* necro rebase * merge * necro readme * removed import * a * necro char * necro parms * config fix * example planner * clear pindle pack * pindle pack config cast Co-authored-by: nlapinski <[email protected]>
532 lines
21 KiB
Python
532 lines
21 KiB
Python
import keyboard
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from utils.custom_mouse import mouse
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from char import IChar
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from template_finder import TemplateFinder
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from ui import UiManager
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from pather import Pather
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from logger import Logger
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from screen import Screen
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from utils.misc import wait, rotate_vec, unit_vector
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import random
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from typing import Tuple, Union, List
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from pather import Location, Pather
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import numpy as np
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import time
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from utils.misc import cut_roi, is_in_roi
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class Necro(IChar):
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def __init__(self, skill_hotkeys, char_config, screen: Screen, template_finder: TemplateFinder, ui_manager: UiManager, pather: Pather):
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Logger.info('\033[94m'+"Setting up Necro"+'\033[0m')
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super().__init__(skill_hotkeys, char_config, screen, template_finder, ui_manager)
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self._pather = pather
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#custom necro pathing for pindle
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self._pather.adapt_path((Location.A5_PINDLE_START, Location.A5_PINDLE_SAFE_DIST), [100,101])
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self._pather.adapt_path((Location.A5_PINDLE_SAFE_DIST, Location.A5_PINDLE_END), [104])
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#minor offsets to pindle fight locations
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self._pather.offset_node(102, [15, 0])
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self._pather.offset_node(103, [15, 0])
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self._pather.offset_node(101, [100,-5])
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#custom locations for shenk paths
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self._pather.adapt_path((Location.A5_SHENK_START, Location.A5_SHENK_SAFE_DIST),[141, 142, 143, 144, 145])
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self._pather.adapt_path((Location.A5_SHENK_SAFE_DIST, Location.A5_SHENK_END), [149])
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#custom locations for trav paths
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self._pather.adapt_path((Location.A3_TRAV_START, Location.A3_TRAV_CENTER_STAIRS), [220, 221, 222, 223, 224, 225, 226])
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def _revive(self, cast_pos_abs: Tuple[float, float], spray: int = 10, cast_count: int=12):
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Logger.info('\033[94m'+"raise revive"+'\033[0m')
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keyboard.send(self._char_config["stand_still"], do_release=False)
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for _ in range(cast_count):
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if self._skill_hotkeys["raise_revive"]:
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keyboard.send(self._skill_hotkeys["raise_revive"])
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#Logger.info("revive -> cast")
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x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
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y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
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cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
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nx = cast_pos_monitor[0]
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ny = cast_pos_monitor[1]
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if(nx>1280):
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nx=1275
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if(ny>720):
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ny=715
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if(nx<0):
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nx=0
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if(ny<0):
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ny=0
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clamp = [nx,ny]
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mouse.move(*clamp)
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mouse.press(button="right")
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wait(0.075, 0.1)
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mouse.release(button="right")
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keyboard.send(self._char_config["stand_still"], do_press=False)
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def _raise_skeleton(self, cast_pos_abs: Tuple[float, float], spray: int = 10, cast_count: int=16):
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Logger.info('\033[94m'+"raise skeleton"+'\033[0m')
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keyboard.send(self._char_config["stand_still"], do_release=False)
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for _ in range(cast_count):
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if self._skill_hotkeys["raise_skeleton"]:
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keyboard.send(self._skill_hotkeys["raise_skeleton"])
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#Logger.info("raise skeleton -> cast")
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x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
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y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
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cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
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nx = cast_pos_monitor[0]
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ny = cast_pos_monitor[1]
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if(nx>1280):
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nx=1279
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if(ny>720):
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ny=719
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if(nx<0):
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nx=0
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if(ny<0):
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ny=0
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clamp = [nx,ny]
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mouse.move(*clamp)
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mouse.press(button="right")
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wait(0.02, 0.05)
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mouse.release(button="right")
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keyboard.send(self._char_config["stand_still"], do_press=False)
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def pre_buff(self):
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# not used currently
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Logger.info("prebuff")
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def _clay_golem(self):
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Logger.info('\033[94m'+"cast ~> clay golem"+'\033[0m')
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keyboard.send(self._skill_hotkeys["clay_golem"])
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wait(0.05, 0.2)
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mouse.click(button="right")
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wait(self._cast_duration)
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def bone_armor(self):
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if self._skill_hotkeys["bone_armor"]:
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keyboard.send(self._skill_hotkeys["bone_armor"])
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wait(0.04, 0.1)
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mouse.click(button="right")
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wait(self._cast_duration)
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if self._skill_hotkeys["clay_golem"]:
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keyboard.send(self._skill_hotkeys["clay_golem"])
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wait(0.04, 0.1)
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mouse.click(button="right")
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wait(self._cast_duration)
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def _bone_armor(self):
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if self._skill_hotkeys["bone_armor"]:
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keyboard.send(self._skill_hotkeys["bone_armor"])
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wait(0.04, 0.1)
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mouse.click(button="right")
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wait(self._cast_duration)
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def _left_attack(self, cast_pos_abs: Tuple[float, float], spray: int = 10):
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keyboard.send(self._char_config["stand_still"], do_release=False)
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if self._skill_hotkeys["skill_left"]:
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keyboard.send(self._skill_hotkeys["skill_left"])
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for _ in range(10):
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x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
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y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
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cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
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mouse.move(*cast_pos_monitor)
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mouse.press(button="left")
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wait(0.25, 0.3)
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mouse.release(button="left")
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keyboard.send(self._char_config["stand_still"], do_press=False)
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def _left_attack_single(self, cast_pos_abs: Tuple[float, float], spray: int = 10, cast_count: int=6):
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keyboard.send(self._char_config["stand_still"], do_release=False)
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if self._skill_hotkeys["skill_left"]:
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keyboard.send(self._skill_hotkeys["skill_left"])
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for _ in range(cast_count):
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x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
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y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
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cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
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mouse.move(*cast_pos_monitor)
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mouse.press(button="left")
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wait(0.25, 0.3)
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mouse.release(button="left")
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keyboard.send(self._char_config["stand_still"], do_press=False)
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def _amp_dmg(self, cast_pos_abs: Tuple[float, float], spray: float = 10):
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if self._skill_hotkeys["amp_dmg"]:
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keyboard.send(self._skill_hotkeys["amp_dmg"])
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x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
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y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
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cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
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mouse.move(*cast_pos_monitor)
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mouse.press(button="right")
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wait(0.25, 0.35)
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mouse.release(button="right")
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def _corpse_explosion(self, cast_pos_abs: Tuple[float, float], spray: int = 10,cast_count: int = 8):
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keyboard.send(self._char_config["stand_still"], do_release=False)
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Logger.info('\033[93m'+"corpse explosion~> random cast"+'\033[0m')
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for _ in range(cast_count):
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if self._skill_hotkeys["corpse_explosion"]:
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keyboard.send(self._skill_hotkeys["corpse_explosion"])
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x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
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y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
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cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
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mouse.move(*cast_pos_monitor)
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mouse.press(button="right")
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wait(0.075, 0.1)
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mouse.release(button="right")
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keyboard.send(self._char_config["stand_still"], do_press=False)
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def _lerp(self,a: float,b: float, f:float):
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return a + f * (b - a)
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def _cast_circle(self, cast_dir: Tuple[float,float],cast_start_angle: float=0.0, cast_end_angle: float=90.0,cast_div: int = 10,cast_v_div: int=4,cast_spell: str='raise_skeleton',delay: float=1.0,offset: float=1.0):
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Logger.info('\033[93m'+"circle cast ~>"+cast_spell+'\033[0m')
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keyboard.send(self._char_config["stand_still"], do_release=False)
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keyboard.send(self._skill_hotkeys[cast_spell])
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mouse.press(button="right")
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for i in range(cast_div):
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angle = self._lerp(cast_start_angle,cast_end_angle,float(i)/cast_div)
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target = unit_vector(rotate_vec(cast_dir, angle))
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#Logger.info("current angle ~> "+str(angle))
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for j in range(cast_v_div):
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circle_pos_screen = self._pather._adjust_abs_range_to_screen((target*120.0*float(j+1.0))*offset)
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circle_pos_monitor = self._screen.convert_abs_to_monitor(circle_pos_screen)
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mouse.move(*circle_pos_monitor,delay_factor=[0.3*delay, .6*delay])
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#Logger.info("circle move")
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mouse.release(button="right")
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keyboard.send(self._char_config["stand_still"], do_press=False)
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def kill_pindle(self) -> bool:
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atk_len = max(2, int(self._char_config["atk_len_pindle"] / 2))
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pindle_pos_abs = self._screen.convert_screen_to_abs(self._config.path["pindle_end"][0])
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cast_pos_abs = [pindle_pos_abs[0] * 0.9, pindle_pos_abs[1] * 0.9]
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pc = [pindle_pos_abs[0] * 0.9, (pindle_pos_abs[1]-50) * 0.9]
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raise_skel_pos = [0,10]
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rot_deg=0
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self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=32,cast_v_div=2,cast_spell='raise_skeleton',offset=2,delay=1.6)
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wait(self._cast_duration, self._cast_duration +.2)
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self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=4,cast_v_div=3,cast_spell='amp_dmg',delay=3.0)
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rot_deg=0
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rot_deg=-180
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#enable this if your merc is dying
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pindle_pack_kill = bool(int(self._skill_hotkeys["clear_pindle_pack"]))
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if(pindle_pack_kill):
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Logger.info('\033[93m'+"optional pindle pack"+'\033[0m')
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self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=12,cast_v_div=2,cast_spell='corpse_explosion',delay=3.0,offset=1.8)
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wait(self._cast_duration, self._cast_duration +.2)
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self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=12,cast_v_div=2,cast_spell='corpse_explosion',delay=3.0,offset=1.8)
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wait(self._cast_duration, self._cast_duration +.1)
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self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=12,cast_v_div=2,cast_spell='raise_revive',delay=1.2,offset=1.8)
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#move to pindle combat position
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self._pather.traverse_nodes([102,103], self)
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wait(self._cast_duration, self._cast_duration +.2)
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# wiggle to unstick merc....
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pos_m = self._screen.convert_abs_to_monitor((0, -150))
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self.pre_move()
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self.move(pos_m, force_move=True)
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wait(self._cast_duration, self._cast_duration +.1)
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self._bone_armor()
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# wiggle to unstick merc....
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pos_m = self._screen.convert_abs_to_monitor((0, 150))
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self.pre_move()
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self.move(pos_m, force_move=True)
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wait(self._cast_duration, self._cast_duration +.1)
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self._amp_dmg(cast_pos_abs, 11)
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wait(self._cast_duration, self._cast_duration +.2)
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self._clay_golem()
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for _ in range(atk_len):
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Logger.info('\033[96m'+ "pindle atk cycle" + '\033[0m')
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self._amp_dmg(cast_pos_abs, 11)
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self._left_attack_single(cast_pos_abs, 11, cast_count=8)
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rot_deg=0
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for _ in range(2):
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corpse_pos = unit_vector(rotate_vec(cast_pos_abs, rot_deg)) * 200
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self._corpse_explosion(pc,40,cast_count=2)
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rot_deg-=7
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rot_deg=0
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for _ in range(2):
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corpse_pos = unit_vector(rotate_vec(cast_pos_abs, rot_deg)) * 200
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self._corpse_explosion(pc,40,cast_count=2)
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rot_deg+=7
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# wiggle to unstick merc
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pos_m = self._screen.convert_abs_to_monitor((0, -150))
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self.pre_move()
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self.move(pos_m, force_move=True)
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wait(self._cast_duration, self._cast_duration +.1)
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pos_m = self._screen.convert_abs_to_monitor((0, 150))
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self.pre_move()
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self.move(pos_m, force_move=True)
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wait(self._cast_duration, self._cast_duration +.1)
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self._revive(cast_pos_abs,50,cast_count=4)
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Logger.info('\033[92m'+"atk cycle end"+'\033[0m')
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#wait for pindle to die just incase - maybe needs death detection
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wait(self._cast_duration, self._cast_duration + 0.4)
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if self.can_teleport():
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self._pather.traverse_nodes("pindle_end", self)
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else:
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self._pather.traverse_nodes((Location.A5_PINDLE_SAFE_DIST, Location.A5_PINDLE_END), self, force_tp=True)
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return True
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def kill_eldritch(self) -> bool:
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atk_len = max(2, int(self._char_config["atk_len_eldritch"] / 2))
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eld_pos_abs = self._screen.convert_screen_to_abs(self._config.path["eldritch_end"][0])
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cast_pos_abs = [eld_pos_abs[0] * 0.9, eld_pos_abs[1] * 0.9]
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self.bone_armor()
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# move a bit back
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pos_m = self._screen.convert_abs_to_monitor((0, 50))
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self.pre_move()
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self.move(pos_m, force_move=True)
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self._amp_dmg(cast_pos_abs, 11)
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corpse_exp_pos = [0,-80]
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for _ in range(atk_len):
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#Logger.info("atk cycle")
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Logger.info('\033[96m'+ "eldrich atk cycle" + '\033[0m')
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self._left_attack_single(cast_pos_abs, 11, cast_count=8)
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self._corpse_explosion(cast_pos_abs, 60, cast_count=4)
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Logger.info('\033[92m'+"atk cycle end"+'\033[0m')
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# Move to items
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wait(self._cast_duration, self._cast_duration + 0.2)
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if self.can_teleport():
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self._pather.traverse_nodes_fixed("eldritch_end", self)
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else:
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self._pather.traverse_nodes((Location.A5_ELDRITCH_SAFE_DIST, Location.A5_ELDRITCH_END), self, time_out=0.6, force_tp=True)
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self.bone_armor()
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#get some more summons out for elite packs
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self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=12,cast_v_div=4,cast_spell='raise_revive',delay=1.2,offset=.8)
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self._raise_skeleton([0,-40],80,cast_count=4)
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# move a bit back
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pos_m = self._screen.convert_abs_to_monitor((0, -350))
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self.pre_move()
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self.move(pos_m, force_move=True)
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return True
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def kill_shenk(self) -> bool:
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#stop to kill potentially troublesome packs
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Logger.info('\033[93m'+"dealing with posible packs"+'\033[0m')
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self.bone_armor()
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self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=4,cast_v_div=3,cast_spell='amp_dmg',delay=3.0)
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self._corpse_explosion([0,50], 80, cast_count=8)
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#continue to shenk fight
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self._pather.traverse_nodes(([ 146, 147, 148]), self, time_out=1.4, force_tp=True)
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shenk_pos_abs = self._pather.find_abs_node_pos(149, self._screen.grab())
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if shenk_pos_abs is None:
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shenk_pos_abs = self._screen.convert_screen_to_abs(self._config.path["shenk_end"][0])
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cast_pos_abs = [shenk_pos_abs[0] * 0.9, shenk_pos_abs[1] * 0.9]
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self.bone_armor()
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self._cast_circle(cast_dir=[-1,1],cast_start_angle=0,cast_end_angle=360,cast_div=4,cast_v_div=3,cast_spell='amp_dmg',delay=3.0)
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corpse_exp_pos = [200,80]
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for _ in range(int(self._char_config["atk_len_shenk"])):
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Logger.info('\033[96m'+ "shenk atk cycle" + '\033[0m')
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self._left_attack_single(cast_pos_abs, 11, cast_count=4)
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self._bone_armor()
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self._amp_dmg(cast_pos_abs, 11)
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self._corpse_explosion(corpse_exp_pos, 80, cast_count=12)
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Logger.info('\033[92m'+"atk cycle end"+'\033[0m')
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self._raise_skeleton(cast_pos_abs,80,cast_count=4)
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self._revive(cast_pos_abs,80,cast_count=4)
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# Move to items
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wait(self._cast_duration, self._cast_duration + 0.2)
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self._pather.traverse_nodes(([148,149]), self, time_out=3.4, force_tp=True)
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return True
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def kill_council(self) -> bool:
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#this could still use some work, mostly works though, needs a fairly well geared merc
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self._bone_armor()
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wait(self._cast_duration, self._cast_duration +.4)
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self._clay_golem()
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cast_pos_abs = [-300,-200]
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corpse_exp_pos = cast_pos_abs
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# Check out the node screenshot in assets/templates/trav/nodes to see where each node is at
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atk_len = self._char_config["atk_len_trav"]
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# Go inside and hammer a bit
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self.bone_armor()
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self._left_attack_single(cast_pos_abs, 11, cast_count=4)
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self._amp_dmg(cast_pos_abs, 11)
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self._corpse_explosion(corpse_exp_pos, 80, cast_count=8)
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# wiggle to unstick merc....
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pos_m = self._screen.convert_abs_to_monitor((0, 50))
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self.pre_move()
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self.move(pos_m, force_move=True)
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wait(self._cast_duration, self._cast_duration +.1)
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|
|
|
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# wiggle to unstick merc....
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|
pos_m = self._screen.convert_abs_to_monitor((0, -50))
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self.pre_move()
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self.move(pos_m, force_move=True)
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wait(self._cast_duration, self._cast_duration +.1)
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|
|
|
wait(self._cast_duration, self._cast_duration +.1)
|
|
self._bone_armor()
|
|
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
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|
|
|
self._corpse_explosion(corpse_exp_pos, 80, cast_count=12)
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|
|
|
|
|
# wiggle to unstick merc....
|
|
pos_m = self._screen.convert_abs_to_monitor((0, 50))
|
|
self.pre_move()
|
|
self.move(pos_m, force_move=True)
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|
wait(self._cast_duration, self._cast_duration +.1)
|
|
|
|
# wiggle to unstick merc....
|
|
pos_m = self._screen.convert_abs_to_monitor((0, -50))
|
|
self.pre_move()
|
|
self.move(pos_m, force_move=True)
|
|
wait(self._cast_duration, self._cast_duration +.1)
|
|
cast_pos_abs = [50,-50]
|
|
|
|
self._amp_dmg(cast_pos_abs, 11)
|
|
self._bone_armor()
|
|
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
|
|
self._corpse_explosion(corpse_exp_pos, 80, cast_count=8)
|
|
self._bone_armor()
|
|
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
|
|
self._corpse_explosion(corpse_exp_pos, 240, cast_count=18)
|
|
|
|
|
|
#take care of inside mobs
|
|
self._pather.offset_node(229, [250, 130])
|
|
self._pather.traverse_nodes([228, 229], self, time_out=2.5, force_tp=True)
|
|
self._pather.offset_node(229, [-250, -130])
|
|
atk_pos_abs = self._pather.find_abs_node_pos(230, self._screen.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.bone_armor()
|
|
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
|
|
self._amp_dmg(cast_pos_abs, 11)
|
|
self._corpse_explosion(corpse_exp_pos, 80, cast_count=8)
|
|
|
|
# wiggle to unstick merc....
|
|
pos_m = self._screen.convert_abs_to_monitor((0, 50))
|
|
self.pre_move()
|
|
self.move(pos_m, force_move=True)
|
|
wait(self._cast_duration, self._cast_duration +.1)
|
|
|
|
|
|
# wiggle to unstick merc....
|
|
pos_m = self._screen.convert_abs_to_monitor((0, -50))
|
|
self.pre_move()
|
|
self.move(pos_m, force_move=True)
|
|
wait(self._cast_duration, self._cast_duration +.1)
|
|
|
|
wait(self._cast_duration, self._cast_duration +.1)
|
|
self._bone_armor()
|
|
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
|
|
|
|
self._corpse_explosion(corpse_exp_pos, 80, cast_count=12)
|
|
|
|
|
|
# wiggle to unstick merc....
|
|
pos_m = self._screen.convert_abs_to_monitor((0, 50))
|
|
self.pre_move()
|
|
self.move(pos_m, force_move=True)
|
|
wait(self._cast_duration, self._cast_duration +.1)
|
|
|
|
# wiggle to unstick merc....
|
|
pos_m = self._screen.convert_abs_to_monitor((0, -50))
|
|
self.pre_move()
|
|
self.move(pos_m, force_move=True)
|
|
wait(self._cast_duration, self._cast_duration +.1)
|
|
#cast_pos_abs = [-300,-200]
|
|
|
|
self._amp_dmg(cast_pos_abs, 11)
|
|
self._bone_armor()
|
|
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
|
|
self._corpse_explosion(corpse_exp_pos, 80, cast_count=8)
|
|
self._bone_armor()
|
|
self._left_attack_single(cast_pos_abs, 11, cast_count=4)
|
|
self._corpse_explosion(corpse_exp_pos, 240, cast_count=18)
|
|
|
|
|
|
self._pather.traverse_nodes([230, 229 ,228], self, time_out=2.5, force_tp=True)
|
|
Logger.info('\033[92m'+"atk cycle end"+'\033[0m')
|
|
|
|
|
|
return True
|
|
|
|
|
|
if __name__ == "__main__":
|
|
import os
|
|
import keyboard
|
|
keyboard.add_hotkey('f12', lambda: Logger.info('Force Exit (f12)') or os._exit(1))
|
|
keyboard.wait("f11")
|
|
from config import Config
|
|
from char import Necro
|
|
from ui import UiManager
|
|
config = Config()
|
|
screen = Screen(config.general["monitor"])
|
|
t_finder = TemplateFinder(screen)
|
|
pather = Pather(screen, t_finder)
|
|
ui_manager = UiManager(screen, t_finder)
|
|
char = Necro(config.necro, config.char, screen, t_finder, ui_manager, pather)
|