Files
my-botty/src/bot.py
T
alexandClaude Sonnet 4.6 fda747a1bf feat: restart bot process instead of killing D2R when stuck
When restart_d2r_when_stuck is enabled, spawn a fresh Python process
(same main.py) and exit immediately rather than killing and relaunching
D2R. The new bot detects D2R is already running and skips launching it,
preserving the game session. D2R is only killed on deliberate exits
(safe_exit) and the initial auto_login launch.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-06-07 16:13:18 +02:00

903 lines
45 KiB
Python

from transitions import Machine
import time
from input_layer import keyboard
import time
import os
import sys
import random
import cv2
import math
import numpy as np
from copy import copy
from collections import OrderedDict
from health_manager import set_pause_state
from transmute import Transmute
from utils.misc import wait, hms
from utils.log_rotation import safe_imwrite
from utils.restart import safe_exit
from game_stats import GameStats
from logger import Logger
from config import Config
from screen import grab, convert_monitor_to_screen, convert_screen_to_abs, convert_abs_to_monitor, convert_screen_to_monitor
import template_finder
from char import IChar
from item.pickit import PickIt
from item import consumables
from pather import Pather, Location
from char.sorceress import LightSorc, BlizzSorc, BlizzorbSorc, NovaSorc, HydraSorc
from char.trapsin import Trapsin
from char.paladin.hammerdin import Hammerdin
from char.paladin import FoHdin
from char.warlock import FireLock, AbyssLock, EchoLock
from char.amazon.javazon import Javazon
from char.barbarian import Barbarian
from char.necro import Necro
from char.poison_necro import Poison_Necro
from char.bone_necro import Bone_Necro
from char.basic import Basic
from char.basic_ranged import Basic_Ranged
from ui_manager import wait_until_hidden, wait_until_visible, ScreenObjects, is_visible, detect_screen_object
from ui import meters, skills, view, character_select, main_menu
from inventory import personal, vendor, belt, common
from run import Pindle, ShenkEld, Trav, Nihlathak, Arcane, Diablo, Vizier, Level
from run.baal import Baal
from run.mephisto import Mephisto
from run.andariel import Andariel
from run.countess import Countess
from town import TownManager, A1, A2, A3, A4, A5, town_manager
from messages import Messenger
from threading import Lock
from utils.stealth import maybe_afk_break, should_skip_run
class Bot:
def __init__(self, game_stats: GameStats):
self._game_stats = game_stats
self._messenger = Messenger()
self._pather = Pather()
self._pickit = PickIt()
self._stash_mutex = Lock()
# Create Character
match Config().char["type"]:
case "sorceress" | "light_sorc":
self._char: IChar = LightSorc(Config().light_sorc, self._pather)
case "blizz_sorc":
self._char: IChar = BlizzSorc(Config().blizz_sorc, self._pather)
case "blizzorb_sorc":
self._char: IChar = BlizzorbSorc(Config().blizzorb_sorc, self._pather)
case "nova_sorc":
self._char: IChar = NovaSorc(Config().nova_sorc, self._pather)
case "hydra_sorc":
self._char: IChar = HydraSorc(Config().hydra_sorc, self._pather)
case "hammerdin" | "paladin":
self._char: IChar = Hammerdin(Config().hammerdin, self._pather, self._pickit) #pickit added for diablo
case "fohdin":
self._char: IChar = FoHdin(Config().fohdin, self._pather, self._pickit)
case "abyss_lock" | "warlock":
self._char: IChar = AbyssLock(Config().abyss_lock, self._pather)
case "fire_lock":
self._char: IChar = FireLock(Config().fire_lock, self._pather)
case "echo_lock":
self._char: IChar = EchoLock(Config().echo_lock, self._pather)
case "amazon" | "javazon":
self._char: IChar = Javazon(Config().javazon, self._pather)
case "trapsin":
self._char: IChar = Trapsin(Config().trapsin, self._pather)
case "barbarian":
self._char: IChar = Barbarian(Config().barbarian, self._pather)
case "poison_necro":
self._char: IChar = Poison_Necro(Config().poison_necro, self._pather)
case "bone_necro":
self._char: IChar = Bone_Necro(Config().bone_necro, self._pather)
case "necro":
self._char: IChar = Necro(Config().necro, self._pather)
case "basic":
self._char: IChar = Basic(Config().basic, self._pather)
case "basic_ranged":
self._char: IChar = Basic_Ranged(Config().basic_ranged, self._pather)
case _:
Logger.error(f'{Config().char["type"]} is not supported! Closing down bot.')
os._exit(1)
# Create Town Manager
a5 = A5(self._pather, self._char)
a4 = A4(self._pather, self._char)
a3 = A3(self._pather, self._char)
a2 = A2(self._pather, self._char)
a1 = A1(self._pather, self._char)
self._town_manager = TownManager(a1, a2, a3, a4, a5)
# Create runs
self._do_runs = {
"run_level": Config().routes.get("run_level"),
"run_trav": Config().routes.get("run_trav"),
"run_pindle": Config().routes.get("run_pindle"),
"run_shenk": Config().routes.get("run_eldritch") or Config().routes.get("run_eldritch_shenk"),
"run_nihlathak": Config().routes.get("run_nihlathak"),
"run_arcane": Config().routes.get("run_arcane"),
"run_diablo": Config().routes.get("run_diablo"),
"run_vizier": Config().routes.get("run_vizier"),
"run_baal": Config().routes.get("run_baal"),
"run_mephisto": Config().routes.get("run_mephisto"),
"run_andariel": Config().routes.get("run_andariel"),
"run_countess": Config().routes.get("run_countess"),
}
# Adapt order to the config
self._do_runs = OrderedDict((k, self._do_runs[k]) for k in Config().routes_order if k in self._do_runs and self._do_runs[k])
self._do_runs_reset = copy(self._do_runs)
Logger.info(f"Doing runs: {self._do_runs_reset.keys()}")
if Config().general["randomize_runs"]:
self.shuffle_runs()
self._level = Level(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._pindle = Pindle(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._shenk = ShenkEld(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._trav = Trav(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._nihlathak = Nihlathak(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._arcane = Arcane(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._diablo = Diablo(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._vizier = Vizier(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._baal = Baal(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._mephisto = Mephisto(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._andariel = Andariel(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
self._countess = Countess(self._pather, self._town_manager, self._char, self._pickit, self._do_runs)
# Create member variables
self._picked_up_items = False
self._curr_loc: bool | Location = None
self._use_id_tome = True
self._use_keys = True
self._pre_buffed = False
self._stopping = False
self._pausing = False
self._current_threads = []
self._ran_no_pickup = False
self._previous_run_failed = False
self._timer = time.time()
# Per-run recovery: track consecutive failures per run so a single broken
# run (bad path, missing WP, etc.) gets disabled instead of killing the bot.
self._run_failure_counts: dict[str, int] = {}
self._disabled_runs: set[str] = set()
self._max_run_failures = Config().general.get("disable_run_after_failures", 5)
# Create State Machine
self._states=['initialization','hero_selection', 'town', 'level', 'pindle', 'shenk', 'trav', 'nihlathak', 'arcane', 'diablo', 'vizier', 'baal', 'mephisto', 'andariel', 'countess']
self._transitions = [
{ 'trigger': 'init', 'source': 'initialization', 'dest': '=','before': "on_init"},
{ 'trigger': 'skip_to_level', 'source': 'initialization', 'dest': 'level', 'before': "on_skip_to_level"},
{ 'trigger': 'select_character', 'source': 'initialization', 'dest': 'hero_selection', 'before': "on_select_character"},
{ 'trigger': 'start_from_town', 'source': ['initialization', 'hero_selection'], 'dest': 'town', 'before': "on_start_from_town"},
{ 'trigger': 'create_game', 'source': 'hero_selection', 'dest': '=', 'before': "on_create_game"},
# Tasks within town
{ 'trigger': 'maintenance', 'source': 'town', 'dest': 'town', 'before': "on_maintenance"},
# Different runs
{ 'trigger': 'run_level', 'source': 'town', 'dest': 'level', 'before': "on_run_level"},
{ 'trigger': 'run_pindle', 'source': 'town', 'dest': 'pindle', 'before': "on_run_pindle"},
{ 'trigger': 'run_shenk', 'source': 'town', 'dest': 'shenk', 'before': "on_run_shenk"},
{ 'trigger': 'run_trav', 'source': 'town', 'dest': 'trav', 'before': "on_run_trav"},
{ 'trigger': 'run_nihlathak', 'source': 'town', 'dest': 'nihlathak', 'before': "on_run_nihlathak"},
{ 'trigger': 'run_arcane', 'source': 'town', 'dest': 'arcane', 'before': "on_run_arcane"},
{ 'trigger': 'run_diablo', 'source': 'town', 'dest': 'diablo', 'before': "on_run_diablo"},
{ 'trigger': 'run_vizier', 'source': 'town', 'dest': 'vizier', 'before': "on_run_vizier"},
{ 'trigger': 'run_baal', 'source': 'town', 'dest': 'baal', 'before': "on_run_baal" },
{ 'trigger': 'run_mephisto', 'source': 'town', 'dest': 'mephisto', 'before': "on_run_mephisto" },
{ 'trigger': 'run_andariel', 'source': 'town', 'dest': 'andariel', 'before': "on_run_andariel" },
{ 'trigger': 'run_countess', 'source': 'town', 'dest': 'countess', 'before': "on_run_countess" },
# End run / game
{ 'trigger': 'end_run', 'source': ['level', 'shenk', 'pindle', 'nihlathak', 'trav', 'arcane', 'diablo','vizier', 'baal', 'mephisto', 'andariel', 'countess'], 'dest': 'town', 'before': "on_end_run"},
{ 'trigger': 'end_game', 'source': ['town', 'shenk', 'pindle', 'nihlathak', 'trav', 'arcane', 'diablo','vizier','end_run', 'baal', 'mephisto', 'andariel', 'countess'], 'dest': 'initialization', 'before': "on_end_game"},
]
self.machine = Machine(model=self, states=self._states, initial="initialization", transitions=self._transitions, queued=True)
self._transmute = Transmute(self._game_stats)
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="initialization", transitions=self._transitions, queued=True)
self.machine.get_graph().draw('my_state_diagram.png', prog='dot')
def get_curr_location(self):
return self._curr_loc
def start(self):
from utils.misc import register_stop_condition, unregister_stop_condition
import threading
register_stop_condition(threading.get_ident(), lambda: self._stopping)
try:
self.trigger_or_stop('init')
finally:
unregister_stop_condition(threading.get_ident())
def stop(self):
self._stopping = True
def toggle_pause(self):
self._pausing = not self._pausing
if self._pausing:
Logger.info(f"Pause at next state change...")
else:
Logger.info(f"Resume")
self._game_stats.resume_timer()
def trigger_or_stop(self, name: str, **kwargs):
if self._pausing:
Logger.info(f"{Config().general['name']} is now pausing")
self._game_stats.pause_timer()
while self._pausing:
from utils.misc import wait as _wait
_wait(0.2, 0.24)
if not self._stopping:
self.trigger(name, **kwargs)
def restart_or_exit(self, message: str =""):
if message:
Logger.error(message)
if not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason(message)
if Config().general["restart_d2r_when_stuck"]:
Logger.info("Restarting bot — game kept running")
import subprocess
subprocess.Popen([sys.executable, os.path.abspath(sys.argv[0])])
os._exit(0)
else:
Logger.info("Shut down botty")
safe_exit()
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)
#We clear() and update() to avoid assignment on _do_runs as this list is referenced
#by other classes and we want updates persisted everywhere.
self._do_runs.clear()
self._do_runs.update(OrderedDict(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 _rebuild_as_asset_to_trigger(trigger_to_assets: dict):
result = {}
for key in trigger_to_assets.keys():
for asset in trigger_to_assets[key]:
result[asset] = key
return result
def on_init(self):
self._game_stats.log_start_game()
keyboard.release(Config().char["stand_still"])
# Force D2R client area to stable position to prevent offset drift
from utils.misc import move_d2r_window
move_d2r_window(5, 98)
wait(0.3)
# If we're only doing run_level and character is already in-game, skip
# the town detection and go straight to the run
if list(self._do_runs.keys()) == ["run_level"]:
Logger.info("Level run only - skipping town detection, starting directly")
self._curr_loc = Location.A1_TOWN_START
self.trigger_or_stop("skip_to_level")
return
transition_to_screens = Bot._rebuild_as_asset_to_trigger({
"select_character": main_menu.MAIN_MENU_MARKERS,
"start_from_town": town_manager.TOWN_MARKERS,
})
if (match := template_finder.search_and_wait(list(transition_to_screens.keys()), best_match=True)).valid:
self.trigger_or_stop(transition_to_screens[match.name])
else:
self.restart_or_exit(f"Failed to detect {list(transition_to_screens.keys())}.")
def on_select_character(self):
# Make sure the correct char is selected
if not character_select.has_char_template_saved():
character_select.save_char_online_status()
character_select.save_char_template()
else:
if not character_select.select_char():
if Config().general["info_screenshots"]:
timestamp = time.strftime("%Y%m%d_%H%M%S")
safe_imwrite("./log/screenshots/info/info_failed_character_select_" + timestamp + ".png", grab())
if character_select.has_char_template_saved():
saved_char_img = character_select.get_saved_char_template()
safe_imwrite("./log/screenshots/info/info_failed_character_select_saved_template_" + timestamp + ".png", saved_char_img)
self._game_stats.set_failure_reason("Character selection failed at hero screen")
self.restart_or_exit()
self.trigger_or_stop("create_game")
def on_create_game(self):
# Start a game from hero selection
if (m := wait_until_visible(ScreenObjects.MainMenu)).valid:
if "DARK" in m.name:
keyboard.send("esc")
main_menu.start_game()
view.move_to_corpse()
else:
self._game_stats.set_failure_reason("Could not detect main menu to start game")
self.restart_or_exit()
self.trigger_or_stop("start_from_town")
def on_start_from_town(self):
self._curr_loc = self._town_manager.wait_for_town_spawn()
if not self._curr_loc:
Logger.warning("Could not detect town spawn — defaulting to A1_TOWN_START. Run will waypoint to correct act.")
self._curr_loc = Location.A1_TOWN_START
# Handle picking up corpse in case of death
if (corpse_present := is_visible(ScreenObjects.Corpse)):
self._previous_run_failed = True
view.pickup_corpse()
wait_until_hidden(ScreenObjects.Corpse)
belt.fill_up_belt_from_inventory(Config().char["num_loot_columns"])
self._char.discover_capabilities()
if corpse_present and self._char.capabilities.can_teleport_with_charges and not self._char.select_tp():
keybind = Config().char["teleport"]
Logger.info(f"Teleport keybind is lost upon death. Rebinding teleport to '{keybind}'")
self._char.remap_right_skill_hotkey("TELE_ACTIVE", Config().char["teleport"])
# Run /nopickup command to avoid picking up stuff on accident
if Config().char["enable_no_pickup"] and (not self._ran_no_pickup and not self._game_stats._nopickup_active):
self._ran_no_pickup = True
if view.enable_no_pickup():
self._game_stats._nopickup_active = True
Logger.info("Activated /nopickup")
else:
Logger.error("Failed to detect if /nopickup command was applied or not")
self._game_stats.log_exp()
self.trigger_or_stop("maintenance")
def on_maintenance(self):
# Defensive: ensure _curr_loc is valid before any town manager call
if not self._curr_loc:
Logger.warning("No current location set — defaulting to A1_TOWN_START")
self._curr_loc = Location.A1_TOWN_START
# Pause health manager if not already paused
set_pause_state(True)
# Dismiss skill/quest/help/stats icon if they are on screen
if not view.dismiss_skills_icon():
view.return_to_play()
# Top up health with belt potions before doing any town work.
# The health manager is paused in town so it won't auto-pot for us.
# We aim for ~95% HP so the character enters the next run at full health.
# Drinks health first (cheaper), then rejuv as fallback if health is unavailable.
# Happens before update_pot_needs so the reduced belt is accurately counted
# and the buy step will restock whatever was drunk.
_town_heal_threshold = 0.95
_town_heal_max_drinks = 5
for _drink_attempt in range(_town_heal_max_drinks):
_hp_img = grab()
_hp = meters.get_health(_hp_img)
if _hp >= _town_heal_threshold:
break
Logger.info(f"Town heal: HP at {_hp * 100:.0f}% — drinking potion to recover (attempt {_drink_attempt + 1}/{_town_heal_max_drinks})")
_mp = meters.get_mana(_hp_img)
_drank = belt.drink_potion("health", stats=[_hp, _mp])
if not _drank:
_drank = belt.drink_potion("rejuv", stats=[_hp, _mp])
if not _drank:
Logger.debug("Town heal: no health or rejuv potions in belt — cannot recover HP in town")
break
wait(2.0, 2.5) # wait for potion to tick (town regen is slow)
# Look at belt to figure out how many pots need to be picked up
belt.update_pot_needs()
# If we are doing trav_runs and juvs are full we will remove extra runs
if ("run_trav" == next(iter(self._do_runs))) and (consumables.get_needs("rejuv") <= 1):
while (len(self._do_runs) > 1):
skipped_run = self._do_runs.popitem()[0]
Logger.info(f"We are running trav and have full rejuvs so skipping {skipped_run}")
# Inspect inventory
items = None
need_inspect = self._picked_up_items or self._previous_run_failed
if Config().char["runs_per_stash"]:
need_inspect |= (self._game_stats._run_counter - 1) % Config().char["runs_per_stash"] == 0
if need_inspect:
img = personal.open_inventory()
# Update TP, ID, key needs
if self._game_stats._game_counter == 1:
self._use_id_tome = common.tome_state(img, 'id')[0] is not None
self._use_keys = is_visible(ScreenObjects.Key, img)
if (self._game_stats._run_counter - 1) % 4 == 0 or self._previous_run_failed:
personal.update_tome_key_needs(img, item_type = 'tp')
if self._use_id_tome:
personal.update_tome_key_needs(img, item_type = 'id')
if self._use_keys:
# if keys run out then refilling will be unreliable :(
self._use_keys = personal.update_tome_key_needs(img, item_type = 'key')
# Check inventory items
if personal.inventory_has_items(img):
Logger.debug("Inspecting inventory items")
items = personal.inspect_items(img, game_stats=self._game_stats, close_window=False)
common.close()
Logger.debug(f"Needs: {consumables.get_needs()}")
#Cast town buffs (ie burst of speed etc)
if not self._pre_buffed:
self._char.cast_town_buffs(self._curr_loc)
if items:
# if there are still items that need identifying, go to cain to identify them
if any([item.need_id for item in items]):
Logger.info("ID items at cain")
self._curr_loc = self._town_manager.identify(self._curr_loc)
if not self._curr_loc:
Logger.warning("Could not identify items (Cain not available). Continuing without ID.")
self._curr_loc = Location.A1_TOWN_START
else:
# recheck inventory
items = personal.inspect_items(game_stats=self._game_stats)
keep_items = any([item.keep for item in items]) if items else None
sell_items = any([item.sell for item in items]) if items else None
stash_gold = personal.get_inventory_gold_full()
# Check if should need some healing
img = grab()
need_refill = (
consumables.should_buy("health", min_needed = 3) or
consumables.should_buy("mana", min_needed = 3) or
(self._use_keys and consumables.should_buy("key", min_remaining = 4)) or
consumables.should_buy("tp", min_remaining = 8) or
consumables.should_buy("id", min_remaining = 3)
)
if need_refill or sell_items:
Logger.info("Buy consumables and/or sell items")
self._curr_loc, result_items = self._town_manager.buy_consumables(self._curr_loc, items = items)
if self._curr_loc:
items = result_items
sell_items = any([item.sell for item in items]) if items else None
Logger.debug(f"Needs: {consumables.get_needs()}")
else:
Logger.warning("Buy consumables failed, retrying")
wait(0.5, 0.6)
self._curr_loc, result_items = self._town_manager.buy_consumables(Location.A1_TOWN_START, items = items)
if self._curr_loc:
items = result_items
sell_items = any([item.sell for item in items]) if items else None
Logger.debug(f"Needs: {consumables.get_needs()}")
else:
Logger.warning("Buy consumables failed after retry, continuing without buying")
self._curr_loc = Location.A1_TOWN_START
elif meters.get_health(img) <= Config().char["take_rejuv_potion_health"] or meters.get_mana(img) <= Config().char["take_rejuv_potion_mana"]:
Logger.info("Healing at next possible Vendor")
self._curr_loc = self._town_manager.heal(self._curr_loc)
if not self._curr_loc:
Logger.warning("Heal failed, retrying")
wait(0.5, 0.6)
self._curr_loc = self._town_manager.heal(Location.A1_TOWN_START)
if not self._curr_loc:
Logger.warning("Heal failed after retry, continuing without heal")
self._curr_loc = Location.A1_TOWN_START
# After buying (or failing to buy), pull any pots already sitting in inventory into the belt.
# This covers the "out of gold" case where we couldn't buy new pots but have leftover ones.
if consumables.get_needs("health") > 0 or consumables.get_needs("mana") > 0 or consumables.get_needs("rejuv") > 0:
Logger.debug("Filling belt from inventory pots before stash")
belt.fill_up_belt_from_inventory(Config().char["num_loot_columns"])
belt.update_pot_needs()
# Stash stuff
if keep_items or stash_gold:
Logger.info("Stashing items")
prev_loc = self._curr_loc
self._curr_loc, result_items = self._town_manager.stash(self._curr_loc, items=items, game_stats=self._game_stats)
if not self._curr_loc:
Logger.warning("Stash failed, retrying from A5 town start")
wait(0.5, 0.6)
self._curr_loc, result_items = self._town_manager.stash(Location.A5_TOWN_START, items=items, game_stats=self._game_stats)
if not self._curr_loc:
Logger.warning("Stash failed after retry, skipping stash and keeping items")
self._curr_loc = prev_loc
return
sell_items = any([item.sell for item in result_items]) if result_items else None
#Acquire mutex to prevent controller from killing thread during transmutes
self._stash_mutex.acquire()
Logger.info("Running transmutes")
self._transmute.run_transmutes(force=False)
common.close()
self._stash_mutex.release()
self._picked_up_items = False
# Check if we are out of tps or need repairing
need_repair = is_visible(ScreenObjects.NeedRepair)
need_routine_repair = False if not Config().char["runs_per_repair"] else self._game_stats._run_counter % Config().char["runs_per_repair"] == 0
need_refill_teleport = self._char.capabilities.can_teleport_with_charges and (not self._char.select_tp() or self._char.is_low_on_teleport_charges())
if need_repair or need_routine_repair or need_refill_teleport or sell_items:
if need_repair:
Logger.info("Repair needed. Gear is about to break")
elif need_routine_repair:
Logger.info(f"Routine repair. Run count={self._game_stats._run_counter}, runs_per_repair={Config().char['runs_per_repair']}")
elif need_refill_teleport:
Logger.info("Teleport charges ran out. Need to repair")
elif sell_items:
Logger.info("Selling items at repair vendor")
self._curr_loc, result_items = self._town_manager.repair(self._curr_loc, items)
if not self._curr_loc:
Logger.warning("Repair failed, retrying from A4 town start")
wait(0.5, 0.6)
self._curr_loc, result_items = self._town_manager.repair(Location.A4_TOWN_START, items)
if self._curr_loc:
items = result_items
if not self._curr_loc:
# Keep maintenance best-effort for stability: avoid killing runs on flaky NPC/vendor detection.
if need_refill_teleport and self._char.capabilities.can_teleport_with_charges and not self._char.capabilities.can_teleport_natively:
Logger.warning("Repair failed and teleport charges are required, trying to buy TP from vendor")
consumables.set_needs("tp", 20)
self._curr_loc = Location.A5_TOWN_START
else:
Logger.warning("Repair/vendor interaction failed; skipping maintenance and continuing run.")
self._curr_loc = Location.A5_TOWN_START
# Check if merc needs to be revived
if Config().char["use_merc"]:
merc_visible = False
try:
merc_visible = is_visible(ScreenObjects.MercIcon)
except Exception:
Logger.debug("Merc icon detection error, skipping resurrect check")
merc_visible = True
# Confirm with 'O' key - opens merc panel if alive, does nothing if dead
if not merc_visible and not self._game_stats._merc_resurrect_failed:
Logger.debug("Merc icon not visible, confirming with merc panel check")
keyboard.send("o")
wait(0.3, 0.4)
merc_panel_open = is_visible(ScreenObjects.MercPanelText)
if merc_panel_open:
# Merc is alive - panel opened, close it
keyboard.send("o")
wait(0.2, 0.3)
merc_visible = True
if not merc_visible and not self._game_stats._merc_resurrect_failed:
Logger.info("Resurrect merc")
new_loc = self._town_manager.resurrect(self._curr_loc)
if new_loc is False:
# Retry once - sometimes resurrect fails due to timing
Logger.warning("Resurrect failed, retrying")
wait(0.5, 0.6)
new_loc = self._town_manager.resurrect(self._curr_loc)
if new_loc is False:
# Failed to resurrect (can't afford or other error) - don't log death, just continue
Logger.warning("Failed to resurrect merc after retry, continuing without merc")
self._game_stats._merc_resurrect_failed = True
elif new_loc is None:
Logger.warning("Resurrect returned None, continuing at current location")
pass
else:
self._game_stats.log_merc_death()
self._curr_loc = new_loc
# Gamble if needed
while vendor.get_gamble_status() and Config().char["gamble_items"]:
Logger.debug("Head to gamble")
self._curr_loc = self._town_manager.gamble(self._curr_loc)
if not self._curr_loc:
Logger.warning("Gamble failed, skipping gamble")
self._curr_loc = Location.A1_TOWN_START
break
items = vendor.gamble()
if items:
self._curr_loc, _ = self._town_manager.stash(self._curr_loc, items = items)
common.close()
if not self._curr_loc:
Logger.warning("Gamble stash failed")
self._curr_loc = Location.A1_TOWN_START
break
# Start a new run
started_run = False
self._previous_run_failed = False
for key in self._do_runs:
if self._do_runs[key]:
if should_skip_run():
self._do_runs[key] = False
continue
self.trigger_or_stop(key)
started_run = True
break
if not started_run:
self.trigger_or_stop("end_game")
def on_end_game(self, failed: bool = False):
if failed and not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason("Game ended without completing runs")
if Config().general["info_screenshots"] and failed:
safe_imwrite("./log/screenshots/info/info_failed_game_" + time.strftime("%Y%m%d_%H%M%S") + ".png", grab())
self._curr_loc = False
self._pre_buffed = False
if view.save_and_exit() == False:
Logger.error("Normal save_and_exit failed! Attempting fast_save_and_exit and resetting bot.")
img = grab()
if not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason("save_and_exit failed")
view.fast_save_and_exit()
self.stop()
if Config().general["info_screenshots"]:
self._last_chicken_screenshot = "./log/screenshots/info/info_failed_exit_" + time.strftime("%Y%m%d_%H%M%S") + ".png"
safe_imwrite(self._last_chicken_screenshot, img)
set_pause_state(True)
self._game_stats.log_end_game(failed=failed)
if Config().general["max_runtime_before_break_m"] and Config().general["break_length_m"]:
elapsed_time = time.time() - self._timer
Logger.debug(f'Session length = {math.ceil(elapsed_time/60)} minutes, max_runtime_before_break_m {Config().general["max_runtime_before_break_m"]}.')
if elapsed_time > (Config().general["max_runtime_before_break_m"]*60):
break_msg = f'Ran for {hms(elapsed_time)}, taking a break for {hms(Config().general["break_length_m"]*60)}.'
Logger.info(break_msg)
if self._messenger.enabled:
self._messenger.send_message(break_msg)
if not self._pausing:
self.toggle_pause()
wait(Config().general["break_length_m"]*60)
break_msg = f'Break over, will now run for {hms(Config().general["max_runtime_before_break_m"]*60)}.'
Logger.info(break_msg)
if self._messenger.enabled:
self._messenger.send_message(break_msg)
if self._pausing:
self.toggle_pause()
self._timer = time.time()
#We clear() and update() to avoid assignment on _do_runs as this list is referenced
#by other classes and we want updates persisted everywhere.
self._do_runs.clear()
self._do_runs.update(self._do_runs_reset)
if Config().general["randomize_runs"]:
self.shuffle_runs()
if Config().stealth.get("reshuffle_each_rotation"):
tmp = list(self._do_runs_reset.items())
random.shuffle(tmp)
self._do_runs_reset = OrderedDict(tmp)
self._do_runs.clear()
self._do_runs.update(self._do_runs_reset)
self.trigger_or_stop("init")
def on_end_run(self):
if not Config().char["pre_buff_every_run"]:
self._pre_buffed = True
# Try TP to town, with retries
success = self._char.tp_town()
if not success:
if not skills.has_tps():
consumables.set_needs("tp", 20)
Logger.warning("No TP charges left — ending game to restock on next game start")
set_pause_state(True)
self.trigger_or_stop("end_game")
return
# Retry TP once
Logger.warning("TP to town failed, retrying")
wait(0.5, 0.6)
success = self._char.tp_town()
if success:
tp_loc = self._curr_loc if self._curr_loc else Location.A5_TOWN_START
self._curr_loc = self._town_manager.wait_for_tp(tp_loc)
if self._curr_loc:
set_pause_state(True)
# Stealth: chance of unscheduled AFK break after returning to town
maybe_afk_break()
return self.trigger_or_stop("maintenance")
# wait_for_tp failed - try to recover
Logger.warning("wait_for_tp failed, attempting recovery")
set_pause_state(True)
self._curr_loc = Location.A5_TOWN_START
return self.trigger_or_stop("maintenance")
# TP failed twice
Logger.warning("TP to town failed twice, trying to walk back")
set_pause_state(True)
self._curr_loc = Location.A5_TOWN_START
self.trigger_or_stop("maintenance")
# All the runs go here
# ==================================
def _save_error_screenshot(self, run_name: str, reason: str):
"""Save a timestamped screenshot when a run fails, so logs and visuals can be
cross-referenced later. Saved to ./log/screenshots/error/ with the run name,
sanitized reason, game/run counters and timestamp baked into the filename.
If Discord logging of errors is enabled, also sends the message + screenshot."""
saved_path = None
try:
enabled = Config().general.get("error_screenshots", Config().general.get("info_screenshots", 1))
if enabled:
import re as _re
safe_reason = _re.sub(r"[^A-Za-z0-9]+", "_", (reason or "unknown")).strip("_")[:60]
timestamp = time.strftime("%Y%m%d_%H%M%S")
path = (
f"./log/screenshots/error/error_{run_name}_{safe_reason}"
f"_g{self._game_stats._game_counter}_r{self._game_stats._run_counter}_{timestamp}.png"
)
if safe_imwrite(path, grab()):
saved_path = path
Logger.info(f"Saved error screenshot for {run_name} ({reason}): {path}")
except Exception as e:
Logger.warning(f"Failed to save error screenshot for {run_name}: {e}")
# Send the error (and screenshot, if Discord) to the configured messenger.
try:
if self._messenger.enabled and Config().general.get("discord_log_errors", 1):
self._messenger.send_error(run_name, reason, saved_path)
except Exception as e:
Logger.warning(f"Failed to send error notification for {run_name}: {e}")
def _record_run_result(self, run_name: str, failed: bool):
"""Track consecutive failures per run. After too many consecutive failures a
run is disabled for the rest of the session so the bot keeps doing the other
runs instead of stopping. A success resets that run's counter."""
if not failed:
if self._run_failure_counts.get(run_name, 0) > 0:
Logger.info(f"{run_name} succeeded — resetting its failure counter")
self._run_failure_counts[run_name] = 0
return
self._run_failure_counts[run_name] = self._run_failure_counts.get(run_name, 0) + 1
count = self._run_failure_counts[run_name]
Logger.warning(f"{run_name} failed {count}/{self._max_run_failures} consecutive times")
if count >= self._max_run_failures and run_name not in self._disabled_runs:
self._disabled_runs.add(run_name)
# Disable for the current cycle and for all future games this session.
if run_name in self._do_runs:
self._do_runs[run_name] = False
if run_name in self._do_runs_reset:
self._do_runs_reset[run_name] = False
msg = (
f"DISABLING {run_name} for this session: it failed {count} consecutive times. "
f"Continuing with the remaining runs. Check the logs/screenshots in "
f"log/screenshots/error/ and restart the bot once fixed to re-enable it."
)
Logger.error(msg)
if self._messenger.enabled:
self._messenger.send_message(msg)
# If everything has now been disabled there are no routes left to run,
# so stop the bot cleanly (no point restarting D2R into empty games).
if all(not v for v in self._do_runs_reset.values()):
crit = "All runs have been disabled due to repeated failures — no routes left. Stopping bot."
Logger.error(crit)
if not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason(crit)
if self._messenger.enabled:
self._messenger.send_message(crit)
# Persist a session report for review, then shut down.
try:
self._game_stats._save_session_report()
except Exception as e:
Logger.warning(f"Failed to save session report on shutdown: {e}")
self.stop()
safe_exit()
def _ending_run_helper(self, res: bool | tuple[Location, bool]):
self._game_stats._run_counter += 1
self._game_stats.log_exp()
self._game_stats.log_run_completed()
# either fill member variables with result data or mark run as failed
failed_run = True
if res:
failed_run = False
self._curr_loc, self._picked_up_items = res
if failed_run:
self._previous_run_failed = True
# in case its the last run, end game. If run failed but more runs remain, skip to next run.
if self.is_last_run():
self.trigger_or_stop("end_game", failed=failed_run)
elif failed_run:
Logger.warning(f"Run failed, skipping to next run")
self.trigger_or_stop("end_run")
else:
self.trigger_or_stop("end_run")
def _run_wrapper(self, run_name: str, run_obj, approach_args, battle_args):
"""Wrapper for run handlers that catches exceptions and stores the failure reason."""
res = False
self._do_runs[run_name] = False
self._game_stats.log_run_started(run_name)
set_pause_state(False)
self._curr_loc = run_obj.approach(self._curr_loc, *approach_args)
if not self._curr_loc:
# Approach failed — couldn't reach the boss
self._game_stats.set_failure_reason(f"Approach failed for {run_name}")
self._save_error_screenshot(run_name, "approach_failed")
picked = None
self._game_stats.log_run_finished(run_name, True, picked)
self._record_run_result(run_name, True)
self._ending_run_helper(res)
return
try:
res = run_obj.battle(*battle_args)
except Exception as e:
import traceback
tb = traceback.format_exc()
error_msg = f"{type(e).__name__}: {e}"
Logger.error(f"Exception during {run_name}: {error_msg}")
Logger.error(tb)
self._game_stats.set_failure_reason(error_msg)
self._save_error_screenshot(run_name, f"exception_{type(e).__name__}")
res = False
picked = res[1] if isinstance(res, tuple) and len(res) > 1 else None
# Safely check if battle succeeded - handle numpy arrays, None, tuples
battle_succeeded = False
if isinstance(res, tuple):
battle_succeeded = len(res) > 0 and bool(res[0])
elif isinstance(res, (bool, np.ndarray)):
battle_succeeded = bool(res) if not isinstance(res, np.ndarray) else bool(res.any())
else:
battle_succeeded = bool(res) if res is not None else False
if not battle_succeeded:
# Battle failed — boss fight didn't complete
if not self._game_stats.get_failure_reason():
self._game_stats.set_failure_reason(f"Battle failed for {run_name}")
self._save_error_screenshot(run_name, "battle_failed")
self._game_stats.log_run_finished(run_name, not battle_succeeded, picked)
self._record_run_result(run_name, not battle_succeeded)
self._ending_run_helper(res)
def on_skip_to_level(self):
"""Skip town detection and go straight to level run."""
pass
def on_run_level(self):
self._game_stats.update_location("Level")
self._run_wrapper("run_level", self._level, (not self._pre_buffed,), ())
def on_run_pindle(self):
self._game_stats.update_location("Pindle")
self._run_wrapper("run_pindle", self._pindle, (not self._pre_buffed,), ())
def on_run_shenk(self):
self._game_stats.update_location("Shenk")
self._run_wrapper("run_shenk", self._shenk, (), (Config().routes.get("run_eldritch_shenk"), not self._pre_buffed, self._game_stats))
def on_run_trav(self):
self._game_stats.update_location("Travincal")
self._run_wrapper("run_trav", self._trav, (), (not self._pre_buffed,))
def on_run_nihlathak(self):
self._game_stats.update_location("Nihlathak")
self._run_wrapper("run_nihlathak", self._nihlathak, (), (True,))
def on_run_arcane(self):
self._game_stats.update_location("Arcane")
self._run_wrapper("run_arcane", self._arcane, (), (not self._pre_buffed,))
def on_run_diablo(self):
self._game_stats.update_location("Diablo")
self._run_wrapper("run_diablo", self._diablo, (), (not self._pre_buffed,))
def on_run_vizier(self):
self._game_stats.update_location("Vizier")
self._run_wrapper("run_vizier", self._vizier, (), (not self._pre_buffed,))
def on_run_baal(self):
self._game_stats.update_location("Baal")
self._run_wrapper("run_baal", self._baal, (not self._pre_buffed,), ())
def on_run_mephisto(self):
self._game_stats.update_location("Mephisto")
self._run_wrapper("run_mephisto", self._mephisto, (not self._pre_buffed,), ())
def on_run_andariel(self):
self._game_stats.update_location("Andariel")
self._run_wrapper("run_andariel", self._andariel, (not self._pre_buffed,), ())
def on_run_countess(self):
self._game_stats.update_location("Countess")
self._run_wrapper("run_countess", self._countess, (not self._pre_buffed,), ())