Update iso-bot skill for Go stack
This commit is contained in:
parent
bb25311911
commit
986444b108
2 changed files with 77 additions and 63 deletions
|
|
@ -3,90 +3,104 @@
|
|||
## Overview
|
||||
Screen-reading bot engine for isometric games. First implementation: Diablo II: Resurrected.
|
||||
|
||||
**Approach:** Screen capture + computer vision + human-like input simulation. No memory injection, no hooking, no client modification.
|
||||
**Approach:** Screen capture + computer vision + human-like input simulation. No memory injection, no hooking, no client modification. Engine runs on host, game runs in VM for detection isolation.
|
||||
|
||||
## Repository
|
||||
- **Local:** `/home/openclaw/.openclaw/workspace/projects/iso-bot`
|
||||
- **Remote:** `git@git.cloonar.com:openclawd/iso-bot.git` (pending repo creation)
|
||||
- **Remote:** `ssh://forgejo@git.cloonar.com/openclawd/iso-bot.git`
|
||||
|
||||
## Tech Stack
|
||||
- **Engine:** Go 1.23+
|
||||
- **Vision:** GoCV (OpenCV bindings for Go)
|
||||
- **Screen capture:** Platform-native (Win32 API / X11)
|
||||
- **Input simulation:** Platform-native (SendInput / uinput)
|
||||
- **API:** net/http + gorilla/websocket (REST + WS)
|
||||
- **Dashboard:** React + TypeScript (planned)
|
||||
- **Config:** YAML
|
||||
- **Loot filter:** Declarative YAML rule engine
|
||||
|
||||
## Architecture
|
||||
|
||||
```
|
||||
engine/ # Reusable core — game-agnostic
|
||||
├── screen/ # Screenshot capture (mss), OCR, template matching
|
||||
├── input/ # Mouse (bezier curves), keyboard, humanization
|
||||
├── vision/ # Object detection, color analysis, UI element finding
|
||||
├── state/ # State machine, event bus
|
||||
├── navigation/ # Pathfinding (A*), click-to-move
|
||||
└── safety/ # Session timing, break scheduling, pattern randomization
|
||||
|
||||
games/d2r/ # Diablo II: Resurrected implementation
|
||||
├── config.py # Screen regions, colors, timings (1920x1080)
|
||||
├── game.py # Main bot loop & orchestration
|
||||
├── screens/ # State detection (menu, in-game, inventory)
|
||||
├── routines/ # Farming routines (Mephisto, Pindle, Countess)
|
||||
└── templates/ # UI template images for matching
|
||||
|
||||
ui/ # Web dashboard (FastAPI) — planned
|
||||
config/ # YAML configuration
|
||||
cmd/iso-bot/ Single binary entry point
|
||||
pkg/
|
||||
├── engine/
|
||||
│ ├── capture/ Screen capture (window, VM, full screen)
|
||||
│ ├── vision/ Template matching, color detection (GoCV)
|
||||
│ ├── input/ Mouse (Bézier curves), keyboard, humanization
|
||||
│ ├── state/ Game state machine with event callbacks
|
||||
│ ├── safety/ Session timing, breaks, pattern randomization
|
||||
│ ├── navigation/ A* pathfinding, click-to-move
|
||||
│ └── loot/ Declarative rule-based loot filter
|
||||
├── plugin/ Game plugin interface
|
||||
├── api/ REST + WebSocket API
|
||||
└── auth/ License/account validation
|
||||
plugins/d2r/ D2R game plugin
|
||||
web/ React dashboard (planned)
|
||||
```
|
||||
|
||||
## Key Design Decisions
|
||||
1. **Screen reading only** — captures screenshots, analyzes pixels/templates, never touches game memory
|
||||
2. **Human-like input** — Bezier mouse curves, randomized delays, micro/long breaks, fatigue simulation
|
||||
3. **Reusable engine** — adding a new game = new `games/<name>/` directory implementing game-specific detection
|
||||
4. **Anti-detection** — session timing, route randomization, behavioral variation, configurable break schedules
|
||||
5. **Configuration-driven** — YAML configs for all tunable parameters
|
||||
|
||||
## Tech Stack
|
||||
- Python 3.11+
|
||||
- OpenCV (template matching, color detection)
|
||||
- pytesseract (OCR)
|
||||
- mss (fast screenshot capture)
|
||||
- pyautogui/pynput (input simulation)
|
||||
- FastAPI (dashboard — planned)
|
||||
## Plugin System
|
||||
All game logic is behind interfaces in `pkg/plugin/plugin.go`:
|
||||
- `Plugin` — main entry point, returns detector/reader/routines
|
||||
- `GameDetector` — detect state from screenshots
|
||||
- `ScreenReader` — extract items, enemies, text
|
||||
- `Routine` — automated farming sequences (context-aware, cancellable)
|
||||
- `LootFilter` — item pickup rules
|
||||
- `EngineServices` — engine capabilities provided to plugins
|
||||
|
||||
## Development Conventions
|
||||
- Type hints on all functions
|
||||
- Docstrings on all modules, classes, public methods
|
||||
- `black` formatting
|
||||
- Tests in `tests/`
|
||||
- Go standard project layout
|
||||
- Type hints / godoc on all exported types
|
||||
- `gofmt` formatting
|
||||
- Tests in `*_test.go` files alongside code
|
||||
- Feature branches → main
|
||||
- Always commit and push after changes
|
||||
|
||||
## Git Workflow
|
||||
```bash
|
||||
cd /home/openclaw/.openclaw/workspace/projects/iso-bot
|
||||
git checkout -b feature/<name>
|
||||
# ... work ...
|
||||
git add -A && git commit -m "descriptive message"
|
||||
git checkout main && git merge feature/<name>
|
||||
git push origin main
|
||||
GIT_SSH_COMMAND="ssh -o StrictHostKeyChecking=no" git push origin main
|
||||
```
|
||||
|
||||
## Current Status
|
||||
- ✅ Project structure created
|
||||
- ✅ Core engine modules with meaningful stubs
|
||||
- ✅ D2R config (screen regions, colors, timings)
|
||||
- ✅ D2R farming routines (Mephisto, Pindle, Countess) — stub phase
|
||||
- ⏳ Remote git repo (needs write-access token)
|
||||
- ⏳ Implement actual screen detection logic
|
||||
- ⏳ Implement input simulation
|
||||
- ⏳ Template image collection
|
||||
- ⏳ Web dashboard
|
||||
- ⏳ Testing
|
||||
- ✅ Go project structure
|
||||
- ✅ Plugin interface system (`pkg/plugin`)
|
||||
- ✅ Engine: capture, vision, input/humanize, state, safety, loot filter
|
||||
- ✅ API server skeleton (REST endpoints)
|
||||
- ✅ D2R plugin: config, detector, reader, Mephisto routine
|
||||
- ✅ Declarative loot filter with YAML rules
|
||||
- ⏳ Platform-specific capture backends (Win32, X11)
|
||||
- ⏳ GoCV integration for actual vision processing
|
||||
- ⏳ Platform-specific input backends
|
||||
- ⏳ Remaining D2R routines (Pindle, Countess)
|
||||
- ⏳ Web dashboard (React)
|
||||
- ⏳ Account/license system
|
||||
- ⏳ Multi-instance support
|
||||
- ⏳ Tests
|
||||
|
||||
## Next Steps (Priority Order)
|
||||
1. Get remote repo set up and push
|
||||
2. Implement `engine/screen/capture.py` — verified working on target machine
|
||||
3. Implement `engine/input/mouse.py` — Bezier curve mouse movement
|
||||
4. Implement `engine/input/keyboard.py` — human-like key presses
|
||||
5. D2R menu detection (character select, create game)
|
||||
6. D2R basic Mephisto run (teleport → kill → loot → exit)
|
||||
7. Loot detection and filtering
|
||||
8. Web dashboard for monitoring
|
||||
1. GoCV integration — make vision pipeline actually work
|
||||
2. Platform capture backends — Windows (BitBlt/DXGI) and Linux (X11)
|
||||
3. Platform input backends — Windows (SendInput) and Linux (uinput)
|
||||
4. D2R detector implementation — health orb reading, menu detection
|
||||
5. D2R Mephisto routine — complete implementation
|
||||
6. WebSocket real-time status streaming
|
||||
7. React dashboard
|
||||
8. Pindle + Countess routines
|
||||
9. Account system + licensing
|
||||
|
||||
## Notes
|
||||
- Bot runs on a separate machine or VM from the game client
|
||||
## Key Design Decisions
|
||||
1. **Go over Python** — performance for real-time capture+vision at 30+ FPS
|
||||
2. **Plugin system** — engine is game-agnostic, new game = new plugin
|
||||
3. **VM isolation** — engine on host, game in VM, zero detection surface
|
||||
4. **Declarative loot** — YAML rules, user-customizable via web UI
|
||||
5. **Single binary** — engine + API in one Go binary, easy distribution
|
||||
6. **Human-like input** — Bézier curves, fatigue, breaks, route randomization
|
||||
|
||||
## D2R Notes
|
||||
- Target resolution: 1920x1080
|
||||
- Primary farming character: Sorceress with Teleport
|
||||
- The user plays D2R (Necro "Baltasar", Summoner build) — knows the game well
|
||||
- Key routines: Mephisto (moat trick), Pindle (fastest), Countess (runes)
|
||||
- Screen regions and HSV colors defined in `plugins/d2r/config.go`
|
||||
- The user plays D2R actively and knows the game well
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue