Files
my-botty/tools/testbed.py
2026-06-21 16:06:58 +02:00

378 lines
16 KiB
Python

"""
Testbed: named in-game test runs for individual bot subsystems.
Each scenario assumes D2R is in the required state (noted below), runs ONE
subsystem in isolation, and reports — so features can be tested and improved
without farming runs around them.
<botty-env-python> tools/testbed.py <scenario>
Scenarios:
binds Verify + auto-set skill hotkeys from params/profile (in a game).
capture Capture skill-slot icon templates for the current binds (in a game).
audit Audit all stash pages against the current pickit; list FREE-able
items (in a game, stash OPEN).
gems Force-run the gem transmute routine: cube flawless -> perfect from
stash, restock per stash_destination (in a game, stash OPEN).
gems_all Convert gem tiers to perfect in one pass: chipped->flawed->
standard->flawless->perfect (in a game, stash OPEN).
Optional filters: a tier and/or gem type, e.g. "gems_all diamond"
or "gems_all flawless diamond".
For chipped-only conversion with before/after analysis, use
run_chipped_gems.bat instead.
stash Force-run the stashing routine: deposit gold + stash keep-flagged
inventory items, with page rotation (in a game, stash OPEN).
keyo Verify Controls-page key bindings (.keyo) match params (anywhere;
--fix requires D2R closed).
count Read gem counts from the GEMS stash tab via OCR and print the
transmute plan (in a game, stash OPEN on GEMS tab).
loot Unit-check pickup priority order + dive-mode flag (no game needed).
hermes Interactive LLM vision agent: grabs live D2R screen and sends it to
the local Qwen model for game-state analysis / feature development.
Optional: pass an initial prompt as extra args (no game state needed
for the LLM call itself, but D2R must be visible to grab).
State tip: to get 'stash OPEN with the bot paused', start the bot, and the
moment the log prints 'Stashing items', press F11 — or run a watcher like
log/_stash_pause_watcher.ps1.
"""
import os
import subprocess
import sys
TOOLS = os.path.dirname(os.path.abspath(__file__))
ROOT = os.path.dirname(TOOLS)
PY = sys.executable
def _run_tool(script: str, *args) -> int:
return subprocess.call([PY, os.path.join(TOOLS, script), *args], cwd=ROOT)
def _patch_ssl():
# The conda env's python chokes on a malformed cert in the Windows store
# (ssl.SSLError: ASN1 NOT_ENOUGH_DATA) when aiohttp builds its default
# context at import time. Fall back to certifi's bundle.
import ssl
_orig = ssl.SSLContext.load_default_certs
def _safe(self, purpose=ssl.Purpose.CLIENT_AUTH):
try:
_orig(self, purpose)
except ssl.SSLError:
try:
import certifi
self.load_verify_locations(certifi.where())
except Exception:
pass
ssl.SSLContext.load_default_certs = _safe
def _gems() -> int:
sys.path.insert(0, os.path.join(ROOT, "src"))
_patch_ssl()
import ctypes
ctypes.windll.user32.SetProcessDPIAware()
import time
print("Stash must be OPEN in-game. Forcing gem transmute in 5s...")
time.sleep(5)
from screen import start_detecting_window, stop_detecting_window
from game_stats import GameStats
from transmute import Transmute
start_detecting_window()
try:
Transmute(GameStats()).run_transmutes(force=True)
finally:
stop_detecting_window()
return 0
def _gems_all() -> int:
sys.path.insert(0, os.path.join(ROOT, "src"))
_patch_ssl()
import ctypes
ctypes.windll.user32.SetProcessDPIAware()
import time
print("Converting ALL gems to perfect. Opening stash if needed in 3s...")
time.sleep(3)
from screen import start_detecting_window, stop_detecting_window, grab
from game_stats import GameStats
from transmute import Transmute
from ui_manager import is_visible, ScreenObjects
from inventory import common
start_detecting_window()
try:
# Fast-path: ESC any open panels, then try clicking the stash chest directly
from input_layer import keyboard
from utils.misc import wait
for _ in range(3):
keyboard.send("esc")
wait(0.3, 0.3)
img = grab()
stash_open = is_visible(ScreenObjects.GoldBtnStash, img) or common.left_inventory_ready(img)
if not stash_open:
import template_finder as _tf
_m = _tf.search(["A5_STASH", "A5_STASH_2"], grab(), threshold=0.45,
use_grayscale=True, best_match=True)
if _m.valid:
from input_layer import mouse
print(f"gems_all: clicking stash chest directly @ {_m.center_monitor}")
mouse.move(*_m.center_monitor)
wait(0.2, 0.2)
mouse.click("left")
wait(1.5, 1.5)
img = grab()
stash_open = is_visible(ScreenObjects.GoldBtnStash, img) or common.left_inventory_ready(img)
if not stash_open:
print("gems_all: stash not open — navigating to stash...")
import template_finder
from ui import main_menu
from config import Config
from pather import Pather
from item.pickit import PickIt
from town import TownManager, A1, A2, A3, A4, A5
pather = Pather()
if Config().char["type"] in ("hammerdin", "paladin"):
from char.paladin.hammerdin import Hammerdin
char = Hammerdin(Config().hammerdin, pather, PickIt())
else:
from char.basic import Basic
char = Basic(Config().basic, pather)
char.discover_capabilities()
tm = TownManager(A1(pather, char), A2(pather, char), A3(pather, char),
A4(pather, char), A5(pather, char))
if template_finder.search(main_menu.MAIN_MENU_MARKERS, grab(), best_match=True).valid:
print("gems_all: on main menu — creating a game first...")
if not main_menu.start_game():
print("gems_all: FAIL — could not create game")
return 1
act = tm.wait_for_town_spawn()
else:
act = tm.detect_current_act()
if act is None:
from pather import Location
act = Location.A5_TOWN_START
print("gems_all: act detection failed, assuming A5")
if not tm.open_stash(act):
print("gems_all: FAIL — could not open stash")
return 1
if not common.wait_for_left_inventory():
print("gems_all: FAIL — stash UI not ready")
return 1
tier_names = {"chipped", "flawed", "standard", "flawless"}
gem_names = {"topaz", "amethyst", "sapphire", "diamond", "ruby", "emerald", "skull"}
args = [arg.strip().lower() for arg in sys.argv[2:] if arg.strip()]
max_transmutes = None
if "--max" in args:
max_idx = args.index("--max")
try:
max_transmutes = int(args[max_idx + 1])
del args[max_idx:max_idx + 2]
except (IndexError, ValueError):
print("gems_all: --max requires an integer")
return 1
tiers = [arg for arg in args if arg in tier_names] or None
gems = [arg for arg in args if arg in gem_names] or None
unknown = [arg for arg in args if arg not in tier_names and arg not in gem_names]
if unknown:
print(f"gems_all: ignoring unknown filter(s): {', '.join(unknown)}")
Transmute(GameStats()).convert_all_gems_to_perfect(
tier_filter=tiers,
gem_filter=gems,
max_transmutes=max_transmutes,
)
print("gems_all: DONE")
# Leave stash open so re-runs can skip navigation
finally:
stop_detecting_window()
return 0
def _stash() -> int:
sys.path.insert(0, os.path.join(ROOT, "src"))
_patch_ssl()
import ctypes
ctypes.windll.user32.SetProcessDPIAware()
import time
print("Requires being in a game, in town. Running stash routine in 5s...")
time.sleep(5)
from screen import start_detecting_window, stop_detecting_window, grab
start_detecting_window()
try:
from config import Config
from inventory import personal, common
from inventory import stash as stash_state
from ui_manager import is_visible, ScreenObjects
img = grab()
stash_open = (is_visible(ScreenObjects.GoldBtnStash, img)
or is_visible(ScreenObjects.GoldBtnInventory, img))
if not stash_open:
print("stash: stash UI not open — walking to the stash chest...")
import template_finder
from ui import main_menu
from pather import Pather
from item.pickit import PickIt
from town import TownManager, A1, A2, A3, A4, A5
pather = Pather()
if Config().char["type"] in ("hammerdin", "paladin"):
from char.paladin.hammerdin import Hammerdin
char = Hammerdin(Config().hammerdin, pather, PickIt())
else:
from char.basic import Basic
char = Basic(Config().basic, pather)
char.discover_capabilities()
tm = TownManager(A1(pather, char), A2(pather, char), A3(pather, char),
A4(pather, char), A5(pather, char))
if template_finder.search(main_menu.MAIN_MENU_MARKERS, grab(), best_match=True).valid:
print("stash: on main menu — creating a game first...")
if not main_menu.start_game():
print("stash: FAIL — could not create a game from the main menu")
return 1
act = tm.wait_for_town_spawn()
else:
act = tm.detect_current_act()
if act is None:
print("stash: FAIL — no town marker found (is the char in town?)")
return 1
if not tm.open_stash(act):
print("stash: FAIL — could not open the stash chest")
return 1
if not common.wait_for_left_inventory():
print("stash: FAIL — stash UI not detected after opening")
return 1
# "all" widens the scan to all 10 inventory columns so existing items
# (charms etc. in cols 4-9) get inspected — used to exercise the
# keep-item transfer branch when the loot columns (0-3) are empty.
if "all" in sys.argv[2:]:
prev_cols = Config().char["num_loot_columns"]
Config().char["num_loot_columns"] = 10
print(f"stash: scanning all 10 columns (was {prev_cols}) to test keep-item path")
items = personal.inspect_items(grab(), close_window=False, ignore_sell=True) or []
keep = [i for i in items if i.keep]
print(f"stash: inventory has {len(items)} item(s), {len(keep)} flagged keep"
+ (f" ({', '.join(i.name for i in keep)})" if keep else ""))
pages = stash_state.get_curr_stash()
print(f"stash: starting pages — items={pages['items']}, gold={pages['gold']}")
personal.set_inventory_gold_full(True) # force the gold-deposit branch
left = personal.stash_all_items(items if keep else None)
leftover = [i for i in (left or []) if i.keep]
gold_done = is_visible(ScreenObjects.GoldNone)
print(f"stash: gold deposited: {'yes' if gold_done else 'NO — gold still in inventory'}")
if leftover:
if "all" in sys.argv[2:]:
# In `all` mode cols 4-9 include the charm/belt area. Ctrl+click on those
# positions is blocked by D2R (equipped-area guard) so the items can't be
# stashed — they're meant to STAY in inventory. The correct behavior after
# the Bug-19 fix is: detect the transfer failure, leave them in inventory,
# and never call stash_full(). That is a PASS, not a FAIL.
unstashable = [i for i in leftover if i.column is not None and i.column >= 4]
real_fail = [i for i in leftover if i.column is None or i.column < 4]
if unstashable:
print(f"stash: OK — {len(unstashable)} item(s) in equipped-area cols "
f"correctly left in inventory (not stash-full): "
f"{', '.join(i.name for i in unstashable)}")
if real_fail:
print(f"stash: FAIL — {len(real_fail)} keep item(s) in loot cols "
f"left in inventory: {', '.join(i.name for i in real_fail)}")
return 1
print("stash: PASS — gold branch ran; equipped-area items correctly retained")
return 0
print(f"stash: FAIL — {len(leftover)} keep item(s) left in inventory: "
f"{', '.join(i.name for i in leftover)}")
return 1
print("stash: PASS — gold branch ran and no keep items left in inventory")
return 0
finally:
stop_detecting_window()
def _loot() -> int:
sys.path.insert(0, os.path.join(ROOT, "src"))
_patch_ssl()
import time
import health_manager as hm
from item.pickit import PickIt
class FakeItem:
def __init__(self, name, dist):
self.Name, self.Distance = name, dist
items = [FakeItem("SUPER MANA POTION", 50), FakeItem("JAH RUNE", 400), FakeItem("700 GOLD", 20)]
ordered = sorted(items, key=lambda i: (0 if PickIt._is_high_value(i) else 1, i.Distance))
assert ordered[0].Name == "JAH RUNE", [i.Name for i in ordered]
hm.set_loot_priority(True, duration=0.2)
assert hm.loot_priority_active()
time.sleep(0.3)
assert not hm.loot_priority_active()
print("loot: PASS (Jah-first ordering, dive flag + expiry)")
return 0
def _count() -> int:
"""Read gem counts from GEMS tab via OCR (primary) and print plan."""
sys.path.insert(0, os.path.join(ROOT, "src"))
_patch_ssl()
import ctypes
ctypes.windll.user32.SetProcessDPIAware()
import time
print("Stash must be OPEN in-game. Reading gem counts in 3s...")
time.sleep(3)
from screen import start_detecting_window, stop_detecting_window, grab
from game_stats import GameStats
from transmute import Transmute
from inventory.common import left_inventory_ready
from ui_manager import is_visible, ScreenObjects
start_detecting_window()
try:
img = grab()
if not (is_visible(ScreenObjects.GoldBtnStash, img) or left_inventory_ready(img)):
print("count: stash not open")
return 1
t = Transmute(GameStats())
t._switch_to_gems_tab()
time.sleep(0.6)
print("\n--- OCR counts (primary) ---")
ocr = t._count_gems_by_ocr()
if ocr:
for k, v in sorted(ocr.items()):
display = str(v) if v != 999 else "999 (OCR failed)"
print(f" {k}: {display}")
else:
print(" (none)")
print("\n--- Plan (3+ of same type) ---")
plan = t._plan_transmutes(ocr)
if plan:
for n, gem, _, tier in plan:
print(f" {n}x {gem} [{tier}]")
else:
print(" nothing to transmute")
finally:
stop_detecting_window()
return 0
def main():
scenarios = {
"binds": lambda: _run_tool("set_binds_from_params.py"),
"capture": lambda: _run_tool("capture_skill_hotkeys.py"),
"audit": lambda: _run_tool("audit_stash_pickit.py"),
"keyo": lambda: _run_tool("set_controls_keyo.py", *sys.argv[2:]),
"gems": _gems,
"gems_all": _gems_all,
"count": _count,
"stash": _stash,
"loot": _loot,
"hermes": lambda: _run_tool("hermes.py", *sys.argv[2:]),
}
if len(sys.argv) < 2 or sys.argv[1] not in scenarios:
print(__doc__)
raise SystemExit(1)
raise SystemExit(scenarios[sys.argv[1]]())
if __name__ == "__main__":
main()