iso-bot/pkg/engine/engine.go
Hoid 6a9562c406 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
2026-02-14 10:23:31 +00:00

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8.4 KiB
Go

// 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
},
}