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game_manager.go
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game_manager.go
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package helper
import (
"errors"
"fmt"
"github.com/hectorgimenez/d2go/pkg/data/difficulty"
"github.com/hectorgimenez/koolo/internal/config"
"github.com/hectorgimenez/koolo/internal/hid"
"github.com/hectorgimenez/koolo/internal/reader"
"github.com/hectorgimenez/koolo/internal/ui"
)
type GameManager struct {
gr *reader.GameReader
tf *ui.TemplateFinder
}
func NewGameManager(gr *reader.GameReader, tf *ui.TemplateFinder) *GameManager {
return &GameManager{gr: gr, tf: tf}
}
func (gm *GameManager) ExitGame() error {
// First try to exit game as fast as possible, without any check, useful when chickening
hid.PressKey("esc")
hid.MovePointer(hid.GameAreaSizeX/2, int(float64(hid.GameAreaSizeY)/2.2))
hid.Click(hid.LeftButton)
for i := 0; i < 5; i++ {
if !gm.gr.InGame() {
return nil
}
Sleep(1000)
}
// If we are still in game, probably character is dead, so let's do it nicely.
// Probably closing the socket is more reliable, but was not working properly for me on singleplayer.
for i := 0; i < 10; i++ {
if gm.gr.GetData(false).OpenMenus.QuitMenu {
hid.MovePointer(hid.GameAreaSizeX/2, int(float64(hid.GameAreaSizeY)/2.2))
hid.Click(hid.LeftButton)
for i := 0; i < 5; i++ {
if !gm.gr.InGame() {
return nil
}
Sleep(1000)
}
}
hid.PressKey("esc")
Sleep(1000)
}
return errors.New("error exiting game! Timeout")
}
func (gm *GameManager) NewGame() error {
if gm.gr.InGame() {
return errors.New("character still in a game")
}
for i := 0; i < 30; i++ {
if gm.tf.Find("ui_config_gear", Screenshot()).Found {
break
}
Sleep(500)
}
difficultyPosition := map[difficulty.Difficulty]struct {
X, Y int
}{
difficulty.Normal: {X: 640, Y: 311},
difficulty.Nightmare: {X: 640, Y: 355},
difficulty.Hell: {X: 640, Y: 403},
}
createX := difficultyPosition[config.Config.Game.Difficulty].X
createY := difficultyPosition[config.Config.Game.Difficulty].Y
hid.MovePointer(600, 650)
Sleep(250)
hid.Click(hid.LeftButton)
Sleep(250)
hid.MovePointer(createX, createY)
hid.Click(hid.LeftButton)
for i := 0; i < 30; i++ {
if gm.gr.InGame() {
return nil
}
Sleep(1000)
}
return errors.New("error creating game! Timeout")
}
func (gm *GameManager) CreateOnlineGame(gameCounter int) (string, error) {
// Enter bnet lobby
hid.MovePointer(744, 650)
hid.Click(hid.LeftButton)
Sleep(1200)
// Click "Create game" tab
hid.MovePointer(845, 54)
hid.Click(hid.LeftButton)
Sleep(200)
// Click the game name textbox, delete text and type new game name
hid.MovePointer(925, 116)
hid.Click(hid.LeftButton)
hid.PressKeyCombination("lctrl", "a")
gameName := config.Config.Companion.GameNameTemplate + fmt.Sprintf("%d", gameCounter)
for _, ch := range gameName {
hid.PressKey(fmt.Sprintf("%c", ch))
}
// Same for password
hid.MovePointer(925, 161)
hid.Click(hid.LeftButton)
Sleep(200)
hid.PressKeyCombination("lctrl", "a")
hid.PressKey("x")
hid.PressKey("enter")
for i := 0; i < 30; i++ {
if gm.gr.InGame() {
return gameName, nil
}
Sleep(1000)
}
return gameName, errors.New("error creating game! Timeout")
}
func (gm *GameManager) JoinOnlineGame(gameName, password string) error {
// Enter bnet lobby
hid.MovePointer(744, 650)
hid.Click(hid.LeftButton)
Sleep(1200)
// Click "Join game" tab
hid.MovePointer(977, 54)
hid.Click(hid.LeftButton)
Sleep(200)
// Click the game name textbox, delete text and type new game name
hid.MovePointer(836, 100)
hid.Click(hid.LeftButton)
Sleep(200)
hid.PressKeyCombination("lctrl", "a")
Sleep(200)
for _, ch := range gameName {
hid.PressKey(fmt.Sprintf("%c", ch))
}
// Same for password
hid.MovePointer(1020, 100)
hid.Click(hid.LeftButton)
Sleep(200)
hid.PressKeyCombination("lctrl", "a")
Sleep(200)
for _, ch := range password {
hid.PressKey(fmt.Sprintf("%c", ch))
}
hid.PressKey("enter")
for i := 0; i < 30; i++ {
if gm.gr.InGame() {
return nil
}
Sleep(1000)
}
return errors.New("error joining game! Timeout")
}
func (gm *GameManager) InGame() bool {
return gm.gr.InGame()
}