/
main.go
250 lines (222 loc) · 7.05 KB
/
main.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
package main
import (
"context"
"fmt"
"log"
"math/rand"
"os"
"time"
swagger "github.com/gdg-garage/dungeons-and-trolls-go-client"
)
func main() {
// Read command line arguments
if len(os.Args) < 2 {
log.Fatal("USAGE: ./dungeons-and-trolls-go-bot API_KEY")
}
apiKey := os.Args[1]
// Initialize the HTTP client and set the base URL for the API
cfg := swagger.NewConfiguration()
// TODO: use prod path
cfg.BasePath = "https://docker.tivvit.cz"
// Set the X-API-key header value
ctx := context.WithValue(context.Background(), swagger.ContextAPIKey, swagger.APIKey{Key: apiKey})
// Create a new client instance
client := swagger.NewAPIClient(cfg)
if len(os.Args) > 2 && os.Args[2] == "respawn" {
respawn(ctx, client)
return
}
for {
// Use the client to make API requests
gameResp, httpResp, err := client.DungeonsAndTrollsApi.DungeonsAndTrollsGame(ctx, nil)
if err != nil {
log.Printf("HTTP Response: %+v\n", httpResp)
log.Fatal(err)
}
// fmt.Println("Response:", resp)
fmt.Println("Next tick ...")
command := run(gameResp)
fmt.Printf("Command: %+v\n", command)
_, httpResp, err = client.DungeonsAndTrollsApi.DungeonsAndTrollsCommands(ctx, *command, nil)
if err != nil {
swaggerErr, ok := err.(swagger.GenericSwaggerError)
if ok {
log.Printf("Server error response: %s\n", swaggerErr.Body())
} else {
log.Printf("HTTP Response: %+v\n", httpResp)
log.Fatal(err)
}
}
}
}
func respawn(ctx context.Context, client *swagger.APIClient) {
dummyPayload := ctx
log.Println("Respawning ...")
_, httpResp, err := client.DungeonsAndTrollsApi.DungeonsAndTrollsRespawn(ctx, dummyPayload, nil)
if err != nil {
log.Printf("HTTP Response: %+v\n", httpResp)
log.Fatal(err)
}
}
func run(state swagger.DungeonsandtrollsGameState) *swagger.DungeonsandtrollsCommandsBatch {
log.Println("Score:", state.Score)
log.Println("Character.Money:", state.Character.Money)
log.Println("CurrentLevel:", state.CurrentLevel)
log.Println("CurrentPosition.PositionX:", state.CurrentPosition.PositionX)
log.Println("CurrentPosition.PositionY:", state.CurrentPosition.PositionY)
if state.Character.SkillPoints > 0 {
log.Println("Spending attribute points ...")
return spendAttributePoints(&state)
}
var mainHandItem *swagger.DungeonsandtrollsItem
for _, item := range state.Character.Equip {
if *item.Slot == swagger.MAIN_HAND_DungeonsandtrollsItemType {
mainHandItem = &item
break
}
}
if mainHandItem == nil {
log.Println("Looking for items to buy ...")
item := shop(&state)
if item != nil {
return &swagger.DungeonsandtrollsCommandsBatch{
Buy: &swagger.DungeonsandtrollsIdentifiers{Ids: []string{item.Id}},
}
}
log.Println("ERROR: Found no item to buy!")
}
if mainHandItem != nil {
log.Println("I like this weapon:", mainHandItem.Name)
monster := findMonster(&state)
if monster != nil {
log.Println("Let's fight!")
if *monster.Position == *state.CurrentPosition && len(state.Character.Equip) > 0 {
log.Println("Attacking ...")
skill := state.Character.Equip[0].Skills[0]
log.Println("Picked skill:", skill.Name, "with target type:", *skill.Target)
damage := calculateAttributesValue(*state.Character.Attributes, *skill.DamageAmount)
log.Println("Estimated damage ignoring resistances:", damage)
if *skill.Target == swagger.POSITION_SkillTarget {
return &swagger.DungeonsandtrollsCommandsBatch{
Skill: &swagger.DungeonsandtrollsSkillUse{
SkillId: state.Character.Equip[0].Skills[0].Id,
Position: monster.Position,
},
}
}
if *skill.Target == swagger.CHARACTER_SkillTarget {
return &swagger.DungeonsandtrollsCommandsBatch{
Skill: &swagger.DungeonsandtrollsSkillUse{
SkillId: state.Character.Equip[0].Skills[0].Id,
TargetId: monster.Monsters[0].Id,
},
}
}
return &swagger.DungeonsandtrollsCommandsBatch{
Skill: &swagger.DungeonsandtrollsSkillUse{
SkillId: state.Character.Equip[0].Skills[0].Id,
},
}
}
return &swagger.DungeonsandtrollsCommandsBatch{
Move: monster.Position,
}
}
}
log.Println("No monsters. Let's find stairs ...")
stairsCoords := findStairs(&state)
if stairsCoords == nil {
log.Println("Can't find stairs")
return &swagger.DungeonsandtrollsCommandsBatch{
Yell: &swagger.DungeonsandtrollsMessage{
Text: "Where are the stairs? I can't find them!",
},
}
}
if state.CurrentLevel > 7 {
rand.Seed(time.Now().UnixNano())
randomYell := rand.Intn(2)
var yells []string = []string{
"I'm so scared!",
"Help me!",
}
return &swagger.DungeonsandtrollsCommandsBatch{
Yell: &swagger.DungeonsandtrollsMessage{
Text: yells[randomYell],
},
}
}
log.Println("Moving towards stairs ...")
return &swagger.DungeonsandtrollsCommandsBatch{
Move: stairsCoords,
}
}
func spendAttributePoints(state *swagger.DungeonsandtrollsGameState) *swagger.DungeonsandtrollsCommandsBatch {
return &swagger.DungeonsandtrollsCommandsBatch{
AssignSkillPoints: &swagger.DungeonsandtrollsAttributes{
Stamina: state.Character.SkillPoints,
},
}
}
func shop(state *swagger.DungeonsandtrollsGameState) *swagger.DungeonsandtrollsItem {
shop := state.ShopItems
for _, item := range shop {
if item.Price <= state.Character.Money && *item.Slot == swagger.MAIN_HAND_DungeonsandtrollsItemType && item.Price == 0 {
log.Println("Chosen item:", item.Name)
return &item
}
}
return nil
}
func findMonster(state *swagger.DungeonsandtrollsGameState) *swagger.DungeonsandtrollsMapObjects {
level := state.CurrentLevel
for _, map_ := range state.Map_.Levels {
if map_.Level != level {
continue
}
for i := range map_.Objects {
object := map_.Objects[i]
if len(object.Monsters) > 0 {
log.Printf("Found monster on position: %+v\n", object.Position)
return &object
}
}
}
return nil
}
func findStairs(state *swagger.DungeonsandtrollsGameState) *swagger.DungeonsandtrollsPosition {
level := state.CurrentLevel
log.Println("Current level:", level)
for _, map_ := range state.Map_.Levels {
if map_.Level != level {
continue
}
log.Println("Found current level ...")
for i := range map_.Objects {
object := map_.Objects[i]
if object.IsStairs {
log.Printf("Found stairs on position: %+v\n", object.Position)
return object.Position
}
}
}
return nil
}
func calculateAttributesValue(myAttrs swagger.DungeonsandtrollsAttributes, attrs swagger.DungeonsandtrollsAttributes) int {
var value float32
value += myAttrs.Strength * attrs.Strength
value += myAttrs.Dexterity * attrs.Dexterity
value += myAttrs.Intelligence * attrs.Intelligence
value += myAttrs.Willpower * attrs.Willpower
value += myAttrs.Constitution * attrs.Constitution
value += myAttrs.SlashResist * attrs.SlashResist
value += myAttrs.PierceResist * attrs.PierceResist
value += myAttrs.FireResist * attrs.FireResist
value += myAttrs.PoisonResist * attrs.PoisonResist
value += myAttrs.ElectricResist * attrs.ElectricResist
value += myAttrs.Life * attrs.Life
value += myAttrs.Stamina * attrs.Stamina
value += myAttrs.Mana * attrs.Mana
value += attrs.Constant
return int(value)
}