switched to new way :)

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Boki 2026-02-13 01:12:11 -05:00
parent b03a2a25f1
commit f22d182c8f
30 changed files with 0 additions and 0 deletions

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import { join } from 'path';
import { InventoryTracker } from './InventoryTracker.js';
import type { PlacedItem } from './InventoryTracker.js';
import { GRID_LAYOUTS } from '../game/GridReader.js';
import { sleep } from '../util/sleep.js';
import { logger } from '../util/logger.js';
import type { Config, PostAction } from '../types.js';
import type { GameController } from '../game/GameController.js';
import type { ScreenReader } from '../game/ScreenReader.js';
import type { ClientLogWatcher } from '../log/ClientLogWatcher.js';
const SALVAGE_TEMPLATE = join('assets', 'salvage.png');
export class InventoryManager {
readonly tracker = new InventoryTracker();
private atOwnHideout = true;
private currentSellerAccount = '';
private gameController: GameController;
private screenReader: ScreenReader;
private logWatcher: ClientLogWatcher;
private config: Config;
constructor(
gameController: GameController,
screenReader: ScreenReader,
logWatcher: ClientLogWatcher,
config: Config,
) {
this.gameController = gameController;
this.screenReader = screenReader;
this.logWatcher = logWatcher;
this.config = config;
}
/** Set location state (called by executors when they travel). */
setLocation(atHome: boolean, seller?: string): void {
this.atOwnHideout = atHome;
this.currentSellerAccount = seller || '';
}
get isAtOwnHideout(): boolean {
return this.atOwnHideout;
}
get sellerAccount(): string {
return this.currentSellerAccount;
}
/** Scan the real inventory via grid reader and initialize the tracker. */
async scanInventory(defaultAction: PostAction = 'stash'): Promise<void> {
logger.info('Scanning inventory...');
await this.gameController.focusGame();
await sleep(300);
await this.gameController.openInventory();
const result = await this.screenReader.grid.scan('inventory');
// Build cells grid from occupied coords
const cells: boolean[][] = Array.from({ length: 5 }, () => Array(12).fill(false));
for (const cell of result.occupied) {
if (cell.row < 5 && cell.col < 12) {
cells[cell.row][cell.col] = true;
}
}
this.tracker.initFromScan(cells, result.items, defaultAction);
// Close inventory
await this.gameController.pressEscape();
await sleep(300);
}
/** Startup clear: scan inventory, deposit everything to stash. */
async clearToStash(): Promise<void> {
logger.info('Checking inventory for leftover items...');
await this.scanInventory('stash');
if (this.tracker.getItems().length === 0) {
logger.info('Inventory empty, nothing to clear');
return;
}
logger.info({ items: this.tracker.getItems().length }, 'Found leftover items, depositing to stash');
await this.depositItemsToStash(this.tracker.getItems());
this.tracker.clear();
logger.info('Inventory cleared to stash');
}
/** Ensure we are at own hideout, travel if needed. */
async ensureAtOwnHideout(): Promise<boolean> {
if (this.atOwnHideout) {
logger.info('Already at own hideout');
return true;
}
await this.gameController.focusGame();
await sleep(300);
const arrived = await this.waitForAreaTransition(
this.config.travelTimeoutMs,
() => this.gameController.goToHideout(),
);
if (!arrived) {
logger.error('Timed out going to own hideout');
return false;
}
await sleep(1500); // Wait for hideout to render
this.atOwnHideout = true;
this.currentSellerAccount = '';
return true;
}
/** Open stash and Ctrl+click given items to deposit. */
async depositItemsToStash(items: PlacedItem[]): Promise<void> {
if (items.length === 0) return;
const stashPos = await this.findAndClickNameplate('Stash');
if (!stashPos) {
logger.error('Could not find Stash nameplate');
return;
}
await sleep(1000); // Wait for stash to open
const inventoryLayout = GRID_LAYOUTS.inventory;
logger.info({ count: items.length }, 'Depositing items to stash');
await this.gameController.holdCtrl();
for (const item of items) {
const center = this.screenReader.grid.getCellCenter(inventoryLayout, item.row, item.col);
await this.gameController.leftClickAt(center.x, center.y);
await sleep(150);
}
await this.gameController.releaseCtrl();
await sleep(500);
// Close stash
await this.gameController.pressEscape();
await sleep(500);
logger.info({ deposited: items.length }, 'Items deposited to stash');
}
/** Open salvage bench, template-match salvage button, Ctrl+click items. */
async salvageItems(items: PlacedItem[]): Promise<boolean> {
if (items.length === 0) return true;
const salvageNameplate = await this.findAndClickNameplate('SALVAGE BENCH');
if (!salvageNameplate) {
logger.error('Could not find Salvage nameplate');
return false;
}
await sleep(1000); // Wait for salvage bench UI to open
// Template-match salvage.png to activate salvage mode
const salvageBtn = await this.screenReader.templateMatch(SALVAGE_TEMPLATE);
if (salvageBtn) {
await this.gameController.leftClickAt(salvageBtn.x, salvageBtn.y);
await sleep(500);
} else {
logger.warn('Could not find salvage button via template match, trying to proceed anyway');
}
// CTRL+Click each inventory item to salvage
const inventoryLayout = GRID_LAYOUTS.inventory;
logger.info({ count: items.length }, 'Salvaging inventory items');
await this.gameController.holdCtrl();
for (const item of items) {
const center = this.screenReader.grid.getCellCenter(inventoryLayout, item.row, item.col);
await this.gameController.leftClickAt(center.x, center.y);
await sleep(150);
}
await this.gameController.releaseCtrl();
await sleep(500);
// Close salvage bench
await this.gameController.pressEscape();
await sleep(500);
return true;
}
/**
* Full post-purchase processing cycle:
* 1. Go home
* 2. Salvage 'salvage' items if any
* 3. Re-scan inventory (picks up salvage materials)
* 4. Deposit everything to stash
* 5. Clear tracker
*/
async processInventory(): Promise<void> {
try {
// Step 1: ensure at own hideout
const home = await this.ensureAtOwnHideout();
if (!home) {
logger.error('Cannot process inventory: failed to reach hideout');
return;
}
// Step 2: salvage items tagged 'salvage'
if (this.tracker.hasItemsWithAction('salvage')) {
const salvageItems = this.tracker.getItemsByAction('salvage');
const salvaged = await this.salvageItems(salvageItems);
if (salvaged) {
this.tracker.removeItemsByAction('salvage');
} else {
logger.warn('Salvage failed, depositing all items to stash instead');
}
}
// Step 3: re-scan inventory (picks up salvage materials + any remaining items)
await this.scanInventory('stash');
// Step 4: deposit all remaining items to stash
const allItems = this.tracker.getItems();
if (allItems.length > 0) {
await this.depositItemsToStash(allItems);
}
// Step 5: clear tracker
this.tracker.clear();
logger.info('Inventory processing complete');
} catch (err) {
logger.error({ err }, 'Inventory processing failed');
// Try to recover UI state
try {
await this.gameController.pressEscape();
await sleep(300);
} catch {
// Best-effort
}
this.tracker.clear();
}
}
/** Find and click a nameplate by OCR text (fuzzy, with retries). */
async findAndClickNameplate(
name: string,
maxRetries: number = 3,
retryDelayMs: number = 1000,
): Promise<{ x: number; y: number } | null> {
for (let attempt = 1; attempt <= maxRetries; attempt++) {
logger.info({ name, attempt, maxRetries }, 'Searching for nameplate...');
const pos = await this.screenReader.findTextOnScreen(name, true);
if (pos) {
logger.info({ name, x: pos.x, y: pos.y }, 'Clicking nameplate');
await this.gameController.leftClickAt(pos.x, pos.y);
return pos;
}
if (attempt < maxRetries) {
await sleep(retryDelayMs);
}
}
logger.warn({ name, maxRetries }, 'Nameplate not found after all retries');
return null;
}
/**
* Wait for area transition via Client.txt log.
* If `triggerAction` is provided, the listener is registered BEFORE the action
* executes, preventing the race where the event fires before we listen.
*/
waitForAreaTransition(
timeoutMs: number,
triggerAction?: () => Promise<void>,
): Promise<boolean> {
return new Promise((resolve) => {
let resolved = false;
const timer = setTimeout(() => {
if (!resolved) {
resolved = true;
this.logWatcher.removeListener('area-entered', handler);
resolve(false);
}
}, timeoutMs);
const handler = () => {
if (!resolved) {
resolved = true;
clearTimeout(timer);
resolve(true);
}
};
// Register listener FIRST
this.logWatcher.once('area-entered', handler);
// THEN trigger the action that causes the transition
if (triggerAction) {
triggerAction().catch(() => {
if (!resolved) {
resolved = true;
clearTimeout(timer);
this.logWatcher.removeListener('area-entered', handler);
resolve(false);
}
});
}
});
}
/** Get inventory state for dashboard display. */
getInventoryState(): { grid: boolean[][]; items: { row: number; col: number; w: number; h: number }[]; free: number } {
return {
grid: this.tracker.getGrid(),
items: this.tracker.getItems(),
free: this.tracker.freeCells,
};
}
}

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import { logger } from '../util/logger.js';
import type { PostAction } from '../types.js';
const ROWS = 5;
const COLS = 12;
export interface PlacedItem {
row: number;
col: number;
w: number;
h: number;
postAction: PostAction;
}
export class InventoryTracker {
private grid: boolean[][];
private items: PlacedItem[] = [];
constructor() {
this.grid = Array.from({ length: ROWS }, () => Array(COLS).fill(false));
}
/** Initialize from a grid scan result (occupied cells + detected items). */
initFromScan(
cells: boolean[][],
items: { row: number; col: number; w: number; h: number }[],
defaultAction: PostAction = 'stash',
): void {
// Reset
for (let r = 0; r < ROWS; r++) {
this.grid[r].fill(false);
}
this.items = [];
// Mark occupied cells from scan
for (let r = 0; r < Math.min(cells.length, ROWS); r++) {
for (let c = 0; c < Math.min(cells[r].length, COLS); c++) {
this.grid[r][c] = cells[r][c];
}
}
// Record detected items, filtering out impossibly large ones (max POE2 item = 2×4)
for (const item of items) {
if (item.w > 2 || item.h > 4) {
logger.warn({ row: item.row, col: item.col, w: item.w, h: item.h }, 'Ignoring oversized item (false positive)');
continue;
}
this.items.push({ row: item.row, col: item.col, w: item.w, h: item.h, postAction: defaultAction });
}
logger.info({ occupied: ROWS * COLS - this.freeCells, items: this.items.length, free: this.freeCells }, 'Inventory initialized from scan');
}
/** Try to place an item of size w×h. Column-first to match game's left-priority placement. */
tryPlace(w: number, h: number, postAction: PostAction = 'stash'): { row: number; col: number } | null {
for (let col = 0; col <= COLS - w; col++) {
for (let row = 0; row <= ROWS - h; row++) {
if (this.fits(row, col, w, h)) {
this.place(row, col, w, h, postAction);
logger.info({ row, col, w, h, postAction, free: this.freeCells }, 'Item placed in inventory');
return { row, col };
}
}
}
return null;
}
/** Check if an item of size w×h can fit anywhere. */
canFit(w: number, h: number): boolean {
for (let col = 0; col <= COLS - w; col++) {
for (let row = 0; row <= ROWS - h; row++) {
if (this.fits(row, col, w, h)) return true;
}
}
return false;
}
/** Get all placed items. */
getItems(): PlacedItem[] {
return [...this.items];
}
/** Get items with a specific postAction. */
getItemsByAction(action: PostAction): PlacedItem[] {
return this.items.filter(i => i.postAction === action);
}
/** Check if any items have a specific postAction. */
hasItemsWithAction(action: PostAction): boolean {
return this.items.some(i => i.postAction === action);
}
/** Remove a specific item from tracking and unmark its grid cells. */
removeItem(item: PlacedItem): void {
const idx = this.items.indexOf(item);
if (idx === -1) return;
// Unmark grid cells
for (let r = item.row; r < item.row + item.h; r++) {
for (let c = item.col; c < item.col + item.w; c++) {
this.grid[r][c] = false;
}
}
this.items.splice(idx, 1);
}
/** Remove all items with a specific postAction. */
removeItemsByAction(action: PostAction): void {
const toRemove = this.items.filter(i => i.postAction === action);
for (const item of toRemove) {
this.removeItem(item);
}
logger.info({ action, removed: toRemove.length, remaining: this.items.length }, 'Removed items by action');
}
/** Get a copy of the occupancy grid. */
getGrid(): boolean[][] {
return this.grid.map(row => [...row]);
}
/** Clear entire grid. */
clear(): void {
for (let r = 0; r < ROWS; r++) {
this.grid[r].fill(false);
}
this.items = [];
logger.info('Inventory cleared');
}
/** Get remaining free cells count. */
get freeCells(): number {
let count = 0;
for (let r = 0; r < ROWS; r++) {
for (let c = 0; c < COLS; c++) {
if (!this.grid[r][c]) count++;
}
}
return count;
}
private fits(row: number, col: number, w: number, h: number): boolean {
for (let r = row; r < row + h; r++) {
for (let c = col; c < col + w; c++) {
if (this.grid[r][c]) return false;
}
}
return true;
}
private place(row: number, col: number, w: number, h: number, postAction: PostAction): void {
for (let r = row; r < row + h; r++) {
for (let c = col; c < col + w; c++) {
this.grid[r][c] = true;
}
}
this.items.push({ row, col, w, h, postAction });
}
}