_name in self._do_runs:
self._do_runs[run_name] = False
if run_name in self._do_runs_reset:
self._do_runs_reset[run_name] = False
msg = (
f"DISABLING {run_name} for this session: it failed {count} consecutive times. "
f"Continuing with the remaining runs. Check the logs/screenshots in "
f"log/screenshots/error/ and restart the bot once fixed to re-enable it."
)
Logger.error(msg)
if self._messenger.enabled:
self._messenger.send_message(msg)
# Reset game-level consecutive fail counter so game_controller restarts
# the bot (for remaining routes) instead of quitting.
self._game_stats.reset_consecutive_fails()
# If everything has now been disabled there are no routes left to run,
# so stop the bot cleanly (no point restarting D2R into empty games).
if all(not v for v in self._do_runs_reset.values()):
crit = "All runs have been disabled due to repeated failures — no routes left. Stopping bot."
Logger.error(crit)
if not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason(crit)
if self._messenger.enabled:
self._messenger.send_message(crit)
# Persist a session report for review, then shut down.
try:
self._game_stats._save_session_report()
except Exception as e:
Logger.warning(f"Failed to save session report on shutdown: {e}")
self.stop()
safe_exit()
def _ending_run_helper(self, res: bool | tuple[Location, bool]):
self._game_stats._run_counter += 1
self._game_stats.log_exp()
self._game_stats.log_run_completed()
# either fill member variables with result data or mark run as failed
failed_run = True
if res:
failed_run = False
self._curr_loc, self._picked_up_items = res
if failed_run:
self._previous_run_failed = True
# in case its the last run, end game. If run failed but more runs remain, skip to next run.
if self.is_last_run():
self.trigger_or_stop("end_game", failed=failed_run)
elif failed_run:
Logger.warning(f"Run failed, skipping to next run")
self.trigger_or_stop("end_run")
else:
self.trigger_or_stop("end_run")
# Clear the current run reference — on_end_run() uses it to decide
# whether the run object walks the char home (no-TP levelling chars).
self._current_run = None
def _run_wrapper(self, run_name: str, run_obj, approach_args, battle_args):
"""Wrapper for run handlers that catches exceptions and stores the failure reason."""
res = False
self._do_runs[run_name] = False
self._game_stats.log_run_started(run_name)
self.tl("run", run_name, "start", f"from {self._curr_loc}")
set_pause_state(False)
self._current_run = run_obj
self.tl("run", "approach", "start")
self._curr_loc = run_obj.approach(self._curr_loc, *approach_args)
if not self._curr_loc:
# Approach failed — couldn't reach the boss
step = getattr(run_obj, "approach_fail_step", None)
reason = f"Approach failed for {run_name}" + (f" [step: {step}]" if step else "")
self.tl("run", "approach", "fail", f"step={step or '?'}")
Logger.error(reason)
self._game_stats.set_failure_reason(reason)
self._save_error_screenshot(run_name, reason)
picked = None
loot = self._pickit.consume_run_loot() if hasattr(self, "_pickit") and self._pickit else []
if loot:
Logger.info(f"Loot from {run_name} (approach failed): {', '.join(loot)}")
self.tl("run", "loot", "ok", f"(approach failed) {', '.join(loot)}")
self._game_stats.log_run_finished(run_name, True, picked, loot=loot)
self._record_run_result(run_name, True)
self._ending_run_helper(res)
return
self.tl("run", "approach", "ok", f"at {self._curr_loc}")
self.tl("run", "battle", "start")
try:
res = run_obj.battle(*battle_args)
except Exception as e:
import traceback
tb = traceback.format_exc()
error_msg = f"{type(e).__name__}: {e}"
Logger.error(f"Exception during {run_name}: {error_msg}")
Logger.error(tb)
self._game_stats.set_failure_reason(error_msg)
self._save_error_screenshot(run_name, f"exception_{type(e).__name__}")
res = False
picked = res[1] if isinstance(res, tuple) and len(res) > 1 else None
# Safely check if battle succeeded - handle numpy arrays, None, tuples
battle_succeeded = False
if isinstance(res, tuple):
battle_succeeded = len(res) > 0 and bool(res[0])
elif isinstance(res, (bool, np.ndarray)):
battle_succeeded = bool(res) if not isinstance(res, np.ndarray) else bool(res.any())
else:
battle_succeeded = bool(res) if res is not None else False
self.tl("run", "battle", "ok" if battle_succeeded else "fail")
if not battle_succeeded:
# Battle failed — boss fight didn't complete
if not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason(f"Battle failed for {run_name}")
self._save_error_screenshot(run_name, "battle_failed")
# Per-boss loot summary so drops can be value-judged per run
loot = self._pickit.consume_run_loot() if hasattr(self, "_pickit") and self._pickit else []
if loot:
counted = {}
for name in loot:
counted[name] = counted.get(name, 0) + 1
summary = ", ".join(f"{n}x {name}" if n > 1 else name for name, n in counted.items())
Logger.info(f"Loot from {run_name}: {summary}")
self.tl("run", "loot", "ok", summary)
else:
Logger.info(f"Loot from {run_name}: nothing picked up")
self.tl("run", "loot", "ok", "nothing picked up")
self._game_stats.log_run_finished(run_name, not battle_succeeded, picked, loot=loot)
self._record_run_result(run_name, not battle_succeeded)
self._ending_run_helper(res)
def on_skip_to_level(self):
"""Skip town detection and go straight to level run."""
pass
def on_run_cold_plains(self):
self._game_stats.update_location("ColdPlains")
self._run_wrapper("run_cold_plains", self._cold_plains, (not self._pre_buffed,), ())
def on_run_baal_xp(self):
"""Baal XP farm: leave own game, join a public game, hide, collect XP, leave.
Self-contained cycle — it exits and re-enters the game entirely, so it does
NOT use the run_wrapper/approach/battle pattern. The character is back in
its own game (town) when this returns; on_end_run() then triggers maintenance.
The hide-and-wait phase is a pure wait: no maintenance, no runs, no pathing.
The health manager thread keeps running (auto-potions). Death or low HP
leaves the game immediately; the game_controller's death handling takes
over from there (corpse pickup on respawn)."""
self._game_stats.update_location("BaalXP")
self._do_runs["run_baal_xp"] = False
self._game_stats.log_run_started("run_baal_xp")
set_pause_state(False)
cfg = Config().baal_xp
Logger.info(f"=== BAAL XP FARM === filter='{cfg['game_name_filter']}' max_wait={cfg['max_wait_s']}s xp_target={cfg['xp_threshold']}")
try:
# --- Phase 1: Leave current game, get to hero selection ---
if is_visible(ScreenObjects.InGame):
if not view.fast_save_and_exit():
Logger.error("baal_xp: fast_save_and_exit failed")
self._game_stats.set_failure_reason("baal_xp: save_and_exit failed")
self._save_error_screenshot("baal_xp", "save_exit_failed")
self.trigger_or_stop("end_run")
return
# Wait for hero selection (main menu)
if not GameRecovery(DeathManager()).go_to_hero_selection():
Logger.error("baal_xp: could not reach hero selection")
self._game_stats.set_failure_reason("baal_xp: hero selection unreachable")
self.trigger_or_stop("end_run")
return
# --- Phase 2: Select character and join a public game ---
if not character_select.select_char():
Logger.error("baal_xp: character selection failed")
self._game_stats.set_failure_reason("baal_xp: char select failed")
self.trigger_or_stop("end_run")
return
if not game_browser.join_game(
name_filter=cfg["game_name_filter"],
max_wait_s=cfg["join_timeout_s"],
):
Logger.error("baal_xp: failed to join a game")
self._game_stats.set_failure_reason("baal_xp: game join failed")
self._save_error_screenshot("baal_xp", "join_failed")
# Go back to our own game
self._recover_to_own_game()
self.trigger_or_stop("end_run")
return
# --- Phase 3: Wait for in-game ---
if not game_browser.wait_for_in_game(timeout=60):
Logger.error("baal_xp: never entered the joined game")
self._game_stats.set_failure_reason("baal_xp: in-game timeout")
self._recover_to_own_game()
self.trigger_or_stop("end_run")
return
# --- Phase 4: Enter game setup ---
# Handle corpse if we died in this game before
if is_visible(ScreenObjects.Corpse):
view.pickup_corpse()
wait_until_hidden(ScreenObjects.Corpse)
belt.fill_up_belt_from_inventory(Config().char["num_loot_columns"])
self._char.discover_capabilities()
# /nopickup so we don't grab loot from other players
if Config().char["enable_no_pickup"] and not self._game_stats._nopickup_active:
if view.enable_no_pickup():
self._game_stats._nopickup_active = True
Logger.info("baal_xp: /nopickup active")
# Pre-buff
self._char.pre_buff()
# --- Phase 5: Walk to hide spot and stand still ---
# One click to the configured screen position, then zero input while
# hiding (anti-cheat stealth: minimal input while AFK).
hide_x, hide_y = cfg["hide_x"], cfg["hide_y"]
hide_pos = convert_screen_to_monitor((hide_x, hide_y))
Logger.info(f"baal_xp: walking to hide spot ({hide_x}, {hide_y})")
mouse.move(*hide_pos)
mouse.click("left")
wait(2.0, 3.0) # give the character time to walk there
# Record starting XP
try:
start_exp, _ = player_bar.get_experience()
except Exception:
start_exp = 0
Logger.info(f"baal_xp: starting XP = {start_exp}")
# --- Phase 6: Hide and wait ---
# Pure wait loop: no maintenance, no runs. The health manager thread
# keeps running (auto-potions). Leave on: max timer, XP target,
# low HP, death, or being kicked back to the main menu.
max_wait = cfg["max_wait_s"]
xp_target = cfg["xp_threshold"]
min_hp = cfg["min_hp_pct"]
start_time = time.time()
last_log = 0.0
last_xp_check = 0.0
while True:
elapsed = time.time() - start_time
if elapsed > max_wait:
Logger.info(f"baal_xp: max wait {max_wait}s reached — leaving")
break
img = grab()
if not is_visible(ScreenObjects.InGame, img):
# Death screen, kicked to menu, or loading — bail out.
# The death manager thread handles the death screen itself.
Logger.warning("baal_xp: left in-game state (kicked/died) — leaving")
break
hp_pct = meters.get_health(img) * 100
if hp_pct < min_hp:
Logger.warning(f"baal_xp: HP {hp_pct:.0f}% < {min_hp}% — chickening out")
break
# Check XP every 30s to avoid OCR spam
if time.time() - last_xp_check > 30:
last_xp_check = time.time()
try:
cur_exp, _ = player_bar.get_experience()
gained = cur_exp - start_exp if cur_exp > start_exp else 0
Logger.info(f"baal_xp: {elapsed:.0f}s in | XP {cur_exp} (+{gained}) | HP {hp_pct:.0f}%")
if gained >= xp_target:
Logger.info(f"baal_xp: XP target {xp_target} reached (+{gained}) — leaving")
break
except Exception as e:
Logger.debug(f"baal_xp: XP check failed: {e}")
if time.time() - last_log > 60:
last_log = time.time()
Logger.debug(f"baal_xp: hiding... {elapsed:.0f}s in, HP {hp_pct:.0f}%")
wait(3, 5)
# --- Phase 7: Leave the game ---
Logger.info("baal_xp: leaving game")
if is_visible(ScreenObjects.InGame) and not view.fast_save_and_exit():
Logger.error("baal_xp: save_and_exit on leave failed")
self._game_stats.set_failure_reason("baal_xp: leave failed")
self._save_error_screenshot("baal_xp", "leave_failed")
# --- Phase 8: Recover to own game ---
self._recover_to_own_game()
# Log run result
self._game_stats.log_run_finished("run_baal_xp", False, None, loot=[])
self._game_stats.log_exp()
self.trigger_or_stop("end_run")
except Exception as e:
import traceback
tb = traceback.format_exc()
error_msg = f"baal_xp exception: {type(e).__name__}: {e}"
Logger.error(error_msg)
Logger.error(tb)
self._game_stats.set_failure_reason(error_msg)
self._save_error_screenshot("baal_xp", f"exception_{type(e).__name__}")
# Best effort: get back to our own game so the bot keeps running
self._recover_to_own_game()
self._game_stats.log_run_finished("run_baal_xp", True, None, loot=[])
self.trigger_or_stop("end_run")
def _recover_to_own_game(self):
"""After leaving a public game, get back to hero selection and re-enter our own game."""
# Wait for hero selection
if not is_visible(ScreenObjects.MainMenu):
if not GameRecovery(DeathManager()).go_to_hero_selection():
Logger.error("baal_xp: could not reach hero selection after leaving public game")
return
# Select character
if not character_select.select_char():
Logger.error("baal_xp: char select failed during recovery")
return
# Start our own game
if not main_menu.start_game():
Logger.error("baal_xp: failed to start own game during recovery")
return
# Wait for town spawn
self._curr_loc = self._town_manager.wait_for_town_spawn()
if not self._curr_loc:
detected = self._town_manager.detect_current_act(timeout=4)
self._curr_loc = detected or Location.A5_TOWN_START
Logger.info(f"baal_xp: recovered to own game at {self._curr_loc}")
def on_run_level(self):
self._game_stats.update_location("Level")
self._run_wrapper("run_level", self._level, (not self._pre_buffed,), ())
def on_run_pindle(self):
self._game_stats.update_location("Pindle")
self._run_wrapper("run_pindle", self._pindle, (not self._pre_buffed,), ())
def on_run_shenk(self):
self._game_stats.update_location("Shenk")
self._run_wrapper("run_shenk", self._shenk, (), (Config().routes.get("run_eldritch_shenk"), not self._pre_buffed, self._game_stats))
def on_run_trav(self):
self._game_stats.update_location("Travincal")
self._run_wrapper("run_trav", self._trav, (), (not self._pre_buffed,))
def on_run_nihlathak(self):
self._game_stats.update_location("Nihlathak")
self._run_wrapper("run_nihlathak", self._nihlathak, (), (True,))
def on_run_arcane(self):
self._game_stats.update_location("Arcane")
self._run_wrapper("run_arcane", self._arcane, (), (not self._pre_buffed,))
def on_run_diablo(self):
self._game_stats.update_location("Diablo")
self._run_wrapper("run_diablo", self._diablo, (), (not self._pre_buffed,))
def on_run_vizier(self):
self._game_stats.update_location("Vizier")
self._run_wrapper("run_vizier", self._vizier, (), (not self._pre_buffed,))
def on_run_baal(self):
self._game_stats.update_location("Baal")
self._run_wrapper("run_baal", self._baal, (not self._pre_buffed,), ())
def on_run_mephisto(self):
self._game_stats.update_location("Mephisto")
self._run_wrapper("run_mephisto", self._mephisto, (not self._pre_buffed,), ())
def on_run_andariel(self):
self._game_stats.update_location("Andariel")
self._run_wrapper("run_andariel", self._andariel, (not self._pre_buffed,), ())
def on_run_countess(self):
self._game_stats.update_location("Countess")
self._run_wrapper("run_countess", self._countess, (not self._pre_buffed,), ())