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CeraBot v12.1.py
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4174 lines (3580 loc) · 162 KB
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#WIP -- FUCKING PERFECT KITING
import pydirectinput
import time
import pymem
import pymem.exception
import threading
import frida
import pyautogui
import bresenham
import json
import random
import tkinter as tk
from ttkthemes import ThemedTk
from pynput import mouse, keyboard
from tkinter import ttk
from queue import PriorityQueue
from pathlib import Path
import os, sys
from collections import deque
import math
import re
#memory addresses
walkAddress = "0xEEC70"
npcAddress = "0x1F450E"
directionalAddress = "0x6DACA"
EXP_HOOK_ADDR = 0x577414
varOffset = 0xA0
totalExp = None
WEIGHT_WRITE_ADDRS = [0x100DF5, 0x100454]
KILL_FLAG_DEBOUNCE = 0.25
SPAWN_UID_OFFSET = 0xA0
MOB_ID_OFFSET = 0x98 # we read short at address_x - 0x98
MOB_ID_FILTERS = {285, 302, 188, 422, 538, 286, 292, 672, 301, 543, 325, 321, 319, 305, 502, 511, 512, 513, 514, 754, 413, 15, 324, 412, 84, 421, 422, 417}
# --- Configurable cleanup settings (GUI can edit these) ---
LAST_MOVED_TIMER_SECONDS = 35 # how long before unmoved NPC is stale
FLANK_RANGE = 1
INVALID_COORD_LIMIT = 100 # max valid X/Y (anything higher is junk)
POLL_INTERVAL = 0.05 # how often cleanup runs (seconds)
RANGE_MODE = {}
map_data_lock = threading.Lock()
SPEECH_ASSOC_RADIUS = 6 # tiles
SPEECH_TTL_S = 7.0 # bubble lifetime
recent_speech_log = deque(maxlen=120)
npc_last_speech = {} # addr_hex -> {"text": str, "ts": float}
speech_quarantine_until = 0.0
TRIGGERS = [r'\bmax\b', r'\bnecklace\b', r'\b5\b'] # optional regex triggers
HARVEST_MODE = False
_harvest_thread = None
HARVEST_CANCEL = threading.Event()
FACING_NAME_TO_CODE = {"DOWN": 0, "LEFT": 1, "UP": 2, "RIGHT": 3}
x_address = None
y_address = None
directional_address = None
combat_baseline_exp = None
current_target_npc = None
xstarted = 0
debug = 0
pyautogui.PAUSE = 0
last_direction = None
wandering_target = None
stuck_timer_start = None
last_position = None
pm = None # Global pymem instance
pause_flag = False
stat_base = None
CLICKING_ENABLED = True
resurrect_points = []
movement_allowed = threading.Event()
movement_allowed.set()
clicks_in_progress = threading.Event()
WANDER_TIMEOUT_S = 15.0 # max time to wander with no targets before re-running Home
game_win = None
STOP_HOME_IF_TARGET = True
IGNORE_PROTECTION = False # False = protection ON, True = ignore (boss mode)
POST_PROTECT_GRACE_S = 2.0 # tiny debounce after protection ends
# ===================== HOME ROUTINE CONFIG =====================
HOME_POS = (3, 12) # <<< SET THIS to your desired (X, Y) "home" tile
RUN_HOME_AFTER_KILL = True
HOME_NEAR_THRESH = 1 # distance in tiles considered "arrived
HOME_TRAVEL_TIMEOUT = 6.0 # seconds to give the walk before giving up
home_routine_running = threading.Event()
VANISH_GRACE_SEC = 0.0 # how long we wait after a target vanishes before assuming kill
RESPAWN_CHANGE_SEC = 0.4 # debounce if unique_id flips rapidly on respawn
WALKABLE_ARG = sys.argv[1] if len(sys.argv) > 1 else None
IMMUNITY_SEC = 0.0 # first N seconds to ignore death detection for a fresh target
_target_immunity_until = {} # addr_hex -> monotonic deadline
BOSS_AGGRO_TOGGLE = True # <<< Toggle for boss aggro detection during sitting
SIT_TIMER_SECONDS = 70 # <<< Configurable sit timer in seconds
CONFIG_FILE = "cerafrog_config.json" # <<< Settings persistence file
KILL_QUARANTINE_SEC = 0.0 # keep a killed NPC muted for ~1s
RECENTLY_KILLED: dict[str, float] = {} # addr_hex -> time.monotonic()
_last_kill_ts: dict[str, float] = {}
_kill_lock = threading.Lock()
KILL_DEBOUNCE_SEC = 0.25
DIRECTIONAL_LOOT = True # pick 1 of 4, based on facing
LOOT_HOLD_SECONDS = 6.0 # how long to keep clicking that one spotp
FAST_CLICK = False
FAST_CLICK_BURST_COUNT = 3
FAST_CLICK_GAP_S = 0.12
ATTACK_RECENCY_S = 0.3
PRE_HIT_GRACE_S = 0.3
last_attack_time = 0.0
last_attack_addr = None
NO_CLICK_UNTIL = 0.0
DIR_TO_SLOT = {
0: 2, # 0 = Down -> points[2]
1: 3, # 1 = Left -> points[3]
2: 0, # 2 = Up -> points[0]
3: 1, # 3 = Right -> points[1]
}
# Global bot control
bot_running = True # <<< Global flag to control bot threads
# ——— all stat offsets relative to EXP base ———
STAT_OFFSETS = {
'exp': 0x000, # at exp_base itself
'weight': -0x008, # 0x0293F404
'level': 0x008, # 0x0293F414
'tnl': 0x010, # 0x0293F41C
'eon': 0x034, # 0x0293F440
'vit': 0x188, # 0x0293F594
'dex': 0x184, # 0x0293F590
'acc': 0x180, # 0x0293F58C
'def': 0x17C, # 0x0293F588
'pwr': 0x178, # 0x0293F584
'crit': 0x174, # 0x0293F580
'armor': 0x170, # 0x0293F57C
'eva': 0x16C, # 0x0293F578
'hit_rate': 0x168, # 0x0293F574
'max_dmg': 0x164, # 0x0293F570
'min_dmg': 0x160, # 0x0293F56C
'aura': 0x18C, # 0x0293F598
'max_hp': 0x358, # 0x0293F764
'max_mana': 0x4F0, # 0x0293F8FC
}
def save_settings():
"""Save current settings to config file"""
try:
config = {
"BOSS_AGGRO_TOGGLE": BOSS_AGGRO_TOGGLE,
"SIT_TIMER_SECONDS": SIT_TIMER_SECONDS,
"LAST_MOVED_TIMER_SECONDS": LAST_MOVED_TIMER_SECONDS,
"MOB_ID_FILTERS": list(MOB_ID_FILTERS),
"HOME_POS": HOME_POS,
"FLANK_RANGE": FLANK_RANGE,
"RUN_HOME_AFTER_KILL": RUN_HOME_AFTER_KILL,
"CLICKING_ENABLED": CLICKING_ENABLED,
"FAST_CLICK": FAST_CLICK,
"FAST_CLICK_BURST_COUNT": FAST_CLICK_BURST_COUNT,
"FAST_CLICK_GAP_S": FAST_CLICK_GAP_S,
"IGNORE_PROTECTION": bool(globals().get("IGNORE_PROTECTION", False)), # <— ADD THIS
}
with open(CONFIG_FILE, 'w') as f:
json.dump(config, f, indent=2)
print(f"[CONFIG] Settings saved to {CONFIG_FILE}")
except Exception as e:
print(f"[CONFIG] Failed to save settings: {e}")
def load_settings():
global BOSS_AGGRO_TOGGLE, SIT_TIMER_SECONDS, LAST_MOVED_TIMER_SECONDS, MOB_ID_FILTERS, HOME_POS, FLANK_RANGE, RUN_HOME_AFTER_KILL, CLICKING_ENABLED, FAST_CLICK, FAST_CLICK_BURST_COUNT, FAST_CLICK_GAP_S, IGNORE_PROTECTION # <— ADD IGNORE_PROTECTION HERE
try:
if os.path.exists(CONFIG_FILE):
with open(CONFIG_FILE, 'r') as f:
config = json.load(f)
BOSS_AGGRO_TOGGLE = config.get("BOSS_AGGRO_TOGGLE", BOSS_AGGRO_TOGGLE)
SIT_TIMER_SECONDS = config.get("SIT_TIMER_SECONDS", SIT_TIMER_SECONDS)
LAST_MOVED_TIMER_SECONDS = config.get("LAST_MOVED_TIMER_SECONDS", LAST_MOVED_TIMER_SECONDS)
MOB_ID_FILTERS = set(config.get("MOB_ID_FILTERS", list(MOB_ID_FILTERS)))
HOME_POS = tuple(config.get("HOME_POS", list(HOME_POS)))
RUN_HOME_AFTER_KILL = config.get("RUN_HOME_AFTER_KILL", RUN_HOME_AFTER_KILL)
CLICKING_ENABLED = config.get("CLICKING_ENABLED", CLICKING_ENABLED)
FAST_CLICK = config.get("FAST_CLICK", FAST_CLICK)
FAST_CLICK_BURST_COUNT = int(config.get("FAST_CLICK_BURST_COUNT", FAST_CLICK_BURST_COUNT))
FAST_CLICK_GAP_S = float(config.get("FAST_CLICK_GAP_S", FAST_CLICK_GAP_S))
v = config.get("FLANK_RANGE")
if v is not None:
FLANK_RANGE = int(v)
IGNORE_PROTECTION = bool(config.get("IGNORE_PROTECTION", IGNORE_PROTECTION)) # <— ADD THIS
print(f"[CONFIG] Settings loaded from {CONFIG_FILE}")
else:
print(f"[CONFIG] No config file found, using defaults")
except Exception as e:
print(f"[CONFIG] Failed to load settings: {e}")
# --- Unified live-XY navigation core (targets for combat & harvest) ---
from typing import Callable, Optional, Tuple, Protocol
# Keep these tunables (you can tweak to taste)
STEP_TIMEOUT_S = 0.20 # shorter = snappier; don't go too low or steps may miss
STEP_POLL_S = 0.008 # faster polling confirms steps sooner
REPLAN_LIMIT = 10 # how many failed replans before giving up
class Target(Protocol):
def get_xy(self) -> Optional[Tuple[int,int]]: ...
def is_valid(self) -> bool: ...
def on_arrival(self) -> bool: ...
def _live_xy() -> Optional[Tuple[int,int]]:
x, y = _get_xy_safe()
if x is None or y is None: return None
return (int(x), int(y))
def _nudge_toward(cur: Tuple[int,int], nxt: Tuple[int,int]) -> None:
cx, cy = cur; nx, ny = nxt
if nx > cx: press_key('right', 1, 0.02)
elif nx < cx: press_key('left', 1, 0.02)
elif ny > cy: press_key('down', 1, 0.02)
elif ny < cy: press_key('up', 1, 0.02)
def _move_one_tile(cur: Tuple[int,int], nxt: Tuple[int,int]) -> bool:
"""Tap toward nxt and confirm we actually landed there via live XY."""
import time as _t
_nudge_toward(cur, nxt)
deadline = _t.monotonic() + STEP_TIMEOUT_S
while _t.monotonic() < deadline:
xy = _live_xy()
if xy == nxt:
return True
_t.sleep(STEP_POLL_S)
return False # step didn’t complete
def _path_or_none(start: Tuple[int,int], goal: Tuple[int,int], walkable: set):
path = astar_pathfinding(start, goal, walkable)
if not path or len(path) < 2: return None
return path
def go_to_target(
target: Target,
*,
near_thresh: float = 0.6,
timeout_s: float = 40.0,
tag: str = "NAV",
) -> bool:
"""Watchdog-free navigation: only replans after a failed step.
Integrated fixes:
- Adjacency guard before choosing a direction (prevents backwards picks).
- Early stop while holding if we've reached/passed the segment end.
- Overshoot promotion: if we land further along the path, advance i instead of backtracking.
"""
import time
walkable = set(load_walkable_tiles())
cur = _live_xy()
if cur is None or cur not in walkable:
print(f"[{tag}] invalid start XY {cur}; abort"); return False
goal = target.get_xy()
if goal is None:
print(f"[{tag}] target has no position"); return False
if goal not in walkable:
print(f"[{tag}] goal {goal} not walkable"); return False
t0 = time.time()
while time.time() - t0 < timeout_s:
if not target.is_valid():
print(f"[{tag}] target invalid/despawned"); return False
# Refresh goal (cheap for static harvest nodes)
g = target.get_xy()
if g is None:
print(f"[{tag}] target lost"); return False
goal = g
# Arrival gate: near + action commits
cur = _live_xy()
if cur is not None and _distance_tiles(cur, goal) <= near_thresh:
if target.on_arrival():
return True
if cur is None:
continue
path = _path_or_none(cur, goal, walkable)
if path is None:
print(f"[{tag}] no path {cur}->{goal}"); return False
progressed = False
# Stream straight segments up to 4 tiles to avoid micro-pauses
i = 1
while i < len(path):
nxt = path[i]
if nxt not in walkable:
print(f"[{tag}] path step {nxt} not walkable"); return False
# Build a straight run starting at current index
run_end = i
if i + 1 < len(path):
dx0 = path[i][0] - path[i-1][0]
dy0 = path[i][1] - path[i-1][1]
while run_end + 1 < len(path):
ndx = path[run_end+1][0] - path[run_end][0]
ndy = path[run_end+1][1] - path[run_end][1]
# cap run len to 4 tiles total (i..run_end inclusive)
if (ndx, ndy) == (dx0, dy0) and (run_end - i) < 3:
run_end += 1
else:
break
# Decide direction key from delta of the first step (adjacency guard)
dx = path[i][0] - cur[0]
dy = path[i][1] - cur[1]
if abs(dx) + abs(dy) != 1:
# Not adjacent anymore — replan from current position
break
if dx > 0 and dy == 0: key = 'right'
elif dx < 0 and dy == 0: key = 'left'
elif dy > 0 and dx == 0: key = 'down'
elif dy < 0 and dx == 0: key = 'up'
else:
break # safety: non-cardinal (shouldn't happen)
# Hold the key across the segment and poll live XY
hold_key(key)
# Keep your global STEP_TIMEOUT_S behavior, but allow early exit if we pass run_end
deadline = time.monotonic() + STEP_TIMEOUT_S * max(1, (run_end - i + 1))
try:
while time.monotonic() < deadline:
xy = _live_xy()
if xy:
cur = xy
# If we've reached or progressed past run_end along this path, stop holding now
# 'past' means cur appears later in the same path sequence.
try:
idx_in_path = path.index(cur)
if idx_in_path >= run_end:
break
except ValueError:
# cur not on this computed path snapshot; keep polling until timeout
pass
# still aiming for exact run_end otherwise
if cur == path[run_end]:
break
time.sleep(STEP_POLL_S)
finally:
release_key(key)
# Overshoot promotion: if we landed further along the path, advance i instead of backtracking
promoted = False
if cur in path:
cur_idx = path.index(cur)
if cur_idx >= i:
progressed = True
i = cur_idx + 1
promoted = True
if _distance_tiles(cur, goal) <= near_thresh:
if target.on_arrival():
return True
if promoted:
continue
if cur == path[run_end]:
progressed = True
i = run_end + 1
if _distance_tiles(cur, goal) <= near_thresh:
if target.on_arrival():
return True
continue
else:
# fallback: single-tile nudge toward path[i]
if not _move_one_tile(cur, path[i]):
cur = _live_xy() or cur
break
cur = path[i]
progressed = True
i += 1
if _distance_tiles(cur, goal) <= near_thresh:
if target.on_arrival():
return True
continue
# If we never moved during this path attempt, let the outer loop replan
if not progressed:
# small backoff to avoid hammering when path is unstable
time.sleep(0.01)
print(f"[{tag}] timeout navigating to {goal}")
return False
def start_bot():
"""Start all bot threads"""
global bot_running
bot_running = True
print("[BOT] Time to Kill Shit!")
def stop_bot():
"""Stop all bot threads"""
global bot_running
bot_running = False
print("[BOT] STOP Damnit!")
def is_bot_running():
"""Check if the bot is currently running"""
return bot_running
def record_direction_points():
"""
Prompts user to click 4 times: Up, Right, Down, Left.
Stores them into global `resurrect_points` in that exact order.
"""
global resurrect_points
resurrect_points.clear()
prompts = ["UP", "RIGHT", "DOWN", "LEFT"]
print("[SETUP] Click the following in your game window when prompted.")
from pynput import mouse
captured = []
def capture_one(label):
print(f" ➜ Click the {label} spot now...")
def on_click(x, y, button, pressed):
if pressed:
captured.append((x, y))
print(f" {label} recorded at {(x, y)}")
return False
with mouse.Listener(on_click=on_click) as listener:
listener.join()
for lab in prompts:
capture_one(lab)
resurrect_points[:] = captured # [Up, Right, Down, Left]
print("[SETUP] Click points set (Up,Right,Down,Left):", resurrect_points)
# --- HARD FREEZE HELPERS ---
def _all_stop():
"""Release any keys that could cause movement/attacking."""
for k in ('ctrl', 'up', 'down', 'left', 'right'):
try:
release_key(k)
except Exception:
pass
# let keyUps register
time.sleep(0.08)
def _pause_movement():
"""Fully pause movement & attacks during pickups/home routine."""
try:
movement_allowed.clear() # gate combat_thread BEFORE we click
except Exception:
pass
_all_stop()
time.sleep(0.07) # debounce to avoid in-flight taps
def _resume_movement():
"""Allow combat thread to continue (after clicks/routines)."""
_all_stop() # belt-and-suspenders
try:
movement_allowed.set()
except Exception:
pass
def _quarantine_cleanup_loop():
"""Housekeeping: forget old RECENTLY_KILLED entries."""
import time as _t
while True:
now = _t.monotonic()
for k, ts in list(RECENTLY_KILLED.items()):
if (now - ts) > KILL_QUARANTINE_SEC:
RECENTLY_KILLED.pop(k, None)
_t.sleep(0.25) # light duty
def _sleep_cancellable(seconds: float, step: float = 0.05):
import time
end = time.monotonic() + float(seconds)
while time.monotonic() < end:
if HARVEST_CANCEL.is_set():
break
time.sleep(step)
def block_clicks_for(seconds: float):
import time
global NO_CLICK_UNTIL
NO_CLICK_UNTIL = max(NO_CLICK_UNTIL, time.monotonic() + float(seconds))
def _has_available_target() -> bool:
"""True if any valid target NPC is currently visible on the map."""
try:
if not STOP_HOME_IF_TARGET:
return False
if not map_data:
return False
# Filter to targetable npcs by your MOB_ID_FILTERS and ignore recently killed
now = time.monotonic()
valid = []
for item in map_data:
if item.get("type") != "npc":
continue
uid = item.get("unique_id")
if uid not in MOB_ID_FILTERS:
continue
addr_hex = item.get("addr_hex")
# Optional: ignore just-killed entries in the quarantine window
if addr_hex and (now - RECENTLY_KILLED.get(addr_hex, 0.0)) < KILL_QUARANTINE_SEC:
continue
valid.append(item)
return bool(valid)
except Exception:
return False
def is_attacking() -> bool:
return bool(globals().get('ctrl_pressed', False))
def recently_attacking(addr: str | None, window: float = ATTACK_RECENCY_S) -> bool:
return (addr is not None
and addr == globals().get('last_attack_addr')
and (time.time() - globals().get('last_attack_time', 0.0)) < window)
def read_stat(name):
"""
Reads a single stat using STAT_OFFSETS and the global stat_base.
"""
global stat_base
if stat_base is None:
return None
addr = stat_base + STAT_OFFSETS[name]
try:
return pm.read_int(addr)
except Exception:
return None
def read_all_stats():
"""
Reads all stats into a dictionary.
"""
stats = {}
for k in STAT_OFFSETS:
stats[k] = read_stat(k)
return stats
def update_stats_gui():
"""
Updates GUI with current stats every 0.5s.
"""
while True:
if stat_base:
stats = read_all_stats()
if stats:
# Example simple print (replace with your GUI update call)
gui_text = (
f"EXP: {stats['exp']} | LVL: {stats['level']} | TNL: {stats['tnl']}\n"
f"HP: {stats['max_hp']} | MANA: {stats['max_mana']}\n"
f"DEF: {stats['def']} | PWR: {stats['pwr']} | CRIT: {stats['crit']}\n"
)
print(gui_text) # replace with your GUI label update
time.sleep(0.5)
def _read_facing_live() -> int | None:
"""Return current facing 0..3 from directional_address, or None if unavailable."""
try:
if directional_address and pm:
return int(pm.read_uchar(directional_address)) & 3
except Exception:
pass
return None
def tap_key(key_name: str, times: int = 1, gap: float = 0.08):
"""Best-effort key tap that works with your existing press/release or keyboard lib."""
import time, sys
for _ in range(times):
try:
if 'press_key' in globals() and 'release_key' in globals():
press_key(key_name)
time.sleep(0.03)
release_key(key_name)
elif 'keyboard' in sys.modules:
import keyboard
keyboard.press_and_release(key_name)
else:
print(f"[WARN] No key sender available for {key_name}")
except Exception as e:
print(f"[WARN] tap_key({key_name}) failed: {e}")
time.sleep(gap)
def _get_xy_safe():
"""Try to read player coords if your script exposes it; otherwise return (None, None)."""
# Only call if present
fn = globals().get("get_player_coords")
if callable(fn):
try:
return fn(pm)
except Exception:
pass
try:
return (pm.read_short(x_address), pm.read_short(y_address))
except Exception:
return (None, None)
def _distance_tiles(a, b):
if a[0] is None or b[0] is None:
return None
dx = a[0] - b[0]
dy = a[1] - b[1]
return (dx*dx + dy*dy) ** 0.5
def _call_first_available(fn_names, *args):
"""Try a list of possible movement functions that may exist in your codebase."""
for name in fn_names:
fn = globals().get(name)
if callable(fn):
try:
# Try (x, y) signature, fall back to ((x,y),) if needed
try:
return fn(*args)
except TypeError:
return fn(args[0])
except Exception as e:
print(f"[WARN] {name}{args} failed: {e}")
raise RuntimeError("No compatible movement function found. "
"Implement one of: walk_to_tile / walk_to / navigate_to / move_to_tile / goto_tile")
def _go_to_home_blocking():
"""Walk to HOME_POS; abort early if targets appear, or when close/timeout."""
if not isinstance(HOME_POS, tuple) or len(HOME_POS) != 2:
print("[HOME] HOME_POS not set. Skipping travel.")
return "SKIP"
# Abort before even starting
if _has_available_target():
print("[HOME] Abort: target spotted before travel.")
return "ABORT"
_call_first_available(
['walk_to_tile', 'walk_to', 'navigate_to', 'move_to_tile', 'goto_tile'],
HOME_POS[0], HOME_POS[1]
)
import time
start = time.time()
while time.time() - start < HOME_TRAVEL_TIMEOUT:
# NEW: bail out during the trip if a target pops up
if _has_available_target():
print("[HOME] Abort: target spotted during travel.")
return "ABORT"
cur = _get_xy_safe()
dist = _distance_tiles(cur, HOME_POS)
if dist is not None and dist <= HOME_NEAR_THRESH:
print(f"[HOME] Im Home Bitch! {HOME_POS}")
return "ARRIVED"
time.sleep(0.2)
print(f"[HOME] Im Done Walking Fuck This!")
return "TIMEOUT"
def _home_routine():
"""
Pause combat/wandering, wait for any pickup clicks to finish,
go home, run F11/F5 sequence (interruptible), then resume.
Behavior:
- If a target is visible at ANY point, immediately abort buffs/sit and resume combat.
- Travel to home can also abort early if a target appears (handled in _go_to_home_blocking()).
- F5 is applied in small steps so the routine can bail out mid-buff.
"""
if home_routine_running.is_set():
return
home_routine_running.set()
print("[HOME] Starting safety routine…")
# Helper: wait until clicks are done (with a safety timeout)
def _wait_for_clicks(label: str, timeout_s: float = 6.0):
try:
start = time.time()
while clicks_in_progress.is_set():
if timeout_s and (time.time() - start) > timeout_s:
print(f"[HOME] {label}: waited {timeout_s}s for clicks; continuing.")
break
time.sleep(0.01)
except NameError:
# clicks_in_progress not defined; nothing to wait for
pass
def _finish():
# Resume normal behavior and clear guard
try:
_resume_movement()
except Exception:
pass
home_routine_running.clear()
try:
# If a loot sweep is in progress, wait for it to finish
_wait_for_clicks("pre-travel")
# Freeze movement/attacks
try:
_pause_movement()
except Exception:
pass
try:
release_key('ctrl')
except Exception:
pass
# Focus game window if available (best-effort)
try:
if game_win:
try:
game_win.activate()
time.sleep(0.2)
except Exception:
pass
except NameError:
pass
# ——— Immediate abort if a target is already available ———
try:
if _has_available_target():
print("[HOME] Abort: target visible before travel; resuming combat.")
return
except NameError:
# If helper/toggle not present, fall back to legacy flow
pass
# ——— Travel to home tile (blocking & abortable) ———
travel_status = None
try:
travel_status = _go_to_home_blocking()
except Exception as e:
print(f"[HOME] Travel error: {e!r}")
travel_status = "TIMEOUT"
if travel_status in ("ABORT",):
print("[HOME] Travel aborted due to target; resuming combat.")
return
if travel_status in ("SKIP", "TIMEOUT"):
try:
if _has_available_target():
print("[HOME] Target visible after travel failure; resuming combat.")
return
except NameError:
pass
# Force the normal sit/buff flow to run *right here* on timeout
print(f"[HOME] Travel status={travel_status}; forcing sit/buffs here.")
# (no return — fall through to the F11/F5 sit/buff logic below
# Just in case a new click sweep started during travel, wait again
_wait_for_clicks("pre-buff")
# ——— Abort if target visible before sit/buffs ———
try:
if _has_available_target():
print("[HOME] Abort: target visible pre-buff; resuming combat.")
return
except NameError:
pass
# ——— F11 (sit), then F5 in small, interruptible steps ———
try:
tap_key('f11', times=1)
block_clicks_for(3.0)
except Exception:
pass
# Apply F5 up to 24 taps, but interrupt if a target appears
f5_total = 24
f5_gap = 0.08
for i in range(f5_total):
try:
if _has_available_target():
print(f"[HOME] Abort: target visible during buffs at F5#{i+1}; skipping rest.")
break
except NameError:
# If no helper, just run the full sequence
pass
try:
tap_key('f5', times=1, gap=f5_gap)
except Exception:
# Keep going even if a single tap fails
pass
# ——— Wait up to SIT_TIMER_SECONDS, but bail early if targets appear ———
try:
sit_secs = int(SIT_TIMER_SECONDS)
except NameError:
sit_secs = 10
print(f"[HOME] Waiting up to {sit_secs}s (interruptible).")
try:
if BOSS_AGGRO_TOGGLE:
for i in range(SIT_TIMER_SECONDS):
try:
if _has_available_target():
remaining_time = SIT_TIMER_SECONDS - i
print(f"[HOME] Target detected! Cutting wait short by {remaining_time}s.")
break
except NameError:
# Fallback: scan map_data without helper if available
try:
if map_data:
npcs = [it for it in map_data if it.get("type") == "npc"]
valid = [n for n in npcs if n.get("unique_id") in MOB_ID_FILTERS]
if valid:
remaining_time = SIT_TIMER_SECONDS - i
print(f"[HOME] Target detected! Cutting wait short by {remaining_time}s.")
break
except NameError:
# Nothing we can do; just wait the full time
pass
time.sleep(1)
except NameError:
# If toggle missing, do nothing (no wait).
pass
# ——— Stand up (F11). If a target is present, we're already about to resume. ———
try:
tap_key('f11', times=1)
except Exception:
pass
print("[HOME] Safety sequence complete; resuming combat.")
finally:
_finish()
def _in_immunity(addr_hex: str) -> bool:
"""True if addr_hex is inside the 'first N seconds after attach' window."""
try:
import time as _t
if not addr_hex:
return False
deadline = _target_immunity_until.get(addr_hex, 0.0)
return _t.monotonic() < deadline
except Exception:
return False
def _fire_kill_once(addr_hex: str, reason: str) -> bool:
"""
Run kill actions only if addr_hex == current_target_npc, and at most once per debounce/quarantine window.
"""
import time
global current_target_npc
if not addr_hex or addr_hex != current_target_npc:
return False
# hard block if we're already busy with kill/home
try:
if home_routine_running.is_set() or clicks_in_progress.is_set():
return False
except Exception:
pass
now = time.monotonic()
last_k = RECENTLY_KILLED.get(addr_hex, 0.0)
if (now - last_k) < KILL_QUARANTINE_SEC:
return False
# existing micro-debounce (keeps rapid re-entrance out)
prev = _last_kill_ts.get(addr_hex, 0.0)
if (now - prev) < KILL_DEBOUNCE_SEC:
return False
with _kill_lock:
prev = _last_kill_ts.get(addr_hex, 0.0)
if (now - prev) < KILL_DEBOUNCE_SEC:
return False
# Mark both the short debounce and the quarantine *before* calling _on_kill
_last_kill_ts[addr_hex] = now
RECENTLY_KILLED[addr_hex] = now
_on_kill(addr_hex, reason=reason)
return True
def on_message_exp(message, data):
global stat_base
if message['type'] == 'send':
payload = message['payload']
base_str = payload.get('exp_address')
if base_str:
try:
stat_base = int(base_str, 16)
# Kill trigger on EXP hook (only once, only for our current target)
if current_target_npc:
_fire_kill_once(current_target_npc, reason="EXP-HOOK")
except Exception as e:
print(f"[frida] Failed to parse stat base: {e}")
def _on_kill(addr_hex: str, reason: str):
global current_target_npc # must be declared at the very top
# --- timestamp helper ---
def _ts():
import time
return time.strftime("%H:%M:%S")
print(f"[KILLS][{_ts()}] KILLED: {addr_hex if addr_hex else '0x0'} | {reason}")
# Record kill time for duplicate/vanish heuristics (best-effort)
try:
import time as _t
if addr_hex:
RECENTLY_KILLED[addr_hex] = _t.monotonic()
except Exception:
pass
# --- PER-KILL FAST-SKIP (run this BEFORE any pausing/gating) ---
try:
clicking_disabled = not globals().get("CLICKING_ENABLED", True)
run_home = bool(globals().get("RUN_HOME_AFTER_KILL", False))
fast_click_enabled = bool(globals().get("FAST_CLICK", False)) # <-- NEW
except Exception:
clicking_disabled, run_home, fast_click_enabled = False, False, False
if clicking_disabled and (not fast_click_enabled) and (not run_home):
# No pause, no gating flags, no sleeps — just clean up & let combat retarget immediately.
try:
# Make sure any ctrl is released but don't pause movement.
try:
release_key('ctrl')
except Exception:
pass
# Remove the dead target from tracking so the chooser can immediately pick a new one.
if 'manager' in globals() and manager and addr_hex:
manager.remove_address(addr_hex)
except Exception:
pass
try:
if addr_hex and 'vanish_timer' in globals():
globals().get('vanish_timer', {}).pop(addr_hex, None)
current_target_npc = None
except Exception:
pass
# No sleep, no clicks_in_progress gate here.
print(f"[KILL] Training Mode — home disabled, immediate resume (addr={addr_hex})")
return
# Stop movement and make sure CTRL isn't held (this only runs if we DO need loot/home)
try:
_pause_movement()
except Exception:
pass
try:
release_key('ctrl')
except Exception:
pass
# --- end fast-skip ---
# Try to bring game window front
try:
import pyautogui
windows = pyautogui.getWindowsWithTitle("Endless")
game_win = windows[0] if windows else None
except Exception:
game_win = None
# Facing from live data
facing = 0
try:
facing = int(player_data_manager.get_data().get("direction", 0))
except Exception:
pass
# Saved points
pts = list(globals().get("resurrect_points", []))
try:
# If Fast Click is enabled, do the burst instead of the 6s hold
if bool(globals().get("FAST_CLICK", False)) and (not globals().get("CLICKING_ENABLED", True)):
_do_fast_click_burst(
game_win,
pts,
facing,
int(globals().get("FAST_CLICK_BURST_COUNT", 6)),