Files
my-botty/src/char/basic_ranged.py
T

198 lines
8.6 KiB
Python

from input_layer import keyboard
from ui import skills
from input_layer import mouse
from char import IChar
import template_finder
from pather import Pather
from logger import Logger
from screen import convert_abs_to_monitor, convert_screen_to_abs, grab
from config import Config
from utils.misc import wait, cut_roi
import time
import random
import numpy as np
from pather import Pather, Location
class Basic_Ranged(IChar):
def __init__(self, skill_hotkeys: dict, pather: Pather):
Logger.info("Setting up Basic Ranged Character")
super().__init__(skill_hotkeys)
self._pather = pather
self._do_pre_move = True
def _left_attack(self, cast_pos_abs: tuple[float, float], delay: tuple[float, float] = (0.2, 0.3), spray: int = 10):
if self._skill_hotkeys["left_attack"]:
keyboard.send(self._skill_hotkeys["left_attack"])
for _ in range(4):
x = cast_pos_abs[0] + (random.random() * 2 * spray - spray)
y = cast_pos_abs[1] + (random.random() * 2 * spray - spray)
pos_m = convert_abs_to_monitor((x, y))
mouse.move(*pos_m)
mouse.click(button="left")
def _right_attack(self, cast_pos_abs: tuple[float, float], delay: tuple[float, float] = (0.2, 0.3), spray: float = 10):
if not self._skill_hotkeys["right_attack"]:
raise ValueError("You did not set right attack hotkey!")
keyboard.send(self._skill_hotkeys["right_attack"])
for _ in range(3):
x = cast_pos_abs[0] + (random.random() * 2 * spray - spray)
y = cast_pos_abs[1] + (random.random() * 2 * spray - spray)
cast_pos_monitor = convert_abs_to_monitor((x, y))
mouse.move(*cast_pos_monitor)
mouse.click(button="right")
def cast_buffs(self, casting_delay: float):
if self._skill_hotkeys["buff_1"]:
keyboard.send(self._skill_hotkeys["buff_1"])
wait(0.5, 0.15)
mouse.click(button="right")
wait(casting_delay, casting_delay)
if self._skill_hotkeys["buff_2"]:
keyboard.send(self._skill_hotkeys["buff_2"])
wait(0.5, 0.15)
mouse.click(button="right")
wait(casting_delay, casting_delay)
#bosses
def kill_pindle(self) -> bool:
pindle_pos_abs = convert_screen_to_abs(Config().path["pindle_end"][0])
cast_pos_abs = [pindle_pos_abs[0] * 0.9, pindle_pos_abs[1] * 0.9]
start = time.time()
keyboard.send(Config().char["stand_still"], do_release=False)
while (time.time() - start) < Config().char["atk_len_pindle"]:
if skills.is_right_skill_active():
wait(0.05, 0.1)
self._right_attack(cast_pos_abs, spray=11)
else:
wait(0.05, 0.1)
self._left_attack(cast_pos_abs, spray=11)
keyboard.send(Config().char["stand_still"], do_press=False)
wait(self._cast_duration, self._cast_duration + 0.2)
# Move to items
self._pather.traverse_nodes((Location.A5_PINDLE_SAFE_DIST, Location.A5_PINDLE_END), self, timeout=1.4, force_tp=True)
return True
def kill_eldritch(self) -> bool:
eld_pos_abs = convert_screen_to_abs(Config().path["eldritch_end"][0])
cast_pos_abs = [eld_pos_abs[0] * 0.9, eld_pos_abs[1] * 0.9]
start = time.time()
keyboard.send(Config().char["stand_still"], do_release=False)
while (time.time() - start) < Config().char["atk_len_eldritch"]:
if skills.is_right_skill_active():
wait(0.05, 0.1)
self._right_attack(cast_pos_abs, spray=11)
else:
wait(0.05, 0.1)
self._left_attack(cast_pos_abs, spray=11)
keyboard.send(Config().char["stand_still"], do_press=False)
wait(self._cast_duration, self._cast_duration + 0.2)
# Move to items
self._pather.traverse_nodes((Location.A5_ELDRITCH_SAFE_DIST, Location.A5_ELDRITCH_END), self, timeout=1.4, force_tp=True)
return True
def kill_shenk(self) -> bool:
shenk_pos_abs = self._pather.find_abs_node_pos(149, grab())
if shenk_pos_abs is None:
shenk_pos_abs = convert_screen_to_abs(Config().path["shenk_end"][0])
cast_pos_abs = [shenk_pos_abs[0] * 0.9, shenk_pos_abs[1] * 0.9]
start = time.time()
keyboard.send(Config().char["stand_still"], do_release=False)
while (time.time() - start) < Config().char["atk_len_shenk"]:
if skills.is_right_skill_active():
wait(0.05, 0.1)
self._right_attack(cast_pos_abs, spray=11)
else:
wait(0.05, 0.1)
self._left_attack(cast_pos_abs, spray=11)
keyboard.send(Config().char["stand_still"], do_press=False)
wait(self._cast_duration, self._cast_duration + 0.2)
# Move to items
self._pather.traverse_nodes((Location.A5_SHENK_SAFE_DIST, Location.A5_SHENK_END), self, timeout=1.4, force_tp=True)
return True
def kill_council(self) -> bool:
atk_len_trav_2 = int(Config().char["atk_len_trav"] / 2)
# Check out the node screenshot in assets/templates/trav/nodes to see where each node is at
# Go inside cast stuff in general direction
self._pather.offset_node(229, [250, 130])
self._pather.traverse_nodes([228, 229], self, timeout=2.5, force_tp=True)
self._pather.offset_node(229, [-250, -130])
atk_pos_abs = self._pather.find_abs_node_pos(230, grab())
if atk_pos_abs is None:
Logger.debug("Could not find node [230]. Using static attack coordinates instead.")
atk_pos_abs = [-300, -200]
else:
atk_pos_abs = [atk_pos_abs[0], atk_pos_abs[1] + 70]
cast_pos_abs = np.array([atk_pos_abs[0] * 0.9, atk_pos_abs[1] * 0.9])
self._left_attack(cast_pos_abs, spray=80)
for _ in range(atk_len_trav_2):
if skills.is_right_skill_active():
self._right_attack(cast_pos_abs, spray=11)
else:
self._left_attack(cast_pos_abs, spray=11)
# move a bit back
pos_m = convert_abs_to_monitor((160, 30))
self.pre_move()
self.move(pos_m, force_move=True)
atk_pos_abs = self._pather.find_abs_node_pos(229, grab())
if atk_pos_abs is None:
Logger.debug("Could not find node [229]. Using static attack coordinates instead.")
atk_pos_abs = [-200, -80]
for _ in range(atk_len_trav_2):
if skills.is_right_skill_active():
self._right_attack(cast_pos_abs, spray=11)
else:
self._left_attack(cast_pos_abs, spray=11)
# Move outside
# Move a bit back and another round
self._pather.traverse_nodes([226], self, timeout=2.5, force_tp=True)
cast_pos_abs = np.array([-300, -100])
for _ in range(atk_len_trav_2):
if skills.is_right_skill_active():
self._right_attack(cast_pos_abs, spray=11)
else:
self._left_attack(cast_pos_abs, spray=11)
# move a bit back
pos_m = convert_abs_to_monitor((100, 0))
cast_pos_abs = self._pather.find_abs_node_pos(229, grab())
if cast_pos_abs is not None:
self.pre_move()
self.move(pos_m, force_move=True)
for _ in range(atk_len_trav_2):
if skills.is_right_skill_active():
self._right_attack(cast_pos_abs, spray=11)
else:
self._left_attack(cast_pos_abs, spray=11)
return True
def kill_nihlathak(self, end_nodes: list[int]) -> bool:
# Find nilhlatak position
atk_len = int(Config().char["atk_len_nihlathak"])
nihlathak_pos_abs = self._pather.find_abs_node_pos(end_nodes[-1], grab())
if nihlathak_pos_abs is None:
return False
cast_pos_abs = np.array([nihlathak_pos_abs[0] * 0.9, nihlathak_pos_abs[1] * 0.9])
for _ in range(atk_len):
if skills.is_right_skill_active():
self._right_attack(cast_pos_abs, spray=11)
else:
self._left_attack(cast_pos_abs, spray=11)
# Move to items
wait(self._cast_duration, self._cast_duration + 0.2)
self._pather.traverse_nodes(end_nodes, self, timeout=0.8)
return True
if __name__ == "__main__":
import os
from input_layer import keyboard
import template_finder
from pather import Pather
keyboard.add_hotkey('f12', lambda: Logger.info('Force Exit (f12)') or os._exit(1))
keyboard.wait("f11")
from config import Config
pather = Pather()