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Author SHA1 Message Date
f09ee5d106 work on sim bot 2026-04-04 16:44:32 -04:00
8ca257bc79 test 2026-03-07 14:38:20 -05:00
703cfbfdee threat better 2026-03-07 12:27:25 -05:00
05bbcb244f simulation done 2026-03-07 09:53:57 -05:00
0e7de0a5f3 refactor 2026-03-06 14:37:05 -05:00
310 changed files with 8882 additions and 1082 deletions

View file

@ -5,29 +5,39 @@ VisualStudioVersion = 17.0.31903.59
MinimumVisualStudioVersion = 10.0.40219.1
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "src", "src", "{67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nexus.Core", "src\Nexus.Core\Nexus.Core.csproj", "{A31E6F94-A702-4B58-8317-83658E556B5C}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Automata.Game", "src\Automata.Game\Automata.Game.csproj", "{97B8362D-777C-4ED1-B964-D6598B333E4C}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nexus.GameOffsets", "src\Nexus.GameOffsets\Nexus.GameOffsets.csproj", "{C8D9E0F1-2A3B-4C5D-6E7F-8A9B0C1D2E3F}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nexus.Memory", "src\Nexus.Memory\Nexus.Memory.csproj", "{B7E3F1A2-4D5C-6E7F-8A9B-0C1D2E3F4A5B}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nexus.Input", "src\Nexus.Input\Nexus.Input.csproj", "{E61E96C5-3DE7-4B31-A7AD-CCA99BEF8E4A}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nexus.Trade", "src\Nexus.Trade\Nexus.Trade.csproj", "{8F73A696-EB54-4C6F-9603-5A6BAC5D334A}"
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@ -47,19 +57,7 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Sidekick.Data", "lib\Sideki
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@ -70,10 +68,38 @@ Global
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{9198C826-9356-4763-87EF-BBC7166B745B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{9198C826-9356-4763-87EF-BBC7166B745B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{9198C826-9356-4763-87EF-BBC7166B745B}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{6432F6A5-11A0-4960-AFFC-E810D4325C35} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{A31E6F94-A702-4B58-8317-83658E556B5C} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{C8D9E0F1-2A3B-4C5D-6E7F-8A9B0C1D2E3F} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{B7E3F1A2-4D5C-6E7F-8A9B-0C1D2E3F4A5B} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{E61E96C5-3DE7-4B31-A7AD-CCA99BEF8E4A} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{95AC4C34-26A0-4D7F-A712-375EB28B54B8} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{F4B5C6D7-E8F9-0A1B-2C3D-4E5F6A7B8C9D} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{1A2B3C4D-5E6F-7A8B-9C0D-E1F2A3B4C5D6} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{C2E97306-20E4-4A69-A7AB-541A72614C76} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{97B8362D-777C-4ED1-B964-D6598B333E4C} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{F92C5EA2-8999-41BC-9B28-D52AD5F3542C} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{9CAB0D49-1E24-4F76-ABF8-9A5ED6819F00} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
@ -184,10 +189,8 @@ Global
{B68D787D-7A83-4D8F-9F10-0B72C2E99B49} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{188C4F87-153F-4182-B816-9FB56F08CF3A} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{F186DDC8-6843-43E9-8BD3-9F914C5E784E} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{859F870E-F013-4C2B-AFEC-7A8C6A5FE3F3} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{D3F7A2E1-9B4C-4E8D-A6F5-1C2D3E4F5A6B} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{B7E3F1A2-4D5C-6E7F-8A9B-0C1D2E3F4A5B} = {D1A2B3C4-E5F6-7890-ABCD-EF1234567890}
{C8D9E0F1-2A3B-4C5D-6E7F-8A9B0C1D2E3F} = {D1A2B3C4-E5F6-7890-ABCD-EF1234567890}
{859F870E-F013-4C2B-AFEC-7A8C6A5FE3F3} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{B858F6F2-389F-475A-87FE-E4E01DA3E948} = {652F700E-4F84-4E66-BD62-717D3A8D6FBC}
{6FEA655D-18E4-4DA1-839F-A41433B03FBB} = {652F700E-4F84-4E66-BD62-717D3A8D6FBC}
{74FD0F88-86BC-49AE-9A16-136D92A10090} = {652F700E-4F84-4E66-BD62-717D3A8D6FBC}
@ -196,12 +199,6 @@ Global
{8CEE036C-A229-4F22-BD0E-D7CDAE13E54F} = {652F700E-4F84-4E66-BD62-717D3A8D6FBC}
{9428D5D4-4061-467A-BD26-C1FEED95E8E6} = {652F700E-4F84-4E66-BD62-717D3A8D6FBC}
{E5C26A34-5EDF-488B-93C7-F8738F2CEB97} = {652F700E-4F84-4E66-BD62-717D3A8D6FBC}
{D1A2B3C4-E5F6-7890-ABCD-EF1234567890} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
{A31E6F94-A702-4B58-8317-83658E556B5C} = {D1A2B3C4-E5F6-7890-ABCD-EF1234567890}
{E61E96C5-3DE7-4B31-A7AD-CCA99BEF8E4A} = {D1A2B3C4-E5F6-7890-ABCD-EF1234567890}
{95AC4C34-26A0-4D7F-A712-375EB28B54B8} = {D1A2B3C4-E5F6-7890-ABCD-EF1234567890}
{C2E97306-20E4-4A69-A7AB-541A72614C76} = {D1A2B3C4-E5F6-7890-ABCD-EF1234567890}
{F4B5C6D7-E8F9-0A1B-2C3D-4E5F6A7B8C9D} = {D1A2B3C4-E5F6-7890-ABCD-EF1234567890}
{1A2B3C4D-5E6F-7A8B-9C0D-E1F2A3B4C5D6} = {D1A2B3C4-E5F6-7890-ABCD-EF1234567890}
{9198C826-9356-4763-87EF-BBC7166B745B} = {67A27DFE-D2C5-479D-86FE-7E156BD0CFAA}
EndGlobalSection
EndGlobal

View file

@ -0,0 +1,188 @@
# Nexus — Architecture Overview
## What Is This
A modular C# automation framework for POE2. The system reads game memory, builds a structured game state, runs AI systems (combat, navigation, threat assessment), and emits input commands. A separate trade pipeline monitors the trade site via a Node.js daemon and executes buy flows.
When the real game isn't available, a standalone **Simulator** replaces the memory layer with a procedural game world — same bot systems, same interfaces, zero game dependency.
## Solution Structure
```
Nexus.sln (net8.0-windows10.0.19041.0)
├── Core Layer (shared types, no dependencies)
│ └── Nexus.Core
├── Infrastructure Layer (reads from external sources)
│ ├── Nexus.GameOffsets Pure offset structs for memory reading
│ ├── Nexus.Memory Process memory reading (RPM, pattern scan)
│ ├── Nexus.Screen Screen capture, OCR, grid detection
│ ├── Nexus.Log Client.txt game log watcher
│ └── Nexus.Input Win32 SendInput / Interception driver
├── Data Layer (transforms raw data into typed game state)
│ └── Nexus.Data EntityMapper, EntityClassifier, GameDataCache, MemoryPoller, GameStateEnricher
├── Logic Layer (AI systems that decide what to do)
│ ├── Nexus.Systems ThreatSystem, MovementSystem, CombatSystem, ResourceSystem, LootSystem
│ ├── Nexus.Engine BotEngine (orchestrator), AreaProgressionSystem, MovementKeyTracker
│ └── Nexus.Pathfinding NavigationController, A* PathFinder
├── Game Interaction Layer (acts on the game)
│ ├── Nexus.Game Window focus, input sending, clipboard
│ ├── Nexus.Items Item parsing via Sidekick
│ ├── Nexus.Inventory Stash/inventory grid management
│ ├── Nexus.Navigation Minimap-based real-time navigation
│ └── Nexus.Trade Trade daemon IPC (Node.js Playwright)
├── Orchestration Layer (top-level coordination)
│ ├── Nexus.Bot BotOrchestrator, Trade/Mapping/Crafting executors
│ └── Nexus.Ui Avalonia 11.2 desktop GUI (entry point)
└── Testing Layer
└── Nexus.Simulator Standalone game world for bot testing
```
## Dependency Flow
```
Nexus.Core
├── Nexus.GameOffsets ──→ Nexus.Memory ──→ Nexus.Data ──→ Nexus.Engine
│ │ │
├── Nexus.Input │ Nexus.Systems
│ │ │
├── Nexus.Screen ◄───────────────────────────────┘ │
├── Nexus.Game │
├── Nexus.Log │
│ │
├── Nexus.Pathfinding ◄─────────────────────────────────────────┘
├── Nexus.Items, Nexus.Inventory, Nexus.Navigation, Nexus.Trade
├── Nexus.Bot (consumes all above)
├── Nexus.Ui (DI hub, entry point, consumes all)
└── Nexus.Simulator (Core, Data, Systems, Pathfinding — NOT Memory/Input/Screen)
```
## Data Flow — Per Tick
```
┌─────────────────────────────────────────────────────────────────────┐
│ MemoryPoller Thread (60Hz hot / 10Hz cold) │
│ │
│ Hot tick (4 RPM calls): │
│ Camera matrix, Player position, Player vitals, Loading state │
│ │
│ Cold tick (full hierarchical read): │
│ Entity tree traversal → classification → EntitySnapshot[] │
│ Terrain grid, Skills, Quests, UI elements │
│ │
│ Writes to GameDataCache (volatile references, lock-free) │
└────────────────────────────┬────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────────────┐
│ BotEngine Logic Thread (25Hz default) │
│ │
│ 1. Read latest GameState from cache │
│ 2. GameStateEnricher → NearestEnemies, ThreatMap, DangerLevel │
│ 3. Clear ActionQueue │
│ 4. NavigationController.Update() → path, DesiredDirection │
│ 5. Run systems in priority order: │
│ ThreatSystem (50) → MovementSystem (100) → │
│ AreaProgressionSystem (199) → NavigationSystem (200) → │
│ CombatSystem (300) → ResourceSystem (400) → LootSystem (500) │
│ 6. ActionQueue.Resolve() → conflict resolution │
│ 7. ExecuteActions() → IInputController │
└────────────────────────────┬────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────────────┐
│ IInputController (Win32 SendInput or Interception driver) │
│ │
│ WASD keys (scan codes), mouse movement (Bézier curves), │
│ skill casts, flask presses, clicks │
└─────────────────────────────────────────────────────────────────────┘
```
## Action Resolution
Systems submit actions to a shared `ActionQueue`. The queue resolves conflicts:
| Action Type | Behavior |
|-------------|----------|
| FlaskAction | Always passes through |
| MoveAction (priority ≤ 10) | Urgent flee — blocks CastAction |
| MoveAction (priority > 10) | Normal move — allows CastAction alongside |
| CastAction | Passes unless blocked by urgent flee |
| Other (Key, Click, Chat) | Always passes through |
Priority values: lower number = higher priority. ThreatSystem uses priority 5 for emergency flee (blocks all casting).
## System Priority Table
| Priority | System | Purpose |
|----------|--------|---------|
| 50 | ThreatSystem | Emergency flee on High/Critical danger |
| 100 | MovementSystem | Soft avoidance via inverse-square repulsion |
| 199 | AreaProgressionSystem | Quest-driven area traversal and transitions |
| 200 | NavigationSystem | Submits NavigationController's direction |
| 300 | CombatSystem | Skill rotation, target selection, kiting |
| 400 | ResourceSystem | Flask usage on life/mana thresholds |
| 500 | LootSystem | Item pickup (stub) |
## Thread Model
| Thread | Rate | Responsibility |
|--------|------|----------------|
| MemoryPoller | 60Hz hot, 10Hz cold | Read game memory → GameDataCache |
| BotEngine Logic | 25Hz | Run AI systems → emit actions |
| Render (Simulator only) | vsync | ImGui + Veldrid drawing |
| Trade Daemon | event-driven | Node.js Playwright → stdin/stdout JSON IPC |
| Log Watcher | 200ms poll | Client.txt → area/whisper/trade events |
Cross-thread safety: GameDataCache uses `volatile` references. No locks — writer (MemoryPoller) atomically swaps reference types, readers (BotEngine) get consistent snapshots.
## Simulator Architecture
When the real game isn't available, `Nexus.Simulator` replaces the memory pipeline:
```
┌─────────────────────────────────────────────────────┐
│ Nexus.Simulator.exe │
│ │
│ ┌──────────┐ GameState ┌──────────────────┐ │
│ │ SimWorld │───────────────►│ GameDataCache │ │
│ │ (terrain, │ SimPoller + │ (same as prod) │ │
│ │ enemies, │ StateBuilder └────────┬─────────┘ │
│ │ player) │ │ │
│ └─────┬────┘ ┌────────▼─────────┐ │
│ │ │ Bot Systems │ │
│ │◄─────────────────────│ (unchanged) │ │
│ │ SimInputController └──────────────────┘ │
│ │ │
│ ┌─────▼───────────────────────────────────────┐ │
│ │ ImGui + Veldrid Renderer (isometric 2D) │ │
│ └─────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────┘
```
Bot systems don't know they're in a simulation — they see identical `GameState` objects and emit actions to `IInputController`.
## Key Design Decisions
| Decision | Rationale |
|----------|-----------|
| Immutable records (GameState, EntitySnapshot) | Thread-safe sharing without locks |
| Priority-based ActionQueue | Natural conflict resolution without hardcoded if-else |
| Two-tier memory polling (hot/cold) | Balance responsiveness (position at 60Hz) with CPU cost (entities at 10Hz) |
| Scan codes over virtual keys | Games read hardware scan codes, not VK codes |
| Separate Memory → Data layers | Memory reads raw bytes; Data interprets and classifies. Clean testability. |
| IInputController interface | Swap real Win32 input for simulated input without changing bot logic |
| BFS exploration + A* pathfinding | BFS finds what to explore; A* finds how to get there |
| CharacterProfile auto-detection | Automatically applies combat/flask settings per character name |
| External daemons (Trade, OCR) | Isolate browser/OCR concerns from main process |

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# Nexus.Core — Shared Types & Abstractions
The foundation layer. Every other project depends on Core. Contains no logic — only types, interfaces, configuration, and utilities.
## GameState
Central immutable snapshot updated once per tick. All systems read from this; none mutate it.
```
GameState
├── Timing: TickNumber, DeltaTime, TimestampMs
├── Player: PlayerState
│ ├── CharacterName, Position, Z, HasPosition
│ ├── Life/Mana/ES: Current, Total, Percent (derived)
│ ├── ActionId (actor animation state)
│ ├── Skills: SkillState[] (cooldowns, charges, cast state)
│ ├── Flasks: FlaskState[] (charges, active, cooldown)
│ └── Buffs: Buff[] (name, duration, charges, isDebuff)
├── Entities: EntitySnapshot[] (all game entities)
├── HostileMonsters: EntitySnapshot[] (alive monsters, filtered)
├── NearbyLoot: EntitySnapshot[] (world items, filtered)
├── NearestEnemies: EntitySnapshot[] (sorted by distance — enriched)
├── Terrain: WalkabilitySnapshot (grid, offsets)
├── Area: AreaHash, AreaLevel, CurrentAreaName
├── UI: IsLoading, IsEscapeOpen, CameraMatrix
├── Quests: ActiveQuests[], UiQuests[], Quests[] (enriched with paths)
├── Threats: ThreatMap (zone buckets, centroid, rarity flags)
├── Danger: DangerLevel (Safe/Low/Medium/High/Critical — enriched)
└── GroundEffects: GroundEffect[] (hazard positions)
```
## EntitySnapshot
Immutable record for any game entity:
- **Identity**: Id (uint), Path, Metadata, Category (EntityCategory enum)
- **Spatial**: Position (Vector2), Z, DistanceToPlayer
- **Combat**: IsAlive, LifeCurrent/Total, IsTargetable, ThreatLevel, Rarity, ModNames
- **State**: ActionId, IsAttacking, IsMoving, Components (HashSet)
- **Special**: TransitionName/State, ItemBaseName, IsQuestItem, LabelOffset
**EntityCategory** (17 types): Unknown, Player, Monster, Npc, WorldItem, Chest, Shrine, Portal, AreaTransition, Effect, Terrain, MiscObject, Waypoint, Door, Doodad, TownPortal, Critter
**MonsterRarity**: White, Magic, Rare, Unique
**MonsterThreatLevel**: None, Normal, Magic, Rare, Unique
## Actions
Polymorphic action system. All inherit from `BotAction` with a `Priority` field.
| Action | Fields | Purpose |
|--------|--------|---------|
| MoveAction | Direction (Vector2) | WASD movement |
| CastAction | SkillScanCode, TargetScreenPos or TargetEntityId | Skill usage |
| FlaskAction | FlaskScanCode | Flask consumption |
| KeyAction | ScanCode, Type (Press/Down/Up) | Raw keyboard |
| ClickAction | ScreenPosition, Type (Left/Right/Middle) | Mouse click |
| ChatAction | Message | Send chat message |
| WaitAction | DurationMs | Delay |
## ActionQueue
Manages conflict resolution between competing system outputs.
**Resolve() rules:**
1. FlaskActions always pass through
2. Get highest-priority MoveAction and CastAction
3. If MoveAction priority ≤ 10 (urgent flee): include move, **block** cast
4. Else: include both move and cast
5. All other action types pass through
## ISystem Interface
```csharp
public interface ISystem
{
int Priority { get; } // Execution order (lower = first)
string Name { get; }
bool IsEnabled { get; set; }
void Update(GameState state, ActionQueue actions);
}
```
**SystemPriority constants**: Threat=50, Movement=100, Navigation=200, Combat=300, Resource=400, Loot=500
## IInputController Interface
Abstraction over Win32 input. Two implementations: SendInputController (vanilla), InterceptionInputController (driver).
```csharp
public interface IInputController
{
bool IsInitialized { get; }
void KeyDown(ushort scanCode);
void KeyUp(ushort scanCode);
void KeyPress(ushort scanCode, int holdMs = 50);
void MouseMoveTo(int x, int y);
void SmoothMoveTo(int x, int y); // Bézier curve interpolation
void LeftClick(int x, int y);
void RightClick(int x, int y);
void MiddleClick(int x, int y);
void LeftDown(); void LeftUp();
void RightDown(); void RightUp();
}
```
## WalkabilitySnapshot
Grid-based terrain with offset support for infinite expansion:
```csharp
public record WalkabilitySnapshot
{
public int Width, Height;
public byte[] Data; // Row-major; 0=wall, nonzero=walkable
public int OffsetX, OffsetY; // Absolute grid coords of top-left corner
public bool IsWalkable(int gx, int gy)
{
var lx = gx - OffsetX; // Absolute → local
var ly = gy - OffsetY;
if (out of bounds) return false;
return Data[ly * Width + lx] != 0;
}
}
```
Coordinate conversion: `WorldToGrid = 23f / 250f ≈ 0.092`
- World → Grid: `gx = (int)(worldX * WorldToGrid)`
- Grid → World: `worldX = gx / WorldToGrid`
## Configuration
**BotConfig** — Static bot parameters:
- Tick rates: LogicTickRateHz=60, MemoryPollRateHz=30
- Movement: SafeDistance=400, RepulsionWeight=1.5, WaypointReachedDistance=80
- Humanization: MinReactionDelayMs=50, MaxReactionDelayMs=150, ClickJitterRadius=3, MaxApm=250
**CharacterProfile** — Per-character settings:
- Skills (8 slots: LMB, RMB, MMB, Q, E, R, T, F) with priority, cooldown, range, target selection
- Flasks (thresholds, scan codes, cooldown)
- Combat (global cooldown, attack/safe/kite ranges)
**SkillProfile** — Per-skill configuration:
- InputType (KeyPress/LeftClick/RightClick/MiddleClick)
- TargetSelection (Nearest/All/Rarest/MagicPlus/RarePlus/UniqueOnly)
- RequiresTarget, IsAura, IsMovementSkill, MaintainPressed
- MinMonstersInRange (AOE threshold)
## Utilities
- **WorldToScreen.Project()** — Matrix projection: world coords → screen coords via camera matrix
- **TerrainQuery.HasLineOfSight()** — Bresenham line walk on walkability grid
- **TerrainQuery.FindWalkableDirection()** — Rotates direction ±45°/90°/135°/180° to find clear path
- **Helpers.Sleep()** — Task delay with ±10% variance
- **DangerLevel**: Safe, Low, Medium, High, Critical
- **ThreatMap**: TotalHostiles, CloseRange(<300), MidRange(300-600), FarRange(600-1200), ClosestDistance, ThreatCentroid, HasRareOrUnique

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# Nexus.Data & Nexus.Memory — The Data Pipeline
## Overview
Two-layer architecture: **Memory** reads raw bytes from the game process; **Data** interprets, classifies, and caches them. This separation keeps memory reading logic free of business rules and makes the data layer testable independently.
```
Game Process (RPM)
Nexus.Memory (raw reads, no business logic)
│ GameMemoryReader → hierarchical state tree
│ EntityList → red-black tree traversal
│ ComponentReader → ECS component extraction
Nexus.Data (interpretation, classification, caching)
│ MemoryPoller → two-tier event loop
│ EntityMapper → Memory.Entity → Core.EntitySnapshot
│ EntityClassifier → path + components → EntityCategory
│ GameStateEnricher → derived threat/danger metrics
GameDataCache (volatile references, lock-free)
Bot Systems (read-only consumers)
```
---
## GameDataCache — Single Source of Truth
Thread-safe, volatile reference holder. Writer: MemoryPoller thread. Readers: bot systems.
**Hot fields** (updated at 60Hz — 4 lightweight RPM calls):
- CameraMatrix (64 bytes)
- PlayerPosition (X, Y, Z)
- PlayerVitals (HP, mana, ES current/max)
- IsLoading, IsEscapeOpen
**Cold fields** (updated at 10Hz — full hierarchical read):
- Entities, HostileMonsters, NearbyLoot
- Terrain (WalkabilitySnapshot)
- AreaHash, AreaLevel, CurrentAreaName
- Quest data (linked lists, UI groups, state entries)
- LatestState (complete GameState)
**Slow fields** (updated at 1Hz):
- Character name
- Quest linked lists, quest state entries
No locks — relies on volatile reference semantics for atomic swaps.
---
## MemoryPoller — Two-Tier Event Loop
Owns the memory-reading background thread.
### Hot Tick (60Hz)
4 pre-resolved RPM calls using cached addresses:
1. Camera matrix (64 bytes from cached address)
2. Player position (12 bytes: X, Y, Z)
3. Player vitals (24 bytes: HP, mana, ES)
4. Loading/escape state (pointer dereference + int)
No allocations, no GC. Targeting ~3-5ms per tick.
### Cold Tick (10Hz, every 6th hot tick)
Full hierarchical read:
1. `GameMemoryReader.ReadSnapshot()` — cascades through state tree
2. Re-resolve hot addresses via `ResolveHotAddresses()`
3. `BuildGameState()` — map entities, filter lists, process quests
4. `GameStateEnricher.Enrich()` — compute derived fields
5. Update all cache fields
### BuildGameState() Flow
```
ReadSnapshot() → GameStateSnapshot (raw)
├── Entity mapping:
│ for each entity in snapshot:
│ EntityMapper.MapEntity(entity, playerPos) → EntitySnapshot
├── Filter into:
│ - HostileMonsters (Category==Monster && IsAlive)
│ - NearbyLoot (Category==WorldItem)
│ - All entities
├── Quest processing:
│ - Filter active (StateId > 0)
│ - Resolve state text via QuestStateLookup
│ - Convert to QuestProgress, QuestInfo
└── Returns GameState
```
---
## GameMemoryReader — Hierarchical State Tree
Top-level orchestrator. Creates sub-readers on `Attach()`:
```
GameStates (top)
└── InGameState
├── AreaInstance
│ ├── EntityList (MSVC std::map red-black tree)
│ ├── PlayerSkills (Actor component)
│ ├── QuestStates (dat file entries)
│ └── Terrain (walkability grid)
├── UIElements (quest linked lists, UI tree)
└── WorldData (camera matrix)
```
Each `RemoteObject` caches its data and depends on parent for context. Single `Update()` call cascades through tree.
### Infrastructure
- **ProcessMemory**: P/Invoke wrapper for ReadProcessMemory. Tracks reads/sec and KB/sec.
- **MemoryContext**: Shared state — process handle, offsets, module base, pattern scanner.
- **ComponentReader**: Reads ECS components (Life, Render, Mods, etc.) from entities.
- **MsvcStringReader**: Reads MSVC std::wstring (SSO-aware: inline if capacity ≤ 8, heap pointer otherwise).
- **PatternScanner**: AOB scan for resolving base addresses.
---
## EntityList — Tree Traversal
Reads entities from AreaInstance's MSVC std::map (red-black tree, in-order traversal).
**Tree node layout:**
```
+0x00: left child ptr
+0x08: parent ptr
+0x10: right child ptr
+0x28: entity pointer
```
**Optimization**: Tree order is cached — re-walked only when entity count changes.
**Per-entity reads:**
1. Path (EntityDetails → std::wstring)
2. Skip low-priority types (effects, terrain, critters — no components read)
3. Position (Render component: X, Y, Z)
4. Component lookup (STL hash map: name → index)
5. Component data:
- Targetable (bool flag)
- Mods/ObjectMagicProperties (rarity)
- Life (HP, dynamic — re-read every frame for monsters)
- Actor (action ID)
- WorldItem (inner entity for ground loot)
- AreaTransition (destination area)
**Caching strategy:**
- Stable per entity: path, component list, targetable, rarity, transition name
- Dynamic (re-read every frame): monster HP, action ID
---
## EntityClassifier — Path + Components → Category
Single source of truth for entity classification.
1. **Path-based** (primary): Parses `Metadata/[Category]/...` path segments
2. **Component override**: Monster, Chest, Shrine, Waypoint, AreaTransition, Portal, TownPortal, NPC, Player
Output: `EntityCategory` (Core enum, 17 types)
---
## EntityMapper — Memory.Entity → Core.EntitySnapshot
Transforms raw memory data to enriched snapshots:
```
Memory.Entity (raw)
├── Copy: ID, path, metadata, position, Z, vitals, components, mods
├── Classify: EntityClassifier.Classify(path, components) → EntityCategory
├── Threat level: Rarity → MonsterThreatLevel
├── Area name: AreaNameLookup.Resolve() for transitions
├── Distance: Vector2.Distance(position, playerPos)
└── Alive state: HasVitals ? LifeCurrent > 0 : true
Core.EntitySnapshot (public, classified, enriched)
```
---
## GameStateEnricher — Derived Metrics
Computed once per cold tick, before systems run.
**NearestEnemies**: HostileMonsters sorted by distance to player.
**ThreatMap**:
- TotalHostiles, CloseRange (<300u), MidRange (300-600u), FarRange (600-1200u)
- ClosestDistance, ThreatCentroid (position average), HasRareOrUnique
**DangerLevel** — Weighted threat score:
```
score = Σ (distance_weight × rarity_multiplier)
Distance weights: <200u = 3×, <400u = 2×, else = 1×
Rarity multipliers: Unique=5×, Rare=3×, Magic=1.5×, White=1×
Life override: HP < 30% Critical, HP < 50% High
Score thresholds: ≥15 = Critical, ≥8 = High, ≥4 = Medium, >0 = Low, 0 = Safe
```
---
## Key Architectural Patterns
| Pattern | Implementation |
|---------|---------------|
| Lock-free cross-thread | Volatile references in GameDataCache; no locks needed |
| Two-tier polling | Hot (4 RPM, 60Hz) + Cold (full read, 10Hz) |
| Hierarchical caching | Each RemoteObject caches data, re-reads only on change |
| Entity caching | Stable data cached per entity/zone; dynamic data (HP) re-read per frame |
| Separation of concerns | Memory: raw bytes. Data: interpretation + classification |
| Area name resolution | AreaNameLookup loads areas.json, caches ID → display name |
| Area graph | BFS pathfinding for quest progression ordering |

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# Nexus.Engine & Nexus.Systems — Bot Brain
## BotEngine (Orchestrator)
The main loop. Owns systems, navigation, profiles, and action execution.
### Logic Loop (25Hz, background thread)
```
1. Wait for MemoryPoller to provide latest GameState
2. CheckCharacterProfile() → auto-load profile if character changed
3. GameStateEnricher.Enrich() → compute NearestEnemies, ThreatMap, DangerLevel
4. Clear ActionQueue
5. NavigationController.Update(state) → compute path, set DesiredDirection
6. Run all ISystem implementations in priority order
7. NavigationSystem submits MoveAction if DesiredDirection is set
8. ActionQueue.Resolve() → merge conflicts
9. ExecuteActions() → emit key/mouse/click commands via IInputController
```
### Action Execution
| Action | Execution |
|--------|-----------|
| MoveAction | Direction → MovementKeyTracker → WASD key state changes (delta-based) |
| CastAction | SmoothMoveTo target + key press. Re-projects moving entities. Adds ±30-50px jitter. |
| FlaskAction | Direct key press |
| KeyAction | Press/Down/Up operations |
| ClickAction | Left/Right/Middle click at screen position |
### MovementKeyTracker
Converts world-space direction vectors to WASD keys for isometric camera:
```
1. Rotate direction 45° to align with isometric axes
2. sx = dir.X * cos(45°) - dir.Y * sin(45°)
3. sy = dir.X * sin(45°) + dir.Y * cos(45°)
4. W if sy > 0.3, S if sy < -0.3, D if sx > 0.3, A if sx < -0.3
5. Only emit key changes (delta-based — no redundant KeyDown/KeyUp)
```
### Mouse Drift (Navigation)
During navigation, lazily repositions the mouse toward enemy clusters:
- Projects enemy centroid ahead of player movement
- Applies ±25° angular offset for organic appearance
- Fires every 800-1500ms (randomized)
### Safety
- Releases all held keys when loading screen or escape menu detected
- CombatSystem's `ReleaseAllHeld()` called on state transitions
---
## Systems
### ThreatSystem (Priority 50)
Emergency threat response. Runs first, only acts on elevated danger.
| Danger | Response |
|--------|----------|
| Safe / Low | No action |
| Medium | No action (MovementSystem handles soft avoidance) |
| High | Flee toward safety (priority 50, allows casting) |
| Critical or point-blank (<150 units) | **Urgent flee (priority 5) — blocks all casting** |
**Flee direction**: `Player.Position - ThreatCentroid`, validated against terrain via `FindWalkableDirection()`.
### MovementSystem (Priority 100)
Continuous soft avoidance via **inverse-square repulsion field**.
For each hostile monster within SafeDistance (400 units):
```
force += (playerPos - enemyPos) / distanceSquared * RepulsionWeight
```
Normalizes sum, validates against terrain, submits as lower-priority MoveAction.
Effect: Player gently drifts away from enemies without hard fleeing.
### AreaProgressionSystem (Priority 199)
High-level area traversal. Runs before NavigationSystem to take precedence.
**State machine (7 phases):**
```
Exploring → Looting → NavigatingToChest → InteractingChest →
NavigatingToTransition → Interacting → TalkingToNpc
```
**Exploration strategy:**
1. Check for elite enemies (Rare/Unique within 800u) → yield to combat
2. Check for quest chests → navigate and interact
3. Check for loot (if danger ≤ Low) → pick up within 600u
4. Once fully explored → find area transition matching quest target
5. In towns with active quest → talk to NPC
**Quest integration**: Queries active quests for target areas. Prioritizes tracked quests, then lowest act, then shortest path. Blacklists failed transitions after 5s timeout.
**Navigation delegation**: Uses `NavigationController.NavigateToEntity()` and `.Explore()`. Sets targets and yields until reached.
### NavigationSystem (Priority 200)
Ultra-thin passthrough. If `NavigationController.DesiredDirection` is set, submits a MoveAction. All actual pathfinding logic lives in NavigationController (see [pathfinding.md](pathfinding.md)).
### CombatSystem (Priority 300)
Skill rotation and target selection. Hot-swappable via CharacterProfile.
**Rotation loop:**
```
1. Check global cooldown (skip if recently cast)
2. For each skill in priority order:
a. Check per-skill cooldown
b. Match skill to memory via slot index (fallback to name)
c. If aura: cast once per zone
d. If damage: find target → submit CastAction
3. Release held keys for skills without valid targets
```
**Target selection pipeline:**
```
1. Filter by TargetSelection (Nearest, Rarest, MagicPlus, RarePlus, UniqueOnly)
2. Filter by range (SkillProfile.RangeMin/RangeMax)
3. Filter by line-of-sight (terrain query)
4. Check MinMonstersInRange (AOE threshold)
5. Pick best: Rarest mode → prefer higher rarity then nearer; others → nearest
6. Project to screen coordinates
```
**Skill input types:**
- LeftClick/RightClick/MiddleClick: Direct click at target position
- KeyPress with MaintainPressed: Hold key continuously
- KeyPress normal: Single tap
**Kiting/orbit (during global cooldown):**
- Computes enemy centroid
- Moves perpendicular to centroid (orbital movement)
- Applies radial bias to maintain ideal distance
- Flips orbit direction if terrain blocks path
- Persists orbit sign across ticks for smooth motion
**Cooldown management:**
- Per-skill: `max(skill.CooldownMs, globalCd + 50)` for rotation
- MaintainPressed skills: use skill.CooldownMs directly
- Area reset: clears aura tracking, resets orbit
### ResourceSystem (Priority 400)
Flask automation based on life/mana thresholds.
```
if LifePercent < LifeFlaskThreshold (50%) && cooldown expired FlaskAction
if ManaPercent < ManaFlaskThreshold (50%) && cooldown expired FlaskAction
```
Flask cooldown: 4000ms default. Hot-swappable on character profile change.
### LootSystem (Priority 500)
Stub — disabled by default. Item pickup logic handled by AreaProgressionSystem's looting phase.
---
## System Interaction Diagram
```
GameState (read-only, shared)
├─→ ThreatSystem ──→ MoveAction (priority 5 or 50)
│ [blocks casting if priority ≤ 10]
├─→ MovementSystem ──→ MoveAction (priority 100)
│ [soft repulsion, overridable]
├─→ AreaProgressionSystem ──→ NavigateTo/Explore commands
│ [drives NavigationController]
├─→ NavigationSystem ──→ MoveAction (priority 200)
│ [passthrough from NavigationController]
├─→ CombatSystem ──→ CastAction (priority 300)
│ [skill rotation + target selection]
├─→ ResourceSystem ──→ FlaskAction (priority 400)
│ [always passes through]
└─→ ActionQueue.Resolve()
├── Highest MoveAction wins
├── CastAction passes unless blocked by urgent flee
├── FlaskAction always passes
└──→ ExecuteActions() → IInputController
```

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# Infrastructure & Game Interaction Projects
## Nexus.GameOffsets — Memory Layout Definitions
Pure offset structs for POE2 game memory. No logic, no reading — just struct layouts.
**Contents:**
- **Entities/**: `EntityStruct`, `EntityDetails`, `ComponentLookup`, `ComponentNameAndIndex`, `ItemStruct`, `EntityTreeNode`
- **Components/** (22 structs): Actor, Animated, Buffs, Chest, Life, Mods, Player, Positioned, Render, Stats, Targetable, Transitionable, WorldItem, etc.
- **States/**: `InGameState`, `AreaInstance`, `AreaLoading`, `ServerData`, `WorldData`, `Inventory`, `ImportantUiElements`
- **Natives/**: C++ STL memory layouts — `StdVector`, `StdMap`, `StdList`, `StdBucket`, `StdWString`, `StdTuple`
**Key offsets:**
- Actor skills: 0xB00 (ActiveSkillsVector), 0xB18 (CooldownsVector)
- UIElement: 0x10 (Children), 0x98 (StringId), 0x180 (Flags), 0x448 (Text)
- Entity: 0x80 (ID), 0x84 (Flags), 0x08 (EntityDetails)
**Dependencies**: None. Used by Memory and Data layers.
---
## Nexus.Screen — Screen Capture, OCR & Detection
Screen capture, OCR, image processing, grid/item detection, loot label detection.
### Core Components
| Class | Purpose |
|-------|---------|
| ScreenReader | Main facade — OCR, template matching, screenshot, diff OCR |
| IScreenCapture | Desktop duplication or GDI capture |
| IOcrEngine | Interface for OCR backends (Win native, EasyOCR, OneOCR, WinOCR) |
| PythonOcrBridge | Calls Python script via subprocess for EasyOCR/YOLO |
### Grid & Item Detection
| Class | Purpose |
|-------|---------|
| GridReader | Reads stash/inventory grids (12-col 70×70px or 24-col 35×35px) |
| GridHandler | Template matching for cell occupancy, item size detection |
| TemplateMatchHandler | NCC-based visual matching (find identical items in grid) |
| DetectGridHandler | Edge detection to find grid boundaries |
### Detection Systems
| Class | Purpose |
|-------|---------|
| EnemyDetector | YOLO/ONNX object detection for enemy positions |
| BossDetector | Boss-specific recognition |
| HudReader | HUD element OCR (HP bar, mana, buffs) |
| GameStateDetector | Main menu vs in-game state |
| ScreenReader.DetectLootLabels() | Three-pass loot detection (polygon, contour, yellow text) |
### Frame Pipeline
Pub-sub for screen frames: `FramePipeline` distributes captured frames to multiple `IFrameConsumer` implementations (GameState, Enemy, Boss detectors, Minimap, Navigation).
**Used by**: Bot, Navigation, Inventory, Ui
---
## Nexus.Game — Game Interaction
Low-level game control — window focus, input sending, clipboard operations.
| Class | Purpose |
|-------|---------|
| GameController | Main facade — focus, chat, input, shortcuts |
| InputSender | Win32 SendInput (scan codes), Bézier mouse movement, Ctrl+click |
| WindowManager | SetForegroundWindow (with alt-key trick), GetWindowRect |
| ClipboardHelper | System clipboard read/write |
**Key operations:**
- `FocusWindow()` — SetForegroundWindow + alt-key trick (required for background processes)
- `CtrlRightClick()` — buying from seller stash
- `MoveMouse()` — Bézier curve smooth move
- `MoveMouseInstant()` — direct teleport (no interpolation)
- `TypeText()`, `SelectAll()`, `Paste()` — clipboard operations
**Used by**: Inventory, Trade, Items, Navigation, Bot
---
## Nexus.Log — Game Log Watcher
Parses Client.txt game log at 200ms poll intervals.
| Event | Pattern |
|-------|---------|
| AreaEntered | `[SCENE] Set Source [AreaName]` or `You have entered AreaName` |
| WhisperReceived | Incoming whisper messages |
| WhisperSent | Outgoing whisper messages |
| TradeAccepted | Trade completion |
| PartyJoined/Left | Party state changes |
| LineReceived | Raw log lines |
`CurrentArea` detected from log tail on startup. Used by Bot (reset navigation on area change), Inventory (wait for area transitions), Navigation.
---
## Nexus.Trade — Trade Daemon IPC
Manages trade search monitoring via external Node.js Playwright daemon.
### TradeDaemonBridge
Spawns `node tools/trade-daemon/daemon.mjs`, communicates via stdin/stdout JSON.
**Commands (→ daemon):**
- `start`, `addSearch`, `addDiamondSearch`
- `pauseSearch`, `clickTravel`
- `openScrapPage`, `reloadScrapPage`, `closeScrapPage`
**Events (← daemon):**
- `newListings``NewListings(searchId, items[])`
- `diamondListings``DiamondListings(searchId, pricedItems[])`
- `wsClose` → websocket disconnection
**Trade flow**: Website "Travel to Hideout" button → stash opens → Ctrl+right-click to buy → `/hideout` to go home → store items
---
## Nexus.Items — Item Parsing
Parse item text from clipboard (Ctrl+C) using Sidekick item parser library.
| Class | Purpose |
|-------|---------|
| ItemReader | Move to item → Ctrl+C → read clipboard → parse |
| SidekickBootstrapper | Initialize Sidekick parser on first use |
**Used by**: Bot (identify items during scraping)
---
## Nexus.Inventory — Stash & Grid Management
Scan player inventory, track item placement, deposit to stash.
| Class | Purpose |
|-------|---------|
| InventoryManager | Main interface — scan, deposit, clear |
| InventoryTracker | Cell occupancy matrix + item metadata |
| StashCalibrator | Grid boundary calibration via edge detection |
**Key operations:**
- `ScanInventory()` → screenshot + grid scan → populate tracker
- `DepositItemsToStash()` → find stash NPC → click items with Shift+Ctrl
- `DepositAllToOpenStash()` → scan → click first occupied → repeat
- `ClearToStash()` → scan → deposit all → return to hideout
- `EnsureAtOwnHideout()``/hideout` command if needed
**Grid calibration (2560×1440):**
- Cell sizes: 70×70px (12-col) or 35×35px (24-col), all 840px wide
- Inventory (12×5): origin (1696, 788)
- Stash 12×12: origin (23, 169) or (23, 216) in folder
---
## Nexus.Navigation — Minimap-Based Movement
Real-time navigation using minimap image matching + pathfinding. Separate from Nexus.Pathfinding (which is grid-based A*).
| Class | Purpose |
|-------|---------|
| NavigationExecutor | State machine: Capture → Process → Plan → Move → Stuck |
| MinimapCapture | Frame pipeline consumer — wall color detection, checkpoint detection |
| WorldMap | Position matching via cross-correlation, canvas stitching |
| StuckDetector | No-progress detection |
| WallColorTracker | Learns wall palette from initial spawn |
**Flow**: Capture minimap → detect position via wall color stitching → pathfind → send WASD keys
---
## Nexus.Bot — Top-Level Orchestration
Central coordinator that wires everything together.
| Class | Purpose |
|-------|---------|
| BotOrchestrator | DI container, state machine, frame pipeline management |
| TradeExecutor | Single trade flow (navigate → buy → deposit) |
| MappingExecutor | Map exploration (navigate + loot) |
| KulemakExecutor | Boss fight with arena mechanics |
| CraftingExecutor | Crafting bench operations |
| DiamondExecutor | Diamond trade handling |
| ScrapExecutor | Vendor scrapping |
| TradeQueue | FIFO queue of trade tasks |
| LinkManager | Trade search management |
**Bot modes**: Trading, Mapping, Crafting (via BotMode enum)
---
## Nexus.Ui — Avalonia Desktop Application
Entry point executable. Avalonia 11.2 + CommunityToolkit.MVVM + FluentTheme.
**App.xaml.cs** wires all DI:
- Services: ConfigStore, GameController, ScreenReader, ClientLogWatcher, TradeMonitor, InventoryManager
- Bot: FramePipelineService, LinkManager, TradeExecutor, TradeQueue, BotOrchestrator, ModPoolService
- ViewModels: Main, Debug, Settings, Mapping, Atlas, Crafting, Memory, Nexus, ObjectBrowser
**Additional dependencies**: Vortice.Direct2D1 (overlay rendering), Microsoft.Extensions.DependencyInjection
**Views**: MainWindow, DebugWindow, SettingsWindow, MappingWindow, etc. with MVVM bindings.

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# Nexus.Input — Input Controllers & Humanization
## IInputController Implementations
### SendInputController (Default, No Driver)
Uses Win32 `SendInput` API with **KEYEVENTF_SCANCODE** flag. Games read hardware scan codes, not virtual key codes.
- **KeyDown/KeyUp**: Raw keyboard scan code via SendInput struct
- **KeyPress**: Down → Sleep(holdMs) → Up with humanization
- **SmoothMoveTo**: Cubic Bézier curve interpolation (10-40 steps) with random perpendicular spread
- **MouseMoveTo**: Direct `SetCursorPos()` (instant teleport)
- **Clicks**: Smooth move to target → humanized delay → click
### InterceptionInputController (Driver-Based)
Uses Interception keyboard/mouse driver for lower-level control:
- Delegates to `KeyboardHook` and `MouseHook` via InputInterceptor COM library
- Same smooth movement and humanization as SendInput
- Returns false from `Initialize()` if driver not installed (graceful fallback)
### SimInputController (Simulator)
Implements `IInputController` but doesn't make Win32 calls. Instead:
- **WASD** → Tracks held state, converts to direction vector with 45° isometric rotation
- **Skills** → Queues skill casts to SimWorld via `QueueSkill()`
- **Mouse** → Tracks screen position, converts to world coords via inverse camera matrix
- **Visualization** → Maintains flash timers (0.15s) for InputOverlayRenderer
## Scan Codes
```
Movement: W=0x11 A=0x1E S=0x1F D=0x20
Skills: Q=0x10 E=0x12 R=0x13 T=0x14
Numbers: 1=0x02 2=0x03 3=0x04 4=0x05 5=0x06
Modifiers: LShift=0x2A LCtrl=0x1D LAlt=0x38
Other: Space=0x39 Enter=0x1C Escape=0x01 Slash=0x35
```
## Humanizer
Anti-detection layer applied to all input operations.
| Method | Purpose |
|--------|---------|
| GaussianDelay(baseMs) | Adds gaussian noise (Box-Muller transform), clamped to [50ms, 150ms] |
| JitterPosition(x, y) | Random pixel offset within ClickJitterRadius (3px) |
| ShouldThrottle() | Tracks actions in 60-second rolling window, blocks if APM > MaxApm (250) |
| RecordAction() | Enqueues timestamp for APM tracking |
| RandomizedInterval(baseMs) | Adds ±20% jitter to poll intervals |
## MovementKeyTracker
Converts normalized direction vectors to WASD key state for isometric camera:
```
Rotate direction 45°:
sx = dir.X * cos(45°) - dir.Y * sin(45°)
sy = dir.X * sin(45°) + dir.Y * cos(45°)
Key mapping:
W if sy > 0.3, S if sy < -0.3
D if sx > 0.3, A if sx < -0.3
Delta-based: only sends KeyDown/KeyUp when state changes.
Supports holding multiple keys (W+D for diagonal).
```

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# Nexus.Pathfinding — Navigation & Exploration
## Overview
Two classes: **NavigationController** (state machine — decides *where* to go) and **PathFinder** (A* algorithm — decides *how* to get there).
---
## NavigationController
### Modes
| Mode | Trigger | Behavior |
|------|---------|----------|
| Idle | `Stop()` | No movement |
| NavigatingToPosition | `NavigateTo(pos)` | Path to fixed world coordinates |
| NavigatingToEntity | `NavigateToEntity(id)` | Chase a moving entity (re-targets each tick) |
| Exploring | `Explore()` | BFS frontier exploration of unmapped terrain |
### Update Loop (called every tick)
```
1. Area change detection → clear path, explored grid, stuck history
2. EnsureExploredGrid() → allocate/resize to match terrain (preserves old data on expansion)
3. MarkExplored(playerPos) → mark cells near player as visited (radius 150 grid cells)
4. ResolveGoal() → get target position based on mode
5. If no goal and Exploring → PickExploreTarget() via BFS
6. Reach detection → within WaypointReachedDistance (80u), clear goal or stop
7. Stuck detection → if < 30u movement in 60 ticks (~1s), repath or pick new target
8. Pathfinding → A* from player to goal (with explored grid bias in explore mode)
9. Waypoint advancement → advance index as player reaches each waypoint
10. Output → DesiredDirection (normalized vector to next waypoint)
```
### Explored Grid
Parallel bool array matching terrain dimensions. Tracks which cells the player has visited.
- **Mark radius**: 150 grid cells (~1630 world units) — circular region around player
- **Preservation**: On terrain expansion, overlapping explored data is copied to new grid
- **Offset-aware**: Uses same OffsetX/OffsetY as terrain for absolute grid coordinates
### BFS Exploration (PickExploreTarget)
When Exploring mode needs a new goal:
1. **BFS frontier search** (up to 100,000 iterations)
- 8-directional BFS outward from player
- Finds nearest unexplored walkable cell
- Returns that cell as world coordinates
2. **Random distant target** (if BFS finds nothing)
- 20 attempts at random directions, 1500-3500 world units away
- Pushes player toward terrain edges where expansion triggers
3. **Edge fallback** (if random fails)
- Heads toward nearest terrain boundary (10 cells from edge)
- Guarantees continued exploration with infinite terrain
4. **Exploration complete** (only if all fallbacks fail)
- Sets `IsExplorationComplete = true`
- Prevents expensive re-BFS every tick
- Reset on area change
### Stuck Detection
- **Window**: Last 60 positions (~1 second at 60Hz)
- **Threshold**: Must move at least 30 world units in window
- **Grace period**: 120 ticks (2 seconds) after picking new explore target
- **On stuck while exploring**: Mark failed goal as explored, pick new target, set grace period
- **On stuck otherwise**: Repath
### Path Failure Handling
- **Explored bias fallback**: If A* with explored grid bias fails, retry without bias (bias can make distant targets unreachable)
- **Cooldown**: 3 seconds before retrying after path failure (prevents CPU burn on impossible paths)
---
## PathFinder — A* Implementation
### Signature
```csharp
public static List<Vector2>? FindPath(
WalkabilitySnapshot terrain, Vector2 start, Vector2 goal, float worldToGrid,
bool[]? exploredGrid, int exploredWidth, int exploredHeight,
int exploredOffsetX, int exploredOffsetY)
```
Returns world-coordinate waypoints or null if unreachable.
### Movement Model
- **8-directional grid**: Cardinal + diagonal
- **Costs**: Cardinal = 1.0, Diagonal = √2 ≈ 1.414
- **Explored penalty**: ×1.5 multiplier for explored cells (biases paths through unexplored territory)
### Heuristic
```
h = max(dx, dy) + 0.414 * min(dx, dy)
```
Diagonal/Chebyshev-based. Admissible and consistent.
### Algorithm
1. **Snap to walkable**: If start/goal in wall, BFS search for nearest walkable cell (radius up to 20)
2. **A* search** (budget: 200,000 iterations):
- Priority queue ordered by f = g + h
- 8 neighbors per expansion
- **Corner-cut check**: Diagonals require at least one adjacent cardinal cell walkable
- **Explored grid bias**: Multiply step cost by 1.5 for explored cells
- Track `bestNode` (closest reachable) for fallback
3. **Path reconstruction**: Backtrack via cameFrom map
4. **Simplification**: Remove collinear waypoints, keep only turning points
5. **Fallback**: If goal unreachable but bestNode is meaningfully closer (within 80% of starting heuristic), path to closest reachable cell
### Data Structures
| Structure | Type | Purpose |
|-----------|------|---------|
| Open set | PriorityQueue<(int,int), float> | Nodes to expand, ordered by f-score |
| Closed set | HashSet<(int,int)> | Already expanded nodes |
| gScore | Dictionary<(int,int), float> | Best known cost to each node |
| cameFrom | Dictionary<(int,int), (int,int)> | Backtracking map |
---
## Integration
```
AreaProgressionSystem
│ .Explore() / .NavigateTo() / .NavigateToEntity()
NavigationController
│ .Update(GameState) → computes path, sets DesiredDirection
│ calls PathFinder.FindPath() for A* routing
NavigationSystem
│ reads DesiredDirection → submits MoveAction
ActionQueue → BotEngine → MovementKeyTracker → WASD keys
```
### Coordinate Systems
| Space | Example | Conversion |
|-------|---------|------------|
| World | (1517, 4491) | Raw game units |
| Grid | (139, 413) | world × WorldToGrid (23/250) |
| Local grid | (139-ox, 413-oy) | grid - terrain offset |
| Screen | project via CameraMatrix | WorldToScreen.Project() |

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# Nexus.Simulator — Standalone Game World
## Purpose
Test bot systems (combat, navigation, threat assessment) without the real game. Replaces the memory-reading pipeline with a procedural game world. Bot systems run unmodified — they see identical `GameState` objects and emit actions to `IInputController`.
## Architecture
```
SimWorld (game tick loop)
├── SimPoller (60Hz background thread)
│ ├── FlushToWorld() → transfer input to SimWorld
│ ├── Tick(dt) → advance simulation
│ ├── SimStateBuilder.Build() → SimWorld → GameState
│ └── Push to GameDataCache
├── SimInputController (captures bot actions)
│ ├── WASD → MoveDirection vector (45° isometric conversion)
│ ├── Skills → QueueSkill(scanCode, targetWorldPos)
│ ├── Mouse → track position, screen↔world conversion
│ └── Flash timers for input visualization
├── Bot Logic Thread (60Hz)
│ ├── GameStateEnricher.Enrich(state)
│ ├── All 6 systems: Threat, Movement, Navigation, Combat, Resource, Loot
│ ├── NavigationController.Update()
│ └── ExecuteActions() → SimInputController
└── Render Thread (ImGui + Veldrid)
├── TerrainRenderer (diamond cells, isometric)
├── EntityRenderer (player, enemies, health bars)
├── EffectRenderer (melee cones, AOE circles, projectile lines)
├── PathRenderer (A* waypoints)
├── InputOverlayRenderer (keyboard + mouse state)
└── DebugPanel (system toggles, stats, spawn controls)
```
## SimWorld — Game Loop
### Tick (dt-based, 60Hz)
```
1. CheckAndExpandTerrain() → expand when player within 50 cells of edge
2. MovePlayer(dt) → WASD direction × speed × dt, collision with terrain
3. ProcessSkills() → dequeue skill casts, dispatch by scan code
4. UpdateProjectiles(dt) → move, check terrain/enemy collisions
5. UpdateEffects(dt) → decay visual effects (0.3s duration)
6. UpdateEnemies(dt) → AI state machine per enemy
7. UpdateRespawns(dt) → cull far enemies, spawn new groups
```
### Terrain
- Procedural: all walkable with scattered obstacles (rock clusters, wall segments, pillars)
- 500×500 initial grid, `WorldToGrid = 23/250`
- **Infinite expansion**: Expands 250 cells per side when player within 50 cells of edge
- Preserves existing data via array copy with offset adjustment
### Player
- Position (Vector2), Health/Mana with regen (5 HP/s, 10 MP/s)
- Move speed: 400 world units/s
- Collision: slide-along-X / slide-along-Y fallback if direct move blocked
### Skills
| Scan Code | Type | Behavior |
|-----------|------|----------|
| Q (0x10), R (0x13) | AOE | Damage all enemies within 250u of target position |
| E (0x12), T (0x14) | Projectile | Spawn projectile, 1200 speed, 800 range, 80u hit radius |
| LMB, RMB | Melee | 150u cone, 120° angle from player toward target |
Base damage: 200 per hit. Configurable via SimConfig.
### Enemy AI
```
State machine per SimEnemy:
Idle → wander randomly within 200u of spawn, new target every 2-5s
│ player within 600u (aggro range)
Chasing → move toward player at 75% player speed
│ player within 100u (attack range)
Attacking → stand still, deal 30 damage every 1.5s
│ player escapes attack range
▼ back to Chasing
│ health ≤ 0
Dead → visible for 2s → queue for respawn (5s delay)
```
### Enemy Spawning
- **Groups**: 3-7 enemies per spawn, leader keeps rolled rarity, rest are Normal
- **Rarity distribution**: 70% Normal, 20% Magic, 8% Rare, 2% Unique
- **HP multipliers**: Magic=1.5×, Rare=3×, Unique=5× base (200)
- **Spawn ring**: 800-2000 world units from player
- **Direction bias**: ±90° cone ahead of player's movement direction
- **Culling**: Remove enemies > 3000u from player
- **Population**: Maintain 25 enemies, spawn new groups as needed
## Bridge Layer
### SimPoller
Replaces MemoryPoller. Background thread at 60Hz:
1. `FlushToWorld()` — transfer accumulated input
2. `world.Tick(dt)` — advance simulation (dt clamped to 0.1s max)
3. `SimStateBuilder.Build()` — convert to GameState
4. Push to GameDataCache (same fields as production)
### SimStateBuilder
Converts SimWorld state → GameState:
- Each SimEnemy → EntitySnapshot (with rarity, threat level, AI state, HP)
- SimPlayer → PlayerState (position, vitals, skills)
- Camera matrix: orthographic projection (12800×7200 world units → 2560×1440 screen)
### SimInputController
Implements IInputController, captures actions instead of sending Win32 input:
- WASD → direction vector (with 45° isometric inversion)
- Skills → `SimWorld.QueueSkill(scanCode, worldPos)`
- Mouse → screen position tracking, inverse camera transform for world coords
- Input visualization: flash timers for keyboard/mouse overlay
## Rendering
### ViewTransform (Isometric Camera)
45° counter-clockwise rotation matching the game's camera:
```
World → Grid: gx = worldX × WorldToGrid
Grid → Screen: rx = (gx - gy) × cos(45°)
ry = -(gx + gy) × cos(45°)
Screen = canvasOrigin + viewOffset + (rx, ry) × zoom
```
### Renderers
| Renderer | Draws |
|----------|-------|
| TerrainRenderer | Diamond cells (rotated grid), explored overlay, minimap |
| EntityRenderer | Player (green circle), enemies (colored by rarity), health/mana bars |
| EffectRenderer | Melee cones (red triangle fan), AOE circles (blue), projectile lines (cyan) |
| PathRenderer | Cyan waypoint lines and dots from A* path |
| InputOverlayRenderer | Keyboard (3 rows: 1-5, QWERT, ASDF) + mouse (L/R/M buttons) |
| DebugPanel | Pause/speed, player stats, enemy counts, system toggles, threat info |
### VeldridImGuiRenderer
Custom ImGui backend for Veldrid 4.9.0 + D3D11:
- HLSL shaders compiled at runtime via D3DCompiler P/Invoke
- Dynamic vertex/index buffers, font texture from ImGui atlas
- Alpha blending pipeline with scissor rect support
## SimConfig
```
Terrain: 500×500, WorldToGrid=23/250, ExpandThreshold=50, ExpandAmount=250
Player: Speed=400, HP=1000, MP=500, HPRegen=5/s, MPRegen=10/s
Enemies: Count=25, Aggro=600u, Attack=100u, Speed=75%, HP=200, Damage=30
Spawning: Ring=800-2000u, Groups=3-7, Cull=3000u
Skills: Melee=150u/120°, AOE=250u, Projectile=1200speed/800range, Damage=200
Rarity: Normal=70%, Magic=20%, Rare=8%, Unique=2%
Simulation: SpeedMultiplier=1×, Pauseable
```
## Running
```
dotnet run --project src/Nexus.Simulator
```
Dependencies: Core, Data, Systems, Pathfinding, ImGui.NET, Veldrid, Veldrid.StartupUtilities
Does NOT depend on: Memory, Input, Screen, Game, Bot, Ui, Trade

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docs/test.html Normal file
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@ -0,0 +1,95 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Hold Timer</title>
<style>
body {
font-family: Arial, sans-serif;
display: flex;
min-height: 100vh;
margin: 0;
align-items: center;
justify-content: center;
background: #111;
color: #fff;
}
.wrap {
text-align: center;
}
button {
font-size: 24px;
padding: 30px 60px;
cursor: pointer;
border: none;
border-radius: 12px;
}
#result {
margin-top: 24px;
font-size: 32px;
}
#live {
margin-top: 12px;
font-size: 20px;
opacity: 0.85;
}
</style>
</head>
<body>
<div class="wrap">
<button id="btn">PRESS AND HOLD</button>
<div id="result">Last hold: 0 ms</div>
<div id="live">Current hold: 0 ms</div>
</div>
<script>
const btn = document.getElementById("btn");
const result = document.getElementById("result");
const live = document.getElementById("live");
let startTime = 0;
let holding = false;
let rafId = 0;
function updateLive() {
if (!holding) return;
const now = performance.now();
live.textContent = "Current hold: " + (now - startTime).toFixed(2) + " ms";
rafId = requestAnimationFrame(updateLive);
}
function startHold() {
if (holding) return;
holding = true;
startTime = performance.now();
updateLive();
}
function endHold() {
if (!holding) return;
holding = false;
cancelAnimationFrame(rafId);
const duration = performance.now() - startTime;
result.textContent = "Last hold: " + duration.toFixed(2) + " ms";
live.textContent = "Current hold: 0 ms";
}
btn.addEventListener("mousedown", startHold);
btn.addEventListener("mouseup", endHold);
btn.addEventListener("mouseleave", endHold);
btn.addEventListener("touchstart", (e) => {
e.preventDefault();
startHold();
}, { passive: false });
btn.addEventListener("touchend", endHold);
btn.addEventListener("touchcancel", endHold);
</script>
</body>
</html>

15
imgui.ini Normal file
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@ -0,0 +1,15 @@
[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Simulator Controls]
Pos=29,51
Size=432,649
Collapsed=0
[Window][Simulator]
Pos=564,96
Size=1023,810
Collapsed=0

View file

@ -1,17 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0-windows10.0.19041.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Automata.Core\Automata.Core.csproj" />
<ProjectReference Include="..\Automata.Game\Automata.Game.csproj" />
<ProjectReference Include="..\Automata.Screen\Automata.Screen.csproj" />
<ProjectReference Include="..\Automata.Trade\Automata.Trade.csproj" />
<ProjectReference Include="..\Automata.Log\Automata.Log.csproj" />
<ProjectReference Include="..\Automata.Inventory\Automata.Inventory.csproj" />
<ProjectReference Include="..\Automata.Navigation\Automata.Navigation.csproj" />
<ProjectReference Include="..\Automata.Items\Automata.Items.csproj" />
</ItemGroup>
</Project>

View file

@ -1,13 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0-windows10.0.19041.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Automata.Core\Automata.Core.csproj" />
<ProjectReference Include="..\Automata.Game\Automata.Game.csproj" />
<ProjectReference Include="..\Automata.Screen\Automata.Screen.csproj" />
<ProjectReference Include="..\Automata.Log\Automata.Log.csproj" />
</ItemGroup>
</Project>

View file

@ -1,11 +1,11 @@
using Automata.Core;
using Automata.Game;
using Automata.Inventory;
using Automata.Navigation;
using Automata.Screen;
using Nexus.Core;
using Nexus.Game;
using Nexus.Inventory;
using Nexus.Navigation;
using Nexus.Screen;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
/// <summary>
/// Captures the full endgame atlas as a panorama image.

View file

@ -1,13 +1,13 @@
using Automata.Core;
using Automata.Game;
using Automata.Inventory;
using Automata.GameLog;
using Automata.Navigation;
using Automata.Screen;
using Automata.Trade;
using Nexus.Core;
using Nexus.Game;
using Nexus.Inventory;
using Nexus.GameLog;
using Nexus.Navigation;
using Nexus.Screen;
using Nexus.Trade;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
public class BotStatus
{

View file

@ -1,10 +1,10 @@
using System.Diagnostics;
using Automata.Core;
using Automata.Game;
using Automata.Screen;
using Nexus.Core;
using Nexus.Game;
using Nexus.Screen;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
/// <summary>
/// Manages the attack state machine (click → hold) with mana monitoring and flask usage.

View file

@ -1,9 +1,9 @@
using Automata.Core;
using Automata.Game;
using Automata.Items;
using Nexus.Core;
using Nexus.Game;
using Nexus.Items;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
public class CraftingExecutor
{

View file

@ -1,12 +1,12 @@
using System.Collections.Concurrent;
using Automata.Core;
using Automata.Game;
using Automata.Inventory;
using Automata.Screen;
using Automata.Trade;
using Nexus.Core;
using Nexus.Game;
using Nexus.Inventory;
using Nexus.Screen;
using Nexus.Trade;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
public class DiamondExecutor
{

View file

@ -1,9 +1,9 @@
using System.Diagnostics;
using Automata.Game;
using Automata.Screen;
using Nexus.Game;
using Nexus.Screen;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
/// <summary>
/// Monitors life/mana and presses flask keys when they drop below thresholds.

View file

@ -1,11 +1,11 @@
using System.Diagnostics;
using Automata.Core;
using Automata.Game;
using Automata.Inventory;
using Automata.Screen;
using Nexus.Core;
using Nexus.Game;
using Nexus.Inventory;
using Nexus.Screen;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
/// <summary>
/// Base class for game executors that interact with the game world.

View file

@ -1,12 +1,12 @@
using Automata.Core;
using Automata.Game;
using Automata.GameLog;
using Automata.Inventory;
using Automata.Navigation;
using Automata.Screen;
using Nexus.Core;
using Nexus.Game;
using Nexus.GameLog;
using Nexus.Inventory;
using Nexus.Navigation;
using Nexus.Screen;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
/// <summary>
/// Kulemak-specific boss run executor: scripted 4-phase + ring fight,

View file

@ -1,13 +1,13 @@
using System.Diagnostics;
using Automata.Core;
using Automata.Game;
using Automata.GameLog;
using Automata.Inventory;
using Automata.Navigation;
using Automata.Screen;
using Nexus.Core;
using Nexus.Game;
using Nexus.GameLog;
using Nexus.Inventory;
using Nexus.Navigation;
using Nexus.Screen;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
/// <summary>
/// Shared infrastructure for any map/boss activity: combat loop, WASD navigation,

View file

@ -0,0 +1,17 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0-windows10.0.19041.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Nexus.Core\Nexus.Core.csproj" />
<ProjectReference Include="..\Nexus.Game\Nexus.Game.csproj" />
<ProjectReference Include="..\Nexus.Screen\Nexus.Screen.csproj" />
<ProjectReference Include="..\Nexus.Trade\Nexus.Trade.csproj" />
<ProjectReference Include="..\Nexus.Log\Nexus.Log.csproj" />
<ProjectReference Include="..\Nexus.Inventory\Nexus.Inventory.csproj" />
<ProjectReference Include="..\Nexus.Navigation\Nexus.Navigation.csproj" />
<ProjectReference Include="..\Nexus.Items\Nexus.Items.csproj" />
</ItemGroup>
</Project>

View file

@ -1,11 +1,11 @@
using Automata.Core;
using Automata.Game;
using Automata.Inventory;
using Automata.Screen;
using Automata.Trade;
using Nexus.Core;
using Nexus.Game;
using Nexus.Inventory;
using Nexus.Screen;
using Nexus.Trade;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
public class ScrapExecutor
{

View file

@ -1,11 +1,11 @@
using Automata.Core;
using Automata.Game;
using Automata.Inventory;
using Automata.Screen;
using Automata.Trade;
using Nexus.Core;
using Nexus.Game;
using Nexus.Inventory;
using Nexus.Screen;
using Nexus.Trade;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
public class TradeExecutor
{

View file

@ -1,7 +1,7 @@
using Automata.Core;
using Nexus.Core;
using Serilog;
namespace Automata.Bot;
namespace Nexus.Bot;
public class TradeQueue
{

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@ -0,0 +1,89 @@
using System.Numerics;
namespace Nexus.Core;
public static class ActionExecutor
{
// Screen center (half of 2560x1440)
private const float ScreenCenterX = 1280f;
private const float ScreenCenterY = 720f;
// How far ahead of the player (in screen pixels) the idle cursor sits
private const float IdleCursorDistance = 200f;
public static void Execute(List<BotAction> resolved, IInputController input,
MovementKeyTracker moveTracker, MovementBlender blender, Vector2? playerPos = null,
Matrix4x4? camera = null)
{
if (!input.IsInitialized) return;
var hasCast = false;
// Filter out physically impossible key combos (same finger)
resolved = HandModel.Filter(resolved,
moveTracker.IsWHeld, moveTracker.IsAHeld,
moveTracker.IsSHeld, moveTracker.IsDHeld);
// Discrete actions
foreach (var action in resolved)
{
switch (action)
{
case FlaskAction flask:
input.KeyPress(flask.FlaskScanCode);
break;
case CastAction cast:
hasCast = true;
if (cast.TargetScreenPos.HasValue)
input.SmoothMoveTo((int)cast.TargetScreenPos.Value.X, (int)cast.TargetScreenPos.Value.Y);
input.KeyPress(cast.SkillScanCode);
break;
case ClickAction click:
var cx = (int)click.ScreenPosition.X;
var cy = (int)click.ScreenPosition.Y;
switch (click.Type)
{
case ClickType.Left: input.LeftClick(cx, cy); break;
case ClickType.Right: input.RightClick(cx, cy); break;
case ClickType.Middle: input.MiddleClick(cx, cy); break;
}
break;
case KeyAction key:
switch (key.Type)
{
case KeyActionType.Press: input.KeyPress(key.ScanCode); break;
case KeyActionType.Down: input.KeyDown(key.ScanCode); break;
case KeyActionType.Up: input.KeyUp(key.ScanCode); break;
}
break;
case DodgeRollAction dodge:
input.SetDodgeDirection(dodge.Direction);
input.KeyPress(0x39); // Space bar
break;
}
}
// Idle mouse tracking: when not casting, keep cursor ahead of player in movement direction.
// This prevents jarring jumps from target to target and gives smooth cursor flow.
if (!hasCast && blender.Direction is { } moveDir && camera.HasValue && playerPos.HasValue)
{
// Project a point slightly ahead of the player in the movement direction
var aheadWorld = playerPos.Value + moveDir * 300f;
var screenAhead = WorldToScreen.Project(aheadWorld, 0f, camera.Value);
if (screenAhead.HasValue)
{
// Clamp to reasonable screen bounds
var sx = Math.Clamp(screenAhead.Value.X, 100f, 2460f);
var sy = Math.Clamp(screenAhead.Value.Y, 100f, 1340f);
input.SmoothMoveTo((int)sx, (int)sy);
}
}
// WASD movement (delta-based held keys)
moveTracker.Apply(input, blender.Direction, playerPos);
}
}

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public class ActionQueue
{
@ -33,12 +33,11 @@ public class ActionQueue
}
/// <summary>
/// Resolve conflicts and return the final action list:
/// Resolve conflicts and return the final action list.
/// Movement is handled by MovementBlender — only non-movement actions remain here.
/// 1. FlaskActions always pass through
/// 2. Get highest-priority MoveAction + CastAction
/// 3. Urgent move (priority ≤ 10) → include move, BLOCK cast (flee)
/// 4. Normal → include both cast + move
/// 5. All other actions pass through
/// 2. Get highest-priority CastAction
/// 3. All other actions pass through
/// </summary>
public List<BotAction> Resolve()
{
@ -51,21 +50,9 @@ public class ActionQueue
resolved.Add(action);
}
var bestMove = GetHighestPriority<MoveAction>();
var bestCast = GetHighestPriority<CastAction>();
if (bestMove is not null)
{
resolved.Add(bestMove);
// Urgent flee (priority ≤ 10) blocks casting
if (bestMove.Priority > 10 && bestCast is not null)
resolved.Add(bestCast);
}
else if (bestCast is not null)
{
if (bestCast is not null)
resolved.Add(bestCast);
}
// Pass through everything else (Key, Click, Chat, Wait) except types already handled
foreach (var action in _actions)

View file

@ -1,6 +1,6 @@
using System.Numerics;
namespace Roboto.Core;
namespace Nexus.Core;
public enum ClickType { Left, Right, Middle }
public enum KeyActionType { Press, Down, Up }
@ -25,3 +25,5 @@ public record FlaskAction(int Priority, ushort FlaskScanCode) : BotAction(Priori
public record ChatAction(int Priority, string Message) : BotAction(Priority);
public record WaitAction(int Priority, int DurationMs) : BotAction(Priority);
public record DodgeRollAction(int Priority, Vector2 Direction) : BotAction(Priority);

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public class BotConfig
{
@ -7,13 +7,16 @@ public class BotConfig
public int MemoryPollRateHz { get; set; } = 30;
// Movement
public float SafeDistance { get; set; } = 400f;
public float RepulsionWeight { get; set; } = 1.5f;
public float SafeDistance { get; set; } = 500f;
public float RepulsionWeight { get; set; } = 0.5f;
public float WaypointReachedDistance { get; set; } = 80f;
// Navigation
public float WorldToGrid { get; set; } = 23f / 250f;
// Combat engagement — suppress navigation when enemies are within this range
public float CombatEngagementRange { get; set; } = 600f;
// Loot
public float LootPickupRange { get; set; } = 600f;

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public record Buff
{

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public class CharacterProfile
{

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public class CombatSettings
{

View file

@ -2,7 +2,7 @@ using System.Text.Json;
using System.Text.Json.Serialization;
using Serilog;
namespace Automata.Core;
namespace Nexus.Core;
public class SavedLink
{

View file

@ -1,4 +1,4 @@
namespace Automata.Core;
namespace Nexus.Core;
public static class Delays
{

View file

@ -1,6 +1,6 @@
using System.Numerics;
namespace Roboto.Core;
namespace Nexus.Core;
public enum EntityCategory
{

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public enum DangerLevel
{
@ -12,6 +12,7 @@ public enum DangerLevel
public static class SystemPriority
{
public const int Threat = 50;
public const int Dodge = 75;
public const int Movement = 100;
public const int Navigation = 200;
public const int Combat = 300;

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@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public class FlaskSettings
{

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@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public record FlaskState
{

View file

@ -1,6 +1,6 @@
using System.Numerics;
namespace Roboto.Core;
namespace Nexus.Core;
public class GameState
{
@ -27,8 +27,11 @@ public class GameState
/// <summary>In-progress quests from the quest linked list with target areas and paths.</summary>
public IReadOnlyList<QuestInfo> Quests { get; set; } = [];
// Derived (computed once per tick by GameStateEnricher)
public IReadOnlyList<ProjectileSnapshot> EnemyProjectiles { get; set; } = [];
// Derived (computed once per tick by GameStateEnricher / ThreatSystem)
public ThreatMap Threats { get; set; } = new();
public ThreatAssessment ThreatAssessment { get; set; } = new();
public IReadOnlyList<EntitySnapshot> NearestEnemies { get; set; } = [];
public IReadOnlyList<GroundEffect> GroundEffects { get; set; } = [];
}

View file

@ -1,6 +1,6 @@
using System.Numerics;
namespace Roboto.Core;
namespace Nexus.Core;
public record GroundEffect
{

110
src/Nexus.Core/HandModel.cs Normal file
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@ -0,0 +1,110 @@
namespace Nexus.Core;
public enum Finger { Pinky, Ring, Middle, Index, Thumb }
/// <summary>
/// Maps left-hand keys to physical fingers and filters out actions that would
/// require the same finger simultaneously. Dropped actions retry next tick (16ms).
/// Right hand (mouse) is unconstrained.
/// </summary>
public static class HandModel
{
private static readonly Dictionary<ushort, Finger> FingerMap = new()
{
// Pinky: 1, Q, A
[ScanCodes.Key1] = Finger.Pinky,
[ScanCodes.Q] = Finger.Pinky,
[ScanCodes.A] = Finger.Pinky,
// Ring: 2, W, S
[ScanCodes.Key2] = Finger.Ring,
[ScanCodes.W] = Finger.Ring,
[ScanCodes.S] = Finger.Ring,
// Middle: 3, E, D
[ScanCodes.Key3] = Finger.Middle,
[ScanCodes.E] = Finger.Middle,
[ScanCodes.D] = Finger.Middle,
// Index: 4, 5, R, T, F
[ScanCodes.Key4] = Finger.Index,
[ScanCodes.Key5] = Finger.Index,
[ScanCodes.R] = Finger.Index,
[ScanCodes.T] = Finger.Index,
[ScanCodes.F] = Finger.Index,
// Thumb: Space, LAlt
[ScanCodes.Space] = Finger.Thumb,
[ScanCodes.LAlt] = Finger.Thumb,
};
// Lower = higher priority when two actions compete for the same finger
private static int ActionTypePriority(BotAction a) => a switch
{
DodgeRollAction => 0,
FlaskAction => 1,
CastAction => 2,
KeyAction => 3,
_ => 4,
};
public static List<BotAction> Filter(List<BotAction> resolved,
bool wHeld, bool aHeld, bool sHeld, bool dHeld)
{
// Build occupied set from currently held WASD keys
var occupied = new HashSet<Finger>();
if (wHeld) occupied.Add(Finger.Ring);
if (aHeld) occupied.Add(Finger.Pinky);
if (sHeld) occupied.Add(Finger.Ring);
if (dHeld) occupied.Add(Finger.Middle);
// Sort by action type priority (dodge > flask > cast > key)
resolved.Sort((a, b) => ActionTypePriority(a).CompareTo(ActionTypePriority(b)));
var result = new List<BotAction>(resolved.Count);
foreach (var action in resolved)
{
var scanCode = GetScanCode(action);
// No scan code (ClickAction, ChatAction, WaitAction, MoveAction) → always pass
if (scanCode is null)
{
result.Add(action);
continue;
}
// Key releases always pass — they free a finger
if (action is KeyAction { Type: KeyActionType.Up })
{
result.Add(action);
continue;
}
// No finger mapping for this scan code → pass (right-hand or unmapped key)
if (!FingerMap.TryGetValue(scanCode.Value, out var finger))
{
result.Add(action);
continue;
}
// Finger free → accept and mark occupied
if (occupied.Add(finger))
{
result.Add(action);
}
// else: finger already occupied → drop, will retry next tick
}
return result;
}
private static ushort? GetScanCode(BotAction action) => action switch
{
DodgeRollAction => ScanCodes.Space,
FlaskAction f => f.FlaskScanCode,
CastAction c => c.SkillScanCode,
KeyAction k => k.ScanCode,
_ => null,
};
}

View file

@ -1,4 +1,4 @@
namespace Automata.Core;
namespace Nexus.Core;
public static class Helpers
{

View file

@ -1,4 +1,6 @@
namespace Roboto.Core;
using System.Numerics;
namespace Nexus.Core;
public interface IInputController
{
@ -16,4 +18,10 @@ public interface IInputController
void LeftUp();
void RightDown();
void RightUp();
/// <summary>
/// Sets the direction for the next dodge roll. Called before KeyPress(0x21).
/// Default no-op for real input controllers (direction comes from game state).
/// </summary>
void SetDodgeDirection(Vector2 direction) { }
}

View file

@ -1,9 +1,9 @@
namespace Roboto.Core;
namespace Nexus.Core;
public interface ISystem
{
int Priority { get; }
string Name { get; }
bool IsEnabled { get; set; }
void Update(GameState state, ActionQueue actions);
void Update(GameState state, ActionQueue actions, MovementBlender movement);
}

View file

@ -1,6 +1,6 @@
using Serilog;
namespace Automata.Core;
namespace Nexus.Core;
public class TradeLink
{

View file

@ -1,14 +1,14 @@
using Serilog;
using Serilog.Events;
namespace Automata.Core;
namespace Nexus.Core;
public static class Logging
{
public static void Setup()
{
Log.Logger = new LoggerConfiguration()
.MinimumLevel.Information()
.MinimumLevel.Debug()
.WriteTo.Console(
outputTemplate: "[{Timestamp:HH:mm:ss.fff} {Level:u3}] {Message:lj}{NewLine}{Exception}")
.WriteTo.File("logs/poe2trade-.log",

View file

@ -2,7 +2,7 @@ using System.Net.Http;
using System.Text.Json;
using Serilog;
namespace Automata.Core;
namespace Nexus.Core;
public class ModPoolService
{

View file

@ -0,0 +1,241 @@
using System.Numerics;
namespace Nexus.Core;
public readonly record struct MovementIntent(
int Layer,
Vector2 Direction,
float Override = 0f,
string? Source = null
);
/// <summary>
/// Blends movement contributions from multiple systems using priority-layered attenuation.
/// Higher-priority layers (lower number) attenuate lower-priority ones via their Override factor.
/// Applies terrain validation once on the blended result. WASD hysteresis handles smoothing.
/// </summary>
public sealed class MovementBlender
{
private readonly List<MovementIntent> _intents = new();
// Stuck detection
private Vector2 _lastResolvePos;
private int _stuckFrames;
private const int StuckFrameThreshold = 15; // ~250ms at 60Hz
private const int StuckRecoveryThreshold = 45; // ~750ms — try random direction to break free
private const float StuckMovePerFrame = 3f; // must move > 3 world units per frame to count as moving
private static readonly Random StuckRng = new();
// EMA smoothing to dampen terrain validation jitter.
// Snap decision based on INTENT change (pre-terrain), not terrain output — prevents
// terrain probe noise from bypassing the EMA via the snap threshold.
private Vector2? _smoothedDirection;
private const float SmoothingAlpha = 0.20f; // 20% new, 80% previous
// Terrain validation cache — prevents re-probing within a small radius,
// breaking the position↔direction feedback loop that causes zigzag oscillation
private Vector2 _cachedTerrainInputDir;
private Vector2 _cachedTerrainResult;
private Vector2 _cachedTerrainPos;
private const float TerrainCacheRadius = 20f; // don't re-probe within 20 world units
public Vector2? Direction { get; private set; }
public Vector2? RawDirection { get; private set; }
/// <summary>True when layer 0 (critical flee) was submitted — blocks casting.</summary>
public bool IsUrgentFlee { get; private set; }
/// <summary>True when the player hasn't moved for several frames — orbit/herd suppressed.</summary>
public bool IsStuck { get; private set; }
/// <summary>Snapshot of intents from the last Resolve() call, for diagnostic logging.</summary>
public IReadOnlyList<MovementIntent> LastIntents => _lastIntents;
private List<MovementIntent> _lastIntents = new();
public void Submit(MovementIntent intent) => _intents.Add(intent);
/// <summary>
/// Clears intents for a new frame. Called at the top of each logic tick.
/// </summary>
public void Clear() => _intents.Clear();
/// <summary>
/// Updates stuck detection based on player movement. Call BEFORE systems run
/// so that IsStuck is available for systems to check (e.g. MovementSystem suppresses orbit).
/// </summary>
public void UpdateStuckState(Vector2 playerPos)
{
var moved = Vector2.Distance(playerPos, _lastResolvePos);
if (moved < StuckMovePerFrame)
_stuckFrames++;
else
_stuckFrames = Math.Max(0, _stuckFrames - 3); // recover 3x faster than building up
_lastResolvePos = playerPos;
IsStuck = _stuckFrames > StuckFrameThreshold;
}
/// <summary>
/// Blends all submitted intents and validates against terrain.
/// Applies EMA smoothing after terrain validation to dampen probe jitter.
/// </summary>
public void Resolve(WalkabilitySnapshot? terrain, Vector2 playerPos, float worldToGrid)
{
IsUrgentFlee = false;
if (IsStuck)
{
// Drop orbit (L2) and herd (L4) — they don't help when stuck
_intents.RemoveAll(i => i.Layer == 2 || i.Layer == 4);
// Drop flee (L0, L1) too — if we're stuck, flee is pointing into a wall.
// Let wall push and navigation guide us out instead.
_intents.RemoveAll(i => i.Layer <= 1);
// After 750ms stuck, inject a random nudge at high priority to break free
if (_stuckFrames > StuckRecoveryThreshold)
{
var angle = StuckRng.NextDouble() * Math.PI * 2;
var nudge = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
_intents.Add(new MovementIntent(0, nudge, 0.6f, "StuckEscape"));
// Reset counter so we try a new direction periodically
if (_stuckFrames % 30 == 0)
_stuckFrames = StuckRecoveryThreshold + 1;
}
}
_lastIntents = new List<MovementIntent>(_intents);
if (_intents.Count == 0)
{
RawDirection = null;
Direction = null;
return;
}
// Check for urgent flee (layer 0)
foreach (var intent in _intents)
{
if (intent.Layer == 0)
{
IsUrgentFlee = true;
break;
}
}
// Group by layer, sum within layer, track max override per layer
var layers = new SortedDictionary<int, (Vector2 Sum, float MaxOverride)>();
foreach (var intent in _intents)
{
if (layers.TryGetValue(intent.Layer, out var existing))
layers[intent.Layer] = (existing.Sum + intent.Direction, Math.Max(existing.MaxOverride, intent.Override));
else
layers[intent.Layer] = (intent.Direction, intent.Override);
}
// Blend across layers with priority-based attenuation
var attenuation = 1f;
var result = Vector2.Zero;
foreach (var (_, (sum, maxOverride)) in layers)
{
result += sum * attenuation;
attenuation *= (1f - maxOverride);
}
if (result.LengthSquared() < 0.0001f)
{
RawDirection = null;
Direction = null;
return;
}
// Normalize the blended result
var rawDir = Vector2.Normalize(result);
// Terrain validation with grid-cell caching.
// Re-probe only when the raw direction changes (>~14°) or the player enters a new grid cell.
// This prevents the feedback loop: direction jitter → zigzag movement → crosses cell boundary → more jitter.
if (terrain is not null)
{
var dirSimilar = Vector2.Dot(rawDir, _cachedTerrainInputDir) > 0.97f;
var nearbyPos = Vector2.DistanceSquared(playerPos, _cachedTerrainPos) < TerrainCacheRadius * TerrainCacheRadius;
if (dirSimilar && nearbyPos)
{
rawDir = _cachedTerrainResult;
}
else
{
var preTerrainDir = rawDir;
rawDir = TerrainQuery.FindWalkableDirection(terrain, playerPos, rawDir, worldToGrid);
_cachedTerrainInputDir = preTerrainDir;
_cachedTerrainResult = rawDir;
_cachedTerrainPos = playerPos;
}
}
RawDirection = rawDir;
// EMA smoothing. Only snap (bypass smoothing) on urgent flee (L0),
// which needs instant response. All other direction changes (orbit flips,
// terrain jitter, waypoint changes) get smoothed to prevent oscillation.
if (_smoothedDirection.HasValue)
{
if (IsUrgentFlee)
{
// Emergency flee — snap immediately, no smoothing
}
else
{
var smoothed = Vector2.Lerp(_smoothedDirection.Value, rawDir, SmoothingAlpha);
if (smoothed.LengthSquared() > 0.0001f)
rawDir = Vector2.Normalize(smoothed);
}
}
_smoothedDirection = rawDir;
Direction = rawDir;
}
/// <summary>
/// Full reset — call on area change or loading screen.
/// </summary>
public void Reset()
{
_intents.Clear();
_lastIntents.Clear();
Direction = null;
RawDirection = null;
IsUrgentFlee = false;
IsStuck = false;
_stuckFrames = 0;
_lastResolvePos = Vector2.Zero;
_smoothedDirection = null;
_cachedTerrainPos = new Vector2(float.MinValue, float.MinValue);
}
/// <summary>
/// Compact diagnostic string: lists active intents and final direction.
/// Example: "Orbit(L2,0.0) Navigation(L3,0.0) Herd(L4,0.2) → (0.71,-0.31)"
/// </summary>
public string DiagnosticSummary()
{
if (_lastIntents.Count == 0)
return "none";
var parts = new List<string>();
foreach (var intent in _lastIntents)
{
var dir = intent.Direction;
var mag = dir.Length();
parts.Add($"{intent.Source ?? "?"}(L{intent.Layer},ovr={intent.Override:F1},mag={mag:F2})");
}
var dirStr = Direction.HasValue
? $"({Direction.Value.X:F2},{Direction.Value.Y:F2})"
: "null";
var stuckStr = IsStuck ? " [STUCK]" : "";
return string.Join(" + ", parts) + " → " + dirStr + stuckStr;
}
}

View file

@ -0,0 +1,150 @@
using System.Numerics;
using Serilog;
namespace Nexus.Core;
/// <summary>
/// Translates a movement direction vector into WASD key presses.
/// Applies 45° rotation to account for isometric camera (W+A = one world axis).
/// Tracks which keys are currently held and only sends changes (delta).
/// Enforces a minimum hold duration (55±10ms gaussian) on every key press.
/// </summary>
public sealed class MovementKeyTracker
{
private bool _wHeld, _aHeld, _sHeld, _dHeld;
public bool IsWHeld => _wHeld;
public bool IsAHeld => _aHeld;
public bool IsSHeld => _sHeld;
public bool IsDHeld => _dHeld;
private long _wDownAt, _aDownAt, _sDownAt, _dDownAt;
private int _wMinHold, _aMinHold, _sMinHold, _dMinHold;
private long _wUpAt, _aUpAt, _sUpAt, _dUpAt;
private int _wRepress, _aRepress, _sRepress, _dRepress;
private Vector2? _lastPlayerPos;
private static readonly Random Rng = new();
// 45° rotation constants
private const float Cos45 = 0.70710678f;
private const float Sin45 = 0.70710678f;
// Hysteresis: higher threshold to press, lower to release — prevents oscillation
private const float PressThreshold = 0.35f;
private const float ReleaseThreshold = 0.15f;
/// <summary>
/// Apply a movement direction. Null or zero direction releases all keys.
/// Direction is in world space; we rotate 45° for the isometric camera before mapping to WASD.
/// Uses hysteresis to prevent key oscillation.
/// </summary>
public void Apply(IInputController input, Vector2? direction, Vector2? playerPos = null)
{
_lastPlayerPos = playerPos;
bool wantW, wantA, wantS, wantD;
if (direction is { } dir && dir.LengthSquared() > 0.001f)
{
// Rotate 45° for isometric camera alignment
var sx = dir.X * Cos45 - dir.Y * Sin45;
var sy = dir.X * Sin45 + dir.Y * Cos45;
// Hysteresis: different thresholds for press vs release
wantW = _wHeld ? sy > ReleaseThreshold : sy > PressThreshold;
wantS = _sHeld ? sy < -ReleaseThreshold : sy < -PressThreshold;
wantD = _dHeld ? sx > ReleaseThreshold : sx > PressThreshold;
wantA = _aHeld ? sx < -ReleaseThreshold : sx < -PressThreshold;
}
else
{
wantW = wantA = wantS = wantD = false;
}
var now = Environment.TickCount64;
SetKey(input, ScanCodes.W, ref _wHeld, ref _wDownAt, ref _wMinHold, ref _wUpAt, ref _wRepress, wantW, now, _lastPlayerPos);
SetKey(input, ScanCodes.A, ref _aHeld, ref _aDownAt, ref _aMinHold, ref _aUpAt, ref _aRepress, wantA, now, _lastPlayerPos);
SetKey(input, ScanCodes.S, ref _sHeld, ref _sDownAt, ref _sMinHold, ref _sUpAt, ref _sRepress, wantS, now, _lastPlayerPos);
SetKey(input, ScanCodes.D, ref _dHeld, ref _dDownAt, ref _dMinHold, ref _dUpAt, ref _dRepress, wantD, now, _lastPlayerPos);
}
/// <summary>
/// Release all movement keys immediately (bypasses min hold — for shutdown/area change).
/// </summary>
public void ReleaseAll(IInputController input)
{
if (_wHeld) { input.KeyUp(ScanCodes.W); _wHeld = false; }
if (_aHeld) { input.KeyUp(ScanCodes.A); _aHeld = false; }
if (_sHeld) { input.KeyUp(ScanCodes.S); _sHeld = false; }
if (_dHeld) { input.KeyUp(ScanCodes.D); _dHeld = false; }
}
private static string KeyName(ushort scanCode) => scanCode switch
{
0x11 => "W", 0x1E => "A", 0x1F => "S", 0x20 => "D", _ => $"0x{scanCode:X2}"
};
private static void SetKey(IInputController input, ushort scanCode,
ref bool held, ref long downAt, ref int minHold,
ref long upAt, ref int repressDelay, bool want, long now, Vector2? pos)
{
if (want && !held)
{
// Enforce re-press cooldown after release
if (now - upAt < repressDelay) return;
input.KeyDown(scanCode);
held = true;
downAt = now;
minHold = HoldMs();
if (pos.HasValue)
Log.Information("[WASD] {Key} DOWN (minHold={MinHold}ms) pos=({X:F0},{Y:F0})",
KeyName(scanCode), minHold, pos.Value.X, pos.Value.Y);
else
Log.Information("[WASD] {Key} DOWN (minHold={MinHold}ms)", KeyName(scanCode), minHold);
}
else if (!want && held)
{
var elapsed = now - downAt;
if (elapsed < minHold) return; // enforce minimum hold
input.KeyUp(scanCode);
held = false;
upAt = now;
repressDelay = RepressMs();
if (pos.HasValue)
Log.Information("[WASD] {Key} UP (held={Elapsed}ms, min={MinHold}ms) pos=({X:F0},{Y:F0})",
KeyName(scanCode), elapsed, minHold, pos.Value.X, pos.Value.Y);
else
Log.Information("[WASD] {Key} UP (held={Elapsed}ms, min={MinHold}ms)", KeyName(scanCode), elapsed, minHold);
}
}
/// <summary>Gaussian hold duration peaked at 55ms, range [44, 76].</summary>
private static int HoldMs()
{
double u, v, s;
do
{
u = Rng.NextDouble() * 2.0 - 1.0;
v = Rng.NextDouble() * 2.0 - 1.0;
s = u * u + v * v;
} while (s >= 1.0 || s == 0.0);
var g = u * Math.Sqrt(-2.0 * Math.Log(s) / s);
return Math.Clamp((int)Math.Round(55.0 + g * 6.0), 44, 76);
}
/// <summary>Gaussian re-press cooldown peaked at 40ms, range [25, 65].</summary>
private static int RepressMs()
{
double u, v, s;
do
{
u = Rng.NextDouble() * 2.0 - 1.0;
v = Rng.NextDouble() * 2.0 - 1.0;
s = u * u + v * v;
} while (s >= 1.0 || s == 0.0);
var g = u * Math.Sqrt(-2.0 * Math.Log(s) / s);
return Math.Clamp((int)Math.Round(40.0 + g * 8.0), 25, 65);
}
}

View file

@ -8,6 +8,6 @@
<PackageReference Include="Serilog" Version="4.2.0" />
<PackageReference Include="Serilog.Sinks.Console" Version="6.0.0" />
<PackageReference Include="Serilog.Sinks.File" Version="6.0.0" />
<PackageReference Include="System.Text.Json" Version="8.0.5" />
<PackageReference Include="System.Text.Json" Version="8.0.5" />
</ItemGroup>
</Project>

View file

@ -1,6 +1,6 @@
using System.Numerics;
namespace Roboto.Core;
namespace Nexus.Core;
public record PlayerState
{
@ -31,4 +31,8 @@ public record PlayerState
// Skill slots (populated by memory when available)
public IReadOnlyList<SkillState> Skills { get; init; } = [];
// Dodge roll state
public bool IsRolling { get; init; }
public float RollCooldownRemaining { get; init; }
}

View file

@ -1,7 +1,7 @@
using System.Text.Json;
using Serilog;
namespace Automata.Core;
namespace Nexus.Core;
public static class Poe2ScoutClient
{

View file

@ -1,7 +1,7 @@
using System.Text.Json;
using System.Text.Json.Serialization;
namespace Roboto.Core;
namespace Nexus.Core;
public class ProfileConfig
{

View file

@ -0,0 +1,16 @@
using System.Numerics;
namespace Nexus.Core;
public record ProjectileSnapshot
{
public Vector2 Position { get; init; }
public Vector2 Direction { get; init; }
public float Speed { get; init; }
public float HitRadius { get; init; }
public float DistanceToPlayer { get; init; }
/// <summary>Seconds until impact. Null if projectile will miss.</summary>
public float? TimeToImpact { get; init; }
/// <summary>Closest distance the projectile's trajectory passes to the player center.</summary>
public float ClosestApproachDistance { get; init; }
}

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public class QuestInfo
{

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public record QuestProgress
{

View file

@ -1,6 +1,6 @@
using System.Text.Json.Serialization;
namespace Automata.Core;
namespace Nexus.Core;
public class RePoEMod
{

View file

@ -1,7 +1,7 @@
namespace Roboto.Input;
namespace Nexus.Core;
/// <summary>
/// Hardware scan codes for keyboard input via Interception driver.
/// Hardware scan codes for keyboard input.
/// </summary>
public static class ScanCodes
{

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public enum SkillInputType { KeyPress, LeftClick, RightClick, MiddleClick }

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public record SkillState
{

View file

@ -1,4 +1,4 @@
namespace Automata.Core;
namespace Nexus.Core;
public class StashTabInfo
{

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
public enum TargetSelection
{

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@ -0,0 +1,188 @@
using System.Numerics;
namespace Nexus.Core;
/// <summary>
/// Terrain line-of-sight and walkable direction queries on the walkability grid.
/// </summary>
public static class TerrainQuery
{
/// <summary>
/// Bresenham line walk on the walkability grid. Returns false if any cell is unwalkable.
/// </summary>
public static bool HasLineOfSight(WalkabilitySnapshot terrain, Vector2 from, Vector2 to, float worldToGrid)
{
int x0 = (int)(from.X * worldToGrid);
int y0 = (int)(from.Y * worldToGrid);
int x1 = (int)(to.X * worldToGrid);
int y1 = (int)(to.Y * worldToGrid);
int dx = Math.Abs(x1 - x0);
int dy = Math.Abs(y1 - y0);
int sx = x0 < x1 ? 1 : -1;
int sy = y0 < y1 ? 1 : -1;
int err = dx - dy;
while (true)
{
if (!terrain.IsWalkable(x0, y0))
return false;
if (x0 == x1 && y0 == y1)
break;
int e2 = 2 * err;
if (e2 > -dy) { err -= dy; x0 += sx; }
if (e2 < dx) { err += dx; y0 += sy; }
}
return true;
}
/// <summary>
/// Validates a desired movement direction against terrain. If blocked, tries rotations
/// ±45°, ±90°, ±135°, 180° and returns the first clear direction.
/// Returns original direction as fallback (game engine will wall-slide).
/// </summary>
public static Vector2 FindWalkableDirection(
WalkabilitySnapshot terrain, Vector2 playerPos, Vector2 desiredDir, float worldToGrid,
float probeDistance = 60f)
{
if (IsDirectionClear(terrain, playerPos, desiredDir, worldToGrid, probeDistance))
return desiredDir;
// Try rotations: ±45°, ±90°, ±135°, 180°
ReadOnlySpan<float> angles = [45f, -45f, 90f, -90f, 135f, -135f, 180f];
foreach (var angleDeg in angles)
{
var rotated = Rotate(desiredDir, angleDeg);
if (IsDirectionClear(terrain, playerPos, rotated, worldToGrid, probeDistance))
return rotated;
}
return desiredDir;
}
private static bool IsDirectionClear(
WalkabilitySnapshot terrain, Vector2 origin, Vector2 dir, float worldToGrid, float distance)
{
// Check near (2-3 grid cells), mid, and far probes
var nearpoint = origin + dir * 30f;
var midpoint = origin + dir * (distance * 0.5f);
var endpoint = origin + dir * distance;
int nx = (int)(nearpoint.X * worldToGrid);
int ny = (int)(nearpoint.Y * worldToGrid);
int mx = (int)(midpoint.X * worldToGrid);
int my = (int)(midpoint.Y * worldToGrid);
int ex = (int)(endpoint.X * worldToGrid);
int ey = (int)(endpoint.Y * worldToGrid);
return terrain.IsWalkable(nx, ny) && terrain.IsWalkable(mx, my) && terrain.IsWalkable(ex, ey);
}
/// <summary>
/// Probes 8 directions around the player for nearby walls.
/// Returns a normalized push-away vector, or Zero if no walls are close.
/// </summary>
public static Vector2 ComputeWallRepulsion(WalkabilitySnapshot terrain, Vector2 playerPos, float worldToGrid)
{
const float probeNear = 40f; // ~3-4 grid cells
const float probeFar = 100f; // ~9-10 grid cells
var push = Vector2.Zero;
for (var i = 0; i < 8; i++)
{
var angle = i * MathF.PI / 4f;
var dir = new Vector2(MathF.Cos(angle), MathF.Sin(angle));
// Near probe — strong push
var near = playerPos + dir * probeNear;
var nx = (int)(near.X * worldToGrid);
var ny = (int)(near.Y * worldToGrid);
if (!terrain.IsWalkable(nx, ny))
{
push -= dir * 1.0f;
continue; // don't double-count
}
// Far probe — gentle push
var far = playerPos + dir * probeFar;
var fx = (int)(far.X * worldToGrid);
var fy = (int)(far.Y * worldToGrid);
if (!terrain.IsWalkable(fx, fy))
push -= dir * 0.4f;
}
if (push.LengthSquared() < 0.0001f)
return Vector2.Zero;
return Vector2.Normalize(push);
}
/// <summary>
/// Predictive wall steering — casts rays ahead along the movement direction.
/// If forward is blocked but a side is clear, returns a lateral steering vector.
/// </summary>
public static Vector2 ComputeWallSteering(
WalkabilitySnapshot terrain, Vector2 playerPos, Vector2 moveDir, float worldToGrid)
{
if (moveDir.LengthSquared() < 0.0001f)
return Vector2.Zero;
var dir = Vector2.Normalize(moveDir);
var leftDir = Rotate(dir, 30f);
var rightDir = Rotate(dir, -30f);
ReadOnlySpan<float> distances = [40f, 80f, 120f];
var forwardBlocked = false;
var leftClear = true;
var rightClear = true;
foreach (var dist in distances)
{
var fwd = playerPos + dir * dist;
var fx = (int)(fwd.X * worldToGrid);
var fy = (int)(fwd.Y * worldToGrid);
if (!terrain.IsWalkable(fx, fy))
forwardBlocked = true;
var left = playerPos + leftDir * dist;
var lx = (int)(left.X * worldToGrid);
var ly = (int)(left.Y * worldToGrid);
if (!terrain.IsWalkable(lx, ly))
leftClear = false;
var right = playerPos + rightDir * dist;
var rx = (int)(right.X * worldToGrid);
var ry = (int)(right.Y * worldToGrid);
if (!terrain.IsWalkable(rx, ry))
rightClear = false;
}
if (!forwardBlocked)
return Vector2.Zero;
// Steer toward the clear side
var lateral = new Vector2(-dir.Y, dir.X); // perpendicular (left)
if (leftClear && !rightClear)
return lateral;
if (rightClear && !leftClear)
return -lateral;
if (leftClear && rightClear)
return lateral; // default left when both clear
// Both blocked — push backward
return -dir;
}
private static Vector2 Rotate(Vector2 v, float degrees)
{
float rad = degrees * MathF.PI / 180f;
float cos = MathF.Cos(rad);
float sin = MathF.Sin(rad);
return Vector2.Normalize(new Vector2(v.X * cos - v.Y * sin, v.X * sin + v.Y * cos));
}
}

View file

@ -0,0 +1,51 @@
using System.Numerics;
namespace Nexus.Core;
public enum ThreatCategory
{
Ignore, // score ≤ 2 — not worth reacting to
Monitor, // score 26 — track but don't change behavior
Engage, // score 615 — fight, stay mobile
Flee, // score 1525 — kite aggressively
Emergency, // score > 25 OR player HP critical — run, pop flasks
}
public class ThreatEntry
{
public uint EntityId { get; init; }
public Vector2 Position { get; set; }
public float DistanceToPlayer { get; set; }
public float ThreatScore { get; set; }
public float PerceivedDanger { get; set; } // normalized 0..1
public ThreatCategory Category { get; set; }
public bool HasLineOfSight { get; set; }
public MonsterRarity Rarity { get; init; }
public float HpPercent { get; set; }
public bool IsAlive { get; set; }
}
public class ThreatAssessment
{
public List<ThreatEntry> Entries { get; set; } = [];
// Precomputed aggregates — consumed by steering, combat, state machine
public float ZoneThreatLevel { get; set; } // sum of all scores
public ThreatEntry? PrimaryTarget { get; set; } // best kill target
public ThreatEntry? MostDangerous { get; set; } // highest threat score
public Vector2 ThreatCentroid { get; set; } // score-weighted center
public Vector2 SafestDirection { get; set; } // away from centroid
public bool AnyEmergency { get; set; }
public bool ShouldFlee { get; set; } // zone threat > flee threshold
public bool AreaClear { get; set; } // no Monitor+ threats remain
public float ClosestDistance { get; set; }
/// <summary>Continuous 0..1 flee weight for steering blend.</summary>
public float FleeWeight { get; set; }
// Convenience — backward compatibility
public int CloseRange { get; set; } // < 300
public int MidRange { get; set; } // 300600
public int FarRange { get; set; } // 6001200
public bool HasRareOrUnique { get; set; }
}

View file

@ -1,6 +1,6 @@
using System.Numerics;
namespace Roboto.Core;
namespace Nexus.Core;
public class ThreatMap
{
@ -8,7 +8,7 @@ public class ThreatMap
public int CloseRange { get; init; } // < 300 units
public int MidRange { get; init; } // 300600
public int FarRange { get; init; } // 6001200
public float ClosestDistance { get; init; } = float.MaxValue;
public float ClosestDistance { get; init; }
public Vector2 ThreatCentroid { get; init; }
public bool HasRareOrUnique { get; init; }
}

View file

@ -1,4 +1,4 @@
namespace Automata.Core;
namespace Nexus.Core;
public record Region(int X, int Y, int Width, int Height);

View file

@ -1,4 +1,4 @@
namespace Roboto.Core;
namespace Nexus.Core;
/// <summary>
/// Active quest info as displayed in the game UI.

View file

@ -0,0 +1,28 @@
namespace Nexus.Core;
public record WalkabilitySnapshot
{
public int Width { get; init; }
public int Height { get; init; }
public byte[] Data { get; init; } = [];
/// <summary>
/// Absolute grid X coordinate of the top-left corner of Data.
/// Grid coord gx maps to local index gx - OffsetX.
/// </summary>
public int OffsetX { get; init; }
/// <summary>
/// Absolute grid Y coordinate of the top-left corner of Data.
/// </summary>
public int OffsetY { get; init; }
public bool IsWalkable(int gx, int gy)
{
var lx = gx - OffsetX;
var ly = gy - OffsetY;
if (lx < 0 || lx >= Width || ly < 0 || ly >= Height)
return false;
return Data[ly * Width + lx] != 0;
}
}

View file

@ -1,6 +1,6 @@
using System.Numerics;
namespace Roboto.Core;
namespace Nexus.Core;
public static class WorldToScreen
{

View file

@ -1,6 +1,6 @@
using System.Text.Json;
namespace Roboto.Data;
namespace Nexus.Data;
public record AreaNode(
string Id,

View file

@ -1,6 +1,6 @@
using System.Text.Json;
namespace Roboto.Data;
namespace Nexus.Data;
/// <summary>
/// Resolves area IDs (e.g. "G1_4") to display names (e.g. "The Grelwood")

View file

@ -1,6 +1,6 @@
using Roboto.Core;
using Nexus.Core;
namespace Roboto.Data;
namespace Nexus.Data;
/// <summary>
/// Classifies entities from path + component data into EntityCategory.

View file

@ -1,8 +1,8 @@
using System.Numerics;
using Roboto.Core;
using MemEntity = Roboto.Memory.Entity;
using Nexus.Core;
using MemEntity = Nexus.Memory.Entity;
namespace Roboto.Data;
namespace Nexus.Data;
/// <summary>
/// Maps raw Memory.Entity → Core.EntitySnapshot. Single source of truth for entity mapping.

View file

@ -1,8 +1,8 @@
using System.Numerics;
using Roboto.Core;
using Roboto.Memory;
using Nexus.Core;
using Nexus.Memory;
namespace Roboto.Data;
namespace Nexus.Data;
/// <summary>
/// Immutable snapshot of player position for lock-free cross-thread reads.

View file

@ -0,0 +1,26 @@
using System.Numerics;
using Nexus.Core;
namespace Nexus.Data;
/// <summary>
/// Computes derived fields on GameState once per tick.
/// Threat scoring is now handled by ThreatSystem (runs as ISystem).
/// </summary>
public static class GameStateEnricher
{
public static void Enrich(GameState state)
{
state.NearestEnemies = ComputeNearestEnemies(state.HostileMonsters);
state.GroundEffects = []; // stub until memory reads ground effects
}
private static IReadOnlyList<EntitySnapshot> ComputeNearestEnemies(IReadOnlyList<EntitySnapshot> hostiles)
{
if (hostiles.Count == 0) return [];
var sorted = new List<EntitySnapshot>(hostiles);
sorted.Sort((a, b) => a.DistanceToPlayer.CompareTo(b.DistanceToPlayer));
return sorted;
}
}

View file

@ -1,10 +1,10 @@
using System.Diagnostics;
using System.Numerics;
using Roboto.Memory;
using Roboto.Core;
using Nexus.Memory;
using Nexus.Core;
using Serilog;
namespace Roboto.Data;
namespace Nexus.Data;
/// <summary>
/// Owns the memory read thread. Runs a two-tier loop:
@ -28,7 +28,7 @@ public sealed class MemoryPoller : IDisposable
private nint _playerLifeAddr;
private nint _inGameStateAddr;
private nint _controllerAddr;
private Roboto.Memory.GameOffsets? _offsets;
private Nexus.Memory.GameOffsets? _offsets;
private ProcessMemory? _mem;
private int _hotHz;
@ -64,7 +64,7 @@ public sealed class MemoryPoller : IDisposable
_thread = new Thread(PollLoop)
{
Name = "Roboto.MemoryPoller",
Name = "Nexus.MemoryPoller",
IsBackground = true,
};
_thread.Start();

View file

@ -8,6 +8,7 @@
<PackageReference Include="Serilog" Version="4.2.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Roboto.Core\Roboto.Core.csproj" />
<ProjectReference Include="..\Nexus.Core\Nexus.Core.csproj" />
<ProjectReference Include="..\Nexus.Memory\Nexus.Memory.csproj" />
</ItemGroup>
</Project>

View file

@ -1,7 +1,7 @@
using System.Runtime.InteropServices;
using System.Text;
namespace Automata.Game;
namespace Nexus.Game;
/// <summary>
/// Win32 clipboard access without WinForms dependency.

View file

@ -1,7 +1,7 @@
using Automata.Core;
using Nexus.Core;
using Serilog;
namespace Automata.Game;
namespace Nexus.Game;
public class GameController : IGameController
{

View file

@ -1,4 +1,4 @@
namespace Automata.Game;
namespace Nexus.Game;
public interface IGameController
{

View file

@ -1,7 +1,7 @@
using System.Runtime.InteropServices;
using Automata.Core;
using Nexus.Core;
namespace Automata.Game;
namespace Nexus.Game;
public class InputSender
{

View file

@ -6,6 +6,6 @@
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Automata.Core\Automata.Core.csproj" />
<ProjectReference Include="..\Nexus.Core\Nexus.Core.csproj" />
</ItemGroup>
</Project>

View file

@ -1,7 +1,7 @@
using System.Runtime.InteropServices;
using Serilog;
namespace Automata.Game;
namespace Nexus.Game;
public class WindowManager
{

View file

@ -1,4 +1,4 @@
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>
/// Actor component offsets — confirmed from ExileCore2.

View file

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>A deployed entity (totem, mine, etc.).</summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]

View file

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>
/// An entry in the ActiveSkills vector: shared_ptr pair (0x10 bytes).

View file

@ -1,7 +1,7 @@
using System.Runtime.InteropServices;
using Roboto.GameOffsets.Natives;
using Nexus.GameOffsets.Natives;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>
/// Cooldown state for a skill. Entries in Actor+0xB18 vector.

View file

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Vaal soul tracking.</summary>
[StructLayout(LayoutKind.Explicit, Pack = 1)]

View file

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Animated component — reference to the animated entity.</summary>
[StructLayout(LayoutKind.Explicit, Size = 0x300)]

View file

@ -1,7 +1,7 @@
using System.Runtime.InteropServices;
using Roboto.GameOffsets.Natives;
using Nexus.GameOffsets.Natives;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Buffs component — active status effects.</summary>
[StructLayout(LayoutKind.Explicit, Size = 0x178)]

View file

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Charges component — flask/skill charges.</summary>
[StructLayout(LayoutKind.Explicit, Size = 0x20)]

View file

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Chest component.</summary>
[StructLayout(LayoutKind.Explicit, Size = 0x170)]

View file

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Common header at the start of every component.</summary>
[StructLayout(LayoutKind.Explicit, Size = 0x10)]

View file

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Life component — contains Health, Mana, and ES vitals.</summary>
[StructLayout(LayoutKind.Explicit, Size = 0x268)]

View file

@ -1,7 +1,7 @@
using System.Runtime.InteropServices;
using Roboto.GameOffsets.Natives;
using Nexus.GameOffsets.Natives;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Mods component — ModsAndObjectMagicProperties inline at +0x00. Rarity at +0x94.</summary>
[StructLayout(LayoutKind.Explicit, Pack = 1, Size = 0x1A0)]

View file

@ -1,7 +1,7 @@
using System.Runtime.InteropServices;
using Roboto.GameOffsets.Natives;
using Nexus.GameOffsets.Natives;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Player component — name, XP, level.</summary>
[StructLayout(LayoutKind.Explicit, Size = 0x208)]

View file

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Positioned component — reaction (friendly/hostile/neutral).</summary>
[StructLayout(LayoutKind.Explicit, Size = 0x1E8)]

View file

@ -1,7 +1,7 @@
using System.Runtime.InteropServices;
using Roboto.GameOffsets.Natives;
using Nexus.GameOffsets.Natives;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Render component — world position, bounds, terrain height.</summary>
[StructLayout(LayoutKind.Explicit, Size = 0x1B0)]

View file

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace Roboto.GameOffsets.Components;
namespace Nexus.GameOffsets.Components;
/// <summary>Shrine component.</summary>
[StructLayout(LayoutKind.Explicit, Size = 0x28)]

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