Files
my-botty/src/bot.py
T
aeon0 d50d6c37fa Belt manager (#95)
* BeltManager implementation

* fix pot need calculation
2021-11-23 21:19:33 +01:00

382 lines
17 KiB
Python

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 belt_manager import BeltManager
from pather import Pather, Location
from logger import Logger
from char.sorceress import Sorceress
from char.i_char import IChar
from config import Config
from health_manager import HealthManager
from death_manager import DeathManager
from game_recovery import GameRecovery
from npc_manager import NpcManager, Npc
from pickit import PickIt
from game_stats import GameStats
from utils.misc import kill_thread, wait
import keyboard
import threading
import time
import os
import random
class Bot:
def __init__(self):
self._config = Config()
self._game_stats = GameStats()
self._game_recovery = GameRecovery()
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._belt_manager = BeltManager(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._belt_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, self._belt_manager, self._game_stats)
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._tps_left = 20
self._pre_buffed = 0
self._stopping = False
self._pausing = False
self._current_threads = []
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 stop(self):
self._stopping = True
for t in self._current_threads:
kill_thread(t)
def toggle_pause(self):
self._pausing = not self._pausing
Logger.info(f"Pause at next state change...") if self._pausing else Logger.info(f"Resume")
def trigger_or_stop(self, name: str):
if self._pausing:
Logger.info(f"{self._config.general['name']} is now pausing")
while self._pausing:
time.sleep(0.2)
if not self._stopping:
self.trigger(name)
def current_game_length(self):
return self._game_stats.get_current_game_length()
def shuffle_runs(self):
tmp = list(self._do_runs.items())
random.shuffle(tmp)
self._do_runs = dict(tmp)
def is_last_run(self):
found_unfinished_run = False
for key in self._do_runs:
if self._do_runs[key]:
found_unfinished_run = True
break
return not found_unfinished_run
def on_create_game(self):
self._game_stats.log_start_game()
self._template_finder.search_and_wait("D2_LOGO_HS", roi=self._config.ui_roi["hero_selection_logo"])
self._ui_manager.start_game()
self._template_finder.search_and_wait(["A5_TOWN_1", "A5_TOWN_0"])
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"])
wait(0.05, 0.15)
keyboard.release(self._config.char["show_items"])
self.trigger_or_stop("maintenance")
def on_maintenance(self):
if self._death_manager.died() or self._health_manager.did_chicken():
time.sleep(0.6)
# 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._belt_manager.fill_up_belt_from_inventory(self._config.char["num_loot_columns"])
self._belt_manager.update_pot_needs()
# 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. Going to Malah.")
if not self._pather.traverse_nodes(self._curr_location, Location.MALAH, self._char):
self.trigger_or_stop("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_or_stop("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_or_stop("end_game")
return
self._curr_location = Location.A5_STASH
time.sleep(0.3)
if self._char.select_by_template("A5_STASH"):
self._ui_manager.stash_all_items(self._config.char["num_loot_columns"], self._item_finder)
self._picked_up_items = False
time.sleep(1.2) # 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 Larzuk.")
if not self._pather.traverse_nodes(self._curr_location, Location.LARZUK, self._char):
self.trigger_or_stop("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():
wait(0.1, 0.2)
self._ui_manager.close_vendor_screen()
self._tps_left = 20
wait(0.5)
# 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("Reviving merc.")
if not self._pather.traverse_nodes(self._curr_location, Location.QUAL_KEHK, self._char):
self.trigger_or_stop("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(1.2)
# Start a new run
started_run = False
for key in self._do_runs:
if self._do_runs[key]:
self.trigger_or_stop(key)
started_run = True
break
if not started_run:
self.trigger_or_stop("end_game")
def _start_run(self, key, run):
self._do_runs[key] = False
run_thread = threading.Thread(target=run.doit, args=(self,))
run_thread.start()
self._current_threads.append(run_thread)
# Set up monitoring
health_monitor_thread = threading.Thread(target=self._health_manager.start_monitor, args=(run_thread,))
health_monitor_thread.start()
self._current_threads.append(health_monitor_thread)
death_monitor_thread = threading.Thread(target=self._death_manager.start_monitor, args=(run_thread,))
death_monitor_thread.start()
self._current_threads.append(death_monitor_thread)
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() + 3.0)
self._death_manager.stop_monitor()
death_monitor_thread.join()
# some logging
if self._death_manager.died():
self._game_stats.log_death()
elif self._health_manager.did_chicken():
self._game_stats.log_chicken()
elif not run.success:
self._game_stats.log_failed_run()
# depending on what happend, trigger next state
self._current_threads = []
if self._death_manager.died() or self._health_manager.did_chicken() or self.is_last_run() or not run.success:
self.trigger_or_stop("end_game")
else:
self.trigger_or_stop("end_run")
def on_run_pindle(self):
class RunPindle:
def __init__(self):
self.success = False
def doit(self, bot: Bot):
Logger.info("Run Pindle")
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")
time.sleep(0.5)
self.success &= bot._template_finder.search_and_wait(["PINDLE_0", "PINDLE_1"], threshold=0.65, time_out=20)[0]
if not self.success:
return
if not bot._pre_buffed:
bot._char.pre_buff()
bot._pre_buffed = 1
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):
Logger.info("Run Eldritch")
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)
time.sleep(0.5)
self.success = bot._template_finder.search_and_wait(["ELDRITCH_0", "ELDRITCH_START"], threshold=0.65, time_out=20)[0]
if not self.success:
return
if not bot._pre_buffed:
bot._char.pre_buff()
bot._pre_buffed = 1
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"]:
Logger.info("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(1.9, 2.4)
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):
self._pre_buffed = 0
if self._health_manager.did_chicken() or self._death_manager.died():
Logger.info("End game while chicken or death happened. Running game recovery to get back to hero selection.")
time.sleep(1.5)
self._game_recovery.go_to_hero_selection()
else:
self._ui_manager.save_and_exit()
self._game_stats.log_end_game()
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_or_stop("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", "A5_TOWN_0"], time_out=10)
if success:
self._tp_is_up = True
self._curr_location = Location.A5_TOWN_START
self.trigger_or_stop("maintenance")
else:
self.trigger_or_stop("end_game")
else:
self._tps_left = 0
self.trigger_or_stop("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()