test
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152c74fa15
commit
5e1b5c2a48
10 changed files with 211 additions and 150 deletions
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@ -44,6 +44,11 @@ public class BossRunExecutor : GameExecutor
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public BossRunState State => _state;
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/// <summary>
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/// Current fight position in world coordinates, or null if not fighting.
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/// </summary>
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public (double X, double Y)? FightPosition { get; private set; }
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private void SetState(BossRunState s)
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{
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_state = s;
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@ -58,10 +63,13 @@ public class BossRunExecutor : GameExecutor
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public async Task RunBossLoop()
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{
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_stopped = false;
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ResetStop();
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var runCount = _config.Kulemak.RunCount;
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Log.Information("Starting boss run loop ({Count} runs)", runCount);
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var completed = 0;
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try
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{
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// First run: deposit inventory and grab 1 invitation
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if (!await Prepare())
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{
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@ -71,7 +79,6 @@ public class BossRunExecutor : GameExecutor
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return;
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}
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var completed = 0;
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for (var i = 0; i < runCount; i++)
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{
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if (_stopped) break;
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@ -107,7 +114,7 @@ public class BossRunExecutor : GameExecutor
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if (_stopped) break;
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SetState(BossRunState.Looting);
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await Helpers.Sleep(1000); // wait for loot labels to render
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await Sleep(1000); // wait for loot labels to render
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await Loot();
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if (_stopped) break;
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@ -125,10 +132,15 @@ public class BossRunExecutor : GameExecutor
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if (_stopped) break;
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}
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}
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catch (OperationCanceledException) when (_stopped)
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{
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Log.Information("Boss run loop cancelled by user");
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}
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Log.Information("Boss run loop finished: {Completed}/{Total} runs completed", completed, runCount);
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SetState(BossRunState.Complete);
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await Helpers.Sleep(1000);
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await Helpers.Sleep(1000); // non-cancellable final delay
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SetState(BossRunState.Idle);
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}
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@ -138,7 +150,7 @@ public class BossRunExecutor : GameExecutor
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Log.Information("Preparing: depositing inventory and grabbing invitations");
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await _game.FocusGame();
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await Helpers.Sleep(Delays.PostFocus);
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await Sleep(Delays.PostFocus);
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// Open stash
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var stashPos = await _inventory.FindAndClickNameplate("Stash");
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@ -147,7 +159,7 @@ public class BossRunExecutor : GameExecutor
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Log.Error("Could not find Stash nameplate");
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return false;
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}
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await Helpers.Sleep(Delays.PostStashOpen);
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await Sleep(Delays.PostStashOpen);
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// Click loot tab and deposit all inventory items
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var (lootTab, lootFolder) = ResolveTabPath(_config.Kulemak.LootTabPath);
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@ -166,11 +178,11 @@ public class BossRunExecutor : GameExecutor
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{
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var center = _screen.Grid.GetCellCenter(GridLayouts.Inventory, cell.Row, cell.Col);
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await _game.LeftClickAt(center.X, center.Y);
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await Helpers.Sleep(Delays.ClickInterval);
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await Sleep(Delays.ClickInterval);
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}
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await _game.ReleaseCtrl();
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await _game.KeyUp(InputSender.VK.SHIFT);
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await Helpers.Sleep(Delays.PostEscape);
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await Sleep(Delays.PostEscape);
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}
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}
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else
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@ -203,7 +215,7 @@ public class BossRunExecutor : GameExecutor
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// Close stash
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await _game.PressEscape();
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_inventory.ResetStashTabState();
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await Helpers.Sleep(Delays.PostEscape);
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await Sleep(Delays.PostEscape);
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Log.Information("Preparation complete");
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return true;
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@ -215,7 +227,7 @@ public class BossRunExecutor : GameExecutor
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Log.Information("Traveling to Well of Souls via waypoint");
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await _game.FocusGame();
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await Helpers.Sleep(Delays.PostFocus);
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await Sleep(Delays.PostFocus);
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// Find and click Waypoint
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var wpPos = await _inventory.FindAndClickNameplate("Waypoint");
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@ -224,7 +236,7 @@ public class BossRunExecutor : GameExecutor
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Log.Error("Could not find Waypoint nameplate");
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return false;
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}
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await Helpers.Sleep(500);
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await Sleep(500);
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// Template match well-of-souls.png and click
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var match = await _screen.TemplateMatch(WellOfSoulsTemplate);
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@ -246,7 +258,7 @@ public class BossRunExecutor : GameExecutor
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return false;
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}
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await Helpers.Sleep(Delays.PostTravel);
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await Sleep(Delays.PostTravel);
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Log.Information("Arrived at Well of Souls");
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return true;
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}
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@ -266,9 +278,9 @@ public class BossRunExecutor : GameExecutor
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// Hover first so the game registers the target, then use invitation
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await _game.MoveMouseTo(x, y);
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await Helpers.Sleep(200);
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await Sleep(200);
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await _game.CtrlLeftClickAt(x, y);
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await Helpers.Sleep(500);
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await Sleep(500);
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// Find "NEW" button via template match — pick the leftmost
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var matches = await _screen.TemplateMatchAll(NewInstanceTemplate);
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@ -282,7 +294,7 @@ public class BossRunExecutor : GameExecutor
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Log.Information("Found {Count} 'NEW' matches, clicking leftmost at ({X},{Y}) conf={Conf:F3}",
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matches.Count, target.X, target.Y, target.Confidence);
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await _game.MoveMouseTo(target.X, target.Y);
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await Helpers.Sleep(150);
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await Sleep(150);
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await _game.LeftClickAt(target.X, target.Y);
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// Wait for area transition into boss arena
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@ -293,7 +305,7 @@ public class BossRunExecutor : GameExecutor
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return false;
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}
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await Helpers.Sleep(Delays.PostTravel);
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await Sleep(Delays.PostTravel);
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Log.Information("Entered boss arena");
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return true;
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}
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@ -317,7 +329,7 @@ public class BossRunExecutor : GameExecutor
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Log.Information("Fight phase starting");
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// Wait for arena to settle
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await Helpers.Sleep(3000);
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await Sleep(3000);
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if (_stopped) return;
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// Find and click the cathedral door
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@ -332,7 +344,7 @@ public class BossRunExecutor : GameExecutor
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await _game.LeftClickAt(door.X, door.Y);
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// Wait for cathedral interior to load
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await Helpers.Sleep(14000);
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await Sleep(14000);
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if (_stopped) return;
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StartBossDetection();
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@ -343,6 +355,7 @@ public class BossRunExecutor : GameExecutor
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const double wellWorldX = -496;
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const double wellWorldY = -378;
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FightPosition = (fightWorldX, fightWorldY);
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await WalkToWorldPosition(fightWorldX, fightWorldY, cancelWhen: IsBossAlive);
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_nav.Frozen = true; // Lock canvas — position tracking only
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if (_stopped) { _nav.Frozen = false; return; }
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@ -367,18 +380,19 @@ public class BossRunExecutor : GameExecutor
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{
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fightWorldX = lastBossPos.Value.X;
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fightWorldY = lastBossPos.Value.Y;
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FightPosition = (fightWorldX, fightWorldY);
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Log.Information("Fight area updated to ({X:F0},{Y:F0})", fightWorldX, fightWorldY);
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}
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// Wait for death animation before looking for well
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await Helpers.Sleep(3000);
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await Sleep(3000);
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// Walk to well and click the closest match to screen center
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Log.Information("Phase {Phase} done, walking to well", phase);
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await WalkToWorldPosition(wellWorldX, wellWorldY);
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await Helpers.Sleep(500);
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await Sleep(500);
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await ClickClosestTemplateToCenter(CathedralWellTemplate);
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await Helpers.Sleep(200);
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await Sleep(200);
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// Walk back to fight position for next phase
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await WalkToWorldPosition(fightWorldX, fightWorldY, cancelWhen: IsBossAlive);
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@ -405,12 +419,13 @@ public class BossRunExecutor : GameExecutor
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{
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fightWorldX = finalBossPos.Value.X;
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fightWorldY = finalBossPos.Value.Y;
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FightPosition = (fightWorldX, fightWorldY);
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}
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Log.Information("Ring phase: using fightArea=({FX:F0},{FY:F0})", fightWorldX, fightWorldY);
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// Walk to known ring position and look for the template
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await WalkToWorldPosition(-440, -330);
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await Helpers.Sleep(1000);
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await Sleep(1000);
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if (_stopped) return;
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Log.Information("Looking for Return the Ring...");
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@ -423,7 +438,7 @@ public class BossRunExecutor : GameExecutor
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{
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Log.Information("Found Return the Ring at ({X},{Y}), clicking", ring.X, ring.Y);
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await _game.LeftClickAt(ring.X, ring.Y);
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await Helpers.Sleep(500);
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await Sleep(500);
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}
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else
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{
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@ -434,17 +449,14 @@ public class BossRunExecutor : GameExecutor
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// Walk back to fight area — fightWorldX/Y carries position from all phases
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Log.Information("Walking to fight position ({X:F0},{Y:F0})", fightWorldX, fightWorldY);
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await WalkToWorldPosition(fightWorldX, fightWorldY);
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await Helpers.Sleep(300);
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await _game.PressKey(InputSender.VK.Q);
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await Helpers.Sleep(300);
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await _game.PressKey(InputSender.VK.E);
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await Helpers.Sleep(300);
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await Sleep(300);
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Log.Information("Attacking at ring fight position");
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await AttackBossUntilGone(fightWorldX, fightWorldY);
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if (_stopped) return;
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StopBossDetection();
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_nav.Frozen = false;
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FightPosition = null;
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Log.Information("Fight complete");
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}
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@ -490,7 +502,7 @@ public class BossRunExecutor : GameExecutor
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Log.Warning("Death detected! Clicking resurrect at ({X},{Y})", match.X, match.Y);
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await _combat.ReleaseAll();
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await _game.LeftClickAt(match.X, match.Y);
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await Helpers.Sleep(3000); // wait for respawn + loading
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await Sleep(3000); // wait for respawn + loading
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return true;
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}
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@ -547,7 +559,7 @@ public class BossRunExecutor : GameExecutor
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var consecutive = 0;
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while (sw.ElapsedMilliseconds < timeoutMs && consecutive < minConsecutive)
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{
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await Helpers.Sleep(50);
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await Sleep(50);
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if (_nav.LastMatchSucceeded)
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consecutive++;
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else
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@ -566,22 +578,10 @@ public class BossRunExecutor : GameExecutor
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Log.Information("Waiting for boss healthbar to appear...");
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var sw = Stopwatch.StartNew();
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var (combatTask, cts) = StartCombatLoop();
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try
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{
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while (sw.ElapsedMilliseconds < timeoutMs)
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{
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if (_stopped) return false;
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// Update target from YOLO (fast, no capture)
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var snapshot = _bossDetector.Latest;
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if (snapshot.Bosses.Count > 0)
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{
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_combatTargetX = snapshot.Bosses[0].Cx;
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_combatTargetY = snapshot.Bosses[0].Cy;
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}
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// Check death + healthbar (blocks main thread, combat continues in background)
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if (await CheckDeath()) continue;
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if (await IsBossAlive())
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@ -589,6 +589,8 @@ public class BossRunExecutor : GameExecutor
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Log.Information("Boss healthbar detected after {Ms}ms", sw.ElapsedMilliseconds);
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return true;
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}
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await Sleep(50);
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}
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// Final death check before giving up — force check ignoring throttle
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@ -602,11 +604,6 @@ public class BossRunExecutor : GameExecutor
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Log.Warning("WaitForBossSpawn timed out after {Ms}ms", timeoutMs);
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return false;
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}
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finally
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{
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await StopCombatLoop(combatTask, cts);
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}
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}
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/// <summary>
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/// Wait for boss to spawn, then attack until healthbar disappears.
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@ -688,8 +685,9 @@ public class BossRunExecutor : GameExecutor
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_lastDeathCheckMs = 0;
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if (await CheckDeath()) { healthbarMissCount = 0; continue; }
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Log.Information("Healthbar gone for {N} checks, boss phase over after {Ms}ms",
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healthbarMissCount, sw.ElapsedMilliseconds);
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Log.Information("Healthbar gone for {N} checks, boss phase over after {Ms}ms, lastBossPos={Boss}",
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healthbarMissCount, sw.ElapsedMilliseconds,
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lastBossWorldPos != null ? $"({lastBossWorldPos.Value.X:F1},{lastBossWorldPos.Value.Y:F1})" : "null");
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return lastBossWorldPos;
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}
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}
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@ -715,7 +713,7 @@ public class BossRunExecutor : GameExecutor
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{
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if (_stopped) return;
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if (await CheckDeath()) continue;
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await Helpers.Sleep(500);
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await Sleep(500);
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}
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}
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finally
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@ -731,7 +729,7 @@ public class BossRunExecutor : GameExecutor
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{
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var sw = Stopwatch.StartNew();
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// Attack for at least 2s before checking healthbar
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await Helpers.Sleep(2000);
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await Sleep(2000);
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while (sw.ElapsedMilliseconds < timeoutMs)
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{
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if (_stopped) return;
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@ -741,7 +739,7 @@ public class BossRunExecutor : GameExecutor
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Log.Information("Boss dead, stopping attack after {Ms}ms", sw.ElapsedMilliseconds);
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return;
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}
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await Helpers.Sleep(500);
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await Sleep(500);
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}
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Log.Warning("AttackUntilBossDead timed out after {Ms}ms", timeoutMs);
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}
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@ -784,9 +782,9 @@ public class BossRunExecutor : GameExecutor
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Log.Warning("No center match for {Template} (attempt {A}/3), nudging", Path.GetFileName(templatePath), attempt + 1);
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var nudgeKey = attempt % 2 == 0 ? InputSender.VK.W : InputSender.VK.S;
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await _game.KeyDown(nudgeKey);
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await Helpers.Sleep(300);
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await Sleep(300);
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await _game.KeyUp(nudgeKey);
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await Helpers.Sleep(500);
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await Sleep(500);
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}
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Log.Warning("No matches found for {Template} after nudges, clicking screen center", Path.GetFileName(templatePath));
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@ -836,15 +834,15 @@ public class BossRunExecutor : GameExecutor
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var dirX = dx / len;
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var dirY = dy / len;
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// Blink toward destination every ~2.3s ± 0.3s
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// Blink toward destination every ~2.3s ± 0.3s (only when far enough to avoid overshooting)
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var blinkCooldown = 2300 + Rng.Next(-300, 301);
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if (sw.ElapsedMilliseconds - lastBlinkMs >= blinkCooldown)
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if (dist > 200 && sw.ElapsedMilliseconds - lastBlinkMs >= blinkCooldown)
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{
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// Move mouse in the travel direction so blink goes the right way
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var blinkX = screenCx + (int)(dirX * 400);
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var blinkY = screenCy + (int)(dirY * 400);
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await _game.MoveMouseFast(blinkX, blinkY);
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await Helpers.Sleep(30);
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await Sleep(30);
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await _game.PressKey(InputSender.VK.SPACE);
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lastBlinkMs = sw.ElapsedMilliseconds;
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}
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@ -869,7 +867,7 @@ public class BossRunExecutor : GameExecutor
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heldKeys.Add(key);
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}
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await Helpers.Sleep(100);
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await Sleep(100);
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}
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if (sw.ElapsedMilliseconds >= timeoutMs)
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@ -889,17 +887,17 @@ public class BossRunExecutor : GameExecutor
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Log.Information("Returning home");
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await _game.FocusGame();
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await Helpers.Sleep(Delays.PostFocus);
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await Sleep(Delays.PostFocus);
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// Walk away from loot (hold S briefly)
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await _game.KeyDown(InputSender.VK.S);
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await Helpers.Sleep(500);
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await Sleep(500);
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await _game.KeyUp(InputSender.VK.S);
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await Helpers.Sleep(200);
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await Sleep(200);
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// Press + to open portal, then click it at known position
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await _game.PressPlus();
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await Helpers.Sleep(2500);
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await Sleep(2500);
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await _game.LeftClickAt(1280, 450);
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// Wait for area transition to caravan
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@ -909,7 +907,7 @@ public class BossRunExecutor : GameExecutor
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Log.Error("Timed out waiting for caravan transition");
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return false;
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}
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await Helpers.Sleep(Delays.PostTravel);
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await Sleep(Delays.PostTravel);
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// /hideout to go home
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var arrivedHome = await _inventory.WaitForAreaTransition(
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@ -920,7 +918,7 @@ public class BossRunExecutor : GameExecutor
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return false;
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}
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await Helpers.Sleep(Delays.PostTravel);
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await Sleep(Delays.PostTravel);
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_inventory.SetLocation(true);
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Log.Information("Arrived at hideout");
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return true;
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@ -932,7 +930,7 @@ public class BossRunExecutor : GameExecutor
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Log.Information("Storing loot");
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||||
await _game.FocusGame();
|
||||
await Helpers.Sleep(Delays.PostFocus);
|
||||
await Sleep(Delays.PostFocus);
|
||||
|
||||
// Identify items at Doryani before stashing
|
||||
await _inventory.IdentifyItems();
|
||||
|
|
@ -944,7 +942,7 @@ public class BossRunExecutor : GameExecutor
|
|||
Log.Warning("Could not find Stash, skipping loot storage");
|
||||
return;
|
||||
}
|
||||
await Helpers.Sleep(Delays.PostStashOpen);
|
||||
await Sleep(Delays.PostStashOpen);
|
||||
|
||||
// Click loot tab and deposit all inventory items
|
||||
var (lootTab, lootFolder) = ResolveTabPath(_config.Kulemak.LootTabPath);
|
||||
|
|
@ -968,12 +966,12 @@ public class BossRunExecutor : GameExecutor
|
|||
{
|
||||
var center = _screen.Grid.GetCellCenter(GridLayouts.Inventory, item.Row, item.Col);
|
||||
await _game.LeftClickAt(center.X, center.Y);
|
||||
await Helpers.Sleep(Delays.ClickInterval);
|
||||
await Sleep(Delays.ClickInterval);
|
||||
}
|
||||
|
||||
await _game.ReleaseCtrl();
|
||||
await _game.KeyUp(InputSender.VK.SHIFT);
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
await Sleep(Delays.PostEscape);
|
||||
}
|
||||
|
||||
// Grab 1 invitation for the next run while stash is still open
|
||||
|
|
@ -998,7 +996,7 @@ public class BossRunExecutor : GameExecutor
|
|||
// Close stash
|
||||
await _game.PressEscape();
|
||||
_inventory.ResetStashTabState();
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
await Sleep(Delays.PostEscape);
|
||||
|
||||
Log.Information("Loot stored");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -32,6 +32,9 @@ public class CombatManager
|
|||
private long _lastOrbitMs;
|
||||
private int _nextOrbitMs = OrbitStepMinMs;
|
||||
|
||||
// Ability rotation — press Q and E every ~6 seconds
|
||||
private long _lastAbilityMs;
|
||||
|
||||
// Chase — walks toward a screen position instead of orbiting
|
||||
private volatile int _chaseX = -1;
|
||||
private volatile int _chaseY = -1;
|
||||
|
|
@ -69,6 +72,7 @@ public class CombatManager
|
|||
public async Task Tick(int x, int y, int jitter = 30)
|
||||
{
|
||||
await _flasks.Tick();
|
||||
await UseAbilities();
|
||||
|
||||
if (_chaseX >= 0)
|
||||
{
|
||||
|
|
@ -210,6 +214,35 @@ public class CombatManager
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Press Q and E abilities every ~6 seconds.
|
||||
/// </summary>
|
||||
private async Task UseAbilities()
|
||||
{
|
||||
var now = _orbitSw.ElapsedMilliseconds;
|
||||
if (now - _lastAbilityMs < 6000) return;
|
||||
_lastAbilityMs = now;
|
||||
|
||||
// Release held attacks before abilities
|
||||
if (_holding)
|
||||
{
|
||||
_game.LeftMouseUp();
|
||||
_game.RightMouseUp();
|
||||
}
|
||||
|
||||
await _game.PressKey(InputSender.VK.Q);
|
||||
await Helpers.Sleep(Rng.Next(80, 120));
|
||||
await _game.PressKey(InputSender.VK.E);
|
||||
await Helpers.Sleep(Rng.Next(80, 120));
|
||||
|
||||
// Re-engage attacks
|
||||
if (_holding)
|
||||
{
|
||||
_game.LeftMouseDown();
|
||||
_game.RightMouseDown();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset state for a new combat phase (releases held buttons if any).
|
||||
/// </summary>
|
||||
|
|
|
|||
|
|
@ -20,6 +20,10 @@ public abstract class GameExecutor
|
|||
protected readonly IInventoryManager _inventory;
|
||||
protected readonly SavedSettings _config;
|
||||
protected volatile bool _stopped;
|
||||
protected CancellationTokenSource _stopCts = new();
|
||||
|
||||
/// <summary>Cancellation token that fires when Stop() is called.</summary>
|
||||
protected CancellationToken StopToken => _stopCts.Token;
|
||||
|
||||
protected GameExecutor(IGameController game, IScreenReader screen,
|
||||
IInventoryManager inventory, SavedSettings config)
|
||||
|
|
@ -33,8 +37,20 @@ public abstract class GameExecutor
|
|||
public virtual void Stop()
|
||||
{
|
||||
_stopped = true;
|
||||
_stopCts.Cancel();
|
||||
}
|
||||
|
||||
/// <summary>Reset stopped state for a new run.</summary>
|
||||
protected void ResetStop()
|
||||
{
|
||||
_stopped = false;
|
||||
_stopCts.Dispose();
|
||||
_stopCts = new CancellationTokenSource();
|
||||
}
|
||||
|
||||
/// <summary>Cancellable sleep that throws OperationCanceledException when stopped.</summary>
|
||||
protected Task Sleep(int ms) => Helpers.Sleep(ms, _stopCts.Token);
|
||||
|
||||
// ------ Loot pickup ------
|
||||
|
||||
// Tiers to skip (noise, low-value, or hidden by filter)
|
||||
|
|
@ -53,11 +69,11 @@ public abstract class GameExecutor
|
|||
|
||||
// Move mouse out of the way so it doesn't cover labels
|
||||
_game.MoveMouseInstant(0, 1440);
|
||||
await Helpers.Sleep(100);
|
||||
await Sleep(100);
|
||||
|
||||
// Hold Alt, capture, detect
|
||||
await _game.KeyDown(InputSender.VK.MENU);
|
||||
await Helpers.Sleep(250);
|
||||
await Sleep(250);
|
||||
|
||||
using var capture = _screen.CaptureRawBitmap();
|
||||
var labels = _screen.DetectLootLabels(capture, capture);
|
||||
|
|
@ -81,14 +97,14 @@ public abstract class GameExecutor
|
|||
label.Tier, label.AvgR, label.AvgG, label.AvgB, label.CenterX, label.CenterY);
|
||||
await _game.LeftClickAt(label.CenterX, label.CenterY);
|
||||
totalPicked++;
|
||||
await Helpers.Sleep(200);
|
||||
await Sleep(200);
|
||||
}
|
||||
|
||||
// Quick check: capture small region around each clicked label to see if
|
||||
// new labels appeared underneath. If none changed, we're done.
|
||||
await Helpers.Sleep(300);
|
||||
await Sleep(300);
|
||||
_game.MoveMouseInstant(0, 1440);
|
||||
await Helpers.Sleep(100);
|
||||
await Sleep(100);
|
||||
|
||||
using var recheck = _screen.CaptureRawBitmap();
|
||||
var newLabels = _screen.DetectLootLabels(recheck, recheck);
|
||||
|
|
@ -103,7 +119,7 @@ public abstract class GameExecutor
|
|||
}
|
||||
|
||||
Log.Information("Quick recheck: {Count} new labels appeared, continuing", newPickups.Count);
|
||||
await Helpers.Sleep(300);
|
||||
await Sleep(300);
|
||||
}
|
||||
|
||||
Log.Information("Loot pickup complete ({Count} items)", totalPicked);
|
||||
|
|
@ -118,9 +134,9 @@ public abstract class GameExecutor
|
|||
Log.Information("Recovering: escaping and going to hideout");
|
||||
await _game.FocusGame();
|
||||
await _game.PressEscape();
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
await Sleep(Delays.PostEscape);
|
||||
await _game.PressEscape();
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
await Sleep(Delays.PostEscape);
|
||||
|
||||
var arrived = await _inventory.WaitForAreaTransition(
|
||||
_config.TravelTimeoutMs, () => _game.GoToHideout());
|
||||
|
|
@ -160,7 +176,7 @@ public abstract class GameExecutor
|
|||
var match = await _screen.TemplateMatch(templatePath);
|
||||
if (match == null)
|
||||
{
|
||||
await Helpers.Sleep(500);
|
||||
await Sleep(500);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
|
@ -182,7 +198,7 @@ public abstract class GameExecutor
|
|||
// Stop, settle, re-match for accurate position
|
||||
await _game.KeyUp(vk2);
|
||||
await _game.KeyUp(vk1);
|
||||
await Helpers.Sleep(300);
|
||||
await Sleep(300);
|
||||
|
||||
var fresh = await _screen.TemplateMatch(templatePath);
|
||||
if (fresh != null)
|
||||
|
|
@ -194,7 +210,7 @@ public abstract class GameExecutor
|
|||
return match;
|
||||
}
|
||||
|
||||
await Helpers.Sleep(200);
|
||||
await Sleep(200);
|
||||
}
|
||||
Log.Error("WalkAndMatch timed out after {Ms}ms (spotted={Spotted})", timeoutMs, spotted);
|
||||
return null;
|
||||
|
|
|
|||
|
|
@ -4,11 +4,11 @@ public static class Helpers
|
|||
{
|
||||
private static readonly Random Rng = new();
|
||||
|
||||
public static Task Sleep(int ms)
|
||||
public static Task Sleep(int ms, CancellationToken ct = default)
|
||||
{
|
||||
var variance = Math.Max(1, ms / 10); // ±10%
|
||||
var actual = ms + Rng.Next(-variance, variance + 1);
|
||||
return Task.Delay(Math.Max(1, actual));
|
||||
return Task.Delay(Math.Max(1, actual), ct);
|
||||
}
|
||||
|
||||
public static Task RandomDelay(int minMs, int maxMs)
|
||||
|
|
|
|||
|
|
@ -198,6 +198,7 @@ public sealed class D2dOverlay
|
|||
ShowHudDebug: _bot.Store.Settings.ShowHudDebug,
|
||||
ShowLootDebug: showLoot,
|
||||
LootLabels: _bot.LootDebugDetector.Latest,
|
||||
FightPosition: _bot.BossRunExecutor.FightPosition,
|
||||
Fps: fps,
|
||||
Timing: timing);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ public record OverlayState(
|
|||
bool ShowHudDebug,
|
||||
bool ShowLootDebug,
|
||||
IReadOnlyList<LootLabel> LootLabels,
|
||||
(double X, double Y)? FightPosition,
|
||||
double Fps,
|
||||
RenderTiming? Timing);
|
||||
|
||||
|
|
|
|||
|
|
@ -82,6 +82,18 @@ internal sealed class D2dEnemyBoxLayer : ID2dOverlayLayer, IDisposable
|
|||
|
||||
rt.DrawTextLayout(new System.Numerics.Vector2(labelX, labelY), layout, ctx.Cyan);
|
||||
}
|
||||
|
||||
// Fight position — red circle on screen where the fight area is
|
||||
if (state.FightPosition is var (fx, fy))
|
||||
{
|
||||
const double worldToScreen = 835.0 / 97.0; // inverse of screenToWorld
|
||||
const int screenCx = 1280, screenCy = 720;
|
||||
var wp = state.NavPosition;
|
||||
var sx = (float)(screenCx + (fx - wp.X) * worldToScreen);
|
||||
var sy = (float)(screenCy + (fy - wp.Y) * worldToScreen);
|
||||
var ellipse = new Ellipse(new System.Numerics.Vector2(sx, sy), 40f, 40f);
|
||||
rt.DrawEllipse(ellipse, ctx.Red, 3f);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue