mirror of
https://github.com/babalae/better-genshin-impact.git
synced 2026-05-21 09:45:48 +08:00
Merge branch 'main' into d-v3
This commit is contained in:
@@ -44,7 +44,7 @@
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<PackageReference Include="BetterGI.VCRuntime" Version="14.44.35208" />
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<PackageReference Include="BetterGI.Assets.Map" Version="1.0.18" />
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<PackageReference Include="BetterGI.Assets.Map" Version="1.0.19" />
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<PackageReference Include="BetterGI.Assets.Model" Version="1.0.22" />
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<PackageReference Include="BetterGI.Assets.Other" Version="1.0.15" />
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@@ -55,6 +55,12 @@ public class BgiOnnxModel
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public static readonly BgiOnnxModel BgiAvatarSide =
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Register("BgiAvatarSide", @"Assets\Model\Common\avatar_side_classify_sim.onnx");
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/// <summary>
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/// Q技能冷却分类模型
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/// </summary>
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public static readonly BgiOnnxModel BgiQClassify =
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Register("BgiQClassify", @"Assets\Model\Common\q_classify_sim.onnx");
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/// <summary>
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/// paddleOCR V4 检测模型
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/// </summary>
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@@ -144,4 +150,4 @@ public class BgiOnnxModel
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RegisteredModels.Add(model);
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return model;
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}
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}
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}
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@@ -28,6 +28,9 @@ public class Simulation
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SendInput.Keyboard.KeyUp(key);
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}
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}
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SendInput.Mouse.LeftButtonUp();
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SendInput.Mouse.RightButtonUp();
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SendInput.Mouse.MiddleButtonUp();
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}
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public static bool IsKeyDown(User32.VK key)
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@@ -13,7 +13,7 @@ namespace BetterGenshinImpact.GameTask.AutoFight;
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[Serializable]
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public partial class AutoFightConfig : ObservableObject
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{
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[ObservableProperty] private string _strategyName = "";
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[ObservableProperty] private string _strategyName = "根据队伍自动选择";
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/// <summary>
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/// 英文逗号分割 强制指定队伍角色
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@@ -684,7 +684,12 @@ public class AutoFightTask : ISoloTask
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picker.UseSkill(true);
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await Delay(50, ct);
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Simulation.SendInput.SimulateAction(GIActions.NormalAttack);
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await Delay(100, ct);
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Simulation.SendInput.SimulateAction(GIActions.NormalAttack);
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await Delay(100, ct);
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Simulation.SendInput.SimulateAction(GIActions.NormalAttack);
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await Delay(1500, ct);
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picker.AfterUseSkill();
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}
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}
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else
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@@ -1,4 +1,4 @@
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using BetterGenshinImpact.Core.Recognition.OCR;
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using BetterGenshinImpact.Core.Recognition.OCR;
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using BetterGenshinImpact.Core.Recognition.OpenCv;
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using BetterGenshinImpact.Core.Script.Dependence;
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using BetterGenshinImpact.Core.Simulator;
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@@ -24,6 +24,10 @@ using BetterGenshinImpact.GameTask.AutoGeniusInvokation.Model;
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using BetterGenshinImpact.GameTask.AutoPathing;
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using BetterGenshinImpact.GameTask.AutoPathing.Model;
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using BetterGenshinImpact.GameTask.AutoPathing.Model.Enum;
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using BetterGenshinImpact.Core.Recognition.ONNX;
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using Compunet.YoloSharp;
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using Compunet.YoloSharp.Data;
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using Microsoft.Extensions.DependencyInjection;
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namespace BetterGenshinImpact.GameTask.AutoFight.Model;
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@@ -99,7 +103,10 @@ public class Avatar
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};
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private static readonly Random UnstuckRandom = new();
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private static readonly Lazy<BgiYoloPredictor> QBurstClassifierLazy = new(() =>
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App.ServiceProvider.GetRequiredService<BgiOnnxFactory>().CreateYoloPredictor(BgiOnnxModel.BgiQClassify));
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public Avatar(CombatScenes combatScenes, string name, int index, Rect nameRect, double manualSkillCd = -1)
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{
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@@ -591,6 +598,13 @@ public class Avatar
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/// </summary>
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public void UseBurst()
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{
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// CD 中立即返回,其余场景尝试释放
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using var region1 = CaptureToRectArea();
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if (IsBurstReadyByClassify(region1) == BurstReadyState.Cooldown)
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{
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return;
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}
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for (var i = 0; i < 10; i++)
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{
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if (Ct is { IsCancellationRequested: true })
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@@ -610,9 +624,46 @@ public class Avatar
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Sleep(1500, Ct);
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return;
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}
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else
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{
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// 找到编号块判断是否进入了CD,四星角色没有大招动画
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if (IsBurstReadyByClassify(region) == BurstReadyState.Cooldown)
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{
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Sleep(1500, Ct);
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return;
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}
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}
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}
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}
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private static BurstReadyState IsBurstReadyByClassify(ImageRegion imageRegion)
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{
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using var qRa = imageRegion.DeriveCrop(AutoFightAssets.Instance.QRect);
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var result = QBurstClassifierLazy.Value.Predictor.Classify(qRa.CacheImage);
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var topClass = result.GetTopClass();
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var topClassName = topClass.Name.Name;
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// 置信度不足时,直接返回未知,避免误判导致漏放/乱放
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if (topClass.Confidence <= 0.7)
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{
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Logger.LogDebug("Q技能冷却分类置信度不足:{Confidence:F2},类别:{ClassName}", topClass.Confidence, topClassName);
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return BurstReadyState.Unknown;
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}
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if (topClassName.Contains("cd_1", StringComparison.OrdinalIgnoreCase))
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{
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return BurstReadyState.Cooldown;
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}
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if (topClassName.Contains("cd_0", StringComparison.OrdinalIgnoreCase))
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{
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return BurstReadyState.Ready;
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}
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Logger.LogDebug("Q技能冷却分类出现未知类别:{ClassName},置信度:{Confidence:F2}", topClassName, topClass.Confidence);
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return BurstReadyState.Unknown;
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}
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// /// <summary>
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// /// 元素爆发是否正在CD中
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// /// 右下 157x165
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@@ -1098,4 +1149,4 @@ public class Avatar
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return null;
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}
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}
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}
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@@ -0,0 +1,9 @@
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namespace BetterGenshinImpact.GameTask.AutoFight.Model;
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public enum BurstReadyState
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{
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Ready,
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Cooldown,
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Unknown
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}
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@@ -1084,6 +1084,10 @@ public class AutoLeyLineOutcropTask : ISoloTask
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kazuha.UseSkill(true);
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await Delay(50, _ct);
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Simulation.SendInput.SimulateAction(GIActions.NormalAttack);
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await Delay(100, _ct);
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Simulation.SendInput.SimulateAction(GIActions.NormalAttack);
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await Delay(100, _ct);
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Simulation.SendInput.SimulateAction(GIActions.NormalAttack);
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await Delay(1500, _ct);
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kazuha.AfterUseSkill();
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_logger.LogInformation("战后聚集拾取:万叶长E动作完成,等待拾取动作结束");
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@@ -28,11 +28,11 @@ internal class AutoFightHandler : IActionHandler
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TaskControl.Logger.LogInformation("执行 {Text}", "自动战斗");
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// 爷们要战斗
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AutoFightParam taskParams = null;
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if (config != null && config is PathingPartyConfig patyConfig && patyConfig.AutoFightEnabled)
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if (config is PathingPartyConfig { Enabled: true, AutoFightEnabled: true } partyConfig)
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{
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//替换配置为地图追踪
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taskParams = GetFightAutoFightParam(patyConfig.AutoFightConfig);
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taskParams = GetFightAutoFightParam(partyConfig.AutoFightConfig);
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}
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else
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{
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@@ -80,7 +80,7 @@ internal class AutoFightHandler : IActionHandler
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private string GetFightStrategy(AutoFightConfig config)
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{
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var path = Global.Absolute(@"User\AutoFight\" + config.StrategyName + ".txt");
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if ("根据队伍自动选择".Equals(config.StrategyName))
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if ("根据队伍自动选择".Equals(config.StrategyName) || string.IsNullOrEmpty(config.StrategyName))
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{
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path = Global.Absolute(@"User\AutoFight\");
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}
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@@ -44,7 +44,7 @@ public class LinneaMiningHandler : IActionHandler
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private static (int mineCount, int scanRounds) ParseParams(string? actionParams)
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{
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if (string.IsNullOrEmpty(actionParams)) return (1, 5);
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if (string.IsNullOrEmpty(actionParams)) return (LinneaMiningTask.DefaultMineCount, LinneaMiningTask.DefaultScanRounds);
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var parts = actionParams.Split(',');
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var mineCount = -1;
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@@ -72,8 +72,8 @@ public class LinneaMiningHandler : IActionHandler
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}
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}
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if (mineCount == -1) mineCount = 1;
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if (scanRounds == -1) scanRounds = 5;
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if (mineCount == -1) mineCount = LinneaMiningTask.DefaultMineCount;
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if (scanRounds == -1) scanRounds = LinneaMiningTask.DefaultScanRounds;
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if (scanRounds < mineCount) scanRounds = mineCount;
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return (mineCount, scanRounds);
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@@ -25,8 +25,8 @@ public class PickUpCollectHandler : IActionHandler
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/// </summary>
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public static readonly string[] PickUpActions =
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[
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"枫原万叶-长E keydown(E),wait(0.7),keyup(E),attack(0.2),wait(0.5)",
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"枫原万叶-短E e,attack(0.15)",
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"枫原万叶-长E attack(0.08),keydown(E),wait(1),keyup(E),attack(0.5)",
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"枫原万叶-短E attack(0.08),keydown(E),wait(0.47),keyup(E),attack(0.5)",
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"琴-短E wait(0.1),keydown(E),wait(0.4),moveby(1000,0),wait(0.2),moveby(1000,0),wait(0.2),moveby(1000,0),wait(0.2),moveby(1000,-3500),wait(1.8),keyup(E),wait(0.3),click(middle)",
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"琴-长E wait(0.1),click(middle),keydown(E),click(middle),wait(0.4),moveby(500,0),wait(0.1),moveby(500,0),wait(0.1)," +
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"moveby(500,0),wait(0.1),moveby(500,0),wait(0.1),moveby(500,0),wait(0.1),moveby(500,0),wait(0.1),moveby(500,0),wait(0.1)," +
|
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|
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@@ -8,6 +8,7 @@ using System.Threading.Tasks;
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using BetterGenshinImpact.Core.Config;
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using BetterGenshinImpact.Core.Recognition.ONNX;
|
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using BetterGenshinImpact.Core.Simulator;
|
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using BetterGenshinImpact.Core.Simulator.Extensions;
|
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using BetterGenshinImpact.View.Drawable;
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using Compunet.YoloSharp;
|
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using Microsoft.Extensions.DependencyInjection;
|
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@@ -15,6 +16,7 @@ using Microsoft.Extensions.Logging;
|
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using BetterGenshinImpact.GameTask.Model.Area;
|
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using OpenCvSharp;
|
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using Vanara.PInvoke;
|
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using static BetterGenshinImpact.Core.Simulator.Extensions.SimulateKeyHelper;
|
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using static BetterGenshinImpact.GameTask.Common.TaskControl;
|
||||
|
||||
namespace BetterGenshinImpact.GameTask.Common.Job;
|
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@@ -30,8 +32,8 @@ public class LinneaMiningTask
|
||||
private const double BaseClusterDistance = 400;
|
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// 聚类面积基准值(1920宽度下的标准矿石面积)
|
||||
private const double BaseClusterArea = 1800;
|
||||
// 对准判定阈值(基于宽度缩放)
|
||||
private const double BaseArrivalThreshold = 50;
|
||||
// 对准判定:使用目标矿物框四周扩张像素(基于宽度缩放)
|
||||
private const double BaseAlignmentExpansion = 3;
|
||||
// 屏幕边缘忽略区域宽度(基于宽度缩放)
|
||||
private const double BaseEdgeIgnore = 200;
|
||||
// 瞄准模式X轴灵敏度补偿系数
|
||||
@@ -46,8 +48,10 @@ public class LinneaMiningTask
|
||||
private const int LeftTurnStep = -250;
|
||||
// 内层最大检测次数
|
||||
private const int MaxInnerRetry = 7;
|
||||
// 默认射箭次数
|
||||
public const int DefaultMineCount = 1;
|
||||
// 默认大循环次数
|
||||
private const int DefaultScanRounds = 5;
|
||||
public const int DefaultScanRounds = 1;
|
||||
// 元素视野刷新间隔
|
||||
private const int ElementSightRefreshMs = 3000;
|
||||
|
||||
@@ -58,22 +62,22 @@ public class LinneaMiningTask
|
||||
private readonly double _widthScale = TaskContext.Instance().SystemInfo.CaptureAreaRect.Width / 1920.0;
|
||||
private readonly double _heightScale = TaskContext.Instance().SystemInfo.CaptureAreaRect.Height / 1080.0;
|
||||
private readonly double ClusterDistanceThreshold;
|
||||
private readonly double ArrivalThreshold;
|
||||
private readonly double EdgeIgnore;
|
||||
private readonly double AlignmentExpansion;
|
||||
|
||||
private readonly int _scanRounds;
|
||||
private readonly int _mineCount;
|
||||
private int _debugIndex;
|
||||
|
||||
public LinneaMiningTask(int scanRounds = DefaultScanRounds, int mineCount = 1)
|
||||
public LinneaMiningTask(int scanRounds = DefaultScanRounds, int mineCount = DefaultMineCount)
|
||||
{
|
||||
_scanRounds = scanRounds;
|
||||
_mineCount = mineCount;
|
||||
_predictor = App.ServiceProvider.GetRequiredService<BgiOnnxFactory>()
|
||||
.CreateYoloPredictor(BgiOnnxModel.BgiMine);
|
||||
ClusterDistanceThreshold = BaseClusterDistance * _widthScale;
|
||||
ArrivalThreshold = BaseArrivalThreshold * _widthScale;
|
||||
EdgeIgnore = BaseEdgeIgnore * _widthScale;
|
||||
AlignmentExpansion = BaseAlignmentExpansion * _widthScale;
|
||||
}
|
||||
|
||||
public async Task Start(CancellationToken ct)
|
||||
@@ -83,7 +87,7 @@ public class LinneaMiningTask
|
||||
{
|
||||
// Logger.LogInformation("开始寻矿");
|
||||
|
||||
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_R);
|
||||
Simulation.SendInput.Keyboard.KeyPress(GIActions.SwitchAimingMode.ToActionKey().ToVK());
|
||||
aimingModeEntered = true;
|
||||
await Delay(400, ct);
|
||||
|
||||
@@ -139,7 +143,7 @@ public class LinneaMiningTask
|
||||
await Delay(800, ct);
|
||||
}
|
||||
|
||||
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_R);
|
||||
Simulation.SendInput.Keyboard.KeyPress(GIActions.SwitchAimingMode.ToActionKey().ToVK());
|
||||
aimingModeEntered = false;
|
||||
}
|
||||
catch (OperationCanceledException)
|
||||
@@ -154,7 +158,7 @@ public class LinneaMiningTask
|
||||
{
|
||||
if (aimingModeEntered)
|
||||
{
|
||||
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_R);
|
||||
Simulation.SendInput.Keyboard.KeyPress(GIActions.SwitchAimingMode.ToActionKey().ToVK());
|
||||
}
|
||||
|
||||
Simulation.SendInput.Mouse.MiddleButtonUp();
|
||||
@@ -184,18 +188,16 @@ public class LinneaMiningTask
|
||||
|
||||
var offsetX = cluster.TargetX - centerX;
|
||||
var offsetY = cluster.TargetY - centerY;
|
||||
var avgArea = cluster.Rects.Average(r => (double)r.Width * r.Height);
|
||||
var refArea = BaseClusterArea * _widthScale * _widthScale;
|
||||
var dynamicThreshold = ArrivalThreshold * Math.Max(1.0, Math.Sqrt(avgArea / refArea));
|
||||
|
||||
var isLast = retry == MaxInnerRetry - 1;
|
||||
var isAligned = Math.Abs(offsetX) <= dynamicThreshold / 2 && Math.Abs(offsetY) <= dynamicThreshold / 2;
|
||||
var isAligned = Math.Abs(offsetX) <= (cluster.TargetWidth + AlignmentExpansion * 2) / 2
|
||||
&& Math.Abs(offsetY) <= (cluster.TargetHeight + AlignmentExpansion * 2) / 2;
|
||||
// 前面所有循环都检测成功时,以不计入总次数的方式兜底射击一次
|
||||
if (isAligned || (isLast && hadResult))
|
||||
{
|
||||
Simulation.SendInput.Mouse.MiddleButtonUp();
|
||||
await Delay(300, ct);
|
||||
// Logger.LogInformation("开始挖矿");
|
||||
Logger.LogInformation("开始挖矿");
|
||||
await Mine(ct, totalDy < 0);
|
||||
return (true, isAligned, 0, 0);
|
||||
}
|
||||
@@ -288,20 +290,17 @@ public class LinneaMiningTask
|
||||
|
||||
var clusters = ClusterMinerals(oreBoxes);
|
||||
|
||||
// 画聚类中心标记框
|
||||
var refArea = BaseClusterArea * _widthScale * _widthScale;
|
||||
var clusterDrawList = new List<RectDrawable>();
|
||||
foreach (var cluster in clusters)
|
||||
// 画聚类目标矿物框
|
||||
var expansion = (int)AlignmentExpansion;
|
||||
var clusterDrawList = clusters.Select(c =>
|
||||
{
|
||||
var avgArea = cluster.Rects.Average(r => (double)r.Width * r.Height);
|
||||
var markerSize = ArrivalThreshold * Math.Max(1.0, Math.Sqrt(avgArea / refArea));
|
||||
var half = (int)markerSize / 2;
|
||||
var mark = new Rect((int)cluster.TargetX - half, (int)cluster.TargetY - half, (int)markerSize, (int)markerSize);
|
||||
clusterDrawList.Add(ra.ToRectDrawable(mark,
|
||||
$"({(int)cluster.TargetX},{(int)cluster.TargetY})",
|
||||
var mark = new Rect((int)(c.TargetX - c.TargetWidth / 2) - expansion, (int)(c.TargetY - c.TargetHeight / 2) - expansion,
|
||||
(int)c.TargetWidth + expansion * 2, (int)c.TargetHeight + expansion * 2);
|
||||
return ra.ToRectDrawable(mark,
|
||||
$"({(int)c.TargetX},{(int)c.TargetY})",
|
||||
new Pen(Color.DodgerBlue, 2)
|
||||
));
|
||||
}
|
||||
);
|
||||
}).ToList();
|
||||
VisionContext.Instance().DrawContent.PutOrRemoveRectList("MiningCluster", clusterDrawList);
|
||||
|
||||
// 忽略屏幕边缘聚类,仅当中间区域存在聚类时生效
|
||||
@@ -377,6 +376,8 @@ public class MineralCluster
|
||||
public double CenterY { get; private set; }
|
||||
public double TargetX { get; private set; }
|
||||
public double TargetY { get; private set; }
|
||||
public double TargetWidth { get; private set; }
|
||||
public double TargetHeight { get; private set; }
|
||||
|
||||
public MineralCluster(Rect firstRect, double areaRatioThreshold = 5)
|
||||
{
|
||||
@@ -402,16 +403,19 @@ public class MineralCluster
|
||||
CenterX = Rects.Average(r => r.X + r.Width / 2.0);
|
||||
CenterY = Rects.Average(r => r.Y + r.Height / 2.0);
|
||||
|
||||
// 按距离质心排序,取最近2个中靠左的
|
||||
// 按距离质心排序,取最近2个中靠右的
|
||||
var candidates = Rects
|
||||
.Select(r => (cx: r.X + r.Width / 2.0, cy: r.Y + r.Height / 2.0,
|
||||
dist: Math.Pow(r.X + r.Width / 2.0 - CenterX, 2) + Math.Pow(r.Y + r.Height / 2.0 - CenterY, 2)))
|
||||
dist: Math.Pow(r.X + r.Width / 2.0 - CenterX, 2) + Math.Pow(r.Y + r.Height / 2.0 - CenterY, 2),
|
||||
w: (double)r.Width, h: (double)r.Height))
|
||||
.OrderBy(t => t.dist)
|
||||
.Take(2)
|
||||
.OrderBy(t => t.cx)
|
||||
.OrderByDescending(t => t.cx)
|
||||
.First();
|
||||
|
||||
TargetX = candidates.cx;
|
||||
TargetY = candidates.cy;
|
||||
TargetWidth = candidates.w;
|
||||
TargetHeight = candidates.h;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user