poe2-bot/src-old/executor/TradeExecutor.ts
2026-02-13 01:12:11 -05:00

207 lines
6.7 KiB
TypeScript

import { GameController } from '../game/GameController.js';
import { ScreenReader } from '../game/ScreenReader.js';
import { TradeMonitor } from '../trade/TradeMonitor.js';
import { InventoryManager } from '../inventory/InventoryManager.js';
import { sleep } from '../util/sleep.js';
import { logger } from '../util/logger.js';
import type { Config, TradeInfo, TradeState, Region } from '../types.js';
import type { Page } from 'playwright';
// Default screen regions for 1920x1080 - these need calibration
const DEFAULT_REGIONS = {
stashArea: { x: 20, y: 140, width: 630, height: 750 },
priceWarningDialog: { x: 600, y: 350, width: 700, height: 300 },
priceWarningNoButton: { x: 820, y: 560, width: 120, height: 40 },
inventoryArea: { x: 1260, y: 580, width: 630, height: 280 },
stashTabArea: { x: 20, y: 100, width: 630, height: 40 },
};
export class TradeExecutor {
private state: TradeState = 'IDLE';
private gameController: GameController;
private screenReader: ScreenReader;
private tradeMonitor: TradeMonitor;
private inventoryManager: InventoryManager;
private config: Config;
private _onStateChange?: (state: string) => void;
constructor(
gameController: GameController,
screenReader: ScreenReader,
tradeMonitor: TradeMonitor,
inventoryManager: InventoryManager,
config: Config,
) {
this.gameController = gameController;
this.screenReader = screenReader;
this.tradeMonitor = tradeMonitor;
this.inventoryManager = inventoryManager;
this.config = config;
}
set onStateChange(cb: (state: string) => void) {
this._onStateChange = cb;
}
getState(): TradeState {
return this.state;
}
private setState(s: TradeState): void {
this.state = s;
this._onStateChange?.(s);
}
async executeTrade(trade: TradeInfo): Promise<boolean> {
const page = trade.page as Page;
try {
// Step 1: Click "Travel to Hideout" on the trade website
this.setState('TRAVELING');
logger.info({ searchId: trade.searchId }, 'Clicking Travel to Hideout...');
// Register listener BEFORE clicking, then click inside the callback
const arrived = await this.inventoryManager.waitForAreaTransition(
this.config.travelTimeoutMs,
async () => {
const travelClicked = await this.tradeMonitor.clickTravelToHideout(
page,
trade.itemIds[0],
);
if (!travelClicked) {
throw new Error('Failed to click Travel to Hideout');
}
},
);
if (!arrived) {
logger.error('Timed out waiting for hideout arrival');
this.setState('FAILED');
return false;
}
this.setState('IN_SELLERS_HIDEOUT');
this.inventoryManager.setLocation(false);
logger.info('Arrived at seller hideout');
// Step 3: Focus game window and click on Ange then Stash
await this.gameController.focusGame();
await sleep(1500); // Wait for hideout to render
// Click on Ange NPC to interact
const angePos = await this.inventoryManager.findAndClickNameplate('Ange');
if (!angePos) {
logger.warn('Could not find Ange nameplate, trying Stash directly');
} else {
await sleep(1000); // Wait for NPC interaction
}
// Click on Stash to open it
const stashPos = await this.inventoryManager.findAndClickNameplate('Stash');
if (!stashPos) {
logger.error('Could not find Stash nameplate in seller hideout');
this.setState('FAILED');
return false;
}
await sleep(1000); // Wait for stash to open
// Step 4: Scan stash and buy items
this.setState('SCANNING_STASH');
logger.info('Scanning stash for items...');
await this.scanAndBuyItems();
// Step 5: Wait for more items
this.setState('WAITING_FOR_MORE');
logger.info(
{ waitMs: this.config.waitForMoreItemsMs },
'Waiting for seller to add more items...',
);
await sleep(this.config.waitForMoreItemsMs);
// Do one more scan after waiting
await this.scanAndBuyItems();
// Step 6: Go back to own hideout
this.setState('GOING_HOME');
logger.info('Traveling to own hideout...');
await this.gameController.focusGame();
await sleep(300);
const home = await this.inventoryManager.waitForAreaTransition(
this.config.travelTimeoutMs,
() => this.gameController.goToHideout(),
);
if (!home) {
logger.warn('Timed out going home, continuing anyway...');
}
this.inventoryManager.setLocation(true);
// Step 7: Store items in stash
this.setState('IN_HIDEOUT');
await sleep(1000);
await this.storeItems();
this.setState('IDLE');
return true;
} catch (err) {
logger.error({ err }, 'Trade execution failed');
this.setState('FAILED');
// Try to recover by going home
try {
await this.gameController.focusGame();
await this.gameController.pressEscape(); // Close any open dialogs
await sleep(500);
await this.gameController.goToHideout();
} catch {
// Best-effort recovery
}
this.setState('IDLE');
return false;
}
}
private async scanAndBuyItems(): Promise<void> {
// Take a screenshot of the stash area
const stashText = await this.screenReader.readRegionText(DEFAULT_REGIONS.stashArea);
logger.info({ stashText: stashText.substring(0, 200) }, 'Stash OCR result');
// For now, we'll use a simple grid-based approach to click items
// The exact positions depend on the stash layout and resolution
// This needs calibration with real game screenshots
//
// TODO: Implement item matching logic based on OCR text
// For now, we'll Ctrl+right-click at known grid positions
this.setState('BUYING');
// Check for price warning dialog after each buy
await this.checkPriceWarning();
}
private async checkPriceWarning(): Promise<void> {
// Check if a price warning dialog appeared
const hasWarning = await this.screenReader.checkForText(
DEFAULT_REGIONS.priceWarningDialog,
'price',
);
if (hasWarning) {
logger.warn('Price mismatch warning detected! Clicking No.');
// Click the "No" button
await this.gameController.leftClickAt(
DEFAULT_REGIONS.priceWarningNoButton.x + DEFAULT_REGIONS.priceWarningNoButton.width / 2,
DEFAULT_REGIONS.priceWarningNoButton.y + DEFAULT_REGIONS.priceWarningNoButton.height / 2,
);
await sleep(500);
}
}
private async storeItems(): Promise<void> {
logger.info('Storing purchased items...');
await this.inventoryManager.processInventory();
logger.info('Item storage complete');
}
}