using BetterGenshinImpact.GameTask.AutoPathing.Model; using BetterGenshinImpact.GameTask.Model.Area; using OpenCvSharp; using System; using BetterGenshinImpact.GameTask.Common.Element.Assets; using CommunityToolkit.Mvvm.Messaging; using CommunityToolkit.Mvvm.Messaging.Messages; using BetterGenshinImpact.GameTask.Common.Map.Maps; using BetterGenshinImpact.GameTask.Common.Map.Maps.Base; namespace BetterGenshinImpact.GameTask.AutoPathing; public class Navigation { private static bool _isWarmUp = false; private static float _prevX = -1; private static float _prevY = -1; public static void WarmUp() { if (!_isWarmUp) { MapManager.GetMap(MapTypes.Teyvat); } _isWarmUp = true; Reset(); } public static void Reset() { (_prevX, _prevY) = (-1, -1); } public static void SetPrevPosition(float x, float y) { (_prevX, _prevY) = (x, y); } public static Point2f GetPosition(ImageRegion imageRegion, string mapName) { var greyMat = new Mat(imageRegion.CacheGreyMat, MapAssets.Instance.MimiMapRect); var p = MapManager.GetMap(mapName).GetMiniMapPosition(greyMat, _prevX, _prevY); if (p != default) { (_prevX, _prevY) = (p.X, p.Y); } WeakReferenceMessenger.Default.Send(new PropertyChangedMessage(typeof(Navigation), "SendCurrentPosition", new object(), p)); return p; } /// /// 稳定获取当前位置坐标,优先使用全地图匹配,适用于不需要高效率但需要高稳定性的场景 /// /// 图像区域 /// /// 当前位置坐标 public static Point2f GetPositionStable(ImageRegion imageRegion, string mapName) { var greyMat = new Mat(imageRegion.CacheGreyMat, MapAssets.Instance.MimiMapRect); // 先尝试使用局部匹配 var p = MapManager.GetMap(mapName).GetMiniMapPosition(greyMat, _prevX, _prevY); // 如果局部匹配失败,再尝试全地图匹配失败 if (p == new Point2f()) { Reset(); p = MapManager.GetMap(mapName).GetMiniMapPosition(greyMat, _prevX, _prevY); } if (p != default) { (_prevX, _prevY) = (p.X, p.Y); } WeakReferenceMessenger.Default.Send(new PropertyChangedMessage(typeof(Navigation), "SendCurrentPosition", new object(), p)); return p; } public static int GetTargetOrientation(Waypoint waypoint, Point2f position) { double deltaX = waypoint.X - position.X; double deltaY = waypoint.Y - position.Y; double vectorLength = Math.Sqrt(deltaX * deltaX + deltaY * deltaY); if (vectorLength == 0) { return 0; } // 计算向量与x轴之间的夹角(逆时针方向) double angle = Math.Acos(deltaX / vectorLength); // 如果向量在x轴下方,角度需要调整 if (deltaY < 0) { angle = 2 * Math.PI - angle; } return (int)(angle * (180.0 / Math.PI)); } public static double GetDistance(Waypoint waypoint, Point2f position) { var x1 = waypoint.X; var y1 = waypoint.Y; var x2 = position.X; var y2 = position.Y; return Math.Sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } }