Guest User

Untitled

a guest
May 22nd, 2018
107
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 16.95 KB | None | 0 0
  1. // ====================================================================================================
  2. // v THIS IS THE JUNK YOU'LL WANT TO EDIT v
  3. // Frendless leech starter setting (set to run with op gotv channel bot by default there will be no help on changing this)
  4. // ====================================================================================================
  5. var gamenames = ["Slips Chaos-"];                           // Game name to search for (CASE-SENSITIVE)
  6.  
  7. var gamepasswords   = ["q"];                            // Password for that game.
  8.  
  9. var maxRetriesPerGame   = 3;                    // The # of times to try rejoining a *unique* game
  10. var maxRetries      = 3;                    // The # of *different* games to try joining, if all attempts fail, bot will exit to character selection screen and rejoin lobby
  11.  
  12. // ====================================================================================================
  13.  
  14. var gameMinLength           = 180000;       // time in milliseconds, minimum game length, 180 seconds default (1 game/3 minutes)
  15. var unableToConnectRetry    = 5;            // time in minutes to retry connecting on connection fail (real value is +/- 1 min)
  16. var realmDownRetry          = 260;          // time in minutes to retry connecting on a realm down (default is 120 minutes)
  17. var disconnectedRetry       = 5;            // time in minutes to retry on a disconnection (usually ip ban related)
  18. var cdkeyInUseRetry         = 1;            // time in minutes to retry on a cdkey in use error message (set to 0 to stop)
  19. var connectingToBnetTimeout     = 20000;        // time in milliseconds to wait for a login to time out and click cancel and retry
  20. var characterScreenTimeout      = 5000;         // time in milliseconds to wait for character screen to appear
  21. var pleaseWaitTimeout       = 2000;         // time in milliseconds to wait for a please wait popup
  22. var createGameThreshold         = 2000;         // time in milliseconds to wait between making games
  23. var createGameThresholdRandom   = 500;          // time in milliseconds to randomly add +/- to the game create time
  24. var createGameTimeout       = 15000;        // time in milliseconds to register a failed to create game
  25. var waitInLineTimeout       = 60000;        // time in milliseconds to wait in lines for a create game (60 second default)
  26. var characterSelectDelay    = 1000;         // time in milliseconds to wait before selecting a character on the char screen
  27. var loginDelay          = 1000;         // time in milliseconds to wait before submitting login information
  28. var clickDelay          = 750;          // wait X milliseconds before next action after a click event
  29. var textDelay           = 750;          // wait X milliseconds before next action after inserting text into a textbox
  30. var clickDelayRandom        = 500;          // random amount of time to add to a click
  31. var textDelayRandom         = 500;          // random amount of time to add to a text set
  32. var gameDoesNotExistDelayMin    = 1000;         // how long to wait when a Game Does Not Exist occurs - minimum - default 10 minutes
  33. var gameDoesNotExistDelayMax    = 2000;         // how long to wait when a Game Does Not Exist occurs - maximum - default 15 minutes
  34. var gameDoesNotExistTimeout = 50;           // how long to wait for the dialog to disappear (default 30 seconds, don't change this)
  35. var waitBeforeEnterChatMin      = 1000;         // min how long to wait before entering chat
  36. var waitBeforeEnterChatMax      = 2000;         // max how long to wait before entering chat
  37. var waitInChatBeforeActionsMin  = 1000;         // min how long to wait before joining channel
  38. var waitInChatBeforeActionsMax  = 2000;         // max how long to wait before joining channel
  39.  
  40. // DONT EDIT ANYTHING BELOW THIS
  41. var extrafilters    = ["[Chaos] |>  ", "  <|"]; // The 2nd filter should be whatever the bot manager says right after the game name
  42.                                                     // If the 2nd filter is empty, the rest of the line is used as the game name
  43. var joinChannelInChat   = "clan auth";              // leave blank to not join a private channel
  44.  
  45. // D2NT Manager Command
  46. const D2NT_MGR_LOADING = 1;
  47. const D2NT_MGR_READY = 2;
  48. const D2NT_MGR_LOGIN = 3;
  49. const D2NT_MGR_CREATE_GAME = 4;
  50. const D2NT_MGR_INGAME = 5;
  51. const D2NT_MGR_RESTART = 6;
  52. const D2NT_MGR_CHICKEN = 7;
  53. const D2NT_MGR_PRINT_STATUS = 8;
  54. const D2NT_MGR_PRINT_LOG = 9;
  55.  
  56. var lastGameMade = GetTickCount();
  57. var nextGameMake = 0;
  58. var inGameAt = 0;
  59. var chatActionsDone = false;
  60. var lastGameStatus = 0; // 0 = OK, 1 = Processing, 2 = Ready for retry
  61. var game = "";
  62. var gamepassword = "";
  63. var retry = 0;
  64. var fullretry = maxRetries;
  65. var samegame = new Array(gamenames.length); // Empty array for however many runs you might be following (default 6)
  66.  
  67. Include("libs/controlInfo.ntl");
  68. Include("libs/common/NTColorConverter.ntl");
  69.  
  70. var controlData = new controlInfo();
  71.  
  72. function NTMain()
  73. {
  74.     Delay(1000);
  75.  
  76.     var _ingame = false;
  77.  
  78.     controlData.clickDelay = clickDelay;
  79.     controlData.textDelay = textDelay;
  80.     controlData.clickDelayRandom = clickDelayRandom;
  81.     controlData.textDelayRandom = textDelayRandom;
  82.  
  83.     while (1)
  84.     {
  85.         if (me.ingame)
  86.         {
  87.             if (!inGameAt)
  88.                 inGameAt = GetTickCount();
  89.  
  90.             if (!_ingame)
  91.             {
  92.                 RunGC(); // run garbage collector between each game
  93.  
  94.                 if (Load("NTBot/NTBotGame.ntj"))
  95.                 {
  96.                     _ingame = true;
  97.  
  98.                     if (me.playtype > 0)
  99.                         sendEventToOOG(D2NT_MGR_INGAME, "In Game.. [IP:" + me.gameserverip.split(".")[3] + "]", 0);
  100.                     else
  101.                         sendEventToOOG(D2NT_MGR_INGAME, "In Game..", 0);
  102.  
  103.                     fullretry = maxRetries;
  104.                     lastGameStatus = 0;
  105.                     game = "";
  106.                 }
  107.             }
  108.  
  109.             Delay(1000);
  110.         }
  111.         else
  112.         {
  113.             Delay(500);
  114.             if (_ingame)
  115.             {
  116.                 _ingame = false;
  117.  
  118.                 // --------------------------
  119.                 // Prevent NT from closing D2
  120.                 // --------------------------
  121.  
  122.                 // Wait for lobby or lobby chat
  123.                 var _location;
  124.                 do
  125.                 {
  126.                     _location = controlData.getLocation();
  127.                     Delay(50);
  128.                 }
  129.                 while (_location.id != 3 && _location.id != 1);
  130.  
  131.                 if (_location.id == 3) // Lobby Chat
  132.                 {
  133.                     // We need to go somewhere besides the lobby chat so NT can type crap and think its creating a game
  134.                     Delay(100);
  135.                     Say("/join " + getRandomString(Random(3,10)));
  136.                     Delay(1000);
  137.                 }
  138.                 sendEventToOOG(D2NT_MGR_CREATE_GAME, _location.name, 0);
  139.                 outputGameLength();
  140.                 setNextGameMake();
  141.                 // --------------------------
  142.  
  143.                 sendEventToOOG(D2NT_MGR_READY, "", 0);
  144.             }
  145.  
  146.             locationAction(controlData.getLocation());
  147.  
  148.             Delay(500);
  149.         }
  150.     }
  151. }
  152.  
  153. function locationAction(location)
  154. {
  155.     switch (location.id)
  156.     {
  157.         case 3: // Lobby Chat
  158.  
  159.             // Not retrying anymore, clear the game name so that if user tries to do it themself, bot won't fill in with old game
  160.             if (lastGameStatus == 0 || retry == 0)
  161.             {
  162.                 // Clear these flags just in case
  163.                 retry = 0;
  164.                 game = "";
  165.             }
  166.  
  167.             // Handle non-existent or full games:
  168.             // When the join button is hit, lastGameStatus = 1.
  169.             // When in-game, lastGameStatus = 0.
  170.             // So this gets executed when NTMain() doesn't reset the flag to 0.
  171.             if (lastGameStatus == 1)
  172.             {
  173.                 if (fullretry == 0) // If we have tried [maxRetries] different games ([maxRetriesPerGame] retries for each game)
  174.                 {
  175.                     lastGameStatus = 0;
  176.                     fullretry = maxRetries;
  177.  
  178.                     // We need to close out of chat and come back
  179.                     sendEventToOOG(D2NT_MGR_PRINT_LOG, COLOR_1 + "Game doesn't exist or its full. Rejoining chat.", 0);
  180.                     controlData.click(controlData.controls.lobby.button.quit);
  181.                 }
  182.                 else
  183.                 {
  184.                     lastGameStatus = 2; // Ready for retry
  185.  
  186.                     if (retry == 0) // If we just failed [maxRetriesPerGame] times for joining this game
  187.                         fullretry--;  // Update flag
  188.  
  189.                     sendEventToOOG(D2NT_MGR_PRINT_LOG, COLOR_1 + "Game doesn't exist or its full. " + retry + " retries left.", 0);
  190.  
  191.                     inGameAt = Random(gameDoesNotExistDelayMin, gameDoesNotExistDelayMax);
  192.                     setNextGameMake();
  193.                     chatActionsDone = true; // Undo the flag set by setNextGameMake()
  194.  
  195.                     locationTimeout(gameDoesNotExistTimeout, location);
  196.                 }
  197.                 break;
  198.             }
  199.  
  200.             if (!chatActionsDone || GetTickCount() > nextGameMake + 180000) // Need to join channel or its been 3 minutes and no action, possibly kicked from channel, rejoin
  201.             {
  202.                 if (GetTickCount() > nextGameMake + 180000) // Reset this so that we don't keep joining channel over and over
  203.                     nextGameMake = GetTickCount();
  204.  
  205.                 chatActionsDone = true;
  206.                 Delay(Random(waitInChatBeforeActionsMin, waitInChatBeforeActionsMax));
  207.  
  208.                 Say("/join " + joinChannelInChat);
  209.                 Delay(1000);
  210.                 sendEventToOOG(D2NT_MGR_PRINT_LOG, "Looking for games..", 0);
  211.             }
  212.  
  213.             // Time for action?
  214.             if (GetTickCount() >= nextGameMake)
  215.             {
  216.                 sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
  217.  
  218.                 // If we can retry and there is a game to retry
  219.                 if (retry > 0 && game != "" && lastGameStatus == 2)
  220.                 {
  221.                     controlData.click(controlData.controls.lobby.button.join);
  222.                     retry--;
  223.                     break;
  224.                 }
  225.  
  226.                 var chat = controlData.get(controlData.controls.lobby.chat.textBox.channelText);
  227.                 if (chat)
  228.                 {
  229.                     var linewithname = "";
  230.                     lines = chat.GetText();
  231.                     if (lines)
  232.                     {
  233.                         for (var line = 0; line < lines.length; line++)
  234.                         {
  235.                             linewithname = lines[line];
  236.  
  237.                             for (var _filterindex = 0; _filterindex < extrafilters.length; _filterindex += 2)
  238.                             {
  239.                                 // Check filters
  240.                                 if (linewithname.lastIndexOf(extrafilters[_filterindex]) != -1 && linewithname.lastIndexOf(extrafilters[_filterindex+1]) != -1)
  241.                                 {
  242.                                     for (var _gameindex = 0; _gameindex < gamenames.length; _gameindex++)
  243.                                     {
  244.                                         // Check for game name
  245.                                         var index = linewithname.lastIndexOf(gamenames[_gameindex]);
  246.                                         if (index > -1)
  247.                                         {
  248.                                             game = linewithname.substring(index, linewithname.lastIndexOf(extrafilters[_filterindex+1]));
  249.                                             gamepassword = gamepasswords[_gameindex];
  250.        
  251.                                             if (game != "" && game != samegame[_gameindex])
  252.                                             {
  253.                                                 sendEventToOOG(D2NT_MGR_PRINT_LOG, "Joining " + game + "..", 0);
  254.                                                 samegame[_gameindex] = game;
  255.                                                 controlData.click(controlData.controls.lobby.button.join);
  256.                                                 retry = maxRetriesPerGame;
  257.                                                 break;
  258.                                             }
  259.                                         }
  260.                                     }
  261.                                 }
  262.                             }
  263.                         }
  264.                     }
  265.                 }
  266.             }
  267.             else
  268.                 sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((nextGameMake-GetTickCount())/1000) + "s)", 0);
  269.             break;
  270.  
  271.         case 1: // Lobby
  272.  
  273.             // Enter chat
  274.             Delay(Random(waitBeforeEnterChatMin, waitBeforeEnterChatMax));
  275.             controlData.click(controlData.controls.lobby.button.enterChat);
  276.             break;
  277.  
  278.         case 2: // Waiting In Line
  279.             if (GetTickCount()-lastGameMade > waitInLineTimeout)
  280.                 controlData.click(controlData.controls.lobby.inLine.button.cancel);
  281.             break;
  282.  
  283.         case 4: // Create Game
  284.             break;
  285.  
  286.         case 5: // Join Game
  287.             if (game != "")
  288.             {
  289.                 sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
  290.  
  291.                 controlData.setText( controlData.controls.lobby.join.editBox.gameName, game);
  292.                 Delay (1250);
  293.                 controlData.setText( controlData.controls.lobby.join.editBox.password, gamepassword);
  294.                 Delay (1250);
  295.                 controlData.click(controlData.controls.lobby.join.button.joinGame);
  296.             }
  297.  
  298.             lastGameMade = GetTickCount();
  299.             lastGameStatus = 1;
  300.             break;
  301.  
  302.         case 6: // Ladder
  303.             break;
  304.  
  305.         case 7: // Channel List
  306.             break;
  307.  
  308.         case 8: // Main Menu
  309.             if (controlData.getCurrentRealmIndex() == me.gatewayid)
  310.             {
  311.                 outputGameLength();
  312.                 controlData.click(controlData.gameTypes[me.playtype]);
  313.             }
  314.             else
  315.                 controlData.click(controlData.controls.mainMenu.button.gateway);
  316.             break;
  317.  
  318.         case 9: // Login
  319.             sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
  320.             Delay(loginDelay);
  321.  
  322.             controlData.setText(controlData.controls.login.editBox.accountName, me.account);
  323.  
  324.             sendEventToOOG(D2NT_MGR_LOGIN, location.name, 0);
  325.  
  326.             locationTimeout(5000, location);
  327.             break;
  328.  
  329.         case 10: // Login Error (this is a fatal error, so stop)
  330.             sendEventToOOG(D2NT_MGR_RESTART, location.name, 10);
  331.             Delay(3500);
  332.             break;
  333.  
  334.         case 11: // Unable To Connect
  335.             timeoutDelay(unableToConnectRetry*60*1000, location)
  336.             controlData.click(controlData.controls.login.unableToConnect.button.ok);
  337.             break;
  338.  
  339.         case 12: // Character Select
  340.             var _time, _control;
  341.  
  342.             sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
  343.  
  344.             for (_time = 0; _time < characterScreenTimeout; _time += 500)
  345.             {
  346.                 _control = controlData.get(controlData.controls.characterSelect.textBox.characterInfo[me.charloc]);
  347.                 if (_control && _control.GetText() != undefined)
  348.                     break;
  349.  
  350.                 Delay(500);
  351.             }
  352.  
  353.             if (_time < characterScreenTimeout)
  354.             {
  355.                 Delay(characterSelectDelay);
  356.  
  357.                 controlData.click(controlData.controls.characterSelect.textBox.characters[me.charloc], 0, 0, 1);
  358.                 controlData.click(controlData.controls.characterSelect.textBox.characterInfo[me.charloc], 0, 0, 1);
  359.  
  360.                 // reset last game made, so it doesnt make a game immediately
  361.                 inGameAt = 0;
  362.                 setNextGameMake();
  363.             }
  364.             else
  365.             {
  366.                 controlData.click(controlData.controls.characterSelect.button.exit);
  367.                 timeoutDelay(realmDownRetry*60*1000, location);
  368.             }
  369.             break;
  370.  
  371.         case 13: // Realm Down - Character Select screen
  372.             controlData.click(controlData.controls.characterSelect.button.exit);
  373.             timeoutDelay(realmDownRetry*60*1000, location);
  374.             break;
  375.  
  376.         case 14: // Character Select - Disconnected
  377.             timeoutDelay(disconnectedRetry*60*1000, location);
  378.             controlData.click(controlData.controls.characterSelect.disconnected.button.ok);
  379.             break;
  380.  
  381.         case 15: // New Character
  382.             break;
  383.  
  384.         case 16: // Character Select - Please Wait popup
  385.             if (!locationTimeout(pleaseWaitTimeout, location))
  386.                 controlData.click(controlData.controls.characterSelect.pleaseWait.button.cancel);
  387.             break;
  388.  
  389.         case 17: // Lobby - Lost Connection - just click okay, since we're toast anyway
  390.             controlData.click(controlData.controls.lobby.lostConnection.button.ok);
  391.             break;
  392.  
  393.         case 18: // D2 Splash
  394.             controlData.click(controlData.controls.d2Splash.textBox.copyright);
  395.             break;
  396.  
  397.         case 19: // Login - Cdkey In Use
  398.             timeoutDelay(cdkeyInUseRetry*60*1000, location);
  399.             controlData.click(controlData.controls.login.cdkeyInUse.button.ok);
  400.             break;
  401.  
  402.         case 20: // Single Player - Select Difficulty
  403.             controlData.click(controlData.singlePlayerDifficulties[me.diff]);
  404.             break;
  405.  
  406.         case 21: // Main Menu - Connecting
  407.             if (!locationTimeout(connectingToBnetTimeout, location))
  408.                 controlData.click(controlData.controls.mainMenu.connecting.button.cancel);
  409.             break;
  410.  
  411.         case 22: // Login - Invalid Cdkey (classic or xpac)
  412.             sendEventToOOG(D2NT_MGR_RESTART, location.name, 3600);
  413.             Delay(3500);
  414.             break;
  415.  
  416.         case 23: // Character Select - Connecting
  417.             if (!locationTimeout(characterScreenTimeout, location))
  418.                 controlData.click(controlData.controls.characterSelect.button.exit);
  419.             break;
  420.  
  421.         case 24: // Server Down - not much to do but wait..
  422.             break;
  423.  
  424.         case 25: // Lobby - Please Wait
  425.             if (!locationTimeout(pleaseWaitTimeout, location))
  426.                 controlData.click(controlData.controls.lobby.pleaseWait.button.cancel);
  427.             break;
  428.  
  429.         case 26: // Lobby - Game Name Exists
  430.             sendEventToOOG(D2NT_MGR_PRINT_LOG, COLOR_1 + "Game already exists.", 0);
  431.  
  432.             inGameAt = 0;
  433.             setNextGameMake();
  434.  
  435.             locationTimeout(15000, location);
  436.             break;
  437.  
  438.         case 27: // Gateway Select
  439.             controlData.clickRealmEntry(me.gatewayid);
  440.             controlData.click(controlData.controls.gateway.button.ok);
  441.             break;
  442.  
  443.         case 28: // Lobby - Game Does Not Exist
  444.             // This is handled in the lobby chat
  445.  
  446.             // Get rid of the message (DNE/Full game) so the lobby chat can handle
  447.             controlData.click(controlData.controls.lobby.button.create);
  448.             Delay(200);
  449.             controlData.click(controlData.controls.lobby.create.button.cancel);
  450.             break;
  451.  
  452.         default:
  453.             break;
  454.     }
  455. }
  456.  
  457. function sendEventToOOG(locationId, statusString, pendingTime)
  458. {
  459.     return SendCopyData("D2NT Manager", null, (locationId<<16)|pendingTime, statusString);
  460. }
  461.  
  462. function setNextGameMake()
  463. {
  464.     lastGameMade = GetTickCount();
  465.     nextGameMake = lastGameMade + createGameThreshold + Random(0-createGameThresholdRandom, createGameThresholdRandom) + inGameAt;
  466.     inGameAt = 0;
  467.     chatActionsDone = false;
  468. }
  469.  
  470. function outputGameLength()
  471. {
  472.     if (inGameAt)
  473.     {
  474.         duration = GetTickCount() - inGameAt;
  475.  
  476.         inGameAt = (duration < gameMinLength ? gameMinLength - duration : 0);
  477.     }
  478. }
  479.  
  480. function locationTimeout(time, location)
  481. {
  482.     endtime = GetTickCount() + time;
  483.  
  484.     while (controlData.getLocation().id == location.id && endtime > GetTickCount())
  485.     {
  486.         sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
  487.         Delay(500);
  488.     }
  489.  
  490.     return (controlData.getLocation().id != location.id);
  491. }
  492.  
  493. function timeoutDelay(time, location)
  494. {
  495.     endtime = GetTickCount() + time;
  496.  
  497.     while (endtime > GetTickCount())
  498.     {
  499.         sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
  500.         Delay(1000);
  501.     }
  502. }
  503.  
  504. function getRandomString(_length)
  505. {
  506.     _retString = "";
  507.     _charSet = "0123456789abcdefghijklmnopqrstuvwxyz";
  508.  
  509.     while (_length--)
  510.     {
  511.         _retString += _charSet.charAt(Random(0, _charSet.length-1));
  512.         Delay(1);
  513.     }
  514.  
  515.     return _retString;
  516. }
Add Comment
Please, Sign In to add comment