niels-db / Rush-Royale-Bot

Python based bot for Rush Royale
MIT License
9 stars 1 forks source link

Mime #11

Open FaustRUS opened 1 year ago

FaustRUS commented 1 year ago

I would like to know if you can make mime active not only for mime pawns?

FaustRUS commented 1 year ago

dryad same situation

Newb420 commented 1 year ago

dryad same situation

I would like to know if you can make mime active not only for mime pawns?

ya was about to ask the same thing if he had any plans on adding mime support

Newb420 commented 1 year ago

i added mime logic seems to be working well

import os import time import numpy as np import pandas as pd import logging from subprocess import Popen, DEVNULL

Android ADB

from scrcpy import Client, const

Image processing

import cv2

internal

import bot_perception import port_scan

SLEEP_DELAY = 0.1

class Bot:

def __init__(self, device=None):
    self.bot_stop = False
    self.combat = self.output = self.grid_df = self.unit_series = self.merge_series = self.df_groups = self.info = self.combat_step = None
    self.logger = logging.getLogger('__main__')
    self.selected_units = os.listdir("units")
    if device is None:
        device = port_scan.get_device()
    if not device:
        raise Exception("No device found!")
    self.device = device
    self.bot_id = self.device.split(':')[-1]
    self.shell(f'.scrcpy\\adb connect {self.device}')
    # Try to launch application through ADB shell
    self.shell('monkey -p com.my.defense 1')
    # Check if 'bot_feed.png' exists
    if not os.path.isfile(f'bot_feed_{self.bot_id}.png'):
        self.getScreen()
    self.screenRGB = cv2.imread(f'bot_feed_{self.bot_id}.png')
    self.client = Client(device=self.device)
    # Start scrcpy client
    self.client.start(threaded=True)
    self.logger.info('Connecting to Bluestacks')
    time.sleep(0.5)
    # Turn off video stream (spammy)
    self.client.alive = False

def __exit__(self, exc_type, exc_value, traceback):
    self.bot_stop = True
    self.logger.info('Exiting bot')
    self.client.stop()

# Function to send ADB shell command
def shell(self, cmd):
    p = Popen([".scrcpy\\adb", '-s', self.device, 'shell', cmd], stdout=DEVNULL, stderr=DEVNULL)
    p.wait()

# Send ADB to click screen
def click(self, x, y, delay_mult=1):
    self.client.control.touch(x, y, const.ACTION_DOWN)
    time.sleep(SLEEP_DELAY / 2 * delay_mult)
    self.client.control.touch(x, y, const.ACTION_UP)
    time.sleep(SLEEP_DELAY * delay_mult)

# Click button coords offset and extra delay
def click_button(self, pos):
    coords = np.array(pos) + 10
    self.click(*coords)
    time.sleep(SLEEP_DELAY * 10)

# Swipe on combat grid to merge units
def swipe(self, start, end):
    boxes, box_size = get_grid()
    # Offset from box edge
    offset = 60
    self.client.control.swipe(*boxes[start[0], start[1]] + offset, *boxes[end[0], end[1]] + offset, 20, 1 / 60)

# Send key command, see py-scrcpy consts
def key_input(self, key):
    self.client.control.keycode(key)

# Force restart the game through ADC, or spam 10 disconnects to abandon match
def restart_RR(self, quick_disconnect=False):
    if quick_disconnect:
        for i in range(15):
            self.shell('monkey -p com.my.defense 1')  # disconnects really quick for unknown reasons
        return
    # Force kill game through ADB shell
    self.shell('am force-stop com.my.defense')
    time.sleep(2)
    # Launch application through ADB shell
    self.shell('monkey -p com.my.defense 1')
    time.sleep(10)  # wait for app to load

# Take screenshot of device screen and load pixel values
def getScreen(self):
    bot_id = self.device.split(':')[-1]
    p = Popen(['.scrcpy\\adb', 'exec-out', 'screencap', '-p', '>', f'bot_feed_{bot_id}.png'], shell=True)
    p.wait()
    # Store screenshot in class variable if valid
    new_img = cv2.imread(f'bot_feed_{bot_id}.png')
    if new_img is not None:
        self.screenRGB = new_img
    else:
        self.logger.warning('Failed to get screen')

# Crop latest screenshot taken
def crop_img(self, x, y, dx, dy, name='icon.png'):
    # Load screen
    img_rgb = self.screenRGB
    img_rgb = img_rgb[y:y + dy, x:x + dx]
    cv2.imwrite(name, img_rgb)

def getMana(self):
    return int(self.getText(220, 1360, 90, 50, new=False, digits=True))

# find icon on screen
def getXYByImage(self, target, new=True):
    valid_targets = ['battle_icon', 'pvp_button', 'back_button', '0cont_button', 'fighting']
    if not target in valid_targets:
        return "INVALID TARGET"
    if new:
        self.getScreen()
    imgSrc = f'icons/{target}.png'
    img_rgb = self.screenRGB
    img_gray = cv2.cvtColor(img_rgb, cv2.COLOR_BGR2GRAY)
    template = cv2.imread(imgSrc, 0)
    res = cv2.matchTemplate(img_gray, template, cv2.TM_CCOEFF_NORMED)
    threshold = 0.8
    loc = np.where(res >= threshold)
    if len(loc[0]) > 0:
        y = loc[0][0]
        x = loc[1][0]
        return [x, y]

def get_store_state(self):
    x, y = [140, 1412]
    store_states_names = ['refresh', 'new_store', 'nothing', 'new_offer', 'spin_only']
    store_states = np.array([[255, 255, 255], [27, 235, 206], [63, 38, 12], [48, 253, 251], [80, 153, 193]])
    store_rgb = self.screenRGB[y:y + 1, x:x + 1]
    store_rgb = store_rgb[0][0]
    # Take mean square of rgb value and store states
    store_mse = ((store_states - store_rgb)**2).mean(axis=1)
    closest_state = store_mse.argmin()
    return store_states_names[closest_state]

# Check if any icons are on screen
def get_current_icons(self, new=True, available=False):
    current_icons = []
    # Update screen and load screenshot as grayscale
    if new:
        self.getScreen()
    img_rgb = self.screenRGB
    img_gray = cv2.cvtColor(img_rgb, cv2.COLOR_BGR2GRAY)
    # Check every target in dir
    for target in os.listdir("icons"):
        x = 0  # reset position
        y = 0
        # Load icon
        imgSrc = f'icons/{target}'
        template = cv2.imread(imgSrc, 0)
        # Compare images
        res = cv2.matchTemplate(img_gray, template, cv2.TM_CCOEFF_NORMED)
        threshold = 0.8
        loc = np.where(res >= threshold)
        icon_found = len(loc[0]) > 0
        if icon_found:
            y = loc[0][0]
            x = loc[1][0]
        current_icons.append([target, icon_found, (x, y)])
    icon_df = pd.DataFrame(current_icons, columns=['icon', 'available', 'pos [X,Y]'])
    # filter out only available buttons
    if available:
        icon_df = icon_df[icon_df['available'] == True].reset_index(drop=True)
    return icon_df

# Scan battle grid, update OCR images
def scan_grid(self, new=False):
    boxes, box_size = get_grid()
    # should be enabled by default
    if new:
        self.getScreen()
    box_list = boxes.reshape(15, 2)
    names = []
    if not os.path.isdir('OCR_inputs'):
        os.mkdir('OCR_inputs')
    for i in range(len(box_list)):
        file_name = f'OCR_inputs/icon_{str(i)}.png'
        self.crop_img(*box_list[i], *box_size, name=file_name)
        names.append(file_name)
    return names

# Take random unit in series, find corresponding dataframe and merge two random ones
def merge_unit(self, df_split, merge_series):
    # Pick a random filtered target
    if len(merge_series) > 0:
        merge_target = merge_series.sample().index[0]
    else:
        return merge_series
    # Collect unit dataframe
    merge_df = df_split.get_group(merge_target)
    if len(merge_df) > 1:
        merge_df = merge_df.sample(n=2)
    else:
        return merge_df
    self.log_merge(merge_df)
    # Extract unit position from dataframe
    unit_chosen = merge_df['grid_pos'].tolist()
    # Send Merge
    self.swipe(*unit_chosen)
    time.sleep(0.2)
    return merge_df

# Merge special units ['harlequin.png','dryad.png','mime.png','scrapper.png']
# Add logging event
def merge_special_unit(self, df_split, merge_series, special_type):
    # Get special merge unit
    special_unit, normal_unit = [
        adv_filter_keys(merge_series, units=special_type, remove=remove) for remove in [False, True]
    ]

    if special_unit.empty or normal_unit.empty:
        # Log or handle the situation as appropriate for your application
        return None
    # self.logger.debug(f'special_unit: {special_unit}')
    # self.logger.debug(f'normal_unit: {normal_unit}')
    # Get corresponding dataframes
    special_df, normal_df = [df_split.get_group(unit.index[0]).sample() for unit in [special_unit, normal_unit]]
    merge_df = pd.concat([special_df, normal_df])
    self.log_merge(merge_df)
    # Merge 'em
    unit_chosen = merge_df['grid_pos'].tolist()
    self.swipe(*unit_chosen)
    time.sleep(0.2)
    return merge_df

def log_merge(self, merge_df):
    merge_df['unit'] = merge_df['unit'].apply(lambda x: x.replace('.png', ''))
    unit1, unit2 = merge_df.iloc[0:2]['unit']
    rank = merge_df.iloc[0]['rank']
    log_msg = f"Rank {rank} {unit1}-> {unit2}"
    # Determine log level from rank
    if rank > 4:
        self.logger.error(log_msg)
    elif rank > 2:
        self.logger.debug(log_msg)
    else:
        self.logger.info(log_msg)

# Find targets for special merge
def special_merge(self, df_split, merge_series, target='demon_hunter.png'):
    merge_df = None
    # Try to rank up dryads
    dryads_series = adv_filter_keys(merge_series, units='dryad.png')
    if not dryads_series.empty:
        dryads_rank = dryads_series.index.get_level_values('rank')
        for rank in dryads_rank:
            merge_series_dryad = adv_filter_keys(merge_series, units=['harlequin.png', 'dryad.png'], ranks=rank)
            merge_series_zealot = adv_filter_keys(merge_series, units=['dryad.png', target], ranks=rank)
            if len(merge_series_dryad.index) == 2:
                merge_df = self.merge_special_unit(df_split, merge_series_dryad, special_type='harlequin.png')
                break
            if len(merge_series_zealot.index) == 2:
                merge_df = self.merge_special_unit(df_split, merge_series_zealot, special_type='dryad.png')
                break
    return merge_df

# Harley Merge target
def harley_merge(self, df_split, merge_series, target='knight_statue.png'):
    merge_df = None
    # Try to copy target
    hq_series = adv_filter_keys(merge_series, units='harlequin.png')
    if not hq_series.empty:
        hq_rank = hq_series.index.get_level_values('rank')
        for rank in hq_rank:
            merge_series_target = adv_filter_keys(merge_series, units=['harlequin.png', target], ranks=rank)
            if len(merge_series_target.index) == 2:
                merge_df = self.merge_special_unit(df_split, merge_series_target, special_type='harlequin.png')
                break
    return merge_df

# Scrapper merge
# Will stop any merge with dps unit that's higher than rank 2
def scrapper_merge(self, df_split, merge_target, merge_series, merge_series_with_scrapper, target='knight_statue.png'):
    merge_df = None
    # Try to copy target
    scrapper_series = adv_filter_keys(merge_series_with_scrapper, units='scrapper.png')
    if not scrapper_series.empty:
        scrapper_rank = scrapper_series.index.get_level_values('rank')
        for rank in scrapper_rank:
            # Prevent scrapper from eating merge targets above rank 2
            if target == merge_target and rank > 3:
                break

            merge_series_target = adv_filter_keys(merge_series_with_scrapper, units=['scrapper.png', target], ranks=rank)

            if len(merge_series_target.index) == 2:
                merge_df = self.merge_special_unit(df_split, merge_series_target, special_type='scrapper.png')
                break
    return merge_df

#mime merge    
def mime_merge(self, df_split, merge_series, target='demon_hunter.png'):
    merge_df = None
    # Mime unit logic: Merge with any unit of the same rank except the target unit
    mime_series = adv_filter_keys(merge_series, units='mime.png')
    if not mime_series.empty:
        mime_rank = mime_series.index.get_level_values('rank')
        for rank in mime_rank:
            merge_series_mime = adv_filter_keys(merge_series, units=['mime.png'], ranks=rank)
            merge_series_other = adv_filter_keys(merge_series, units=['mime.png', target], ranks=rank, remove=True)
            if len(merge_series_mime.index) == 1 and len(merge_series_other.index) == 1:
                merge_df = self.merge_special_unit(df_split, pd.concat([merge_series_mime, merge_series_other]), special_type='mime.png')
                break
    return merge_df    

# Try to find a merge target and merge it
def try_merge(self, rank=1, prev_grid=None, merge_target='zealot.png'):
    info = ''
    merge_df = None
    names = self.scan_grid(new=False)
    grid_df = bot_perception.grid_status(names, prev_grid=prev_grid)
    df_split, unit_series, df_groups, group_keys = grid_meta_info(grid_df)
    # Select stuff to merge
    merge_series = unit_series.copy()
    # Remove empty groups
    merge_series = adv_filter_keys(merge_series, units='empty.png', remove=True)

    if self.block_merging():
        return grid_df, unit_series, merge_series, merge_df, info
    else:

      ####### HARLEY/DRYAD #######
      if 'harlequin.png' in self.selected_units or 'dryad.png' in self.selected_units:
          # Do special merge with dryad/Harley
          self.special_merge(df_split, merge_series, merge_target)

      ####### DEMON HUNTER #######
      if merge_target == 'demon_hunter.png':
          # Use harley on DHs starting from rank 2
          self.harley_merge(df_split, merge_series, target=merge_target)
          # Keep all DHs on the board starting from rank 2
          num_dh = sum(adv_filter_keys(merge_series, ranks=[2,3,4,5,6,7], units='demon_hunter.png'))
          # Take a backup of the merge series before removing DH
          merge_series_with_dh = merge_series
          for i in range(num_dh):
              merge_series = preserve_unit(merge_series, target='demon_hunter.png', keep_min=False)

          # Keep all demons on the board if teammate runs shaman deck
          if self.config.getboolean('bot', 'require_shaman'):
              merge_series = adv_filter_keys(merge_series, units='demon_hunter.png', remove=True)

      ####### TRAPPER #######
      if 'trapper.png' in self.selected_units:
          # Keep highest rank trapper
          merge_series = preserve_unit(merge_series, target='trapper.png', keep_min=False)

      ####### SCRAPPER #######
      # Skip all of this if scrapper is not used
      if 'scrapper.png' in self.selected_units:
          selected_units_copy = self.selected_units.copy()
          # Backup the merge series that has the scrapper we intend to save
          # Need that one later so we can find a merge match from this backed up series
          merge_series_with_scrapper = merge_series.copy()
          # Keep lowest rank scrapper
          merge_series = preserve_unit(merge_series, target='scrapper.png', keep_min=True)

          # Start scrapping once we have enough high rank units of our merge_target on the board
          # OR if our board is getting too full
          num_merge_target = sum(adv_filter_keys(merge_series, ranks=[3,4,5,6,7], units=merge_target))
          if (num_merge_target >= 6 or num_dh >= 6) and (df_groups['empty.png'] <= 1):
              # Remove merge_target from the selected_units to avoid scrapping it too early
              selected_units_copy.remove(merge_target)
              # Also remove scrapper ofcourse
              selected_units_copy.remove('scrapper.png')
              # Try to merge with any of the detected units
              self.scrapper_merge(df_split, merge_target, merge_series, merge_series_with_scrapper, target=selected_units_copy[0])
              self.scrapper_merge(df_split, merge_target, merge_series, merge_series_with_scrapper, target=selected_units_copy[1])
              self.scrapper_merge(df_split, merge_target, merge_series, merge_series_with_scrapper, target=selected_units_copy[2])
              # Try to scrap the merge target as a last resort
              self.scrapper_merge(df_split, merge_target, merge_series, merge_series_with_scrapper, target=merge_target)

              # If we get stuck with scrapping, specifically for DH we need to clear up some room on the board
              # Simplest way is to allow it to merge rank 2 DH's
              if merge_target == 'demon_hunter.png':
                  if (df_groups['empty.png'] < 1):
                      merge_series = merge_series_with_dh.copy()
                      # Remove Scrapper again
                      merge_series = preserve_unit(merge_series, target='scrapper.png', keep_min=True)
                      # Keep all DHs on the board starting from rank 3
                      num_dh = sum(adv_filter_keys(merge_series, ranks=[3,4,5,6,7], units='demon_hunter.png'))
                      for i in range(num_dh):
                          merge_series = preserve_unit(merge_series, target='demon_hunter.png', keep_min=False)

      ####### CAULDRON #######
      if 'cauldron.png' in self.selected_units:
          # Remove 4x cauldrons
          for _ in range(4):
              merge_series = preserve_unit(merge_series, target='cauldron.png', keep_min=True)

      ####### MIME #######
      if 'mime.png' in self.selected_units:
          merge_df_mime = self.mime_merge(df_split, merge_series, merge_target)
          if merge_df_mime is not None:
              merge_df = merge_df_mime  # Update merge_df if mime merge is successful

      ####### KNIGHT STATUE #######
      if 'knight_statue.png' in self.selected_units:
          # Try to keep knight_statue numbers even (can conflict if special_merge already merged)
          num_knight = sum(adv_filter_keys(merge_series, units='knight_statue.png'))
          if num_knight % 2 == 1:
              self.harley_merge(df_split, merge_series, target='knight_statue.png')
          # Preserve 2 highest knight statues
          for _ in range(2):
              merge_series = preserve_unit(merge_series, target='knight_statue.png')
      # Select stuff to merge
      merge_series = merge_series[merge_series >= 2]  # At least 2 units
      merge_series = adv_filter_keys(merge_series, ranks=7, remove=True)  # Remove max ranks
      # Try to merge high priority units
      merge_prio = adv_filter_keys(merge_series,
                                   units=['chemist.png', 'bombardier.png', 'sword.png', 'summoner.png', 'trapper.png', 'knight_statue.png'])
      if not merge_prio.empty:
          info = 'Merging High Priority!'
          merge_df = self.merge_unit(df_split, merge_prio)
      # Merge if board is getting full. Runs well with 1 also.
      if df_groups['empty.png'] <= 1:
          info = 'Merging!'
          # Add criteria
          low_series = adv_filter_keys(merge_series, ranks=rank, remove=False)
          if not low_series.empty:
              merge_df = self.merge_unit(df_split, low_series)
          else:
              # If grid seems full, merge more units
              info = 'Merging high level!'
              merge_series = adv_filter_keys(merge_series,
                                             ranks=[3, 4, 5, 6, 7],
                                             units=['zealot.png', 'crystal.png', 'bruser.png', merge_target],
                                             remove=True)
              if not merge_series.empty:
                  merge_df = self.merge_unit(df_split, merge_series)
      else:
          info = 'need more units!'
      return grid_df, unit_series, merge_series, merge_df, info

def block_merging(self):
    if hasattr(self, 'available_icons'):
        df = self.available_icons
        # Don't merge if curse is detected
        if 'curse.png' in df['icon'].values:
            self.logger.info(f'Curse detected, not merging. Sleeping 30s')
            time.sleep(30)
            return True

        # Don't merge if Bedlam has spawned
        if 'bedlam.png' in df['icon'].values and 'bedlam_is_coming.png' not in df['icon'].values:
            self.logger.info(f'Bedlam spawned, not merging. Sleeping 10s')
            time.sleep(10)
            return True
    return False

# Mana level cards
def mana_level(self, cards, hero_power=False):
    upgrade_pos_dict = {1: [100, 1500], 2: [200, 1500], 3: [350, 1500], 4: [500, 1500], 5: [650, 1500]}
    if hasattr(self, 'available_icons'):
        df = self.available_icons
        # Don't level cards if Puppeteer has spawned
        if 'puppeteer.png' in df['icon'].values and 'puppeteer_is_coming.png' not in df['icon'].values:
            self.logger.info(f'Puppeteer spawned, not upgrading cards. Sleeping 10s')
            time.sleep(10)
        else:
            # Level each card
            for card in cards:
                self.click(*upgrade_pos_dict[card])
    if hero_power:
        self.click(800, 1500)

# Start a dungeon floor from PvE page
def play_dungeon(self, floor=5):
    self.logger.debug(f'Starting Dungeon floor {floor}')
    # Divide by 3 and take ceiling of floor as int
    target_chapter = f'chapter_{int(np.ceil((floor)/3))}.png'
    next_chapter = f'chapter_{int(np.ceil((floor+1)/3))}.png'
    pos = np.array([0, 0])
    avail_buttons = self.get_current_icons(available=True)
    # Check if on dungeon page
    if (avail_buttons == 'dungeon_page.png').any(axis=None):
        # Swipe to the top
        [self.swipe([0, 0], [2, 0]) for i in range(14)]
        self.click(30, 600, 5)  # stop scroll and scan screen for buttons
        # Keep swiping until floor is found
        expanded = 0
        for i in range(10):
            # Scan screen for buttons
            avail_buttons = self.get_current_icons(available=True)
            # Look for correct chapter
            if (avail_buttons == target_chapter).any(axis=None):
                pos = get_button_pos(avail_buttons, target_chapter)
                if not expanded:
                    expanded = 1
                    self.click_button(pos + [500, 90])
                # check button is near top of screen
                if pos[1] < 550 and floor % 3 != 0:
                    # Stop scrolling when chapter is near top
                    break
            elif (avail_buttons == next_chapter).any(axis=None) and floor % 3 == 0:
                pos = get_button_pos(avail_buttons, next_chapter)
                # Stop scrolling if the next chapter is found and last floor of chapter is chosen
                break
            # Contiue swiping to find correct chapter
            [self.swipe([2, 0], [0, 0]) for i in range(2)]
            self.click(30, 600)  # stop scroll

        # Click play floor if found
        if not (pos == np.array([0, 0])).any():
            treasure_map_coords = self.get_treasure_map_to_click()
            if floor % 3 == 0:
                self.click_button(pos + [30, -460])
            elif floor % 3 == 1:
                self.click_button(pos + [30, 485])
            elif floor % 3 == 2:
                self.click_button(pos + [30, 885])
            if treasure_map_coords is not None:
                self.click_button(treasure_map_coords)
            self.click_button((500, 600))
            for i in range(10):
                time.sleep(2)
                avail_buttons = self.get_current_icons(available=True)
                # Look for correct chapter
                self.logger.info(f'Waiting for match to start {i}')
                if avail_buttons['icon'].isin(['back_button.png', 'fighting.png']).any():
                    break

#Scan and click treasure map buttons
def get_treasure_map_to_click(self):
    if self.config.getboolean('bot', 'treasure_map_green') or self.config.getboolean('bot', 'treasure_map_gold'):
        df = self.get_current_icons(available=True)
        if self.config.getboolean('bot', 'treasure_map_green') and 'treasure_map_green.png' in df['icon'].values:
            df_click_green = df[df['icon'] == 'treasure_map_green.png']
            if not df_click_green.empty:
                return (350, 1450)
        elif self.config.getboolean('bot', 'treasure_map_gold') and 'treasure_map_gold.png' in df['icon'].values and 'treasure_map_gold_is_zero.png' not in df['icon'].values:
            df_click_gold = df[df['icon'] == 'treasure_map_gold.png']
            if not df_click_gold.empty:
                return (520, 1450)
    return None

# Locate game home screen and try to start fight.
def battle_screen(self, start=False, pve=True, floor=5):
    # Scan screen for any key buttons
    self.available_icons = self.get_current_icons(available=True)
    df = self.available_icons
    if not df.empty:
        # list of buttons
        if (df == 'fighting.png').any(axis=None) and not (df == '0cont_button.png').any(axis=None):
            return df, 'fighting'
        if (df == 'friend_menu.png').any(axis=None):
            self.click_button(np.array([100, 600]))
            return df, 'friend_menu'
        # Start pvp if homescreen
        if (df == 'home_screen.png').any(axis=None) and (df == 'battle_icon.png').any(axis=None):
            if pve and start:
                # Add a 500 pixel offset for PvE button
                self.click_button(np.array([640, 1259]))
                self.play_dungeon(floor=floor)
            elif start:
                self.click_button(np.array([140, 1259]))
            time.sleep(1)
            return df, 'home'
        # Watch ad at the end of a fight
        if (df == 'ad_fight_end.png').any(axis=None) and ((df == 'victory.png').any(axis=None)):
            self.watch_ads()
        # Check first button is clickable
        df_click = df[df['icon'].isin(['back_button.png', 'battle_icon.png', '0cont_button.png', '1quit.png'])]
        if not df_click.empty:
            button_pos = df_click['pos [X,Y]'].tolist()[0]
            self.click_button(button_pos)
            return df, 'menu'
    self.shell(f'input keyevent {const.KEYCODE_BACK}')  #Force back
    return df, 'lost'

# Navigate and locate store refresh button from battle screen
def find_store_refresh(self):
    self.click_button((100, 1500))  # Click store button
    [self.swipe([0, 0], [2, 0]) for i in range(5)]  # swipe to top
    self.click(30, 150)  # stop scroll
    avail_buttons = self.get_current_icons(available=True)
    if (avail_buttons == 'refresh_button.png').any(axis=None):
        pos = get_button_pos(avail_buttons, 'refresh_button.png')
        return pos

# Refresh items in shop when available
def refresh_shop(self):
    self.click_button((100, 1500))  # Click store button
    self.click_button((475, 1300))  # Click store button
    # Scroll up and find the refresh button
    pos = self.find_store_refresh()
    if isinstance(pos, np.ndarray):
        self.click_button(pos - [300, 820])  # Click first (free) item
        self.click(400, 1165)  # buy
        self.click(30, 150)  # remove pop-up
        self.click_button(pos + [400, -400])  # Click last item (possible legendary)
        self.click(400, 1165)  # buy
        self.click(30, 150)  # remove pop-up
        self.logger.warning('Bought store units!')
        # Try to refresh shop (watch ad)
        self.click_button(pos)

def watch_ads(self):
    avail_buttons = self.get_current_icons(available=True)
    # Watch ad if available
    if (avail_buttons == 'quest_done.png').any(axis=None):
        pos = get_button_pos(avail_buttons, 'quest_done.png')
        self.click_button(pos)
        self.click(700, 600)  # collect second completed quest
        self.click(700, 400)  # collect second completed quest
        [self.click(150, 250) for i in range(2)]  # click dailies twice
        self.click(420, 420)  # collect ad chest
    elif (avail_buttons == 'ad_season.png').any(axis=None):
        pos = get_button_pos(avail_buttons, 'ad_season.png')
        self.click_button(pos)
    elif (avail_buttons == 'ad_pve.png').any(axis=None):
        pos = get_button_pos(avail_buttons, 'ad_pve.png')
        self.click_button(pos)
    elif (avail_buttons == 'ad_fight_end.png').any(axis=None):
        pos = get_button_pos(avail_buttons, 'ad_fight_end.png')
        self.click_button(pos)
    elif (avail_buttons == 'battle_icon.png').any(axis=None):
        self.refresh_shop()
    else:
        self.logger.info('Watched all ads!')
        return
    # Check if ad was started
    avail_buttons, status = self.battle_screen()
    if status == 'menu' or status == 'home' or (avail_buttons == 'refresh_button.png').any(axis=None):
        self.logger.info('FINISHED AD')
    # Watch ad
    else:
        time.sleep(30)
        # Keep watching until back in menu
        for i in range(10):
            avail_buttons, status = self.battle_screen()
            if status == 'menu' or status == 'home':
                self.logger.info('FINISHED AD')
                return  # Exit function
            time.sleep(2)
            self.click(870, 30)  # skip forward/click X
            self.click(870, 100)  # click X playstore popup
            if i > 5:
                self.shell(f'input keyevent {const.KEYCODE_BACK}')  #Force back
            self.logger.info(f'AD TIME {i} {status}')
        # Restart game if can't escape ad
        self.restart_RR()

END OF CLASS

Get fight grid pixel values

def get_grid():

Grid dimensions

top_box = (153, 945)
box_size = (120, 120)
gap = 0
height = 3
width = 5
# x_cords
x_cord = list(range(top_box[0], top_box[0] + (box_size[0] + gap) * width, box_size[0] + gap))
y_cord = list(range(top_box[1], top_box[1] + (box_size[1] + gap) * height, box_size[1] + gap))
boxes = []
# Create list of all boxes
for y_point in y_cord:
    for x_point in x_cord:
        boxes.append((x_point, y_point))
# Convert to np array (4x4) with x,y coords
boxes = np.array(boxes).reshape(height, width, 2)
return boxes, box_size

def get_unit_count(grid_df): df_split = grid_df.groupby("unit") df_groups = df_split["unit"].count() if not 'empty.png' in df_groups: df_groups['empty.png'] = 0 unit_list = list(df_groups.index) return df_split, df_groups, unit_list

Removes 1x of the highest rank unit from the merge_series

def preserve_unit(unit_series, target='trapper.png', keep_min=False): """ Remove 1x of the highest rank unit from the merge_series param: merge_series - pandas series of units to remove param: target - target unit to keep param: keep_min - if true, keep the lowest rank unit instead of highest """ merge_series = unit_series.copy() preserve_series = adv_filter_keys(merge_series, units=target, remove=False) if not preserve_series.empty: if keep_min: preserve_unit = preserve_series.index.min() else: preserve_unit = preserve_series.index.max()

Remove 1 count of highest/lowest rank

    merge_series[merge_series.index == preserve_unit] = merge_series[merge_series.index == preserve_unit] - 1
    # Remove 0 counts
    return merge_series[merge_series > 0]
else:
    return merge_series

def grid_meta_info(grid_df, min_age=0): """ Split grid df into unique units and ranks Shows total count of unit and count of each rank param: grid_df - pandas dataframe of grid param: min_age - minimum age of unit to include in meta info """

Split by unique unit

df_groups = get_unit_count(grid_df)[1]
grid_df = grid_df[grid_df['Age'] >= min_age].reset_index(drop=True)
df_split = grid_df.groupby(['unit', 'rank'])
# Count number of unit of each rank
unit_series = df_split['unit'].count()
#unit_series = unit_series.sort_values(ascending=False)
group_keys = list(unit_series.index)
return df_split, unit_series, df_groups, group_keys

def filter_units(unit_series, units): if not isinstance(units, list): # Make units a list if not already units = [units]

Create temp series to hold matches

series = []
merge_series = unit_series.copy()
for token in units:
    if isinstance(token, int):
        exists = merge_series.index.get_level_values('rank').isin([token]).any()
        if exists:
            series.append(merge_series.xs(token, level='rank', drop_level=False))
        else:
            continue  # skip if nothing matches criteria
    elif isinstance(token, str):
        if token in merge_series:
            series.append(merge_series.xs(token, level='unit', drop_level=False))
        else:
            continue
if not len(series) == 0:
    temp_series = pd.concat(series)
    # Select all entries from original series that are in temp_series
    merge_series = merge_series[merge_series.index.isin(temp_series.index)]
    return merge_series
else:
    return pd.Series(dtype=object)

def adv_filter_keys(unit_series, units=None, ranks=None, remove=False): """ Returns all elements which match units and ranks values If one of the parameters is None, it is ignored and all values are kept If remove is True, all elements are removed which do not match the criteria param: unit_series - pandas series of units to filter param: units - string or list of strings of units to filter by param: ranks - int or list of ints of ranks to filter by param: remove - if true, return filtered series, if false, return only matches """

return if no units in series

if unit_series.empty:
    return pd.Series(dtype=object)
filtered_ranks = pd.Series(dtype=object)
if not units is None:
    filtered_units = filter_units(unit_series, units)
else:
    filtered_units = unit_series.copy()
# if all units are filtered already, return empty series
if not ranks is None and not filtered_units.empty:
    filtered_ranks = filter_units(filtered_units, ranks)
else:
    filtered_ranks = filtered_units.copy()
# Final filtering
series = unit_series.copy()
if remove:
    series = series[~series.index.isin(filtered_ranks.index)]
else:
    series = series[series.index.isin(filtered_ranks.index)]
return series

Will spam read all knowledge in knowledge base for free gold, roughly 3k, 100 gems

def read_knowledge(bot): spam_click = range(1000) for i in spam_click: bot.click(450, 1300, 0.1)

def get_button_pos(df, button):

button=button+'.png'

pos = df[df['icon'] == button]['pos [X,Y]'].reset_index(drop=True)[0]
return np.array(pos)
Piet-Jacobs commented 1 year ago

Interesting, but instead of it merging with anything other than mime or dps_unit. It also should not merge with a unit we are trying to keep 1 of (Chemist/Trapper/...).

But I think the code needs a proper cleanup instead of adding more and more logic in the try_merge function.

Perhaps we could add a config parameter in which you specify a "support_unit", which would mean that we try to keep the highest ranking unit configured (trapper/chemist). That would help to clean up the code a bit...

Newb420 commented 1 year ago

Interesting, but instead of it merging with anything other than mime or dps_unit. It also should not merge with a unit we are trying to keep 1 of (Chemist/Trapper/...).

But I think the code needs a proper cleanup instead of adding more and more logic in the try_merge function.

Perhaps we could add a config parameter in which you specify a "support_unit", which would mean that we try to keep the highest ranking unit configured (trapper/chemist). That would help to clean up the code a bit...

agreed i just threw something together real quick didnt spend much time on it.

had to go to work.

add me on discord newb4u or newb4u#9171 so we can collab on trying to get this bot running nicely