poe2-bot/src/Poe2Trade.Bot/CombatManager.cs
2026-02-21 20:57:22 -05:00

168 lines
5 KiB
C#

using System.Diagnostics;
using Poe2Trade.Core;
using Poe2Trade.Game;
using Poe2Trade.Screen;
using Serilog;
namespace Poe2Trade.Bot;
/// <summary>
/// Manages the attack state machine (click → hold) with mana monitoring and flask usage.
/// Call <see cref="Tick"/> each combat loop iteration, <see cref="Reset"/> between phases,
/// and <see cref="ReleaseAll"/> when done.
/// </summary>
public class CombatManager
{
private static readonly Random Rng = new();
// Orbit: cycle W→D→S→A to dodge in a small circle
private static readonly int[] OrbitKeys =
[InputSender.VK.W, InputSender.VK.D, InputSender.VK.S, InputSender.VK.A];
private const int OrbitStepMinMs = 60; // short tap per direction → ~10px radius
private const int OrbitStepMaxMs = 120;
private readonly IGameController _game;
private readonly HudReader _hudReader;
private readonly FlaskManager _flasks;
private bool _holding;
private int _manaStableCount;
private readonly Stopwatch _orbitSw = Stopwatch.StartNew();
private int _orbitIndex = -1;
private long _lastOrbitMs;
private int _nextOrbitMs = OrbitStepMinMs;
// Smoothed mouse position — lerps toward target to avoid jitter
private double _smoothX = 1280;
private double _smoothY = 720;
private const double SmoothFactor = 0.25; // 0=no movement, 1=instant snap
public bool IsHolding => _holding;
public CombatManager(IGameController game, HudReader hudReader, FlaskManager flasks)
{
_game = game;
_hudReader = hudReader;
_flasks = flasks;
}
/// <summary>
/// One combat iteration: flask check, mana-based click/hold, mouse jitter toward target.
/// </summary>
public async Task Tick(int x, int y, int jitter = 30)
{
await _flasks.Tick();
await UpdateOrbit();
// Lerp smoothed position toward target
_smoothX += (x - _smoothX) * SmoothFactor;
_smoothY += (y - _smoothY) * SmoothFactor;
var mouseX = (int)_smoothX + Rng.Next(-jitter, jitter + 1);
var mouseY = (int)_smoothY + Rng.Next(-jitter, jitter + 1);
var mana = _hudReader.Current.ManaPct;
if (!_holding)
{
if (mana >= 0.80f)
_manaStableCount++;
else
_manaStableCount = 0;
await _game.MoveMouseFast(mouseX, mouseY);
_game.LeftMouseDown();
await Helpers.Sleep(Rng.Next(20, 35));
_game.LeftMouseUp();
_game.RightMouseDown();
await Helpers.Sleep(Rng.Next(20, 35));
_game.RightMouseUp();
await Helpers.Sleep(Rng.Next(50, 80));
if (_manaStableCount >= 5)
{
Log.Information("Mana stable at {Mana:P0}, switching to hold attack", mana);
_game.LeftMouseDown();
_game.RightMouseDown();
_holding = true;
}
}
else
{
await _game.MoveMouseFast(mouseX, mouseY);
if (mana < 0.30f)
{
Log.Information("Mana dropped to {Mana:P0}, releasing to recover", mana);
_game.LeftMouseUp();
_game.RightMouseUp();
_holding = false;
_manaStableCount = 0;
}
await Helpers.Sleep(Rng.Next(80, 120));
}
}
/// <summary>
/// Cycle WASD directions to orbit in a small circle while attacking.
/// </summary>
private async Task UpdateOrbit()
{
var now = _orbitSw.ElapsedMilliseconds;
if (now - _lastOrbitMs < _nextOrbitMs) return;
_lastOrbitMs = now;
_nextOrbitMs = Rng.Next(OrbitStepMinMs, OrbitStepMaxMs + 1);
// Release previous direction
if (_orbitIndex >= 0)
await _game.KeyUp(OrbitKeys[_orbitIndex]);
// Occasionally skip a direction to make movement less predictable
var skip = Rng.Next(0, 5) == 0 ? 2 : 1;
_orbitIndex = (_orbitIndex + skip) % OrbitKeys.Length;
await _game.KeyDown(OrbitKeys[_orbitIndex]);
}
private async Task ReleaseOrbit()
{
if (_orbitIndex >= 0)
{
await _game.KeyUp(OrbitKeys[_orbitIndex]);
_orbitIndex = -1;
}
}
/// <summary>
/// Reset state for a new combat phase (releases held buttons if any).
/// </summary>
public async Task Reset()
{
if (_holding)
{
_game.LeftMouseUp();
_game.RightMouseUp();
}
_holding = false;
_manaStableCount = 0;
_smoothX = 1280;
_smoothY = 720;
await ReleaseOrbit();
}
/// <summary>
/// Release any held mouse buttons and movement keys. Call in finally blocks.
/// </summary>
public async Task ReleaseAll()
{
if (_holding)
{
_game.LeftMouseUp();
_game.RightMouseUp();
_holding = false;
}
await ReleaseOrbit();
}
}