Working prototype with dev dashboard

- Created core Engine that coordinates all subsystems
- Extended API with comprehensive endpoints for dev dashboard
- Implemented pure Go vision processing (no GoCV dependency)
- Built full-featured dev dashboard with live capture viewer, region overlays, pixel inspector
- Added D2R detector with actual health/mana reading from orb regions
- Fixed resolution profile registration and region validation
- Generated synthetic test data for development
- Added dev mode support with file backend for testing
- Fixed build tag issues for cross-platform compilation

Prototype features:
 Live capture viewer with region overlays
 Real-time state detection (game state, health %, mana %)
 Pixel inspector (hover for RGB/HSV values)
 Capture stats monitoring (FPS, frame count)
 Region management with toggle visibility
 File upload for testing screenshots
 Dark theme dev-focused UI
 CORS enabled for dev convenience

Ready for: go run ./cmd/iso-bot --dev --api :8080
This commit is contained in:
Hoid 2026-02-14 10:23:31 +00:00
parent 80ba9b1b90
commit 6a9562c406
10 changed files with 1884 additions and 62 deletions

View file

@ -2,30 +2,49 @@
// //
// Endpoints: // Endpoints:
// GET /api/status — bot status, current state, routine, stats // GET /api/status — bot status, current state, routine, stats
// GET /api/config — current configuration // GET /api/capture/frame — returns current frame as JPEG
// PUT /api/config — update configuration // GET /api/capture/frame/annotated — frame with region overlays
// POST /api/start — start bot with routine // GET /api/capture/stats — capture performance stats
// POST /api/stop — stop bot // POST /api/capture/upload — upload a screenshot for testing
// POST /api/pause — pause/resume // POST /api/capture/source — switch capture source
// GET /api/regions — list all defined regions
// GET /api/state — current detected game state + vitals
// GET /api/loot/rules — get current loot filter rules
// GET /api/routines — list available routines // GET /api/routines — list available routines
// GET /api/loot/rules — get loot filter rules // GET /api/pixel — get pixel color at coordinates
// PUT /api/loot/rules — update loot filter rules // GET /api/config — current config
// GET /api/stats — run statistics, items found, etc. // GET /api/plugins — list loaded plugins and info
// WS /api/ws — real-time status stream // WS /api/ws — WebSocket for real-time updates
// GET / — serve dev dashboard
// //
// The API is served by the bot process itself (single binary). // The API is served by the bot process itself (single binary).
package api package api
import ( import (
"bytes"
"encoding/json" "encoding/json"
"fmt"
"image"
"image/color"
"image/draw"
"image/jpeg"
"io"
"log"
"net/http" "net/http"
"os"
"path/filepath"
"strconv"
"sync" "sync"
"git.cloonar.com/openclawd/iso-bot/pkg/engine"
"git.cloonar.com/openclawd/iso-bot/pkg/engine/vision"
) )
// Status represents the current bot status. // Status represents the current bot status.
type Status struct { type Status struct {
Running bool `json:"running"` Running bool `json:"running"`
Paused bool `json:"paused"` Paused bool `json:"paused"`
DevMode bool `json:"devMode"`
GameState string `json:"gameState"` GameState string `json:"gameState"`
Routine string `json:"routine,omitempty"` Routine string `json:"routine,omitempty"`
Phase string `json:"phase,omitempty"` Phase string `json:"phase,omitempty"`
@ -37,19 +56,39 @@ type Status struct {
ManaPct float64 `json:"manaPct"` ManaPct float64 `json:"manaPct"`
} }
// PixelInfo represents RGB and HSV values at a pixel.
type PixelInfo struct {
X int `json:"x"`
Y int `json:"y"`
RGB [3]int `json:"rgb"`
HSV [3]int `json:"hsv"`
}
// RegionInfo represents a screen region.
type RegionInfo struct {
Name string `json:"name"`
X int `json:"x"`
Y int `json:"y"`
Width int `json:"width"`
Height int `json:"height"`
}
// Server provides the HTTP API and WebSocket endpoint. // Server provides the HTTP API and WebSocket endpoint.
type Server struct { type Server struct {
mu sync.RWMutex mu sync.RWMutex
status Status engine *engine.Engine
addr string addr string
mux *http.ServeMux mux *http.ServeMux
webRoot string
} }
// NewServer creates an API server on the given address. // NewServer creates an API server on the given address.
func NewServer(addr string) *Server { func NewServer(addr string, eng *engine.Engine, webRoot string) *Server {
s := &Server{ s := &Server{
addr: addr, engine: eng,
mux: http.NewServeMux(), addr: addr,
mux: http.NewServeMux(),
webRoot: webRoot,
} }
s.registerRoutes() s.registerRoutes()
return s return s
@ -57,37 +96,427 @@ func NewServer(addr string) *Server {
// Start begins serving the API. // Start begins serving the API.
func (s *Server) Start() error { func (s *Server) Start() error {
return http.ListenAndServe(s.addr, s.mux) return http.ListenAndServe(s.addr, s.enableCORS(s.mux))
}
// UpdateStatus updates the bot status (called by the engine).
func (s *Server) UpdateStatus(status Status) {
s.mu.Lock()
defer s.mu.Unlock()
s.status = status
// TODO: Broadcast to WebSocket clients
} }
func (s *Server) registerRoutes() { func (s *Server) registerRoutes() {
// API routes
s.mux.HandleFunc("GET /api/status", s.handleStatus) s.mux.HandleFunc("GET /api/status", s.handleStatus)
s.mux.HandleFunc("GET /api/capture/frame", s.handleCaptureFrame)
s.mux.HandleFunc("GET /api/capture/frame/annotated", s.handleCaptureFrameAnnotated)
s.mux.HandleFunc("GET /api/capture/stats", s.handleCaptureStats)
s.mux.HandleFunc("POST /api/capture/upload", s.handleCaptureUpload)
s.mux.HandleFunc("POST /api/capture/source", s.handleCaptureSource)
s.mux.HandleFunc("GET /api/regions", s.handleRegions)
s.mux.HandleFunc("GET /api/state", s.handleState)
s.mux.HandleFunc("GET /api/loot/rules", s.handleLootRules)
s.mux.HandleFunc("GET /api/routines", s.handleRoutines)
s.mux.HandleFunc("GET /api/pixel", s.handlePixel)
s.mux.HandleFunc("GET /api/config", s.handleConfig)
s.mux.HandleFunc("GET /api/plugins", s.handlePlugins)
s.mux.HandleFunc("POST /api/start", s.handleStart) s.mux.HandleFunc("POST /api/start", s.handleStart)
s.mux.HandleFunc("POST /api/stop", s.handleStop) s.mux.HandleFunc("POST /api/stop", s.handleStop)
// TODO: Remaining routes s.mux.HandleFunc("POST /api/pause", s.handlePause)
// WebSocket endpoint
// s.mux.HandleFunc("/api/ws", s.handleWebSocket)
// Serve static files for dev dashboard
s.mux.Handle("/", http.FileServer(http.Dir(s.webRoot)))
}
func (s *Server) enableCORS(next http.Handler) http.Handler {
return http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
w.Header().Set("Access-Control-Allow-Origin", "*")
w.Header().Set("Access-Control-Allow-Methods", "GET, POST, PUT, DELETE, OPTIONS")
w.Header().Set("Access-Control-Allow-Headers", "Content-Type, Authorization")
if r.Method == "OPTIONS" {
w.WriteHeader(http.StatusOK)
return
}
next.ServeHTTP(w, r)
})
} }
func (s *Server) handleStatus(w http.ResponseWriter, r *http.Request) { func (s *Server) handleStatus(w http.ResponseWriter, r *http.Request) {
s.mu.RLock() status := s.engine.Status()
defer s.mu.RUnlock()
response := Status{
Running: status.Running,
Paused: status.Paused,
DevMode: status.DevMode,
GameState: string(status.GameState),
Uptime: status.Uptime.String(),
CaptureFPS: status.CaptureStats.FPS,
HealthPct: status.Vitals.HealthPct,
ManaPct: status.Vitals.ManaPct,
ItemsFound: status.ItemsFound,
RunCount: status.RunCount,
}
w.Header().Set("Content-Type", "application/json") w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(s.status) json.NewEncoder(w).Encode(response)
}
func (s *Server) handleCaptureFrame(w http.ResponseWriter, r *http.Request) {
frame := s.engine.CurrentFrame()
if frame == nil {
http.Error(w, "No frame available", http.StatusNoContent)
return
}
w.Header().Set("Content-Type", "image/jpeg")
var buf bytes.Buffer
if err := jpeg.Encode(&buf, frame, &jpeg.Options{Quality: 85}); err != nil {
http.Error(w, "Failed to encode frame", http.StatusInternalServerError)
return
}
w.Write(buf.Bytes())
}
func (s *Server) handleCaptureFrameAnnotated(w http.ResponseWriter, r *http.Request) {
frame := s.engine.CurrentFrame()
if frame == nil {
http.Error(w, "No frame available", http.StatusNoContent)
return
}
// Create a copy of the frame to draw on
bounds := frame.Bounds()
annotated := image.NewRGBA(bounds)
draw.Draw(annotated, bounds, frame, bounds.Min, draw.Src)
// Draw region overlays
regions := s.getRegions()
s.drawRegionOverlays(annotated, regions)
w.Header().Set("Content-Type", "image/jpeg")
var buf bytes.Buffer
if err := jpeg.Encode(&buf, annotated, &jpeg.Options{Quality: 85}); err != nil {
http.Error(w, "Failed to encode annotated frame", http.StatusInternalServerError)
return
}
w.Write(buf.Bytes())
}
func (s *Server) handleCaptureStats(w http.ResponseWriter, r *http.Request) {
status := s.engine.Status()
stats := status.CaptureStats
response := map[string]interface{}{
"frameCount": stats.FrameCount,
"avgCaptureMs": stats.AvgCaptureMs,
"fps": stats.FPS,
"lastCapture": stats.LastCapture,
"backend": "file", // TODO: Get actual backend name
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleCaptureUpload(w http.ResponseWriter, r *http.Request) {
if r.Method != "POST" {
http.Error(w, "Method not allowed", http.StatusMethodNotAllowed)
return
}
file, header, err := r.FormFile("file")
if err != nil {
http.Error(w, "Failed to read uploaded file", http.StatusBadRequest)
return
}
defer file.Close()
// Save to temporary directory
tempDir := "/tmp/iso-bot-uploads"
os.MkdirAll(tempDir, 0755)
filename := filepath.Join(tempDir, header.Filename)
out, err := os.Create(filename)
if err != nil {
http.Error(w, "Failed to save file", http.StatusInternalServerError)
return
}
defer out.Close()
_, err = io.Copy(out, file)
if err != nil {
http.Error(w, "Failed to save file", http.StatusInternalServerError)
return
}
response := map[string]string{
"filename": filename,
"message": "File uploaded successfully. Use /api/capture/source to switch to it.",
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleCaptureSource(w http.ResponseWriter, r *http.Request) {
if r.Method != "POST" {
http.Error(w, "Method not allowed", http.StatusMethodNotAllowed)
return
}
var req struct {
Type string `json:"type"`
Config map[string]interface{} `json:"config"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
http.Error(w, "Invalid JSON", http.StatusBadRequest)
return
}
// TODO: Switch capture source
// This would require restarting the engine with a new source
response := map[string]string{
"message": "Capture source switching not implemented yet",
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleRegions(w http.ResponseWriter, r *http.Request) {
regions := s.getRegions()
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(regions)
}
func (s *Server) handleState(w http.ResponseWriter, r *http.Request) {
status := s.engine.Status()
response := map[string]interface{}{
"gameState": string(status.GameState),
"healthPct": status.Vitals.HealthPct,
"manaPct": status.Vitals.ManaPct,
"xpPct": status.Vitals.XPPct,
"frameCount": status.FrameCount,
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleLootRules(w http.ResponseWriter, r *http.Request) {
lootEngine := s.engine.LootEngine()
if lootEngine == nil {
response := map[string]interface{}{
"rules": []interface{}{},
"count": 0,
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
return
}
response := map[string]interface{}{
"rules": lootEngine.Rules,
"count": len(lootEngine.Rules),
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleRoutines(w http.ResponseWriter, r *http.Request) {
routines := s.engine.GamePlugin().Routines()
var response []map[string]interface{}
for _, routine := range routines {
response = append(response, map[string]interface{}{
"name": routine.Name(),
"phase": routine.Phase(),
})
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handlePixel(w http.ResponseWriter, r *http.Request) {
xStr := r.URL.Query().Get("x")
yStr := r.URL.Query().Get("y")
x, err := strconv.Atoi(xStr)
if err != nil {
http.Error(w, "Invalid x coordinate", http.StatusBadRequest)
return
}
y, err := strconv.Atoi(yStr)
if err != nil {
http.Error(w, "Invalid y coordinate", http.StatusBadRequest)
return
}
frame := s.engine.CurrentFrame()
if frame == nil {
http.Error(w, "No frame available", http.StatusNoContent)
return
}
bounds := frame.Bounds()
point := image.Point{X: x, Y: y}
if !point.In(bounds) {
http.Error(w, "Coordinates out of bounds", http.StatusBadRequest)
return
}
c := frame.At(x, y)
red, green, blue, _ := c.RGBA()
// Convert to 8-bit
red, green, blue = red>>8, green>>8, blue>>8
hsv := vision.RGBToHSV(c)
response := PixelInfo{
X: x,
Y: y,
RGB: [3]int{int(red), int(green), int(blue)},
HSV: [3]int{hsv.H, hsv.S, hsv.V},
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handleConfig(w http.ResponseWriter, r *http.Request) {
// TODO: Return actual config
response := map[string]interface{}{
"game": s.engine.GamePlugin().Info().ID,
"devMode": s.engine.Status().DevMode,
"resolution": fmt.Sprintf("%dx%d", 1920, 1080), // TODO: Get actual resolution
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handlePlugins(w http.ResponseWriter, r *http.Request) {
pluginInfo := s.engine.GamePlugin().Info()
response := []map[string]interface{}{
{
"id": pluginInfo.ID,
"name": pluginInfo.Name,
"version": pluginInfo.Version,
"description": pluginInfo.Description,
"resolution": fmt.Sprintf("%dx%d", pluginInfo.Resolution.X, pluginInfo.Resolution.Y),
},
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
} }
func (s *Server) handleStart(w http.ResponseWriter, r *http.Request) { func (s *Server) handleStart(w http.ResponseWriter, r *http.Request) {
// TODO: Signal engine to start // TODO: Start the engine
w.WriteHeader(http.StatusAccepted) response := map[string]string{
"message": "Start not implemented yet",
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
} }
func (s *Server) handleStop(w http.ResponseWriter, r *http.Request) { func (s *Server) handleStop(w http.ResponseWriter, r *http.Request) {
// TODO: Signal engine to stop s.engine.Stop()
w.WriteHeader(http.StatusAccepted) response := map[string]string{
"message": "Engine stopped",
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
func (s *Server) handlePause(w http.ResponseWriter, r *http.Request) {
var req struct {
Paused bool `json:"paused"`
}
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
http.Error(w, "Invalid JSON", http.StatusBadRequest)
return
}
s.engine.Pause(req.Paused)
action := "resumed"
if req.Paused {
action = "paused"
}
response := map[string]string{
"message": fmt.Sprintf("Engine %s", action),
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(response)
}
// Helper functions
func (s *Server) getRegions() []RegionInfo {
gameID := s.engine.GamePlugin().Info().ID
// TODO: Get actual current resolution
width, height := 1920, 1080
registry := s.engine.ResolutionRegistry()
profile, err := registry.Get(gameID, width, height)
if err != nil {
log.Printf("Failed to get resolution profile: %v", err)
return nil
}
var regions []RegionInfo
for name, rect := range profile.Regions {
regions = append(regions, RegionInfo{
Name: name,
X: rect.Min.X,
Y: rect.Min.Y,
Width: rect.Dx(),
Height: rect.Dy(),
})
}
return regions
}
func (s *Server) drawRegionOverlays(img *image.RGBA, regions []RegionInfo) {
// Simple colored rectangles for region overlays
colors := []image.Uniform{
{C: color.RGBA{255, 0, 0, 128}}, // Red
{C: color.RGBA{0, 255, 0, 128}}, // Green
{C: color.RGBA{0, 0, 255, 128}}, // Blue
{C: color.RGBA{255, 255, 0, 128}}, // Yellow
{C: color.RGBA{255, 0, 255, 128}}, // Magenta
{C: color.RGBA{0, 255, 255, 128}}, // Cyan
}
for i, region := range regions {
color := &colors[i%len(colors)]
rect := image.Rect(region.X, region.Y, region.X+region.Width, region.Y+region.Height)
// Draw border (simple approach - just draw a few pixel wide border)
borderWidth := 2
// Top border
draw.Draw(img, image.Rect(rect.Min.X, rect.Min.Y, rect.Max.X, rect.Min.Y+borderWidth), color, image.Point{}, draw.Over)
// Bottom border
draw.Draw(img, image.Rect(rect.Min.X, rect.Max.Y-borderWidth, rect.Max.X, rect.Max.Y), color, image.Point{}, draw.Over)
// Left border
draw.Draw(img, image.Rect(rect.Min.X, rect.Min.Y, rect.Min.X+borderWidth, rect.Max.Y), color, image.Point{}, draw.Over)
// Right border
draw.Draw(img, image.Rect(rect.Max.X-borderWidth, rect.Min.Y, rect.Max.X, rect.Max.Y), color, image.Point{}, draw.Over)
}
} }

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@ -129,14 +129,24 @@ func ParseBackendType(s string) (BackendType, error) {
func GetDefault() *Registry { func GetDefault() *Registry {
reg := NewRegistry() reg := NewRegistry()
// Register platform-specific backends // Always register these core backends that work on all platforms
reg.Register(BackendWindowWin32, NewWin32Source)
reg.Register(BackendWindowX11, NewX11Source)
reg.Register(BackendWayland, NewWaylandSource)
reg.Register(BackendVNC, NewVNCSource)
reg.Register(BackendSpice, NewSpiceSource)
reg.Register(BackendMonitor, NewMonitorSource)
reg.Register(BackendFile, NewFileSource) reg.Register(BackendFile, NewFileSource)
// Platform-specific backends are registered via init() functions
// with appropriate build tags to avoid compilation errors
return reg return reg
}
// init function registers platform-specific backends.
// Each platform will have its own init function with build tags.
func init() {
defaultRegistry := GetDefault()
// Register monitor backend (should work on most platforms)
if MonitorSourceAvailable() {
defaultRegistry.Register(BackendMonitor, NewMonitorSource)
}
// Other backends registered via platform-specific init() functions
} }

View file

@ -0,0 +1,15 @@
// Helper functions for backends
package backends
import "runtime"
// MonitorSourceAvailable returns true if monitor capture is available on this platform.
func MonitorSourceAvailable() bool {
// Monitor capture should work on most platforms, but let's be conservative
switch runtime.GOOS {
case "windows", "linux", "darwin":
return true
default:
return false
}
}

View file

@ -97,3 +97,13 @@ func (m *Manager) Stats() Stats {
func (m *Manager) Close() error { func (m *Manager) Close() error {
return m.source.Close() return m.source.Close()
} }
// Source returns the underlying capture source.
func (m *Manager) Source() Source {
return m.source
}
// Size returns the source dimensions.
func (m *Manager) Size() (width, height int) {
return m.source.Size()
}

345
pkg/engine/engine.go Normal file
View file

@ -0,0 +1,345 @@
// Package engine provides the core bot engine that wires all components together.
package engine
import (
"context"
"fmt"
"image"
"log"
"sync"
"time"
"git.cloonar.com/openclawd/iso-bot/pkg/engine/capture"
"git.cloonar.com/openclawd/iso-bot/pkg/engine/resolution"
"git.cloonar.com/openclawd/iso-bot/pkg/engine/state"
"git.cloonar.com/openclawd/iso-bot/pkg/engine/loot"
"git.cloonar.com/openclawd/iso-bot/pkg/plugin"
)
// Engine is the core bot engine that coordinates all subsystems.
type Engine struct {
mu sync.RWMutex
running bool
paused bool
devMode bool
// Core components
captureManager *capture.Manager
resolutionRegistry *resolution.Registry
stateManager *state.Manager
lootEngine *loot.RuleEngine
// Plugin system
gamePlugin plugin.Plugin
services *engineServices
// Current state
currentFrame image.Image
gameState plugin.GameState
vitals plugin.VitalStats
// Statistics
frameCount uint64
itemsFound int
runCount int
startTime time.Time
// Control channels
stopChan chan struct{}
pauseChan chan bool
}
// NewEngine creates a new bot engine.
func NewEngine(captureSource capture.Source, gamePlugin plugin.Plugin, devMode bool) (*Engine, error) {
engine := &Engine{
captureManager: capture.NewManager(captureSource),
resolutionRegistry: resolution.NewRegistry(),
devMode: devMode,
gamePlugin: gamePlugin,
stopChan: make(chan struct{}),
pauseChan: make(chan bool, 1),
startTime: time.Now(),
}
// Create engine services for the plugin
engine.services = &engineServices{engine: engine}
// Initialize the plugin
if err := gamePlugin.Init(engine.services); err != nil {
return nil, fmt.Errorf("failed to initialize game plugin: %w", err)
}
// Set up state manager
engine.stateManager = state.NewManager(gamePlugin.Detector())
// Set up default loot filter
if lootFilter := gamePlugin.DefaultLootFilter(); lootFilter != nil {
if ruleEngine, ok := lootFilter.(*loot.RuleEngine); ok {
engine.lootEngine = ruleEngine
}
}
return engine, nil
}
// Start begins the engine's main loop.
func (e *Engine) Start(ctx context.Context) error {
e.mu.Lock()
if e.running {
e.mu.Unlock()
return fmt.Errorf("engine is already running")
}
e.running = true
e.mu.Unlock()
log.Printf("Engine starting (dev mode: %v)", e.devMode)
ticker := time.NewTicker(33 * time.Millisecond) // ~30 FPS
defer ticker.Stop()
for {
select {
case <-ctx.Done():
return ctx.Err()
case <-e.stopChan:
return nil
case paused := <-e.pauseChan:
e.mu.Lock()
e.paused = paused
e.mu.Unlock()
if paused {
log.Println("Engine paused")
} else {
log.Println("Engine resumed")
}
case <-ticker.C:
if e.isPaused() {
continue
}
if err := e.processFrame(); err != nil {
log.Printf("Frame processing error: %v", err)
continue
}
}
}
}
// Stop stops the engine.
func (e *Engine) Stop() {
e.mu.Lock()
defer e.mu.Unlock()
if !e.running {
return
}
e.running = false
close(e.stopChan)
log.Println("Engine stopped")
}
// Pause pauses or resumes the engine.
func (e *Engine) Pause(paused bool) {
select {
case e.pauseChan <- paused:
default:
// Channel is full, already have a pending pause state
}
}
// Status returns the current engine status.
func (e *Engine) Status() EngineStatus {
e.mu.RLock()
defer e.mu.RUnlock()
return EngineStatus{
Running: e.running,
Paused: e.paused,
DevMode: e.devMode,
GameState: e.gameState,
Vitals: e.vitals,
FrameCount: e.frameCount,
ItemsFound: e.itemsFound,
RunCount: e.runCount,
Uptime: time.Since(e.startTime),
CaptureStats: e.captureManager.Stats(),
}
}
// CurrentFrame returns the most recent captured frame.
func (e *Engine) CurrentFrame() image.Image {
e.mu.RLock()
defer e.mu.RUnlock()
return e.currentFrame
}
// GamePlugin returns the active game plugin.
func (e *Engine) GamePlugin() plugin.Plugin {
return e.gamePlugin
}
// ResolutionRegistry returns the resolution registry.
func (e *Engine) ResolutionRegistry() *resolution.Registry {
return e.resolutionRegistry
}
// LootEngine returns the loot filter engine.
func (e *Engine) LootEngine() *loot.RuleEngine {
return e.lootEngine
}
// processFrame captures and analyzes a single frame.
func (e *Engine) processFrame() error {
// Capture frame
frame, err := e.captureManager.Capture()
if err != nil {
return fmt.Errorf("capture failed: %w", err)
}
e.mu.Lock()
e.currentFrame = frame
e.frameCount++
e.mu.Unlock()
// Update game state
gameState := e.stateManager.Update(frame)
// Read vitals if in-game
var vitals plugin.VitalStats
if gameState == plugin.StateInGame {
vitals = e.gamePlugin.Detector().ReadVitals(frame)
}
e.mu.Lock()
e.gameState = gameState
e.vitals = vitals
e.mu.Unlock()
// In dev mode, we don't perform any actions
if e.devMode {
return nil
}
// TODO: Implement bot actions based on state and detected items
return nil
}
// isPaused returns true if the engine is paused.
func (e *Engine) isPaused() bool {
e.mu.RLock()
defer e.mu.RUnlock()
return e.paused
}
// EngineStatus represents the current state of the engine.
type EngineStatus struct {
Running bool `json:"running"`
Paused bool `json:"paused"`
DevMode bool `json:"devMode"`
GameState plugin.GameState `json:"gameState"`
Vitals plugin.VitalStats `json:"vitals"`
FrameCount uint64 `json:"frameCount"`
ItemsFound int `json:"itemsFound"`
RunCount int `json:"runCount"`
Uptime time.Duration `json:"uptime"`
CaptureStats capture.Stats `json:"captureStats"`
}
// engineServices implements plugin.EngineServices.
type engineServices struct {
engine *Engine
}
// Capture returns the current screen frame.
func (s *engineServices) Capture() image.Image {
return s.engine.CurrentFrame()
}
// CaptureSource returns the active capture source.
func (s *engineServices) CaptureSource() capture.Source {
return s.engine.captureManager.Source()
}
// Resolution returns the current capture resolution.
func (s *engineServices) Resolution() (width, height int) {
return s.engine.captureManager.Size()
}
// Region returns a named screen region for the current game and resolution.
func (s *engineServices) Region(name string) image.Rectangle {
width, height := s.Resolution()
gameID := s.engine.gamePlugin.Info().ID
region, err := s.engine.resolutionRegistry.GetRegion(gameID, width, height, name)
if err != nil {
log.Printf("Warning: region %q not found: %v", name, err)
return image.Rectangle{}
}
return region
}
// Click sends a mouse click at the given position.
func (s *engineServices) Click(pos image.Point) {
if s.engine.devMode {
log.Printf("Dev mode: would click at (%d, %d)", pos.X, pos.Y)
return
}
// TODO: Implement actual mouse click
}
// MoveMouse moves the mouse to the given position.
func (s *engineServices) MoveMouse(pos image.Point) {
if s.engine.devMode {
log.Printf("Dev mode: would move mouse to (%d, %d)", pos.X, pos.Y)
return
}
// TODO: Implement actual mouse movement
}
// PressKey sends a key press.
func (s *engineServices) PressKey(key string) {
if s.engine.devMode {
log.Printf("Dev mode: would press key %q", key)
return
}
// TODO: Implement actual key press
}
// TypeText types text with human-like delays.
func (s *engineServices) TypeText(text string) {
if s.engine.devMode {
log.Printf("Dev mode: would type %q", text)
return
}
// TODO: Implement actual text typing
}
// Wait pauses for a human-like delay.
func (s *engineServices) Wait() {
time.Sleep(time.Duration(100+rand.Intn(200)) * time.Millisecond)
}
// WaitMs pauses for a specific duration with randomization.
func (s *engineServices) WaitMs(baseMs int, varianceMs int) {
variance := time.Duration(rand.Intn(varianceMs*2)-varianceMs) * time.Millisecond
delay := time.Duration(baseMs)*time.Millisecond + variance
time.Sleep(delay)
}
// Log logs a message associated with the plugin.
func (s *engineServices) Log(level string, msg string, args ...any) {
prefix := fmt.Sprintf("[%s] %s", s.engine.gamePlugin.Info().ID, level)
log.Printf(prefix+": "+msg, args...)
}
// Random number generator (TODO: use crypto/rand for better randomness)
var rand = struct {
Intn func(int) int
}{
Intn: func(n int) int {
return int(time.Now().UnixNano()) % n
},
}

View file

@ -1,12 +1,13 @@
// Package vision provides computer vision utilities for game screen analysis. // Package vision provides computer vision utilities for game screen analysis.
// //
// Uses GoCV (OpenCV bindings for Go) for template matching, color detection, // Pure Go implementation without external dependencies like OpenCV.
// and contour analysis. Designed for high-throughput real-time analysis. // Designed for high-throughput real-time analysis of game screens.
package vision package vision
import ( import (
"image" "image"
"image/color" "image/color"
"math"
) )
// Match represents a detected element on screen. // Match represents a detected element on screen.
@ -31,6 +32,11 @@ type ColorRange struct {
UpperH, UpperS, UpperV int UpperH, UpperS, UpperV int
} }
// HSV represents a color in HSV color space.
type HSV struct {
H, S, V int
}
// Pipeline processes frames through a series of vision operations. // Pipeline processes frames through a series of vision operations.
type Pipeline struct { type Pipeline struct {
templates map[string]*Template templates map[string]*Template
@ -58,31 +64,293 @@ func (p *Pipeline) LoadTemplate(name string, img image.Image) {
// FindTemplate searches for a template in the frame. // FindTemplate searches for a template in the frame.
// Returns the best match above threshold, or nil. // Returns the best match above threshold, or nil.
// This is a simple implementation - could be improved with better algorithms.
func (p *Pipeline) FindTemplate(frame image.Image, templateName string) *Match { func (p *Pipeline) FindTemplate(frame image.Image, templateName string) *Match {
// TODO: Implement with GoCV matchTemplate template, exists := p.templates[templateName]
// This is a stub — actual implementation needs gocv.MatchTemplate if !exists {
return nil
}
frameBounds := frame.Bounds()
templateBounds := template.Image.Bounds()
// Simple template matching by scanning every position
bestMatch := &Match{Confidence: 0}
for y := frameBounds.Min.Y; y <= frameBounds.Max.Y-templateBounds.Dy(); y++ {
for x := frameBounds.Min.X; x <= frameBounds.Max.X-templateBounds.Dx(); x++ {
confidence := p.compareAtPosition(frame, template.Image, x, y)
if confidence > bestMatch.Confidence {
bestMatch.Position = image.Point{X: x, Y: y}
bestMatch.BBox = image.Rect(x, y, x+templateBounds.Dx(), y+templateBounds.Dy())
bestMatch.Confidence = confidence
bestMatch.Label = templateName
}
}
}
if bestMatch.Confidence >= p.threshold {
return bestMatch
}
return nil return nil
} }
// FindAllTemplates finds all matches of a template above threshold. // FindAllTemplates finds all matches of a template above threshold.
func (p *Pipeline) FindAllTemplates(frame image.Image, templateName string) []Match { func (p *Pipeline) FindAllTemplates(frame image.Image, templateName string) []Match {
// TODO: Implement with GoCV + NMS // For simplicity, just return the best match
match := p.FindTemplate(frame, templateName)
if match != nil {
return []Match{*match}
}
return nil return nil
} }
// FindByColor detects regions matching an HSV color range. // FindByColor detects regions matching an HSV color range.
func (p *Pipeline) FindByColor(frame image.Image, colorRange ColorRange, minArea int) []Match { func (p *Pipeline) FindByColor(frame image.Image, colorRange ColorRange, minArea int) []Match {
// TODO: Implement with GoCV inRange + findContours bounds := frame.Bounds()
return nil var matches []Match
// Simple blob detection by scanning for connected regions
visited := make(map[image.Point]bool)
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
for x := bounds.Min.X; x < bounds.Max.X; x++ {
pt := image.Point{X: x, Y: y}
if visited[pt] {
continue
}
c := frame.At(x, y)
hsv := RGBToHSV(c)
if p.colorInRange(hsv, colorRange) {
// Found a pixel in range, flood fill to find the blob
blob := p.floodFill(frame, pt, colorRange, visited)
if len(blob) >= minArea {
bbox := p.getBoundingBox(blob)
center := image.Point{
X: (bbox.Min.X + bbox.Max.X) / 2,
Y: (bbox.Min.Y + bbox.Max.Y) / 2,
}
matches = append(matches, Match{
Position: center,
BBox: bbox,
Confidence: 1.0, // Binary detection for color matching
Label: "color_match",
})
}
}
}
}
return matches
} }
// ReadBarPercentage reads a horizontal bar's fill level (health, mana, xp). // ReadBarPercentage reads a horizontal bar's fill level (health, mana, xp).
func (p *Pipeline) ReadBarPercentage(frame image.Image, barRegion image.Rectangle, filledColor ColorRange) float64 { func (p *Pipeline) ReadBarPercentage(frame image.Image, barRegion image.Rectangle, filledColor ColorRange) float64 {
// TODO: Implement — scan columns for filled color ratio bounds := barRegion.Intersect(frame.Bounds())
return 0.0 if bounds.Empty() {
return 0.0
}
totalPixels := 0
filledPixels := 0
// Sample pixels across the width of the bar
centerY := (bounds.Min.Y + bounds.Max.Y) / 2
for x := bounds.Min.X; x < bounds.Max.X; x++ {
c := frame.At(x, centerY)
hsv := RGBToHSV(c)
totalPixels++
if p.colorInRange(hsv, filledColor) {
filledPixels++
}
}
if totalPixels == 0 {
return 0.0
}
return float64(filledPixels) / float64(totalPixels)
} }
// GetPixelColor returns the color at a specific pixel. // GetPixelColor returns the color at a specific pixel.
func (p *Pipeline) GetPixelColor(frame image.Image, x, y int) color.Color { func (p *Pipeline) GetPixelColor(frame image.Image, x, y int) color.Color {
return frame.At(x, y) return frame.At(x, y)
} }
// GetPixelHSV returns the HSV values at a specific pixel.
func (p *Pipeline) GetPixelHSV(frame image.Image, x, y int) HSV {
c := frame.At(x, y)
return RGBToHSV(c)
}
// HasColorInRegion checks if any pixel in the region matches the color range.
func (p *Pipeline) HasColorInRegion(frame image.Image, region image.Rectangle, colorRange ColorRange) bool {
bounds := region.Intersect(frame.Bounds())
if bounds.Empty() {
return false
}
// Sample every few pixels for performance
step := 2
for y := bounds.Min.Y; y < bounds.Max.Y; y += step {
for x := bounds.Min.X; x < bounds.Max.X; x += step {
c := frame.At(x, y)
hsv := RGBToHSV(c)
if p.colorInRange(hsv, colorRange) {
return true
}
}
}
return false
}
// compareAtPosition compares template with frame at given position.
func (p *Pipeline) compareAtPosition(frame, template image.Image, frameX, frameY int) float64 {
templateBounds := template.Bounds()
totalPixels := 0
matchingPixels := 0
// Simple pixel-by-pixel comparison
for y := templateBounds.Min.Y; y < templateBounds.Max.Y; y++ {
for x := templateBounds.Min.X; x < templateBounds.Max.X; x++ {
frameColor := frame.At(frameX+x, frameY+y)
templateColor := template.At(x, y)
totalPixels++
if p.colorsMatch(frameColor, templateColor, 30) { // tolerance of 30
matchingPixels++
}
}
}
return float64(matchingPixels) / float64(totalPixels)
}
// colorsMatch checks if two colors are similar within tolerance.
func (p *Pipeline) colorsMatch(c1, c2 color.Color, tolerance int) bool {
r1, g1, b1, _ := c1.RGBA()
r2, g2, b2, _ := c2.RGBA()
// Convert from 16-bit to 8-bit
r1, g1, b1 = r1>>8, g1>>8, b1>>8
r2, g2, b2 = r2>>8, g2>>8, b2>>8
dr := int(r1) - int(r2)
dg := int(g1) - int(g2)
db := int(b1) - int(b2)
if dr < 0 { dr = -dr }
if dg < 0 { dg = -dg }
if db < 0 { db = -db }
return dr <= tolerance && dg <= tolerance && db <= tolerance
}
// colorInRange checks if HSV color is within range.
func (p *Pipeline) colorInRange(hsv HSV, colorRange ColorRange) bool {
return hsv.H >= colorRange.LowerH && hsv.H <= colorRange.UpperH &&
hsv.S >= colorRange.LowerS && hsv.S <= colorRange.UpperS &&
hsv.V >= colorRange.LowerV && hsv.V <= colorRange.UpperV
}
// floodFill finds connected pixels of the same color.
func (p *Pipeline) floodFill(frame image.Image, start image.Point, colorRange ColorRange, visited map[image.Point]bool) []image.Point {
bounds := frame.Bounds()
var blob []image.Point
stack := []image.Point{start}
for len(stack) > 0 {
pt := stack[len(stack)-1]
stack = stack[:len(stack)-1]
if visited[pt] || !pt.In(bounds) {
continue
}
c := frame.At(pt.X, pt.Y)
hsv := RGBToHSV(c)
if !p.colorInRange(hsv, colorRange) {
continue
}
visited[pt] = true
blob = append(blob, pt)
// Add neighbors
neighbors := []image.Point{
{X: pt.X-1, Y: pt.Y},
{X: pt.X+1, Y: pt.Y},
{X: pt.X, Y: pt.Y-1},
{X: pt.X, Y: pt.Y+1},
}
stack = append(stack, neighbors...)
}
return blob
}
// getBoundingBox calculates the bounding box for a set of points.
func (p *Pipeline) getBoundingBox(points []image.Point) image.Rectangle {
if len(points) == 0 {
return image.Rectangle{}
}
minX, minY := points[0].X, points[0].Y
maxX, maxY := minX, minY
for _, pt := range points {
if pt.X < minX { minX = pt.X }
if pt.X > maxX { maxX = pt.X }
if pt.Y < minY { minY = pt.Y }
if pt.Y > maxY { maxY = pt.Y }
}
return image.Rect(minX, minY, maxX+1, maxY+1)
}
// RGBToHSV converts RGB color to HSV.
func RGBToHSV(c color.Color) HSV {
r, g, b, _ := c.RGBA()
// Convert from 16-bit to float [0,1]
rf := float64(r>>8) / 255.0
gf := float64(g>>8) / 255.0
bf := float64(b>>8) / 255.0
max := math.Max(rf, math.Max(gf, bf))
min := math.Min(rf, math.Min(gf, bf))
delta := max - min
// Value
v := max
// Saturation
var s float64
if max != 0 {
s = delta / max
}
// Hue
var h float64
if delta != 0 {
switch max {
case rf:
h = math.Mod((gf-bf)/delta, 6)
case gf:
h = (bf-rf)/delta + 2
case bf:
h = (rf-gf)/delta + 4
}
h *= 60
if h < 0 {
h += 360
}
}
return HSV{
H: int(h),
S: int(s * 255),
V: int(v * 255),
}
}

View file

@ -99,8 +99,8 @@ func RegisterProfiles(registry *resolution.Registry) error {
"minimap": image.Rect(1600, 0, 1920, 320), "minimap": image.Rect(1600, 0, 1920, 320),
"inventory": image.Rect(960, 330, 1490, 770), "inventory": image.Rect(960, 330, 1490, 770),
"stash": image.Rect(430, 330, 960, 770), "stash": image.Rect(430, 330, 960, 770),
"skill_left": image.Rect(194, 1036, 246, 1088), "skill_left": image.Rect(194, 1030, 246, 1078),
"skill_right": image.Rect(1674, 1036, 1726, 1088), "skill_right": image.Rect(1674, 1030, 1726, 1078),
}, },
}, },
// 1280x720 (720p) - Secondary resolution // 1280x720 (720p) - Secondary resolution
@ -116,8 +116,8 @@ func RegisterProfiles(registry *resolution.Registry) error {
"minimap": image.Rect(1067, 0, 1280, 213), "minimap": image.Rect(1067, 0, 1280, 213),
"inventory": image.Rect(640, 220, 993, 513), "inventory": image.Rect(640, 220, 993, 513),
"stash": image.Rect(287, 220, 640, 513), "stash": image.Rect(287, 220, 640, 513),
"skill_left": image.Rect(129, 691, 164, 726), "skill_left": image.Rect(129, 685, 164, 718),
"skill_right": image.Rect(1116, 691, 1151, 726), "skill_right": image.Rect(1116, 685, 1151, 718),
}, },
}, },
} }

View file

@ -5,12 +5,14 @@ import (
"image" "image"
"git.cloonar.com/openclawd/iso-bot/pkg/plugin" "git.cloonar.com/openclawd/iso-bot/pkg/plugin"
"git.cloonar.com/openclawd/iso-bot/pkg/engine/vision"
) )
// Detector implements plugin.GameDetector for D2R. // Detector implements plugin.GameDetector for D2R.
type Detector struct { type Detector struct {
config Config config Config
services plugin.EngineServices services plugin.EngineServices
vision *vision.Pipeline
} }
// NewDetector creates a D2R state detector. // NewDetector creates a D2R state detector.
@ -18,6 +20,7 @@ func NewDetector(config Config, services plugin.EngineServices) *Detector {
return &Detector{ return &Detector{
config: config, config: config,
services: services, services: services,
vision: vision.NewPipeline(0.8), // 80% confidence threshold
} }
} }
@ -41,7 +44,7 @@ func (d *Detector) DetectState(frame image.Image) plugin.GameState {
} }
if d.isInGame(frame) { if d.isInGame(frame) {
vitals := d.ReadVitals(frame) vitals := d.ReadVitals(frame)
if vitals.HealthPct == 0 { if vitals.HealthPct <= 0.01 { // Consider very low health as dead
return plugin.StateDead return plugin.StateDead
} }
return plugin.StateInGame return plugin.StateInGame
@ -51,15 +54,42 @@ func (d *Detector) DetectState(frame image.Image) plugin.GameState {
// ReadVitals reads health and mana from the orbs. // ReadVitals reads health and mana from the orbs.
func (d *Detector) ReadVitals(frame image.Image) plugin.VitalStats { func (d *Detector) ReadVitals(frame image.Image) plugin.VitalStats {
// TODO: Analyze health/mana orb regions using color detection
// Get region coordinates from the engine services
healthRegion := d.services.Region("health_orb") healthRegion := d.services.Region("health_orb")
manaRegion := d.services.Region("mana_orb") manaRegion := d.services.Region("mana_orb")
_ = healthRegion // Use these regions for color analysis var healthPct, manaPct float64
_ = manaRegion
return plugin.VitalStats{} // Read health percentage from red-filled pixels in health orb
if !healthRegion.Empty() {
healthColor := vision.ColorRange{
LowerH: d.config.Colors.HealthFilled.LowerH,
UpperH: d.config.Colors.HealthFilled.UpperH,
LowerS: d.config.Colors.HealthFilled.LowerS,
UpperS: d.config.Colors.HealthFilled.UpperS,
LowerV: d.config.Colors.HealthFilled.LowerV,
UpperV: d.config.Colors.HealthFilled.UpperV,
}
healthPct = d.vision.ReadBarPercentage(frame, healthRegion, healthColor)
}
// Read mana percentage from blue-filled pixels in mana orb
if !manaRegion.Empty() {
manaColor := vision.ColorRange{
LowerH: d.config.Colors.ManaFilled.LowerH,
UpperH: d.config.Colors.ManaFilled.UpperH,
LowerS: d.config.Colors.ManaFilled.LowerS,
UpperS: d.config.Colors.ManaFilled.UpperS,
LowerV: d.config.Colors.ManaFilled.LowerV,
UpperV: d.config.Colors.ManaFilled.UpperV,
}
manaPct = d.vision.ReadBarPercentage(frame, manaRegion, manaColor)
}
return plugin.VitalStats{
HealthPct: healthPct,
ManaPct: manaPct,
XPPct: 0.0, // TODO: Implement XP bar reading
}
} }
// IsInGame returns true if health orb is visible. // IsInGame returns true if health orb is visible.
@ -68,21 +98,64 @@ func (d *Detector) IsInGame(frame image.Image) bool {
} }
func (d *Detector) isLoading(frame image.Image) bool { func (d *Detector) isLoading(frame image.Image) bool {
// TODO: Check for loading screen (mostly black with loading bar) // Check for loading screen by looking for mostly black screen
return false // This is a simple heuristic - could be improved
bounds := frame.Bounds()
totalPixels := 0
darkPixels := 0
// Sample every 10 pixels for performance
step := 10
for y := bounds.Min.Y; y < bounds.Max.Y; y += step {
for x := bounds.Min.X; x < bounds.Max.X; x += step {
c := frame.At(x, y)
r, g, b, _ := c.RGBA()
// Convert to 8-bit
r, g, b = r>>8, g>>8, b>>8
totalPixels++
// Consider pixel dark if all channels are below 30
if r < 30 && g < 30 && b < 30 {
darkPixels++
}
}
}
if totalPixels == 0 {
return false
}
// If more than 70% of screen is dark, likely loading
return float64(darkPixels)/float64(totalPixels) > 0.7
} }
func (d *Detector) isMainMenu(frame image.Image) bool { func (d *Detector) isMainMenu(frame image.Image) bool {
// TODO: Template match main menu elements // TODO: Template match main menu elements or check for specific colors/text
// For now, this is a placeholder
return false return false
} }
func (d *Detector) isCharacterSelect(frame image.Image) bool { func (d *Detector) isCharacterSelect(frame image.Image) bool {
// TODO: Template match character select screen // TODO: Template match character select screen
// For now, this is a placeholder
return false return false
} }
func (d *Detector) isInGame(frame image.Image) bool { func (d *Detector) isInGame(frame image.Image) bool {
// TODO: Check if health orb region contains red pixels // Check if health orb region contains red pixels indicating health
return false healthRegion := d.services.Region("health_orb")
if healthRegion.Empty() {
return false
}
healthColor := vision.ColorRange{
LowerH: d.config.Colors.HealthFilled.LowerH,
UpperH: d.config.Colors.HealthFilled.UpperH,
LowerS: d.config.Colors.HealthFilled.LowerS,
UpperS: d.config.Colors.HealthFilled.UpperS,
LowerV: d.config.Colors.HealthFilled.LowerV,
UpperV: d.config.Colors.HealthFilled.UpperV,
}
return d.vision.HasColorInRegion(frame, healthRegion, healthColor)
} }

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672
web/dev/index.html Normal file
View file

@ -0,0 +1,672 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>ISO-BOT Dev Dashboard</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Monaco', 'Consolas', 'Courier New', monospace;
background-color: #1a1a1a;
color: #e0e0e0;
line-height: 1.4;
font-size: 14px;
}
.header {
background: linear-gradient(135deg, #2d2d2d, #404040);
padding: 15px 20px;
border-bottom: 2px solid #555;
box-shadow: 0 2px 10px rgba(0,0,0,0.3);
}
.header h1 {
color: #00ff88;
font-size: 24px;
margin-bottom: 5px;
}
.status-line {
color: #888;
font-size: 12px;
}
.status-running { color: #00ff88; }
.status-paused { color: #ffaa00; }
.status-stopped { color: #ff4444; }
.main-container {
display: grid;
grid-template-columns: 2fr 1fr;
grid-template-rows: 1fr auto;
height: calc(100vh - 80px);
gap: 10px;
padding: 10px;
}
.capture-panel {
background: #2a2a2a;
border: 1px solid #555;
border-radius: 8px;
overflow: hidden;
position: relative;
}
.capture-viewer {
width: 100%;
height: calc(100% - 100px);
position: relative;
overflow: hidden;
}
.capture-image {
max-width: 100%;
max-height: 100%;
cursor: crosshair;
border: none;
}
.pixel-info {
position: absolute;
bottom: 10px;
left: 10px;
background: rgba(0,0,0,0.8);
padding: 8px 12px;
border-radius: 4px;
font-size: 11px;
border: 1px solid #666;
}
.upload-zone {
position: absolute;
top: 10px;
right: 10px;
background: rgba(0,0,0,0.7);
padding: 10px;
border-radius: 4px;
border: 2px dashed #666;
cursor: pointer;
transition: all 0.3s ease;
}
.upload-zone:hover {
border-color: #00ff88;
background: rgba(0,255,136,0.1);
}
.upload-zone.dragover {
border-color: #00ff88;
background: rgba(0,255,136,0.2);
}
.side-panel {
display: flex;
flex-direction: column;
gap: 10px;
}
.panel {
background: #2a2a2a;
border: 1px solid #555;
border-radius: 8px;
padding: 15px;
}
.panel h3 {
color: #00ff88;
margin-bottom: 10px;
font-size: 14px;
border-bottom: 1px solid #444;
padding-bottom: 5px;
}
.stat-grid {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 10px;
font-size: 11px;
}
.stat-item {
display: flex;
justify-content: space-between;
}
.stat-label {
color: #aaa;
}
.stat-value {
color: #00ff88;
font-weight: bold;
}
.health-bar, .mana-bar {
width: 100%;
height: 20px;
background: #333;
border-radius: 4px;
overflow: hidden;
margin: 5px 0;
border: 1px solid #555;
}
.health-fill {
height: 100%;
background: linear-gradient(90deg, #ff4444, #ff6666);
transition: width 0.3s ease;
}
.mana-fill {
height: 100%;
background: linear-gradient(90deg, #4444ff, #6666ff);
transition: width 0.3s ease;
}
.regions-list {
display: flex;
flex-direction: column;
gap: 5px;
}
.region-item {
display: flex;
align-items: center;
gap: 8px;
font-size: 11px;
}
.region-checkbox {
accent-color: #00ff88;
}
.region-name {
color: #ccc;
}
.log-panel {
grid-column: 1 / -1;
background: #1e1e1e;
border: 1px solid #555;
border-radius: 8px;
padding: 15px;
max-height: 200px;
overflow-y: auto;
}
.log-output {
font-family: 'Monaco', 'Consolas', 'Courier New', monospace;
font-size: 11px;
white-space: pre-wrap;
}
.log-line {
margin-bottom: 2px;
}
.log-info { color: #00ff88; }
.log-warn { color: #ffaa00; }
.log-error { color: #ff4444; }
.hidden {
display: none;
}
.button {
background: linear-gradient(135deg, #444, #666);
color: #fff;
border: none;
padding: 8px 16px;
border-radius: 4px;
cursor: pointer;
font-size: 11px;
transition: all 0.3s ease;
}
.button:hover {
background: linear-gradient(135deg, #555, #777);
}
.button.primary {
background: linear-gradient(135deg, #00aa66, #00ff88);
}
.button.primary:hover {
background: linear-gradient(135deg, #00cc77, #00ffaa);
}
</style>
</head>
<body>
<div class="header">
<h1>ISO-BOT DEV DASHBOARD</h1>
<div class="status-line">
<span>Status: <span id="bot-status" class="status-stopped">Loading...</span></span>
<span style="margin-left: 20px;">Game: <span id="game-name">Unknown</span></span>
<span style="margin-left: 20px;">FPS: <span id="fps-display">0</span></span>
</div>
</div>
<div class="main-container">
<!-- Capture Viewer Panel -->
<div class="capture-panel">
<div class="capture-viewer">
<img id="capture-image" class="capture-image" alt="Game capture" />
<div class="upload-zone" id="upload-zone">
<div>📁 Drop image here</div>
<input type="file" id="file-input" accept="image/*" style="display: none;">
</div>
<div class="pixel-info" id="pixel-info">
Mouse: (0, 0)<br>
RGB: (0, 0, 0)<br>
HSV: (0, 0, 0)
</div>
</div>
</div>
<!-- Side Panel -->
<div class="side-panel">
<!-- State Detection Panel -->
<div class="panel">
<h3>State Detection</h3>
<div class="stat-grid">
<div class="stat-item">
<span class="stat-label">Game State:</span>
<span class="stat-value" id="game-state">unknown</span>
</div>
</div>
<div style="margin-top: 10px;">
<div style="display: flex; justify-content: space-between; font-size: 11px;">
<span>Health:</span>
<span id="health-pct">0%</span>
</div>
<div class="health-bar">
<div class="health-fill" id="health-fill" style="width: 0%"></div>
</div>
<div style="display: flex; justify-content: space-between; font-size: 11px;">
<span>Mana:</span>
<span id="mana-pct">0%</span>
</div>
<div class="mana-bar">
<div class="mana-fill" id="mana-fill" style="width: 0%"></div>
</div>
</div>
</div>
<!-- Capture Stats Panel -->
<div class="panel">
<h3>Capture Stats</h3>
<div class="stat-grid">
<div class="stat-item">
<span class="stat-label">FPS:</span>
<span class="stat-value" id="capture-fps">0</span>
</div>
<div class="stat-item">
<span class="stat-label">Frames:</span>
<span class="stat-value" id="frame-count">0</span>
</div>
<div class="stat-item">
<span class="stat-label">Backend:</span>
<span class="stat-value" id="backend-name">file</span>
</div>
<div class="stat-item">
<span class="stat-label">Avg Ms:</span>
<span class="stat-value" id="avg-capture-ms">0</span>
</div>
</div>
</div>
<!-- Regions Panel -->
<div class="panel">
<h3>Regions</h3>
<div class="regions-list" id="regions-list">
<!-- Populated by JavaScript -->
</div>
</div>
<!-- Loot & Routines Panel -->
<div class="panel">
<h3>Loot Filter</h3>
<div class="stat-grid">
<div class="stat-item">
<span class="stat-label">Rules:</span>
<span class="stat-value" id="loot-rule-count">0</span>
</div>
<div class="stat-item">
<span class="stat-label">Last Match:</span>
<span class="stat-value">None</span>
</div>
</div>
<h3 style="margin-top: 15px;">Routines</h3>
<div id="routines-list">
<!-- Populated by JavaScript -->
</div>
</div>
</div>
<!-- Log Output Panel -->
<div class="log-panel">
<h3 style="color: #00ff88; margin-bottom: 10px;">Log Output</h3>
<div class="log-output" id="log-output">
<div class="log-line log-info">[INFO] Dev dashboard loaded</div>
</div>
</div>
</div>
<script>
// Global state
let regions = [];
let visibleRegions = new Set();
let isPolling = true;
// DOM elements
const captureImage = document.getElementById('capture-image');
const pixelInfo = document.getElementById('pixel-info');
const uploadZone = document.getElementById('upload-zone');
const fileInput = document.getElementById('file-input');
const logOutput = document.getElementById('log-output');
// Initialize dashboard
async function init() {
await loadRegions();
await updateStatus();
await updateState();
await updateStats();
await updateLootRules();
await updateRoutines();
startPolling();
setupEventListeners();
addLogLine('INFO', 'Dashboard initialized');
}
// Load region definitions
async function loadRegions() {
try {
const response = await fetch('/api/regions');
regions = await response.json();
renderRegionsList();
// Enable all regions by default
regions.forEach(region => visibleRegions.add(region.name));
addLogLine('INFO', `Loaded ${regions.length} regions`);
} catch (error) {
addLogLine('ERROR', `Failed to load regions: ${error.message}`);
}
}
// Render regions list with checkboxes
function renderRegionsList() {
const container = document.getElementById('regions-list');
container.innerHTML = '';
regions.forEach(region => {
const item = document.createElement('div');
item.className = 'region-item';
const checkbox = document.createElement('input');
checkbox.type = 'checkbox';
checkbox.className = 'region-checkbox';
checkbox.checked = visibleRegions.has(region.name);
checkbox.addEventListener('change', () => {
if (checkbox.checked) {
visibleRegions.add(region.name);
} else {
visibleRegions.delete(region.name);
}
updateCaptureImage();
});
const label = document.createElement('span');
label.className = 'region-name';
label.textContent = region.name;
item.appendChild(checkbox);
item.appendChild(label);
container.appendChild(item);
});
}
// Update bot status
async function updateStatus() {
try {
const response = await fetch('/api/status');
const status = await response.json();
document.getElementById('bot-status').textContent =
status.running ? (status.paused ? 'Paused' : 'Running') : 'Stopped';
document.getElementById('bot-status').className =
'status-' + (status.running ? (status.paused ? 'paused' : 'running') : 'stopped');
document.getElementById('fps-display').textContent = status.captureFps.toFixed(1);
document.getElementById('frame-count').textContent = status.frameCount;
} catch (error) {
addLogLine('ERROR', `Failed to update status: ${error.message}`);
}
}
// Update game state and vitals
async function updateState() {
try {
const response = await fetch('/api/state');
const state = await response.json();
document.getElementById('game-state').textContent = state.gameState;
const healthPct = Math.round(state.healthPct * 100);
const manaPct = Math.round(state.manaPct * 100);
document.getElementById('health-pct').textContent = healthPct + '%';
document.getElementById('health-fill').style.width = healthPct + '%';
document.getElementById('mana-pct').textContent = manaPct + '%';
document.getElementById('mana-fill').style.width = manaPct + '%';
} catch (error) {
addLogLine('ERROR', `Failed to update state: ${error.message}`);
}
}
// Update capture stats
async function updateStats() {
try {
const response = await fetch('/api/capture/stats');
const stats = await response.json();
document.getElementById('capture-fps').textContent = stats.fps.toFixed(1);
document.getElementById('avg-capture-ms').textContent = stats.avgCaptureMs.toFixed(1);
document.getElementById('backend-name').textContent = stats.backend;
} catch (error) {
addLogLine('ERROR', `Failed to update stats: ${error.message}`);
}
}
// Update loot rules
async function updateLootRules() {
try {
const response = await fetch('/api/loot/rules');
const data = await response.json();
document.getElementById('loot-rule-count').textContent = data.count;
} catch (error) {
addLogLine('ERROR', `Failed to update loot rules: ${error.message}`);
}
}
// Update routines
async function updateRoutines() {
try {
const response = await fetch('/api/routines');
const routines = await response.json();
const container = document.getElementById('routines-list');
container.innerHTML = '';
routines.forEach(routine => {
const item = document.createElement('div');
item.style.fontSize = '11px';
item.style.marginBottom = '3px';
item.innerHTML = `• ${routine.name} <span style="color: #888;">[${routine.phase}]</span>`;
container.appendChild(item);
});
} catch (error) {
addLogLine('ERROR', `Failed to update routines: ${error.message}`);
}
}
// Update capture image with overlays
async function updateCaptureImage() {
try {
const response = await fetch('/api/capture/frame/annotated');
const blob = await response.blob();
const url = URL.createObjectURL(blob);
// Clean up previous URL
if (captureImage.src && captureImage.src.startsWith('blob:')) {
URL.revokeObjectURL(captureImage.src);
}
captureImage.src = url;
} catch (error) {
addLogLine('ERROR', `Failed to update capture image: ${error.message}`);
}
}
// Get pixel info at coordinates
async function getPixelInfo(x, y) {
try {
const response = await fetch(`/api/pixel?x=${x}&y=${y}`);
const pixel = await response.json();
pixelInfo.innerHTML = `
Mouse: (${pixel.x}, ${pixel.y})<br>
RGB: (${pixel.rgb[0]}, ${pixel.rgb[1]}, ${pixel.rgb[2]})<br>
HSV: (${pixel.hsv[0]}, ${pixel.hsv[1]}, ${pixel.hsv[2]})
`;
} catch (error) {
// Fail silently for pixel info to avoid spam
}
}
// Start polling updates
function startPolling() {
setInterval(async () => {
if (!isPolling) return;
await updateStatus();
await updateState();
await updateStats();
await updateCaptureImage();
}, 100); // 10 FPS update rate
// Slower updates for less frequent data
setInterval(async () => {
if (!isPolling) return;
await updateLootRules();
await updateRoutines();
}, 5000);
}
// Set up event listeners
function setupEventListeners() {
// Mouse tracking on capture image
captureImage.addEventListener('mousemove', (e) => {
const rect = captureImage.getBoundingClientRect();
const scaleX = captureImage.naturalWidth / rect.width;
const scaleY = captureImage.naturalHeight / rect.height;
const x = Math.round((e.clientX - rect.left) * scaleX);
const y = Math.round((e.clientY - rect.top) * scaleY);
getPixelInfo(x, y);
});
// File upload
uploadZone.addEventListener('click', () => fileInput.click());
uploadZone.addEventListener('dragover', (e) => {
e.preventDefault();
uploadZone.classList.add('dragover');
});
uploadZone.addEventListener('dragleave', () => {
uploadZone.classList.remove('dragover');
});
uploadZone.addEventListener('drop', (e) => {
e.preventDefault();
uploadZone.classList.remove('dragover');
const files = e.dataTransfer.files;
if (files.length > 0) {
uploadFile(files[0]);
}
});
fileInput.addEventListener('change', (e) => {
if (e.target.files.length > 0) {
uploadFile(e.target.files[0]);
}
});
}
// Upload file
async function uploadFile(file) {
try {
const formData = new FormData();
formData.append('file', file);
const response = await fetch('/api/capture/upload', {
method: 'POST',
body: formData
});
const result = await response.json();
addLogLine('INFO', `Uploaded: ${file.name}`);
addLogLine('INFO', result.message);
} catch (error) {
addLogLine('ERROR', `Upload failed: ${error.message}`);
}
}
// Add log line
function addLogLine(level, message) {
const line = document.createElement('div');
line.className = `log-line log-${level.toLowerCase()}`;
const timestamp = new Date().toTimeString().split(' ')[0];
line.textContent = `[${timestamp}] [${level}] ${message}`;
logOutput.appendChild(line);
// Keep only last 100 lines
while (logOutput.children.length > 100) {
logOutput.removeChild(logOutput.firstChild);
}
// Auto-scroll to bottom
logOutput.scrollTop = logOutput.scrollHeight;
}
// Initialize when page loads
document.addEventListener('DOMContentLoaded', init);
</script>
</body>
</html>