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- var gameMinLength = 180000; // time in milliseconds, minimum game length, 180 seconds default (1 game/3 minutes)
- var gamesPerKey = 5; // games per key d'oh! used to switch keys in use. MUST BE THE SAME NUMBER YOU PUT IN MANAGER
- var unableToConnectRetry = 5; // time in minutes to retry connecting on connection fail (real value is +/- 1 min)
- var realmDownRetry = 60; // time in minutes to retry connecting on a realm down (default is 300 minutes)
- var disconnectedRetry = 5; // time in minutes to retry on a disconnection (usually ip ban related)
- var cdkeyInUseRetry = 10; // time in minutes to retry on a cdkey in use error message (set to 0 to stop)
- var connectingToBnetTimeout = 20000; // time in milliseconds to wait for a login to time out and click cancel and retry
- var characterScreenTimeout = 60000; // time in milliseconds to wait for character screen to appear
- var pleaseWaitTimeout = 10000; // time in milliseconds to wait for a please wait popup
- var createGameThreshold = 10000; // time in milliseconds to wait between making games
- var createGameThresholdRandom = 0; // time in milliseconds to randomly add +/- to the game create time
- var createGameTimeout = 5000; // time in milliseconds to register a failed to create game
- var waitInLineTimeout = 60000; // time in milliseconds to wait in lines for a create game (60 second default)
- var characterSelectDelay = 1000; // time in milliseconds to wait before selecting a character on the char screen
- var loginDelay = 1000; // time in milliseconds to wait before submitting login information
- var clickDelay = 500; // wait X milliseconds before next action after a click event
- var textDelay = 500; // wait X milliseconds before next action after inserting text into a textbox
- var clickDelayRandom = 500; // random amount of time to add to a click
- var textDelayRandom = 500; // random amount of time to add to a text set
- var gameDoesNotExistDelayMin = 60000; // how long to wait when a Game Does Not Exist occurs - minimum - default 10 minutes
- var gameDoesNotExistDelayMax = 60000; // how long to wait when a Game Does Not Exist occurs - maximum - default 15 minutes
- var gameDoesNotExistTimeout = 30000; // how long to wait for the dialog to disappear (default 30 seconds, don't change this)
- var joinChatAfterGame = false; // join chat after leaving a game
- var joinRandomChannel = true; // if this is true, will join a random channel, otherwise it will use the channel below..
- var joinChannelInChat = ""; // leave blank to not join a private channel
- var waitBeforeEnterChatMin = 1000; // min how long to wait before entering chat
- var waitBeforeEnterChatMax = 2000; // max how long to wait before entering chat
- var waitInChatBeforeActionsMin = 2000; // min how long to wait before joining channel
- var waitInChatBeforeActionsMax = 3000; // max how long to wait before joining channel
- // DONT EDIT ANYTHING BELOW THIS
- // D2NT Manager Command
- const D2NT_MGR_LOADING = 1;
- const D2NT_MGR_READY = 2;
- const D2NT_MGR_LOGIN = 3;
- const D2NT_MGR_CREATE_GAME = 4;
- const D2NT_MGR_INGAME = 5;
- const D2NT_MGR_RESTART = 6;
- const D2NT_MGR_CHICKEN = 7;
- const D2NT_MGR_PRINT_STATUS = 8;
- const D2NT_MGR_PRINT_LOG = 9;
- var lastGameMade = GetTickCount();
- var lastGameStatus = 0;
- var nextGameMake = 0;
- var inGameAt = 0;
- var chatActionsDone = false;
- var lastGameFailed = false;
- //var stallFrequency = 0; //stall after how many games
- //var stallDelay = 20; //minutes
- //var currCount = NT_File("data/" + me.account + "_GameNumber.txt", 0);
- //var gameCount = currCount ? (parseInt(currCount.substring(currCount.indexOf("/") + 1)) + 1) : 1;
- Include("libs/controlInfo.ntl");
- var controlData = new controlInfo();
- function NTMain()
- {
- Delay(1000);
- //NT_File("data/GameData.txt", 1);
- var _ingame = false;
- controlData.clickDelay = clickDelay;
- controlData.textDelay = textDelay;
- controlData.clickDelayRandom = clickDelayRandom;
- controlData.textDelayRandom = textDelayRandom;
- while(1)
- {
- if(me.ingame)
- {
- if(!inGameAt)
- inGameAt = GetTickCount();
- if(!_ingame)
- {
- RunGC(); // run garbage collector between each game
- //NT_File("data/GameData.txt", 1, me.gamename);
- //NT_File("data/" + me.account + "_GameNumber.txt", 1, gameCount);
- //gameCount++;
- if(Load("NTBot/NTBotGame.ntj"))
- {
- _ingame = true;
- if(me.playtype > 0)
- sendEventToOOG(D2NT_MGR_INGAME, "In Game[IP:" + me.gameserverip.split(".")[3] + "]", 0);
- else
- sendEventToOOG(D2NT_MGR_INGAME, "In Game", 0);
- lastGameStatus = 2; // in game successful
- }
- }
- Delay(1000);
- }
- else
- {
- if(_ingame)
- {
- _ingame = false;
- //NT_Deadlock_Check();
- sendEventToOOG(D2NT_MGR_READY, "", 0);
- }
- locationAction(controlData.getLocation());
- Delay(500);
- }
- }
- }
- function locationAction(location)
- {
- switch(location.id)
- {
- case 3: // Lobby Chat
- if(!chatActionsDone)
- {
- chatActionsDone = true;
- Delay(Random(waitInChatBeforeActionsMin, waitInChatBeforeActionsMax));
- if(joinRandomChannel || joinChannelInChat != "")
- {
- Say("/join " + (joinRandomChannel ? getRandomString(Random(3,10)) : joinChannelInChat));
- Delay(1000);
- }
- }
- case 1: // Lobby
- if(location.id == 1 && joinChatAfterGame)
- {
- Delay(Random(waitBeforeEnterChatMin, waitBeforeEnterChatMax));
- controlData.click(controlData.controls.lobby.button.enterChat);
- break;
- }
- if(GetTickCount() > nextGameMake)
- {
- var _control;
- lastGameFailed = false;
- switch(lastGameStatus)
- {
- case 0:
- _control = controlData.get(controlData.controls.lobby.button.create);
- if(_control && _control.pressed)
- {
- controlData.click(controlData.controls.lobby.button.join);
- Delay(500);
- }
- /*if(stallFrequency > 0)
- {
- if(gameCount % stallFrequency == 0)
- {
- var _stallEnd = GetTickCount() + stallDelay*60*1000;
- while(_stallEnd > GetTickCount())
- {
- sendEventToOOG(D2NT_MGR_PRINT_STATUS, "Stalling" + " (" + parseInt((_stallEnd-GetTickCount())/1000) + "s)", 0);
- Delay(1000);
- }
- }
- }*/
- controlData.click(controlData.controls.lobby.button.create);
- nextGameMake = GetTickCount() + createGameTimeout; // set our timeout
- sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
- break;
- case 1: // game failed, rollover to reset timer
- inGameAt = 0; // reset inGameAt, to wait how long we should have waited..
- lastGameFailed = true;
- case 2:
- outputGameLength();
- lastGameStatus = 0;
- setNextGameMake();
- sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
- break;
- }
- }
- else
- timeoutDelay(nextGameMake-GetTickCount(), location);
- break;
- case 2: // Waiting In Line
- if(GetTickCount()-lastGameMade > waitInLineTimeout)
- controlData.click(controlData.controls.lobby.inLine.button.cancel);
- break;
- case 4: // Create Game
- sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
- lastGameMade = GetTickCount();
- lastGameStatus = 1; // pending creation
- break;
- case 5: // Join Game
- break;
- case 6: // Ladder
- break;
- case 7: // Channel List
- break;
- case 8: // Main Menu
- if(controlData.getCurrentRealmIndex() == me.gatewayid)
- {
- outputGameLength();
- controlData.click(controlData.gameTypes[me.playtype]);
- }
- else
- controlData.click(controlData.controls.mainMenu.button.gateway);
- break;
- case 9: // Login
- sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
- Delay(loginDelay);
- controlData.setText(controlData.controls.login.editBox.accountName, me.account);
- sendEventToOOG(D2NT_MGR_LOGIN, location.name, 0);
- locationTimeout(5000, location);
- break;
- case 10: // Login Error (this is a fatal error, so stop)
- sendEventToOOG(D2NT_MGR_RESTART, location.name, 10);
- Delay(3500);
- break;
- case 11: // Unable To Connect
- timeoutDelay(unableToConnectRetry*60*1000, location)
- controlData.click(controlData.controls.login.unableToConnect.button.ok);
- break;
- case 12: // Character Select
- var _time, _control;
- sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
- for(_time = 0 ; _time < characterScreenTimeout ; _time += 500)
- {
- _control = controlData.get(controlData.controls.characterSelect.textBox.characterInfo[me.charloc]);
- if(_control && _control.GetText() != undefined)
- break;
- Delay(500);
- }
- if(_time < characterScreenTimeout)
- {
- Delay(characterSelectDelay);
- controlData.click(controlData.controls.characterSelect.textBox.characters[me.charloc], 0, 0, 1);
- controlData.click(controlData.controls.characterSelect.textBox.characterInfo[me.charloc], 0, 0, 1);
- // reset last game made, so it doesnt make a game immediately
- inGameAt = 0;
- setNextGameMake();
- }
- else
- {
- controlData.click(controlData.controls.characterSelect.button.exit);
- timeoutDelay(realmDownRetry*60*1000, location);
- }
- break;
- case 13: // Realm Down - Character Select screen
- controlData.click(controlData.controls.characterSelect.button.exit);
- timeoutDelay(realmDownRetry*60*1000, location);
- break;
- case 14: // Character Select - Disconnected
- timeoutDelay(disconnectedRetry*60*1000, location);
- controlData.click(controlData.controls.characterSelect.disconnected.button.ok);
- break;
- case 15: // New Character
- break;
- case 16: // Character Select - Please Wait popup
- if(!locationTimeout(pleaseWaitTimeout, location))
- controlData.click(controlData.controls.characterSelect.pleaseWait.button.cancel);
- break;
- case 17: // Lobby - Lost Connection - just click okay, since we're toast anyway
- controlData.click(controlData.controls.lobby.lostConnection.button.ok);
- break;
- case 18: // D2 Splash
- controlData.click(controlData.controls.d2Splash.textBox.copyright);
- break;
- case 19: // Login - Cdkey In Use
- if (!gamesPerKey) {
- timeoutDelay(cdkeyInUseRetry*60*1000, location);
- controlData.click(controlData.controls.login.cdkeyInUse.button.ok);
- break;
- }
- sendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿc1Key in use. Increasing game count.", 0);
- for(var i = 0 ; i < gamesPerKey ; i++)
- {
- sendEventToOOG(4, (gamesPerKey - i) + " increments left.", 0);
- Delay(1000);
- }
- sendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿc1Key in use. Switching to next one...", 0);
- Delay(500);
- sendEventToOOG(D2NT_MGR_RESTART, "", 5);
- break;
- case 20: // Single Player - Select Difficulty
- controlData.click(controlData.singlePlayerDifficulties[me.diff]);
- break;
- case 21: // Main Menu - Connecting
- if(!locationTimeout(connectingToBnetTimeout, location))
- controlData.click(controlData.controls.mainMenu.connecting.button.cancel);
- break;
- case 22: // Login - Invalid Cdkey (classic or xpac)
- sendEventToOOG(D2NT_MGR_RESTART, location.name, 3600);
- Delay(3500);
- break;
- case 23: // Character Select - Connecting
- if(!locationTimeout(characterScreenTimeout, location))
- controlData.click(controlData.controls.characterSelect.button.exit);
- break;
- case 24: // Server Down - not much to do but wait..
- break;
- case 25: // Lobby - Please Wait
- if(!locationTimeout(pleaseWaitTimeout, location))
- controlData.click(controlData.controls.lobby.pleaseWait.button.cancel);
- //NT_Deadlock_Check();
- break;
- case 26: // Lobby - Game Name Exists
- sendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿE00000Game already exists", 0);
- inGameAt = 0;
- lastGameStatus = 0;
- setNextGameMake();
- locationTimeout(15000, location);
- break;
- case 27: // Gateway Select
- controlData.clickRealmEntry(me.gatewayid);
- controlData.click(controlData.controls.gateway.button.ok);
- break;
- case 28: // Lobby - Game Does Not Exist
- inGameAt = Random(gameDoesNotExistDelayMin, gameDoesNotExistDelayMax);
- lastGameStatus = 0;
- setNextGameMake();
- locationTimeout(gameDoesNotExistTimeout, location);
- break;
- }
- }
- function sendEventToOOG(locationId, statusString, pendingTime)
- {
- return SendCopyData("D2NT Manager", null, (locationId<<16)|pendingTime, statusString);
- }
- function setNextGameMake()
- {
- lastGameMade = GetTickCount();
- nextGameMake = lastGameMade + createGameThreshold + Random(0-createGameThresholdRandom, createGameThresholdRandom) + inGameAt;
- inGameAt = 0;
- chatActionsDone = false;
- }
- function outputGameLength()
- {
- if(inGameAt)
- {
- duration = GetTickCount() - inGameAt;
- inGameAt = (duration < gameMinLength ? gameMinLength - duration : 0);
- }
- }
- function locationTimeout(time, location)
- {
- endtime = GetTickCount() + time;
- while(controlData.getLocation().id == location.id && endtime > GetTickCount())
- {
- sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
- Delay(500);
- }
- return (controlData.getLocation().id != location.id);
- }
- function timeoutDelay(time, location)
- {
- endtime = GetTickCount() + time;
- while(endtime > GetTickCount())
- {
- sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
- Delay(1000);
- }
- }
- function getRandomString(_length)
- {
- _retString = "";
- _charSet = "0123456789abcdefghijklmnopqrstuvwxyz";
- while(_length--)
- {
- _retString += _charSet.charAt(Random(0, _charSet.length-1));
- Delay(1);
- }
- return _retString;
- }
- function NT_File(path, mode, msg, delay) { //big thanks to all the koreans out there
- var _msg = "";
- var _line = "";
- var _fileHandle;
- var _isFileCheck = false;
- if (arguments.length < 3) msg = "";
- if (arguments.length < 4) delay = (mode > 0) ? 5 : 2;
- while (delay--) {
- if (mode == 2 && !_isFileCheck) {
- _fileHandle = FileOpen(path, 0);
- if (!_fileHandle)
- _fileHandle = FileOpen(path, 1);
- if (_fileHandle)
- _fileHandle.Close();
- _isFileCheck = true;
- }
- _fileHandle = FileOpen(path, mode);
- if (_fileHandle)
- break;
- if (delay)
- Delay(200);
- }
- if (_fileHandle) {
- if (mode == 0) {
- while (!_fileHandle.eof) {
- _line = _fileHandle.ReadLine();
- if (_line || !_fileHandle.eof)
- _msg += _line + msg;
- }
- }
- else if (msg)
- _fileHandle.WriteLine(msg);
- _fileHandle.Close();
- }
- return _msg;
- }
- function NT_Deadlock_Check()
- {
- for (var i = 0; i < 40; i++)
- {
- if (controlData.getLocation().id != undefined && controlData.getLocation().id != 25)
- break;
- if (i > 38)
- {
- sendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿc3 *** ÿc1Deadlock - Restarting ÿc3***", 0);
- sendEventToOOG(D2NT_MGR_RESTART, "", 5);
- NT_Delay();
- }
- Delay(500);
- }
- }
- function NT_Delay(retry)
- {
- if (arguments.length < 1)
- retry = 20;
- while (retry-- > 0)
- Delay(1000);
- }
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