Example #1
0
def player_end():
    global src  # ,character_descs,stage_descs
    global NEW_GAME, opponent_char, player_char

    logging.info("[ENTER] player_end")
    control_success = actions.move_and_leftclick(c(defines.neutral))
    src = vision.screen_cap()
    state_name = vision.get_state_sift(src, state_descs)
    player_cards = vision.get_playable_cards(src, c(defines.hand_box))
    player_ability = vision.color_range_reduced_mids(src, c(defines.reduced_ability_box), color="green")
    player_minions = vision.color_range_reduced_mids(
        src, c(defines.reduced_player_minions_box), color="green", min_threshold=37, max_threshold=200
    )
    player_attack = vision.color_range_reduced_mids(src, c(defines.reduced_player_box), color="green")
    if (
        player_cards == []
        and player_ability == []
        and player_minions == []
        and player_attack == []
        and control_success
        and (
            state_name == defines.State.PLAYER
            or state_name == defines.State.OPPONENT
            or state_name == defines.State.PLAYER_GREEN
        )
    ):
        # logging.info("---END TURN---")
        control_success = actions.move_and_leftclick(c(defines.turn_button))
        control_success = actions.move_and_leftclick(c(defines.neutral))
Example #2
0
def player_end():
    global src  #,character_descs,stage_descs
    global NEW_GAME, opponent_char, player_char

    logging.info("[ENTER] player_end")
    control_success = actions.move_and_leftclick(c(defines.neutral))
    src = vision.screen_cap()
    state_name = vision.get_state_sift(src, state_descs)
    player_cards = vision.get_playable_cards(src, c(defines.hand_box))
    player_ability = vision.color_range_reduced_mids(
        src, c(defines.reduced_ability_box), color='green')
    player_minions = vision.color_range_reduced_mids(
        src,
        c(defines.reduced_player_minions_box),
        color='green',
        min_threshold=37,
        max_threshold=200)
    player_attack = vision.color_range_reduced_mids(
        src, c(defines.reduced_player_box), color='green')
    if player_cards==[] and player_ability ==[] and player_minions ==[] and player_attack ==[] and control_success and (state_name == defines.State.PLAYER or state_name == defines.State.OPPONENT or state_name == defines.State.PLAYER_GREEN):
        #logging.info("---END TURN---")
        control_success = actions.move_and_leftclick(c(defines.turn_button))
        control_success = actions.move_and_leftclick(c(defines.neutral))
Example #3
0
    def run(self):
        self.new_state = 0
        self.old_state = 0
        self.queue.put("Starting bot")
        wait_count = 0
        previous_hour = 99
        wait_for_start_time = True
        defines.set_defines()
        next_img = vision.imread("images//next.png")
        match_coord_next = [0, 0]

        while not self.stopped():
            # timing controls
            current_hour = int(strftime("%X")[:2])
            if current_hour == 0:
                current_hour = 24

            if (
                current_hour == defines.STOP_HOUR
                and defines.STOP_HOUR != 0
                and (self.new_state == defines.State.PLAY or self.new_state == defines.State.HOME)
            ):
                if defines.STOP_HOUR >= 12 and defines.STOP_HOUR != 24:
                    am_or_pm = "pm"
                else:
                    am_or_pm = "am"
                time_to_stop = defines.STOP_HOUR % 12
                if time_to_stop == 0:
                    time_to_stop = 12

                wait_for_start_time = True
                self.queue.put("stopped at %s o'clock %s" % (time_to_stop, am_or_pm))

            if not wait_for_start_time:
                # check if battle net is running and Hearthstone is running and shown
                if actions.check_bnet("Battle.net"):
                    if actions.check_game("Hearthstone") == False:
                        self.new_state = defines.State.DESKTOP
                    else:
                        update_resolutions()
                        try:
                            src = vision.screen_cap()

                            state_name = vision.get_state_sift(src, state_descs)
                            if state_name != None:
                                self.new_state = defines.state_dict[state_name]
                            else:
                                self.new_state = defines.State.DESKTOP

                            if self.new_state == self.old_state and (
                                self.new_state == defines.State.PLAY or self.new_state == defines.State.HOME
                            ):
                                # Might have been a connection error.
                                self.queue.put("Must enable at least one custom deck in Options!")
                                control_success = actions.move_and_leftclick(c(defines.error_1))
                                control_success = actions.move_and_leftclick(c(defines.error_2))
                                control_success = actions.move_and_leftclick(c(defines.neutral))

                            if self.new_state == defines.State.PLAY and self.old_state == defines.State.QUEUE:
                                self.new_state = defines.State.VERSUS

                        except:
                            self.queue.put("Error: Invalid state, starting the bot again may help")
                            self.stop()
                else:
                    self.queue.put("Error: Battle.net may not be running, please start Battle.net")
                    self.stop()

                # check and reroll 40 gold quests once per day at reroll time
                if defines.REROLL_QUESTS:
                    time_str = strftime("%X", localtime())
                    if (
                        int(time_str[:2]) != previous_hour
                        and (self.new_state == defines.State.HOME or self.new_state == defines.State.PLAY)
                        and not self.stopped()
                    ):
                        self.queue.put("checking quests")

                        control_success = actions.move_and_leftclick(c(defines.play_back_button))
                        actions.pause_pensively(3)
                        control_success = actions.move_and_leftclick(c(defines.play_back_button))
                        actions.pause_pensively(3)
                        control_success = actions.move_and_leftclick(c(defines.play_back_button))
                        actions.pause_pensively(3)
                        control_success = actions.move_and_leftclick(c(defines.quest_button))
                        actions.pause_pensively(3)

                        src = vision.screen_cap()

                        if "40" in vision.read_white_data(src, c(defines.quest_box_1)):
                            # vision.imwrite('reroll_before.png',src)
                            control_success = actions.move_and_leftclick(c(defines.reroll_quest_button_1))
                            # vision.imwrite('reroll_after.png',src)
                        if "40" in vision.read_white_data(src, c(defines.quest_box_2)):
                            control_success = actions.move_and_leftclick(c(defines.reroll_quest_button_2))
                        if "40" in vision.read_white_data(src, c(defines.quest_box_3)):
                            control_success = actions.move_and_leftclick(c(defines.reroll_quest_button_3))
                        control_success = actions.move_and_leftclick(c(defines.main_menu_nuetral))
                        self.new_state = defines.State.HOME
                        previous_hour = int(time_str[:2])
                        src = vision.screen_cap()

                self.queue.put(self.state_desc[self.new_state])

                # check if waiting for a long time, try clicking just in case
                if (
                    self.state_desc[self.new_state] == "waiting"
                    or self.state_desc[self.new_state] == "finding opponent"
                    or self.state_desc[self.new_state] == "home screen"
                    or self.state_desc[self.new_state] == "select_deck"
                ):
                    if wait_count >= 5:
                        control_success = actions.move_and_leftclick(c(defines.main_screen_splash))
                        wait_count = 0
                    else:
                        wait_count += 1

                if self.new_state != defines.State.DESKTOP and not self.stopped():
                    states[self.new_state]()
                elif self.new_state == defines.State.DESKTOP and not self.stopped():
                    # on the desktop for some reason, try to start the game or reshow the window if it's already running
                    actions.pause_pensively(1)
                    if not self.stopped():
                        actions.restart_game()
                        update_resolutions()
                        control_success = actions.move_and_leftclick(c(defines.neutral))
                self.old_state = self.new_state
            else:
                if defines.START_HOUR >= 12 and defines.START_HOUR != 24:
                    am_or_pm = "pm"
                else:
                    am_or_pm = "am"
                time_to_start = defines.START_HOUR % 12
                if time_to_start == 0:
                    time_to_start = 12
                current_hour = int(strftime("%X")[:2])
                if current_hour == 0:
                    current_hour = 24
                modified_stop_hour = defines.STOP_HOUR
                if defines.START_HOUR > defines.STOP_HOUR:
                    modified_stop_hour += 24  # STOP_HOUR is desired by the player to be the next day
                if (
                    defines.START_HOUR == current_hour
                    or defines.START_HOUR == 0
                    or defines.START_HOUR < current_hour < modified_stop_hour
                ):
                    wait_for_start_time = False
                else:
                    self.queue.put("waiting for %s o'clock %s" % (time_to_start, am_or_pm))
                    if actions.game_running("Hearthstone") == True:
                        actions.close_game_window("Hearthstone")

                    actions.pause_pensively(60)

            # check for splash screens
            src = vision.screen_cap()
            _, match_coord_next = vision.calc_sift(src, next_img, ratio=0.2)

            if match_coord_next != [0, 0]:
                brown_box = (
                    match_coord_next[0] - 50,
                    match_coord_next[1] - 40,
                    match_coord_next[0] + 50,
                    match_coord_next[1] + 40,
                )
                data = vision.read_brown_text(src, brown_box)
                if "Next" in data or "Done" in data:
                    control_success = actions.move_and_leftclick(match_coord_next)
                    self.queue.put("splash screen")
                    actions.pause_pensively(2)
            else:
                match_coord_next = [0, 0]
Example #4
0
def player():
    global src
    global NEW_GAME, opponent_char, player_char, stage, current_decknum
    logging.info("[ENTER] player")
    control_success = (
        True
    )  # keep track of whether or not the bot was able to control the mouse.  If not the user is attempting to use it
    actions.pause_pensively(1)

    if NEW_GAME:
        src = vision.screen_cap()
        stage = vision.get_image_info_sift(src, stage_descs, c(defines.stage_box))
        NEW_GAME = False

    # logging.info("------GET MATCH INFO------")
    src = vision.screen_cap()
    if player_char == None:
        try:
            player_char = vision.get_image_info_sift(src, character_descs, c(defines.player_box))
        except:
            player_char = None
    if stage == None:
        try:
            stage = vision.get_image_info_sift(src, stage_descs, c(defines.stage_box))
        except:
            stage = None

    # logging.info("---ATTACK WITH CHARACTER---")
    actions.pause_pensively(0.25)
    src = vision.screen_cap()
    player_attack = vision.color_range_reduced_mids(src, c(defines.reduced_player_box), color="green")
    if player_attack and control_success:
        control_success = actions.move_and_leftclick(c(defines.neutral_minion))
        control_success = actions.move_and_leftclick(c(defines.player_hero))
        # actions.move_cursor([player_attack[0][0],player_attack[0][1]+10])
        actions.pause_pensively(0.1)
        src = vision.screen_cap()
        enemy = []
        enemy.extend(vision.color_range_reduced_mids(src, c(defines.reduced_opponent_box1), color="red"))
        enemy.extend(vision.color_range_reduced_mids(src, c(defines.reduced_opponent_box2), color="red"))
        enemy_minions = vision.get_taunt_minions(src, c(defines.enemy_minions_box_taunts))
        if enemy_minions:
            e_m = randint(0, len(enemy_minions) - 1)  # attack a random taunt minion

        if enemy_minions:
            control_success = actions.move_and_leftclick(enemy_minions[e_m])
        elif enemy:
            control_success = actions.move_and_leftclick(c(defines.opponent_hero))
        else:
            # something's wrong, try to attack any minion
            actions.pause_pensively(6)
            enemy_minions = vision.color_range_reduced_mids(src, c(defines.reduced_enemy_minions_box), color="red")
            if enemy_minions:
                control_success = actions.move_and_leftclick(enemy_minions[0])
        control_success = actions.move_and_leftclick(c(defines.neutral))

    # logging.info("------PLAY CARDS------")
    player_cards = vision.get_playable_cards(src, c(defines.hand_box))
    player_cards_combo = vision.get_playable_cards(src, c(defines.hand_box), color="yellow")
    if player_cards_combo and player_char == "rogue":  # active combo cards are played before non-combo cards
        player_cards = player_cards_combo
    while player_cards and control_success:
        control_success = actions.move_and_leftclick(player_cards[weighted_randint(len(player_cards))])
        actions.move_cursor(c(defines.nuetral_targeting))
        src = vision.screen_cap()
        targeting = vision.color_range_reduced_mids(src, c(defines.nuetral_targeting_box), color="red_targeting")
        if targeting:
            if defines.TARGETING[current_decknum] == defines.Target.OPPONENT_HERO:
                control_success = actions.move_and_leftclick(c(defines.opponent_hero))
        if defines.TARGETING[current_decknum] == defines.Target.OPPONENT_HERO:
            actions.move_and_leftclick(c(defines.play_card[randint(0, len(defines.play_card) - 1)]))
            actions.move_cursor(c(defines.nuetral_targeting))
            src = vision.screen_cap()
            targeting = vision.color_range_reduced_mids(src, c(defines.nuetral_targeting_box), color="red_targeting")
            if targeting:
                if defines.TARGETING[current_decknum] == defines.Target.OPPONENT_HERO:
                    control_success = actions.move_and_leftclick(c(defines.opponent_hero))

        control_success = actions.move_and_rightclick(c(defines.neutral_minion))
        actions.pause_pensively(1.5)
        src = vision.screen_cap()
        player_cards = vision.get_playable_cards(src, c(defines.hand_box))
        player_cards_combo = vision.get_playable_cards(src, c(defines.hand_box), color="yellow")
        if player_cards_combo:  # active combo cards are played before non-combo cards
            player_cards = player_cards_combo

        if not actions.check_game("Hearthstone"):
            break

    # logging.info("------PLAY ABILITY------")
    actions.pause_pensively(0.50)
    src = vision.screen_cap()
    player_ability = vision.color_range_reduced_mids(src, c(defines.reduced_ability_box), color="green")
    if player_ability and player_char and control_success:
        if player_char == "mage":
            control_success = actions.move_and_leftclick(c(defines.player_ability))
            control_success = actions.move_and_leftclick(c(defines.opponent_hero))
        elif player_char == "priest":
            control_success = actions.move_and_leftclick(c(defines.player_ability))
            control_success = actions.move_and_leftclick(c(defines.player_hero))
        else:
            control_success = actions.move_and_leftclick(c(defines.player_ability))
            control_success = actions.move_and_leftclick(c(defines.neutral_minion))
            control_success = actions.move_and_rightclick(c(defines.neutral_minion))
        actions.pause_pensively(2)
    player_ability = 0
    # logging.info("---ATTACK WITH MINIONS---")
    src = vision.screen_cap()
    player_minions = vision.color_range_reduced_mids(
        src, c(defines.reduced_player_minions_box), color="green", min_threshold=45, max_threshold=200
    )
    while player_minions and control_success:
        p_m = False
        no_enemy_taunts_detected = True
        min_subset = [False, 99]
        src = vision.screen_cap()
        enemy_minions = vision.get_taunt_minions(src, c(defines.enemy_minions_box_taunts))

        if enemy_minions:
            no_enemy_taunts_detected = False
            if defines.RANDOM_ATTACKS or defines.ref_game_screen_res_list[defines.GAME_SCREEN_RES] == [1400, 1050]:
                p_m = player_minions[randint(0, len(player_minions) - 1)]  # attack with a random minion
                e_m = enemy_minions[randint(0, len(enemy_minions) - 1)]  # attack a random taunt minion
            else:
                if control_success:
                    player_minions_data = vision.all_minion_data(
                        src,
                        defines.player_minion_data_split,
                        defines.c(defines.player_minions_box),
                        minions_box_playable=defines.c(defines.reduced_player_minions_box),
                        stage=stage,
                    )
                    enemy_minions_data = vision.all_minion_data(
                        src,
                        defines.enemy_minion_data_split,
                        defines.c(defines.enemy_minions_box),
                        minions_box_taunts_reduced=c(defines.reduced_enemy_minions_box),
                        minions_box_taunts=defines.c(defines.enemy_minions_box_taunts),
                        stage=stage,
                        reduced_color="red",
                    )
                    # print ''
                    # for i in range(0,len(enemy_minions_data)):
                    #    print enemy_minions_data[i]
                    # print ""
                    # for i in range(0,len(player_minions_data)):
                    #    print player_minions_data[i]

                    playable_minions = []
                    for player_minion in player_minions_data:
                        if player_minion["playable"] == True:
                            playable_minions.append(player_minion)
                    if playable_minions == []:
                        break

                    taunt_minions = []
                    for enemy_minion in enemy_minions_data:
                        if enemy_minion["taunt"] == True:
                            taunt_minions.append(enemy_minion)
                    subsets = []
                    for L in range(0, len(playable_minions) + 1):
                        for subset in combinations(playable_minions, L):
                            attack_total = 0
                            for individual in subset:
                                if "attack" in individual:
                                    if individual["attack"] != " ":
                                        attack_total += int(individual["attack"])
                            if subset:
                                subsets.append([subset, attack_total])

                    min_subset = [False, 99]
                    # max_taunt  = 0
                    min_difference = 99
                    for taunt_minion in taunt_minions:
                        # if taunt_minion['defense']>max_taunt[0]:
                        #    max_taunt=taunt_minion['defense']

                        if "defense" in taunt_minion:
                            if taunt_minion["defense"] == " ":
                                taunt_minion["defense"] = "5"
                        else:
                            taunt_minion["defense"] = "5"

                        for subset in subsets:
                            difference = abs(subset[1] - int(taunt_minion["defense"]))
                            if (
                                subset[1] >= taunt_minion["defense"]
                                and difference < min_difference
                                and (subset[1] < min_subset[1] or len(subset) < len(min_subset))
                            ):  # attack_total > taunt defense
                                min_subset = subset
                                min_difference = difference
                                p_m = min_subset[0][0]["coord"]
                                e_m = taunt_minion["coord"]

                    if p_m == False:
                        p_m = player_minions[randint(0, len(player_minions) - 1)]  # attack with a random minion
                        e_m = enemy_minions[randint(0, len(enemy_minions) - 1)]  # attack a random taunt minion
                    # print 'Use subset: ',min_subset
        else:
            no_enemy_taunts_detected = True
            if len(player_minions) > 1:
                p_m = player_minions[randrange(0, len(player_minions) - 1)]
            else:
                p_m = player_minions[0]

        control_success = actions.move_and_leftclick(p_m)
        actions.move_cursor(
            [p_m[0], p_m[1] + int(150 * float(defines.game_screen_res[1]) / float(defines.ref_game_screen_res[1]))]
        )
        actions.pause_pensively(0.2)

        src = vision.screen_cap()
        enemy = []
        enemy_freeze = None
        enemy.extend(vision.color_range_reduced_mids(src, c(defines.reduced_opponent_box1), color="red"))
        enemy.extend(vision.color_range_reduced_mids(src, c(defines.reduced_opponent_box2), color="red"))
        enemy_freeze = vision.color_range_reduced_mids(src, c(defines.reduced_opponent_box1), color="blue")
        enemy_minions = vision.get_taunt_minions(src, c(defines.enemy_minions_box_taunts))
        if enemy_minions and no_enemy_taunts_detected:  # something wrong has happened, try a bunch of stuff
            control_success = actions.move_and_leftclick(c(defines.opponent_hero))
            actions.pause_pensively(2)
            control_success = actions.move_and_leftclick(p_m)
            actions.move_cursor(
                [p_m[0], p_m[1] + int(150 * float(defines.game_screen_res[1]) / float(defines.ref_game_screen_res[1]))]
            )
            actions.pause_pensively(0.2)
            e_m = enemy_minions[randint(0, len(enemy_minions) - 1)]  # attack a random taunt minion
            control_success = actions.move_and_leftclick(e_m)
            control_success = actions.move_and_rightclick(c(defines.neutral_minion))
            actions.pause_pensively(2.5)
        elif enemy_minions:
            control_success = actions.move_and_leftclick(e_m)
            control_success = actions.move_and_leftclick(c(defines.opponent_hero))
            control_success = actions.move_and_rightclick(c(defines.neutral_minion))
            actions.pause_pensively(2.5)
        elif enemy:
            control_success = actions.move_and_leftclick(c(defines.opponent_hero))
        elif enemy_freeze:
            control_success = actions.move_and_leftclick(c(defines.opponent_hero))
        else:
            # something's wrong, try to attack any minion
            actions.pause_pensively(6)
            enemy_minions = vision.color_range_reduced_mids(src, c(defines.reduced_enemy_minions_box), color="red")
            if enemy_minions:
                e_m = enemy_minions[randint(0, len(enemy_minions) - 1)]  # attack a random taunt minion
                control_success = actions.move_and_leftclick(e_m)
                control_success = actions.move_and_rightclick(c(defines.neutral_minion))
                actions.pause_pensively(2.5)
            else:
                actions.pause_pensively(6)
        control_success = actions.move_and_rightclick(c(defines.neutral_minion))
        src = vision.screen_cap()
        state_name = vision.get_state_sift(
            src,
            state_descs,
            ignore_list=[
                "versus.png",
                "defeat.png",
                "finding_opponent.png",
                "gold.png",
                "opponent_still_choosing.png",
                "starting_hand.png",
                "rank.png",
                "victory.png",
            ],
        )
        if state_name == "play":
            break
        if not actions.check_game("Hearthstone"):
            break
        player_minions = vision.color_range_reduced_mids(
            src, c(defines.reduced_player_minions_box), color="green", min_threshold=45, max_threshold=200
        )

    # logging.info("------PLAY INFO CHECK-------")
    actions.pause_pensively(0.25)
    src = vision.screen_cap()
    state_name = vision.get_state_sift(src, state_descs)
    player_cards = vision.get_playable_cards(src, c(defines.hand_box))
    player_ability = vision.color_range_reduced_mids(src, c(defines.reduced_ability_box), color="green")

    if (
        player_ability
    ):  # player ability still shows up even though we've past that section above, chances are the character is wrong
        try:
            player_char = vision.get_image_info_sift(src, character_descs, c(defines.player_box))
        except:
            player_char = None

    player_minions = vision.color_range_reduced_mids(
        src, c(defines.reduced_player_minions_box), color="green", min_threshold=45, max_threshold=200
    )
    player_attack = vision.color_range_reduced_mids(src, c(defines.reduced_player_box), color="green")
    if (
        (player_cards == [] and player_ability == [] and player_minions == [] and player_attack == [])
        or player_cards == None
        or player_ability == None
        or player_minions == None
        or player_attack == None
        and control_success
        and (
            state_name == defines.State.PLAYER
            or state_name == defines.State.OPPONENT
            or state_name == defines.State.PLAYER_GREEN
        )
    ):
        # logging.info("---END TURN---")
        control_success = actions.move_and_leftclick(c(defines.neutral))
        player_turn_green_check = vision.color_range_reduced_mids(src, c(defines.turn_box), color="green")
        if player_turn_green_check != [] and player_turn_green_check != None and control_success:
            control_success = actions.move_and_leftclick(c(defines.turn_button))
            control_success = actions.move_and_leftclick(c(defines.neutral))
        else:
            actions.pause_pensively(5)
            player_end()
Example #5
0
    def run(self):
        self.new_state = 0
        self.old_state = 0
        self.queue.put("Starting bot")
        wait_count = 0
        previous_hour = 99
        wait_for_start_time = True
        defines.set_defines()
        next_img = vision.imread('images//next.png')
        match_coord_next = [0, 0]

        while (not self.stopped()):
            #timing controls
            current_hour = int(strftime("%X")[:2])
            if current_hour == 0:
                current_hour = 24

            if current_hour == defines.STOP_HOUR and defines.STOP_HOUR != 0 and (
                    self.new_state == defines.State.PLAY
                    or self.new_state == defines.State.HOME):
                if defines.STOP_HOUR >= 12 and defines.STOP_HOUR != 24:
                    am_or_pm = 'pm'
                else:
                    am_or_pm = 'am'
                time_to_stop = defines.STOP_HOUR % 12
                if time_to_stop == 0:
                    time_to_stop = 12

                wait_for_start_time = True
                self.queue.put("stopped at %s o'clock %s" %
                               (time_to_stop, am_or_pm))

            if not wait_for_start_time:
                #check if battle net is running and Hearthstone is running and shown
                if actions.check_bnet("Battle.net"):
                    if actions.check_game("Hearthstone") == False:
                        self.new_state = defines.State.DESKTOP
                    else:
                        update_resolutions()
                        try:
                            src = vision.screen_cap()

                            state_name = vision.get_state_sift(
                                src, state_descs)
                            if state_name != None:
                                self.new_state = defines.state_dict[state_name]
                            else:
                                self.new_state = defines.State.DESKTOP

                            if self.new_state == self.old_state and (
                                    self.new_state == defines.State.PLAY
                                    or self.new_state == defines.State.HOME):
                                #Might have been a connection error.
                                self.queue.put(
                                    "Must enable at least one custom deck in Options!"
                                )
                                control_success = actions.move_and_leftclick(
                                    c(defines.error_1))
                                control_success = actions.move_and_leftclick(
                                    c(defines.error_2))
                                control_success = actions.move_and_leftclick(
                                    c(defines.neutral))

                            if self.new_state == defines.State.PLAY and self.old_state == defines.State.QUEUE:
                                self.new_state = defines.State.VERSUS

                        except:
                            self.queue.put(
                                "Error: Invalid state, starting the bot again may help"
                            )
                            self.stop()
                else:
                    self.queue.put(
                        "Error: Battle.net may not be running, please start Battle.net"
                    )
                    self.stop()

                #check and reroll 40 gold quests once per day at reroll time
                if defines.REROLL_QUESTS:
                    time_str = strftime("%X", localtime())
                    if int(time_str[:2]) != previous_hour and (
                            self.new_state == defines.State.HOME
                            or self.new_state
                            == defines.State.PLAY) and not self.stopped():
                        self.queue.put('checking quests')

                        control_success = actions.move_and_leftclick(
                            c(defines.play_back_button))
                        actions.pause_pensively(3)
                        control_success = actions.move_and_leftclick(
                            c(defines.play_back_button))
                        actions.pause_pensively(3)
                        control_success = actions.move_and_leftclick(
                            c(defines.play_back_button))
                        actions.pause_pensively(3)
                        control_success = actions.move_and_leftclick(
                            c(defines.quest_button))
                        actions.pause_pensively(3)

                        src = vision.screen_cap()

                        if '40' in vision.read_white_data(
                                src, c(defines.quest_box_1)):
                            #vision.imwrite('reroll_before.png',src)
                            control_success = actions.move_and_leftclick(
                                c(defines.reroll_quest_button_1))
                            #vision.imwrite('reroll_after.png',src)
                        if '40' in vision.read_white_data(
                                src, c(defines.quest_box_2)):
                            control_success = actions.move_and_leftclick(
                                c(defines.reroll_quest_button_2))
                        if '40' in vision.read_white_data(
                                src, c(defines.quest_box_3)):
                            control_success = actions.move_and_leftclick(
                                c(defines.reroll_quest_button_3))
                        control_success = actions.move_and_leftclick(
                            c(defines.main_menu_nuetral))
                        self.new_state = defines.State.HOME
                        previous_hour = int(time_str[:2])
                        src = vision.screen_cap()

                self.queue.put(self.state_desc[self.new_state])

                #check if waiting for a long time, try clicking just in case
                if self.state_desc[
                        self.new_state] == 'waiting' or self.state_desc[
                            self.
                            new_state] == 'finding opponent' or self.state_desc[
                                self.
                                new_state] == 'home screen' or self.state_desc[
                                    self.new_state] == 'select_deck':
                    if wait_count >= 5:
                        control_success = actions.move_and_leftclick(
                            c(defines.main_screen_splash))
                        wait_count = 0
                    else:
                        wait_count += 1

                if self.new_state != defines.State.DESKTOP and not self.stopped(
                ):
                    states[self.new_state]()
                elif self.new_state == defines.State.DESKTOP and not self.stopped(
                ):
                    #on the desktop for some reason, try to start the game or reshow the window if it's already running
                    actions.pause_pensively(1)
                    if not self.stopped():
                        actions.restart_game()
                        update_resolutions()
                        control_success = actions.move_and_leftclick(
                            c(defines.neutral))
                self.old_state = self.new_state
            else:
                if defines.START_HOUR >= 12 and defines.START_HOUR != 24:
                    am_or_pm = 'pm'
                else:
                    am_or_pm = 'am'
                time_to_start = defines.START_HOUR % 12
                if time_to_start == 0:
                    time_to_start = 12
                current_hour = int(strftime("%X")[:2])
                if current_hour == 0:
                    current_hour = 24
                modified_stop_hour = defines.STOP_HOUR
                if defines.START_HOUR > defines.STOP_HOUR:
                    modified_stop_hour += 24  #STOP_HOUR is desired by the player to be the next day
                if defines.START_HOUR == current_hour or defines.START_HOUR == 0 or defines.START_HOUR < current_hour < modified_stop_hour:
                    wait_for_start_time = False
                else:
                    self.queue.put("waiting for %s o'clock %s" %
                                   (time_to_start, am_or_pm))
                    if actions.game_running("Hearthstone") == True:
                        actions.close_game_window("Hearthstone")

                    actions.pause_pensively(60)

            #check for splash screens
            src = vision.screen_cap()
            _, match_coord_next = vision.calc_sift(src, next_img, ratio=0.2)

            if match_coord_next != [0, 0]:
                brown_box = (match_coord_next[0] - 50,
                             match_coord_next[1] - 40,
                             match_coord_next[0] + 50,
                             match_coord_next[1] + 40)
                data = vision.read_brown_text(src, brown_box)
                if 'Next' in data or 'Done' in data:
                    control_success = actions.move_and_leftclick(
                        match_coord_next)
                    self.queue.put('splash screen')
                    actions.pause_pensively(2)
            else:
                match_coord_next = [0, 0]
Example #6
0
def player():
    global src
    global NEW_GAME, opponent_char, player_char, stage, current_decknum
    logging.info("[ENTER] player")
    control_success = True  #keep track of whether or not the bot was able to control the mouse.  If not the user is attempting to use it
    actions.pause_pensively(1)

    if NEW_GAME:
        src = vision.screen_cap()
        stage = vision.get_image_info_sift(src, stage_descs,
                                           c(defines.stage_box))
        NEW_GAME = False

    #logging.info("------GET MATCH INFO------")
    src = vision.screen_cap()
    if player_char == None:
        try:
            player_char = vision.get_image_info_sift(src, character_descs,
                                                     c(defines.player_box))
        except:
            player_char = None
    if stage == None:
        try:
            stage = vision.get_image_info_sift(src, stage_descs,
                                               c(defines.stage_box))
        except:
            stage = None

    #logging.info("---ATTACK WITH CHARACTER---")
    actions.pause_pensively(0.25)
    src = vision.screen_cap()
    player_attack = vision.color_range_reduced_mids(
        src, c(defines.reduced_player_box), color='green')
    if player_attack and control_success:
        control_success = actions.move_and_leftclick(c(defines.neutral_minion))
        control_success = actions.move_and_leftclick(c(defines.player_hero))
        #actions.move_cursor([player_attack[0][0],player_attack[0][1]+10])
        actions.pause_pensively(0.1)
        src = vision.screen_cap()
        enemy = []
        enemy.extend(
            vision.color_range_reduced_mids(src,
                                            c(defines.reduced_opponent_box1),
                                            color='red'))
        enemy.extend(
            vision.color_range_reduced_mids(src,
                                            c(defines.reduced_opponent_box2),
                                            color='red'))
        enemy_minions = vision.get_taunt_minions(
            src, c(defines.enemy_minions_box_taunts))
        if enemy_minions:
            e_m = randint(0,
                          len(enemy_minions) -
                          1)  #attack a random taunt minion

        if enemy_minions:
            control_success = actions.move_and_leftclick(enemy_minions[e_m])
        elif enemy:
            control_success = actions.move_and_leftclick(
                c(defines.opponent_hero))
        else:
            #something's wrong, try to attack any minion
            actions.pause_pensively(6)
            enemy_minions = vision.color_range_reduced_mids(
                src, c(defines.reduced_enemy_minions_box), color='red')
            if enemy_minions:
                control_success = actions.move_and_leftclick(enemy_minions[0])
        control_success = actions.move_and_leftclick(c(defines.neutral))

    #logging.info("------PLAY CARDS------")
    player_cards = vision.get_playable_cards(src, c(defines.hand_box))
    player_cards_combo = vision.get_playable_cards(src,
                                                   c(defines.hand_box),
                                                   color='yellow')
    if player_cards_combo and player_char == 'rogue':  #active combo cards are played before non-combo cards
        player_cards = player_cards_combo
    while player_cards and control_success:
        control_success = actions.move_and_leftclick(
            player_cards[weighted_randint(len(player_cards))])
        actions.move_cursor(c(defines.nuetral_targeting))
        src = vision.screen_cap()
        targeting = vision.color_range_reduced_mids(
            src, c(defines.nuetral_targeting_box), color='red_targeting')
        if targeting:
            if defines.TARGETING[
                    current_decknum] == defines.Target.OPPONENT_HERO:
                control_success = actions.move_and_leftclick(
                    c(defines.opponent_hero))
        if defines.TARGETING[current_decknum] == defines.Target.OPPONENT_HERO:
            actions.move_and_leftclick(
                c(defines.play_card[randint(0,
                                            len(defines.play_card) - 1)]))
            actions.move_cursor(c(defines.nuetral_targeting))
            src = vision.screen_cap()
            targeting = vision.color_range_reduced_mids(
                src, c(defines.nuetral_targeting_box), color='red_targeting')
            if targeting:
                if defines.TARGETING[
                        current_decknum] == defines.Target.OPPONENT_HERO:
                    control_success = actions.move_and_leftclick(
                        c(defines.opponent_hero))

        control_success = actions.move_and_rightclick(c(
            defines.neutral_minion))
        actions.pause_pensively(1.5)
        src = vision.screen_cap()
        player_cards = vision.get_playable_cards(src, c(defines.hand_box))
        player_cards_combo = vision.get_playable_cards(src,
                                                       c(defines.hand_box),
                                                       color='yellow')
        if player_cards_combo:  #active combo cards are played before non-combo cards
            player_cards = player_cards_combo

        if not actions.check_game('Hearthstone'):
            break

    #logging.info("------PLAY ABILITY------")
    actions.pause_pensively(0.50)
    src = vision.screen_cap()
    player_ability = vision.color_range_reduced_mids(
        src, c(defines.reduced_ability_box), color='green')
    if player_ability and player_char and control_success:
        if player_char == 'mage':
            control_success = actions.move_and_leftclick(
                c(defines.player_ability))
            control_success = actions.move_and_leftclick(
                c(defines.opponent_hero))
        elif player_char == 'priest':
            control_success = actions.move_and_leftclick(
                c(defines.player_ability))
            control_success = actions.move_and_leftclick(c(
                defines.player_hero))
        else:
            control_success = actions.move_and_leftclick(
                c(defines.player_ability))
            control_success = actions.move_and_leftclick(
                c(defines.neutral_minion))
            control_success = actions.move_and_rightclick(
                c(defines.neutral_minion))
        actions.pause_pensively(2)
    player_ability = 0
    #logging.info("---ATTACK WITH MINIONS---")
    src = vision.screen_cap()
    player_minions = vision.color_range_reduced_mids(
        src,
        c(defines.reduced_player_minions_box),
        color='green',
        min_threshold=45,
        max_threshold=200)
    while player_minions and control_success:
        p_m = False
        no_enemy_taunts_detected = True
        min_subset = [False, 99]
        src = vision.screen_cap()
        enemy_minions = vision.get_taunt_minions(
            src, c(defines.enemy_minions_box_taunts))

        if enemy_minions:
            no_enemy_taunts_detected = False
            if defines.RANDOM_ATTACKS or defines.ref_game_screen_res_list[
                    defines.GAME_SCREEN_RES] == [1400, 1050]:
                p_m = player_minions[randint(0,
                                             len(player_minions) -
                                             1)]  #attack with a random minion
                e_m = enemy_minions[randint(0,
                                            len(enemy_minions) -
                                            1)]  #attack a random taunt minion
            else:
                if control_success:
                    player_minions_data = vision.all_minion_data(
                        src,
                        defines.player_minion_data_split,
                        defines.c(defines.player_minions_box),
                        minions_box_playable=defines.c(
                            defines.reduced_player_minions_box),
                        stage=stage)
                    enemy_minions_data = vision.all_minion_data(
                        src,
                        defines.enemy_minion_data_split,
                        defines.c(defines.enemy_minions_box),
                        minions_box_taunts_reduced=c(
                            defines.reduced_enemy_minions_box),
                        minions_box_taunts=defines.c(
                            defines.enemy_minions_box_taunts),
                        stage=stage,
                        reduced_color='red')
                    #print ''
                    #for i in range(0,len(enemy_minions_data)):
                    #    print enemy_minions_data[i]
                    #print ""
                    #for i in range(0,len(player_minions_data)):
                    #    print player_minions_data[i]

                    playable_minions = []
                    for player_minion in player_minions_data:
                        if player_minion['playable'] == True:
                            playable_minions.append(player_minion)
                    if playable_minions == []:
                        break

                    taunt_minions = []
                    for enemy_minion in enemy_minions_data:
                        if enemy_minion['taunt'] == True:
                            taunt_minions.append(enemy_minion)
                    subsets = []
                    for L in range(0, len(playable_minions) + 1):
                        for subset in combinations(playable_minions, L):
                            attack_total = 0
                            for individual in subset:
                                if 'attack' in individual:
                                    if individual['attack'] != ' ':
                                        attack_total += int(
                                            individual['attack'])
                            if subset:
                                subsets.append([subset, attack_total])

                    min_subset = [False, 99]
                    #max_taunt  = 0
                    min_difference = 99
                    for taunt_minion in taunt_minions:
                        #if taunt_minion['defense']>max_taunt[0]:
                        #    max_taunt=taunt_minion['defense']

                        if 'defense' in taunt_minion:
                            if taunt_minion['defense'] == ' ':
                                taunt_minion['defense'] = '5'
                        else:
                            taunt_minion['defense'] = '5'

                        for subset in subsets:
                            difference = abs(subset[1] -
                                             int(taunt_minion['defense']))
                            if subset[1] >= taunt_minion[
                                    'defense'] and difference < min_difference and (
                                        subset[1] < min_subset[1]
                                        or len(subset) < len(min_subset)
                                    ):  #attack_total > taunt defense
                                min_subset = subset
                                min_difference = difference
                                p_m = min_subset[0][0]['coord']
                                e_m = taunt_minion['coord']

                    if p_m == False:
                        p_m = player_minions[randint(
                            0,
                            len(player_minions) -
                            1)]  #attack with a random minion
                        e_m = enemy_minions[randint(
                            0,
                            len(enemy_minions) -
                            1)]  #attack a random taunt minion
                    #print 'Use subset: ',min_subset
        else:
            no_enemy_taunts_detected = True
            if len(player_minions) > 1:
                p_m = player_minions[randrange(0, len(player_minions) - 1)]
            else:
                p_m = player_minions[0]

        control_success = actions.move_and_leftclick(p_m)
        actions.move_cursor([
            p_m[0], p_m[1] + int(150 * float(defines.game_screen_res[1]) /
                                 float(defines.ref_game_screen_res[1]))
        ])
        actions.pause_pensively(0.2)

        src = vision.screen_cap()
        enemy = []
        enemy_freeze = None
        enemy.extend(
            vision.color_range_reduced_mids(src,
                                            c(defines.reduced_opponent_box1),
                                            color='red'))
        enemy.extend(
            vision.color_range_reduced_mids(src,
                                            c(defines.reduced_opponent_box2),
                                            color='red'))
        enemy_freeze = vision.color_range_reduced_mids(
            src, c(defines.reduced_opponent_box1), color='blue')
        enemy_minions = vision.get_taunt_minions(
            src, c(defines.enemy_minions_box_taunts))
        if enemy_minions and no_enemy_taunts_detected:  #something wrong has happened, try a bunch of stuff
            control_success = actions.move_and_leftclick(
                c(defines.opponent_hero))
            actions.pause_pensively(2)
            control_success = actions.move_and_leftclick(p_m)
            actions.move_cursor([
                p_m[0], p_m[1] + int(150 * float(defines.game_screen_res[1]) /
                                     float(defines.ref_game_screen_res[1]))
            ])
            actions.pause_pensively(0.2)
            e_m = enemy_minions[randint(0,
                                        len(enemy_minions) -
                                        1)]  #attack a random taunt minion
            control_success = actions.move_and_leftclick(e_m)
            control_success = actions.move_and_rightclick(
                c(defines.neutral_minion))
            actions.pause_pensively(2.5)
        elif enemy_minions:
            control_success = actions.move_and_leftclick(e_m)
            control_success = actions.move_and_leftclick(
                c(defines.opponent_hero))
            control_success = actions.move_and_rightclick(
                c(defines.neutral_minion))
            actions.pause_pensively(2.5)
        elif enemy:
            control_success = actions.move_and_leftclick(
                c(defines.opponent_hero))
        elif enemy_freeze:
            control_success = actions.move_and_leftclick(
                c(defines.opponent_hero))
        else:
            #something's wrong, try to attack any minion
            actions.pause_pensively(6)
            enemy_minions = vision.color_range_reduced_mids(
                src, c(defines.reduced_enemy_minions_box), color='red')
            if enemy_minions:
                e_m = enemy_minions[randint(0,
                                            len(enemy_minions) -
                                            1)]  #attack a random taunt minion
                control_success = actions.move_and_leftclick(e_m)
                control_success = actions.move_and_rightclick(
                    c(defines.neutral_minion))
                actions.pause_pensively(2.5)
            else:
                actions.pause_pensively(6)
        control_success = actions.move_and_rightclick(c(
            defines.neutral_minion))
        src = vision.screen_cap()
        state_name = vision.get_state_sift(
            src,
            state_descs,
            ignore_list=[
                'versus.png', 'defeat.png', 'finding_opponent.png', 'gold.png',
                'opponent_still_choosing.png', 'starting_hand.png', 'rank.png',
                'victory.png'
            ])
        if state_name == 'play':
            break
        if not actions.check_game('Hearthstone'):
            break
        player_minions = vision.color_range_reduced_mids(
            src,
            c(defines.reduced_player_minions_box),
            color='green',
            min_threshold=45,
            max_threshold=200)

    #logging.info("------PLAY INFO CHECK-------")
    actions.pause_pensively(0.25)
    src = vision.screen_cap()
    state_name = vision.get_state_sift(src, state_descs)
    player_cards = vision.get_playable_cards(src, c(defines.hand_box))
    player_ability = vision.color_range_reduced_mids(
        src, c(defines.reduced_ability_box), color='green')

    if player_ability:  #player ability still shows up even though we've past that section above, chances are the character is wrong
        try:
            player_char = vision.get_image_info_sift(src, character_descs,
                                                     c(defines.player_box))
        except:
            player_char = None

    player_minions = vision.color_range_reduced_mids(
        src,
        c(defines.reduced_player_minions_box),
        color='green',
        min_threshold=45,
        max_threshold=200)
    player_attack = vision.color_range_reduced_mids(
        src, c(defines.reduced_player_box), color='green')
    if (
            player_cards == [] and player_ability == []
            and player_minions == [] and player_attack == []
    ) or player_cards == None or player_ability == None or player_minions == None or player_attack == None and control_success and (
            state_name == defines.State.PLAYER
            or state_name == defines.State.OPPONENT
            or state_name == defines.State.PLAYER_GREEN):
        #logging.info("---END TURN---")
        control_success = actions.move_and_leftclick(c(defines.neutral))
        player_turn_green_check = vision.color_range_reduced_mids(
            src, c(defines.turn_box), color='green')
        if player_turn_green_check != [] and player_turn_green_check != None and control_success:
            control_success = actions.move_and_leftclick(c(
                defines.turn_button))
            control_success = actions.move_and_leftclick(c(defines.neutral))
        else:
            actions.pause_pensively(5)
            player_end()