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AutoExile

ExileCore plugin for automated Path of Exile gameplay. Built on game state data from POEMCP research.

Features

Farming Modes

Mapping — Automated map exploration with combat, looting, and mechanic handling.

  • Blob-based exploration with coverage tracking (70% threshold)
  • A* pathfinding with blink-aware gap crossing and stuck recovery
  • In-map mechanic detection (Ultimatum supported, extensible)
  • F5 hotkey for activate/pause/resume

Blight — Full blight encounter automation.

  • 14-phase state machine: hideout stash → map device → pump → towers → sweep → loot → exit
  • Lane reconstruction with threat/coverage/danger scoring
  • Tower build/upgrade state machine with tier-3 branching and spread rules
  • Hunt + patrol sweep modes for post-timer cleanup

Simulacrum — Simulacrum wave farming through all 15 waves.

  • Monolith detection, wave state tracking, spawn zone heatmapping
  • Between-wave stashing via in-map stash
  • Death handling with automatic re-entry
  • Loot sweep and stash before exit

Follower — Follow a named party leader through zones. Built, not yet tested in live multiplayer.

Combat

  • Per-skill slot configuration: role, priority, conditions (buff/debuff checks, enemy count, rarity filter, range, low life)
  • Positioning modes: Aggressive, Orbit, Ranged, Stationary
  • Flask management with life/mana thresholds and utility intervals
  • Vaal skill and summon recast support
  • Buff scanner UI for discovering buff/debuff names in-game

Loot

  • Respects in-game loot filter (visible labels only)
  • Unique pricing via NinjaPrice plugin bridge
  • Per-slot value scoring with configurable thresholds
  • Failed pickup blacklist to prevent retry loops
  • Session tracking: chaos earned, chaos/hour, recent pickups overlay

Navigation

  • Weighted A* on terrain pathfinding grid with blink edge support
  • Gap vs wall detection using targeting layer discrimination
  • Path smoothing with line-of-sight checks
  • Stuck recovery: door/breakable interaction, micro-movement nudges
  • Blob-based exploration with region segmentation and failed-region tracking

In-Map Mechanics

  • Ultimatum — Full encounter state machine: altar detection, mod selection (danger-rated), combat with leash radius, reward pricing. Configurable danger threshold and encounter type filtering.
  • Extensible IMapMechanic interface for future mechanics (Breach, Harvest, Heist, etc.)

Utilities

  • Map device automation (navigate, open atlas, select map, activate, enter portal)
  • Stash interaction (navigate, open, Ctrl+click items, incubator application)
  • Tile map reading for landmark navigation (doors, exits, mechanics)
  • Game state dump (F6): terrain + exploration + pathfinding snapshot to PNG + JSON
  • Auto gem leveling
  • Global input gate with async cursor settle and key hold timing

Project Status

Component Status
Mapping Mode Complete
Blight Mode Complete
Simulacrum Mode Complete
Follower Mode Complete, untested
Ultimatum Mechanic Complete
All 16 Systems Complete
Core (BotCore, Settings, Context) Complete
Debug Tooling Complete
Automated Tests Not started
Campaign Mode Planned
Heist Mode Planned

Requirements

Build

dotnet build

Deploy DLL to ExileCore plugins directory. Reload plugins in ExileCore if the DLL is locked.

Configuration

All settings are exposed through the ExileCore plugin settings panel. Key sections:

  • Build Settings — Movement keys, skill slots (1-6), combat positioning, flask setup
  • Loot Settings — Pickup radius, unique value thresholds, per-slot minimum
  • Blight Settings — Tower priorities, build radius, sweep timing, patrol leash
  • Simulacrum Settings — Max deaths, wave timeout, stash threshold
  • Follower Settings — Leader name, follow/stop distances

Each skill slot supports granular conditions: buff/debuff gating, enemy count, rarity filter, range limits, low life triggers, and summon recast. Use the built-in Scan button to discover buff names from live gameplay.

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