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

153 lines
6.6 KiB
Python

import keyboard
from utils.custom_mouse import mouse
from char import IChar
from template_finder import TemplateFinder
from ui import UiManager
from pather import Pather
from logger import Logger
from screen import Screen
from utils.misc import wait, rotate_vec, unit_vector
import random
from typing import Tuple
from pather import Location, Pather
import numpy as np
class Trapsin(IChar):
def __init__(self, skill_hotkeys, char_config, screen: Screen, template_finder: TemplateFinder, ui_manager: UiManager, pather: Pather):
Logger.info("Setting up Trapsin")
super().__init__(skill_hotkeys, char_config, screen, template_finder, ui_manager)
self._pather = pather
def pre_buff(self):
if self._char_config["cta_available"]:
self._pre_buff_cta()
if self._skill_hotkeys["fade"]:
keyboard.send(self._skill_hotkeys["fade"])
wait(0.1, 0.13)
mouse.click(button="right")
wait(self._cast_duration)
if self._skill_hotkeys["shadow_warrior"]:
keyboard.send(self._skill_hotkeys["shadow_warrior"])
wait(0.1, 0.13)
mouse.click(button="right")
wait(self._cast_duration)
if self._skill_hotkeys["burst_of_speed"]:
keyboard.send(self._skill_hotkeys["burst_of_speed"])
wait(0.1, 0.13)
mouse.click(button="right")
wait(self._cast_duration)
def _left_attack(self, cast_pos_abs: Tuple[float, float], spray: int = 10):
keyboard.send(self._char_config["stand_still"], do_release=False)
if self._skill_hotkeys["skill_left"]:
keyboard.send(self._skill_hotkeys["skill_left"])
for _ in range(4):
x = cast_pos_abs[0] + (random.random() * 2*spray - spray)
y = cast_pos_abs[1] + (random.random() * 2*spray - spray)
cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
mouse.move(*cast_pos_monitor)
mouse.press(button="left")
wait(0.2, 0.3)
mouse.release(button="left")
keyboard.send(self._char_config["stand_still"], do_press=False)
def _right_attack(self, cast_pos_abs: Tuple[float, float], spray: float = 10):
keyboard.send(self._skill_hotkeys["lightning_sentry"])
x = cast_pos_abs[0] + (random.random() * 2 * spray - spray)
y = cast_pos_abs[1] + (random.random() * 2 * spray - spray)
cast_pos_monitor = self._screen.convert_abs_to_monitor((x, y))
mouse.move(*cast_pos_monitor)
def atk(num: int):
for _ in range(num):
mouse.press(button="right")
wait(0.20)
mouse.release(button="right")
wait(0.15)
atk(4)
keyboard.send(self._skill_hotkeys["death_sentry"])
atk(1)
def kill_pindle(self) -> bool:
atk_len = max(1, int(self._char_config["atk_len_pindle"] / 2))
pindle_pos_abs = self._screen.convert_screen_to_abs(self._config.path["pindle_end"][0])
cast_pos_abs = [pindle_pos_abs[0] * 0.9, pindle_pos_abs[1] * 0.9]
for _ in range(atk_len):
self._right_attack(cast_pos_abs, 11)
self._left_attack(cast_pos_abs, 11)
# Move to items
wait(self._cast_duration, self._cast_duration + 0.2)
if self.can_teleport():
self._pather.traverse_nodes_fixed("pindle_end", self)
else:
self._pather.traverse_nodes((Location.A5_PINDLE_SAFE_DIST, Location.A5_PINDLE_END), self, force_tp=True)
return True
def kill_eldritch(self) -> bool:
atk_len = max(1, int(self._char_config["atk_len_eldritch"] / 2))
eld_pos_abs = self._screen.convert_screen_to_abs(self._config.path["eldritch_end"][0])
cast_pos_abs = [eld_pos_abs[0] * 0.9, eld_pos_abs[1] * 0.9]
for _ in range(atk_len):
self._right_attack(cast_pos_abs, 90)
self._left_attack(cast_pos_abs, 90)
# Move to items
wait(self._cast_duration, self._cast_duration + 0.2)
if self.can_teleport():
self._pather.traverse_nodes_fixed("eldritch_end", self)
else:
self._pather.traverse_nodes((Location.A5_ELDRITCH_SAFE_DIST, Location.A5_ELDRITCH_END), self, time_out=0.6, force_tp=True)
return True
def kill_shenk(self) -> bool:
atk_len = max(1, int(self._char_config["atk_len_shenk"] / 2))
shenk_pos_abs = self._pather.find_abs_node_pos(149, self._screen.grab())
if shenk_pos_abs is None:
shenk_pos_abs = self._screen.convert_screen_to_abs(self._config.path["shenk_end"][0])
cast_pos_abs = [shenk_pos_abs[0] * 0.9, shenk_pos_abs[1] * 0.9]
for _ in range(atk_len):
self._right_attack(cast_pos_abs, 90)
self._left_attack(cast_pos_abs, 90)
# Move to items
wait(self._cast_duration, self._cast_duration + 0.2)
self._pather.traverse_nodes((Location.A5_SHENK_SAFE_DIST, Location.A5_SHENK_END), self, time_out=1.4, force_tp=True)
return True
def kill_nihlatak(self, end_nodes: list[int]) -> bool:
# Find nilhlatak position
atk_len = max(1, int(self._char_config["atk_len_nihlatak"] / 2))
for i in range(atk_len):
nihlatak_pos_abs = self._pather.find_abs_node_pos(end_nodes[-1], self._screen.grab())
if nihlatak_pos_abs is None:
return False
cast_pos_abs = np.array([nihlatak_pos_abs[0] * 0.9, nihlatak_pos_abs[1] * 0.9])
self._left_attack(cast_pos_abs, 90)
self._right_attack(cast_pos_abs, 90)
# Do some tele "dancing" after each sequence
if i < atk_len - 1:
rot_deg = random.randint(-10, 10) if i % 2 == 0 else random.randint(170, 190)
tele_pos_abs = unit_vector(rotate_vec(cast_pos_abs, rot_deg)) * 100
pos_m = self._screen.convert_abs_to_monitor(tele_pos_abs)
self.pre_move()
self.move(pos_m)
# Move to items
wait(self._cast_duration, self._cast_duration + 0.2)
self._pather.traverse_nodes(end_nodes, self, time_out=0.8)
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 Trapsin
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 = Trapsin(config.trapsin, config.char, screen, t_finder, ui_manager, pather)