Stable

Latest version that is considered stable
v1.7.8335 7 weeks ago
Download

Alpha

Early version contains newest features and usually better performance but may be less stable
v1.7.8517 1 day ago
Download

1.7.8520

7 hours ago

Send Input - Usb2kbd rework

Usb2Kbd is hardware input emulator. It has been supported by EyeAuras since ~2021. Now you can create your own for approximately 5$ - the only thing that is needed is small device from AliExpress/Amazon. Here is the detailed step-by-step guide (russian / english).

I've also improved technical part and reworked settings window for better user experience.

Usb2Kbd

Bugfixes/Improvements

  • [Scripting] Made it so Behavior Tree editor could be shown from Scripts - allows you to create your own custom behavior trees in your mini-apps

1.7.8508

5 days ago

ImGui integration EN / RU

Started working on native integration with ImGui - this is alternative approach to script/UI creation in EyeAuras. This should be the simplest one for those who only recently started coding - yes, some boilerplate code is requires to get things started, but after that it is very easy to understand. And ChatGPT can greatly help you.

Finally, it is possible to create truly 1-script mini-apps that incapsulate both UI and automation logic.

Demo

Bugfixes/Improvements

  • None that time

1.7.8464

14 days ago

Bugfixes/Improvements

  • [Scripting] Memory reading APIs are now case-insensitive by default
  • [Scripting] Memory reading APIs - Added ReadManaged<T> which is slower than Read<T>, but respects MarshalAs and managed structures
  • [Scripting] Memory reading APIs are now supporting both x86 and x64 as targets. Keep in mind that your own process is x64 anyways.
  • [UI] Fixed a problem with new Folder Editor selection
  • [Crash] Fixed nasty crash in a new Folder editor

1.7.8411

26 days ago

DMA-integration improvements

EyeAuras uses LeechCore, which is a fantastic library developed by Ulf Frisk, to integrate with DMA-devices out there. De-facto, LeechCore is a standard with which most devices out there are compatible.

For now, that integration is still in alpha-stage, drop me a message if you want to help with testing and are interested in developing something. Realistically, development using FPGA-board does not differ in any way from using ReadProcessMemory - EyeAuras abstracts you from all the complexities of managing LC API, reconnects, error handling, etc. All you have to focus on is writing a code.

Added more info here

Bugfixes/Improvements

  • [Scripting] Fixed a problem with FPGA-plate not being properly released upon script disposal

1.7.8398

28 days ago

Enabling conditions changes

Made it so only a subset of all Triggers is not available for selection as Enabling Conditions. Yes, that removes some flexibility from the system, e.g. you no longer can use Image analysis triggers. But. This also makes the system a bit simpler to understand, especially for new users.

Enabling conditions always meant to be global On/Off switches. If you want something more dynamic - use Trees/Macros or Auras with Triggers in them.

Folder properties editor rework

I continue to rework existing EA components 1-by-1 to leverage new UI framework capabilities. Newer version of folder properties editor not only loads faster, but is also more flexible.

Legacy version Legacy editor

New version. For the first revision I just wanted to reach feature-parity with existing functionality. Modern editor

Default properties in Trees/Macros

Made it so you can set Target Window/Input Simulator for each tree/macro separately. Keep in mind that they also respect the normal properties hierarchy. E.g. if you set Target Window on a folder, in which Tree is located, it will respect that. But will also allow you to override that by setting another value on the tree itself.

Settings

Bugfixes/Improvements

  • Nothing in this version

1.7.8392

one month ago

Bugfixes/Improvements

  • [Scripting] Fixed Export to .csproj
  • [UI] Fixed crash which in some cases occured during resizing
  • [UI] Improved script cancellation logging - show now print the reason why user script got cancelled, e.g. because of Main window activation

1.7.8383

one month ago

Upgrade to .NET 8

.NET is a platform upon which EyeAuras is built. It affects all the tiny bits - startup, memory allocation, data management, literally every small bit of the program is affected by this change.

NET8 is not the latest version (there is already a preview of .NET 10), but platform upgrade is not something you do "just because", there must be a reason. I've picked .NET8 (and not .NET9/.NET10) because only for that specific version there is a prototype of a new memory management mechanism, which, from the current tests, just blows out of the water literally everything else that we had in .NET since its inception.

That is one of the primary characteristics of this new mechanism in comparison to what we have now ("workstation-sustainedlowlatency"). Basically this is the duration of those "hiccups" which tend to happen and are in worst cases become noticeable.

GC time

Memory VS CPU

Traditionally, there is always a tradeoff when you're developing a system - you can spend less CPU time, but it will cost you some extra memory OR you can save some memory, but it will increase CPU consumption. EyeAuras has almost always been picking the first option - memory is cheap and cpu cycles are expensive in consumer PCs (purely my opinion). But, aligning to that strategy also means that any improvements in the very core of memory management system should affect us greatly and that memory management mechanism seems to be a perfect fit. We'll see how it goes, but I am expecting to achieve a measurable performance jump in the nearest future.

Bugfixes/Improvements

  • [Scripting] Added ScriptContainerExtension prototype - there will be a separate article on this later. For now it is in alpha-stage.

1.7.8378

one month ago

C#-скрипты — Advanced — Ссылки на скрипты из BT/Макросов

Эта функция позволяет вам привязать из BT/макроса другую ауру, содержащую действие C# Script — это эквивалентно тому, как если бы вы «ссылались» на другой проект в программировании.
Все классы и типы, определённые в этом скрипте, станут доступны для использования в BT.

Механизм ссылок существует уже несколько месяцев, но ранее он был «спрятан» от глаз, так как был неполноценным и не работал так, как мне хотелось.

Ссылки


Зачем это нужно?

Теперь вы можете создать класс C#, который будет анализировать игру — через триггеры компьютерного зрения или напрямую читая память — и предоставлять BehaviorTree необходимые данные для принятия решений.
Вместо того чтобы загромождать дерево десятками переменных и проверок, вы просто создаёте один класс, например TheGame, который инкапсулирует всё получение информации.


Пример бота

Этот бот использует именно тот подход, который описан ниже. Он знает окружение, статы свои и окружающих монстров, может строить план действий и т.п. В целом в таком подходе ограничение я пока встретил только одно - свой собственный потолок.

Ссылка


Аура со скриптом внутри

Посмотрим на "Shared"-ауру и её файлы.

TheGame.cs

public sealed class TheGame {
    public TheGame(IFluentLog log){
        Log = log;
    }

    public IFluentLog Log {get;}

    public int IntValue { get; private set; }

    public void Refresh()
    {
        IntValue++; // в реальности здесь может быть чтение из памяти или обновление триггеров
        Log.Info($"Refreshed the state, value: {IntValue}");
    }
}

Класс готовит всё для логики: инициализация триггеров, чтение из памяти, создание OSD — всё, что нужно. Когда вызывается Refresh, происходит обновление состояния.


Script.csx

[Inject] IAuraTreeScriptingApi AuraTree {get; init;}

Log.Info("Bot is being started!");

var tree = AuraTree.GetBehaviorTreeByPath("./New tree");
var game = GetService<TheGame>();
tree["TheGame"] = game;

Так мы передаём объект TheGame в BT через переменные. Это ключевая часть, которая раньше отсутствовала. Теперь передаваемые через переменные объекты доступны полностью и без ограничений.


Behavior Tree

Пример структуры дерева: BT


Обновление данных

var game = Variables.Get<CheatCrescendo.TheGame>("TheGame").Value;
game.Refresh();

В этом узле вызываем Refresh, который обновляет состояние игры. Переменная "TheGame" к этому моменту уже инициализирована — либо скриптом, либо другой нодой.


Отрисовка OSD

return Run();

public IEnumerator<NodeStatus> Run(){
    using var osd = GetService<IOnScreenCanvasScriptingApi>().Create();

    var game = Variables.Get<CheatCrescendo.TheGame>("TheGame").Value;

    var textOsd = osd.AddHtmlObject();
    while (!cancellationToken.IsCancellationRequested){
        textOsd.Html = $"{game.IntValue}";
        yield return NodeStatus.Success;
    }
}

Это пример создания OSD, который визуализирует текущее значение IntValue. Используется новая возможность — IEnumerator<NodeStatus>, позволяющая "разбивать" жизненный цикл ноды. В первом запуске создаётся OSD, далее оно просто обновляется.


Логика игры

Под селектором можно размещать сколько угодно нод, проверяющих текущее состояние. Всё, что нужно — обращаться к TheGame и вызывать его методы.

Например, хотите получить HP напрямую из памяти? Напишите метод в TheGame — вызывайте его из BT-ноды. Нужна проверка по цвету через ColorSearch? То же самое. Даже движение между локациями можно вынести в метод: открыть портал, выбрать опцию, кликнуть — всё в TheGame, один вызов из BT.


Производительность

Добавлено множество улучшений, влияющих на производительность. Если заметите проблемы — сообщайте.


Исправления / Улучшения

  • [Behavior Trees] Прототип параллельной загрузки узлов — должно ускорить загрузку больших деревьев
  • [Scripting] Пространство имён PoeShared.Blazor.Controls, содержащее элементы управления, теперь доступно из скриптов по умолчанию

1.7.8356

one month ago

Bugfixes/Improvements

  • [Behavior Trees] Fixed PopOut crash
  • [Behavior Trees] Fixed Action nodes not invoking linked Childs
  • [Behavior Trees] Fixed "Toggle Nodes" not working properly
  • [UI] Drag/Resize improvement - should feel a bit more "snappy" now
  • [DMA] Changed DLL loading order - should fix a problem with LeechCore not initializing properly on some OSes/PCs

1.7.8353

one month ago

Behavior Trees - Action Nodes now have outputs

All action nodes (Wait, MouseMove, KeyPres, etc. - all of them) now have Outputs as well. Logic is exactly the same as it was with other nodes - linked node gets executed only if current node succeeded.

Output

Bugfixes/Improvements

  • [Behavior Trees] Fixed a bug - CTRL+A sometimes selected more than it should've