Open FaustRUS opened 1 year ago
dryad same situation
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
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
from scrcpy import Client, const
import cv2
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()
def get_grid():
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
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()
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 """
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]
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 """
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
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):
pos = df[df['icon'] == button]['pos [X,Y]'].reset_index(drop=True)[0]
return np.array(pos)
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...
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
I would like to know if you can make mime active not only for mime pawns?