291 lines
12 KiB
Python
291 lines
12 KiB
Python
from transitions import Machine
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import time
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from char.hammerdin import Hammerdin
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from run import Pindle, ShenkEld, Trav
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from template_finder import TemplateFinder
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from item_finder import ItemFinder
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from screen import Screen
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from ui_manager import UiManager
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from npc_manager import NpcManager
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from belt_manager import BeltManager
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from pather import Pather, Location
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from logger import Logger
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from char.sorceress import Sorceress
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from char.i_char import IChar
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from config import Config
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from health_manager import HealthManager
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from death_manager import DeathManager
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from town import TownManager, A3, A4, A5
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from pickit import PickIt
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from game_stats import GameStats
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from utils.misc import wait
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import keyboard
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import time
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import os
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import random
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from typing import Union
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class Bot:
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def __init__(self, screen: Screen, game_stats: GameStats, pick_corpse: bool = False):
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self._screen = screen
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self._game_stats = game_stats
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self._config = Config()
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self._template_finder = TemplateFinder(self._screen)
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self._item_finder = ItemFinder()
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self._ui_manager = UiManager(self._screen, self._template_finder)
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self._belt_manager = BeltManager(self._screen, self._template_finder)
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self._pather = Pather(self._screen, self._template_finder)
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self._pickit = PickIt(self._screen, self._item_finder, self._ui_manager, self._belt_manager, self._game_stats)
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# Create Character
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if self._config.char["type"] == "sorceress":
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self._char: IChar = Sorceress(self._config.sorceress, self._config.char, self._screen, self._template_finder, self._ui_manager, self._pather)
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elif self._config.char["type"] == "hammerdin":
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self._char: IChar = Hammerdin(self._config.hammerdin, self._config.char, self._screen, self._template_finder, self._ui_manager, self._pather)
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else:
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Logger.error(f'{self._config.char["type"]} is not supported! Closing down bot.')
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os._exit(1)
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# Create Town Manager
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npc_manager = NpcManager(screen, self._template_finder)
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a5 = A5(self._screen, self._template_finder, self._pather, self._char, npc_manager)
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a4 = A4(self._screen, self._template_finder, self._pather, self._char, npc_manager)
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a3 = A3(self._screen, self._template_finder, self._pather, self._char, npc_manager)
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self._town_manager = TownManager(self._template_finder, self._ui_manager, a3, a4, a5)
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self._route_config = self._config.routes
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# Create runs
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if self._route_config["run_shenk"] and not self._route_config["run_eldritch"]:
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Logger.error("Running shenk without eldtritch is not supported. Either run none or both")
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os._exit(1)
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self._do_runs = {
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"run_trav": self._route_config["run_trav"],
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"run_pindle": self._route_config["run_pindle"],
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"run_shenk": self._route_config["run_shenk"] or self._route_config["run_eldritch"],
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}
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if self._config.general["randomize_runs"]:
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self.shuffle_runs()
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self._pindle = Pindle(self._template_finder, self._pather, self._town_manager, self._ui_manager, self._char, self._pickit)
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self._shenk = ShenkEld(self._template_finder, self._pather, self._town_manager, self._ui_manager, self._char, self._pickit)
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self._trav = Trav(self._template_finder, self._pather, self._town_manager, self._ui_manager, self._char, self._pickit)
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# Create member variables
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self._pick_corpse = pick_corpse
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self._picked_up_items = False
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self._curr_loc: Union[bool, Location] = None
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self._tps_left = 10 # assume half full tp book
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self._pre_buffed = 0
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self._stopping = False
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self._pausing = False
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self._current_threads = []
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self._no_stash_counter = 0
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self._ran_no_pickup = False
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# Create State Machine
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self._states=['hero_selection', 'town', 'pindle', 'shenk', "trav"]
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self._transitions = [
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{ 'trigger': 'create_game', 'source': 'hero_selection', 'dest': 'town', 'before': "on_create_game"},
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# Tasks within town
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{ 'trigger': 'maintenance', 'source': 'town', 'dest': 'town', 'before': "on_maintenance"},
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# Different runs
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{ 'trigger': 'run_pindle', 'source': 'town', 'dest': 'pindle', 'before': "on_run_pindle"},
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{ 'trigger': 'run_shenk', 'source': 'town', 'dest': 'shenk', 'before': "on_run_shenk"},
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{ 'trigger': 'run_trav', 'source': 'town', 'dest': 'trav', 'before': "on_run_trav"},
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# End run / game
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{ 'trigger': 'end_run', 'source': ['shenk', 'pindle', 'trav'], 'dest': 'town', 'before': "on_end_run"},
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{ 'trigger': 'end_game', 'source': ['town', 'shenk', 'pindle', 'trav', 'end_run'], 'dest': 'hero_selection', 'before': "on_end_game"},
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]
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self.machine = Machine(model=self, states=self._states, initial="hero_selection", transitions=self._transitions, queued=True)
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def draw_graph(self):
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# Draw the whole graph, graphviz binaries must be installed and added to path for this!
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from transitions.extensions import GraphMachine
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self.machine = GraphMachine(model=self, states=self._states, initial="hero_selection", transitions=self._transitions, queued=True)
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self.machine.get_graph().draw('my_state_diagram.png', prog='dot')
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def get_curr_location(self):
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return self._curr_loc
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def start(self):
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self.trigger('create_game')
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def stop(self):
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self._stopping = True
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def toggle_pause(self):
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self._pausing = not self._pausing
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if self._pausing:
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Logger.info(f"Pause at next state change...")
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else:
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Logger.info(f"Resume")
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self._game_stats.resume_timer()
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def trigger_or_stop(self, name: str):
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if self._pausing:
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Logger.info(f"{self._config.general['name']} is now pausing")
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self._game_stats.pause_timer()
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while self._pausing:
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time.sleep(0.2)
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if not self._stopping:
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self.trigger(name)
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def current_game_length(self):
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return self._game_stats.get_current_game_length()
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def shuffle_runs(self):
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tmp = list(self._do_runs.items())
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random.shuffle(tmp)
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self._do_runs = dict(tmp)
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def is_last_run(self):
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found_unfinished_run = False
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for key in self._do_runs:
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if self._do_runs[key]:
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found_unfinished_run = True
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break
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return not found_unfinished_run
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def on_create_game(self):
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keyboard.release(self._config.char["stand_still"])
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# Start a game from hero selection
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self._game_stats.log_start_game()
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self._template_finder.search_and_wait("D2_LOGO_HS", roi=self._config.ui_roi["hero_selection_logo"])
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if not self._ui_manager.start_game(): return
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self._curr_loc = self._town_manager.wait_for_town_spawn()
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# Run /nopickup command to avoid picking up stuff on accident
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if not self._ran_no_pickup:
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self._ran_no_pickup = True
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if self._ui_manager.enable_no_pickup():
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Logger.info("Activated /nopickup")
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else:
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Logger.error("Failed to detect if /nopickup command was applied or not")
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self.trigger_or_stop("maintenance")
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def on_maintenance(self):
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# Handle picking up corpse in case of death
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if self._pick_corpse:
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self._pick_corpse = False
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time.sleep(0.6)
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DeathManager.pick_up_corpse(self._config, self._screen)
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wait(1.2, 1.5)
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self._belt_manager.fill_up_belt_from_inventory(self._config.char["num_loot_columns"])
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wait(0.5)
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# Look at belt to figure out how many pots need to be picked up
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self._belt_manager.update_pot_needs()
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# Check if should need some healing
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img = self._screen.grab()
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if HealthManager.get_health(self._config, img) < 0.6 or HealthManager.get_mana(self._config, img) < 0.2:
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Logger.info("Healing at next possible Vendor")
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self._curr_loc = self._town_manager.heal(self._curr_loc)
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if not self._curr_loc:
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return self.trigger_or_stop("end_game")
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# Stash stuff, either when item was picked up or after X runs without stashing because of unwanted loot in inventory
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self._no_stash_counter += 1
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force_stash = self._no_stash_counter > 4 and self._ui_manager.should_stash(self._config.char["num_loot_columns"])
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if self._picked_up_items or force_stash:
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self._no_stash_counter = 0
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Logger.info("Stashing items")
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self._curr_loc = self._town_manager.stash(self._curr_loc)
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if not self._curr_loc:
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return self.trigger_or_stop("end_game")
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wait(1.0)
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# Check if we are out of tps or need repairing
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need_repair = self._ui_manager.repair_needed()
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if self._tps_left < random.randint(2, 5) or need_repair:
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if need_repair: Logger.info("Repair needed. Gear is about to break")
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else: Logger.info("Repairing and buying TPs at next Vendor")
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self._curr_loc = self._town_manager.repair_and_fill_tps(self._curr_loc)
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if not self._curr_loc:
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return self.trigger_or_stop("end_game")
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self._tps_left = 20
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wait(1.0)
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# Check if merc needs to be revived
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merc_alive = self._template_finder.search("MERC", self._screen.grab(), threshold=0.9, roi=[0, 0, 200, 200]).valid
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if not merc_alive and self._config.char["use_merc"]:
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Logger.info("Resurrect merc")
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self._curr_loc = self._town_manager.resurrect(self._curr_loc)
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if not self._curr_loc:
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return self.trigger_or_stop("end_game")
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# Start a new run
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started_run = False
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for key in self._do_runs:
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if self._do_runs[key]:
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self.trigger_or_stop(key)
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started_run = True
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break
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if not started_run:
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self.trigger_or_stop("end_game")
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def on_run_pindle(self):
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res = False
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self._do_runs["run_pindle"] = False
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self._curr_loc = self._pindle.approach(self._curr_loc)
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if self._curr_loc:
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res = self._pindle.battle(not self._pre_buffed)
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if self.is_last_run() or not res:
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self.trigger_or_stop("end_game")
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else:
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self._curr_loc = res[0]
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self._picked_up_items = res[1]
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self.trigger_or_stop("end_run")
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def on_run_shenk(self):
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res = False
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self._do_runs["run_shenk"] = False
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self._curr_loc = self._shenk.approach(self._curr_loc)
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if self._curr_loc:
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res = self._shenk.battle(self._route_config["run_shenk"], not self._pre_buffed)
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if self.is_last_run() or not res:
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self.trigger_or_stop("end_game")
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else:
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self._curr_loc = res[0]
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self._picked_up_items = res[1]
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self.trigger_or_stop("end_run")
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def on_run_trav(self):
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res = False
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self._do_runs["run_trav"] = False
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self._curr_loc = self._trav.approach(self._curr_loc)
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if self._curr_loc:
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res = self._trav.battle(not self._pre_buffed)
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if self.is_last_run() or not res:
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self.trigger_or_stop("end_game")
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else:
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self._curr_loc = res[0]
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self._picked_up_items = res[1]
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self.trigger_or_stop("end_run")
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def on_end_game(self):
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self._curr_loc = False
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self._pre_buffed = False
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self._ui_manager.save_and_exit()
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self._game_stats.log_end_game()
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self._do_runs = {
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"run_trav": self._route_config["run_trav"],
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"run_pindle": self._route_config["run_pindle"],
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"run_shenk": self._route_config["run_shenk"] or self._route_config["run_eldritch"],
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}
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if self._config.general["randomize_runs"]:
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self.shuffle_runs()
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wait(0.2, 0.5)
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self.trigger_or_stop("create_game")
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def on_end_run(self):
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self._pre_buffed = True
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success = self._char.tp_town()
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self._tps_left -= 1
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if success:
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self._curr_loc = self._town_manager.wait_for_tp(self._curr_loc)
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if self._curr_loc:
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self.trigger_or_stop("maintenance")
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else:
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self.trigger_or_stop("end_game")
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else:
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self.trigger_or_stop("end_game")
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