Example #1
0
	def summoner_thread(self):
		while True:
			player = utility.get_my_player()
			if player == None:
				#print 'No summoner unit'
				time.sleep(configuration.summoner_check_delay)
				continue
			break
				
		if player.name not in configuration.summoners:
			#print 'This is not a summoner'
			return
			
		while True:
			my_unit = utility.get_my_unit()
			if my_unit == None:
				print 'Unable to retrieve summoner unit'
				return
				
			standing_still = my_unit.mode == 1
			if standing_still and not utility.town_check():
				targets = self.get_targets()
				if len(targets) == 0:
					craw.print_text('There are no nearby corpses')
				else:
					target = random.choice(targets)
					description, skill = random.choice(skills)
					craw.print_text('%s: %08x' % (description, target))
					packets.set_right_skill(skill)
					time.sleep(configuration.summoner_switch_delay)
					packets.cast_right_skill_at_target(1, target)
					time.sleep(configuration.summoner_cast_delay)
					continue
				
			time.sleep(configuration.summoner_check_delay)
Example #2
0
def invite_all():
	print 'Inviting all players'
	my_player = utility.get_my_player()
	players = craw.get_players()
	for player in players:
		if my_player.id == player.id:
			continue
		packets.invite_player(player.id)
Example #3
0
	def attack(self):
		if utility.town_check():
			print 'You cannot attack other players in town.'
			return
			
		self.i = utility.get_my_player()
		
		target = self.get_target()
		if target == None:
			return
		self.target = target
		
		print 'Picked target %s' % target.name
		
		if target.id in self.movement:
			x, y = self.movement[target.id]
			print 'It is a moving target: %d, %d' % (x, y)
		
		bone_spirit_attack = self.left_skill == bone_spirit_skill and self.skill_check([bone_prison_skill, teleport_skill], attack_mode_bone_prison_bone_spirit_tppk)
		bone_spear_attack = self.left_skill == bone_spear_skill and self.skill_check([bone_prison_skill], attack_mode_bone_prison_bone_spear_tppk)
		foh_attack = self.left_skill == fist_of_heavens_skill and self.skill_check([fist_of_heavens_skill], attack_mode_fist_of_heavens_tppk)
		
		self.start_of_attack = time.time()
		
		if bone_spirit_attack or bone_spear_attack:
			self.debug('Setting the right skill to Bone Prison')
			packets.set_right_skill(bone_prison_skill)
		elif foh_attack:
			if craw.get_skill_level(teleport_skill) > 0:
				self.debug('Setting the right skill to teleport')
				packets.set_right_skill(teleport_skill)
			else:
				if utility.get_d2_distance(utility.get_my_player(), target) > configuration.fist_of_heavens_distance:
					print 'You are not in range for a Fist of Heavens attack'
					return
				self.debug('Casting Fist of Heavens at the target')
				packets.cast_left_skill_at_target(0, self.target.id)
				nil.thread.create_thread(lambda: self.town_portal(configuration.fist_of_heavens_delay))
		else:
			print 'Performing default attack "%s"' % attack_mode_cast_left_skill
			packets.cast_left_skill_at_target(0, self.target.id)
Example #4
0
	def process_experience(self, experience_gained):
		player = utility.get_my_player()
		if player == None:
			return
			
		experience_for_this_level = experience_table[player.level - 1]
		experience_for_next_level = experience_table[player.level]
		current_experience = self.experience
		remaining_experience = experience_for_next_level - current_experience
		kills_required = int(math.ceil(float(remaining_experience) / experience_gained))
		experience_difference = current_experience - experience_for_this_level
		experience_in_this_level = experience_for_next_level - experience_for_this_level
		progress = float(experience_difference) / experience_in_this_level * 100.0
		self.experience += experience_gained
		if kills_required > configuration.experience_peanut_limit:
			return
		print 'Gained %d experience points, kill %d more of these (%.2f%%)' % (experience_gained, kills_required, progress)
Example #5
0
	def get_target(self):
		players = craw.get_players()
		my_player = utility.get_my_player()
		players = filter(lambda x: x.level >= 9 and x.x != 0 and x.id != my_player.id and not self.is_a_friend(x), players)
		players = map(lambda x: (utility.get_d2_distance(my_player, x), x), players)
		players = filter(lambda x: x[0] <= configuration.maximal_attack_distance, players)
		players.sort(cmp = utility.sort_units)
		
		if len(players) == 0:
			print 'There are no suitable targets in range.'
			return None
		
		print 'List of targets:'
		counter = 1
		for distance, player in players:
			print '%d. %s: %.2f (%d, %d)' % (counter, player.name, distance, player.x, player.y)
			counter += 1
			
		target = players[0][1]
		return target
Example #6
0
	def attack_thread(self):
		self.attack_print('Attack thread has been launched')
		while self.attacking:
			self.i = utility.get_my_player()
			if self.i == None:
				return
				
			my_unit = utility.get_my_unit()
			if my_unit == None:
				self.attack_print('Unable to retrieve unit')
				return
				
			standing_still = my_unit.mode == 1
			if standing_still and not utility.town_check():
				targets = self.get_targets()
				if len(targets) == 0:
					self.attack_print('No targets in range')
					pass
				else:
					self.attack_print('Targets in range:')
					for distance, id in targets:
						self.attack_print('%08x: %.1f' % (id, distance))
						
					if targets[0][0] <= configuration.follower_defence_radius:
						#a monster got too close, kill it, quickly!
						target = targets[0][1]
						self.attack_print('Dangerous close proximity monster detected')
					else:
						index = random.randint(0, min(len(targets), configuration.follower_attack_maximal_randomisation_position) - 1)
						target = targets[index][1]
						
					self.attack_print('Attacking target %08x' % target)
					packets.cast_left_skill_at_target(1, target)
			else:
				self.attack_print('Not standing still (player mode is %d)' % my_unit.mode)
				pass
				
			time.sleep(configuration.follower_attack_delay)
Example #7
0
	def process_command(self, name, message):
		self.player = utility.get_player_data_by_name(name)
		self.my_player = utility.get_my_player()
		
		if self.player.id == self.my_player.id:
			return
		
		if self.player == None or self.my_player == None:
			return
		
		enchant_level = craw.get_skill_level(enchant_handler_class.enchant_skill)
		if enchant_level == None:
			print 'Unable to retrieve the enchant skill level'
			return
			
		if enchant_level == 0:
			print 'Unable to enchant - this character does not even have this skill!'
			return
		
		self.enchant_level = enchant_level
		
		self.mana = craw.get_mana()
		if self.mana == None:
			print 'Unable to retrieve mana'
			return
	
		if message == configuration.enchant_command:
			self.launch_function(self.enchant_player)
				
		elif message == configuration.enchant_minions_command:
			self.launch_function(self.enchant_minions)
				
		elif message == configuration.enchant_all_command:
			self.launch_function(self.enchant_all)
			
		elif message == configuration.enchant_players_command:
			self.launch_function(self.enchant_players)
Example #8
0
	def process_bytes(self, bytes):
		set_skill = packets.parse_set_skill(bytes)
		if set_skill != None:
			unit_type, unit_id, side, skill = set_skill
			#if unit_id == my_player.id:
			if side == 0x01:
				self.left_skill = skill
				#print 'Left skill is set to %02x' % skill
	
		my_player = utility.get_my_player()
		if my_player == None:
			return
		
		move = packets.parse_move(bytes)
		if move != None:
			player_id, x, y = move
			self.movement[player_id] = (x, y)
			
		stop = packets.parse_player_stop(bytes)
		if stop != None:
			unit_type, unit_id, x, y, life = stop
			try:
				del self.movement[unit_id]
			except KeyError:
				pass
				
		if set_skill != None:
			if self.attack_mode == attack_mode_bone_prison_bone_spirit_tppk and skill == teleport_skill:
				self.debug('Right skill has been changed, casting teleport for Bone Spirit attack')
				teleport_x = self.target.x + configuration.bone_spirit_teleport_offset[0]
				teleport_y = self.target.y + configuration.bone_spirit_teleport_offset[1]
				packets.cast_right_skill_at_location(teleport_x, teleport_y)
			elif self.attack_mode == attack_mode_fist_of_heavens_tppk and skill == teleport_skill:
				self.debug('Right skill has been changed, casting teleport for Fist of Heavens attack')
				packets.cast_right_skill_at_target(0, self.target.id)
			elif self.attack_mode == attack_mode_bone_prison_bone_spirit_tppk and skill == bone_prison_skill:
				self.debug('Right skill has been changed, casting Bone Prison for the Bone Spirit attack')
				packets.cast_right_skill_at_target(0, self.target.id)
				nil.thread.create_thread(self.bone_prison_teleport)
			elif self.attack_mode == attack_mode_bone_prison_bone_spear_tppk and skill == bone_prison_skill:
				self.debug('Right skill has been changed, casting Bone Prison for the Bone Spear attack')
				packets.cast_right_skill_at_target(0, self.target.id)
				nil.thread.create_thread(self.bone_prison_bone_spear)
				
		reassignment = packets.parse_reassignment(bytes)
		if reassignment != None:
			unit_type, unit_id, x, y, boolean = reassignment
			if self.attack_mode in [attack_mode_bone_prison_bone_spirit_tppk, attack_mode_fist_of_heavens_tppk] and my_player.id == unit_id:
				self.debug('Detected reassignment, performing attack')
				
				if not self.is_in_range(self.target.id):
					print 'The player is no longer in range - unable to cast Bone Spirit'
					self.reset_attack()
					return
					
				packets.cast_left_skill_at_target(0, self.target.id)
				if self.attack_mode == attack_mode_fist_of_heavens_tppk:
					nil.thread.create_thread(lambda: self.town_portal(configuration.fist_of_heavens_delay))
				else:
					nil.thread.create_thread(self.town_portal)
				
		message = packets.parse_message(bytes)
		if self.start_of_attack != None and message != None:
			name, message = message
			if name != utility.get_my_name():
				self.process_message(name, message)
Example #9
0
def cast_right_skill():
    player = utility.get_my_player()
    if player == None:
        return
    cast_right_skill_at_location(player.x, player.y)