using BetterGenshinImpact.GameTask.AutoPathing.Model; using BetterGenshinImpact.GameTask.Common; using BetterGenshinImpact.GameTask.Common.BgiVision; using System; using System.Collections.Generic; using System.Threading; using System.Threading.Tasks; using BetterGenshinImpact.GameTask; using System.Windows.Forms; using Vanara.PInvoke; using Microsoft.Extensions.Logging; using System.Linq; using BetterGenshinImpact.GameTask.AutoTrackPath; using BetterGenshinImpact.GameTask.Common.Map; using BetterGenshinImpact.Core.Simulator; using OpenCvSharp; using Wpf.Ui.Violeta.Controls; using BetterGenshinImpact.GameTask.Model.Area; namespace BetterGenshinImpact.GameTask.AutoPathing; public class PathExecutor { public static async Task Pathing(PathingTask task, CancellationTokenSource cts, bool withDelay = true) { if (!TaskContext.Instance().IsInitialized) { Toast.Warning("请先在启动页,启动截图器再使用本功能"); return; } SystemControl.ActivateWindow(); if (withDelay) { for (var i = 3; i >= 1; i--) { TaskControl.Logger.LogInformation("{Sec}秒后开始寻路...", i); await Task.Delay(1000, cts.Token); } TaskControl.Logger.LogInformation("开始寻路"); } if (task.Waypoints.Count == 0) { TaskControl.Logger.LogWarning("没有路径点,寻路结束"); return; } if (task.Waypoints.First().WaypointType != WaypointType.Teleport) { TaskControl.Logger.LogWarning("第一个路径点不是传送点,将不会进行传送"); } // 这里应该判断一下自动拾取是否处于工作状态,但好像没有什么方便的读取办法 // TODO:大地图传送的时候使用游戏坐标,追踪的时候应该使用2048地图图像坐标,这里临时做转换,后续改进 var waypoints = new List(); foreach (var waypoint in task.Waypoints) { if (waypoint.WaypointType == WaypointType.Teleport) { waypoints.Add(waypoint); continue; } var waypointCopy = new Waypoint { ActionType = waypoint.ActionType, WaypointType = waypoint.WaypointType, MoveType = waypoint.MoveType }; (waypointCopy.X, waypointCopy.Y) = MapCoordinate.GameToMain2048(waypoint.X, waypoint.Y); waypoints.Add(waypointCopy); } foreach (var waypoint in waypoints) { if (waypoint.WaypointType == WaypointType.Teleport) { TaskControl.Logger.LogInformation("正在传送到{x},{y}", waypoint.X, waypoint.Y); await new TpTask(cts).Tp(waypoint.X, waypoint.Y); continue; } // waypoint.WaypointType == WaypointType.Path 或者 WaypointType.Target // Path不用走得很近,Target需要接近,但都需要先移动到对应位置 await MoveTo(waypoint); if (waypoint.WaypointType == WaypointType.Target) { await MoveCloseTo(waypoint); } } } internal static async Task MoveTo(Waypoint waypoint) { var screen = TaskControl.CaptureToRectArea(); var position = Navigation.GetPosition(screen); var targetOrientation = Navigation.GetTargetOrientation(waypoint, position); TaskControl.Logger.LogInformation("粗略接近路径点,当前位置({x1},{y1}),目标位置({x2},{y2})", position.X, position.Y, waypoint.X, waypoint.Y); await WaitUntilRotatedTo(targetOrientation, 10); var startTime = DateTime.UtcNow; var lastPositionRecord = DateTime.UtcNow; var fastMode = false; var prevPositions = new List(); // 按下w,一直走 Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W); while (true) { var now = DateTime.UtcNow; if ((now - startTime).TotalSeconds > 30) { TaskControl.Logger.LogWarning("执行超时,跳过路径点"); break; } screen = TaskControl.CaptureToRectArea(); position = Navigation.GetPosition(screen); var distance = Navigation.GetDistance(waypoint, position); TaskControl.Logger.LogInformation("接近目标点中,距离为{distance}", distance); if (distance < 4) { TaskControl.Logger.LogInformation("到达路径点附近"); break; } if (distance > 500) { TaskControl.Logger.LogWarning("距离过远,跳过路径点"); break; } if ((now - lastPositionRecord).TotalMilliseconds > 1000) { lastPositionRecord = now; prevPositions.Add(position); if (prevPositions.Count > 8) { var delta = prevPositions[prevPositions.Count - 1] - prevPositions[prevPositions.Count - 8]; if (Math.Abs(delta.X) + Math.Abs(delta.Y) < 3) { TaskControl.Logger.LogWarning("疑似卡死,尝试脱离并跳过路径点"); Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W); await Task.Delay(500); Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_X); await Task.Delay(500); Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_S); await Task.Delay(500); Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_A); await Task.Delay(500); Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_D); await Task.Delay(500); return; } } } // 旋转视角 var isFlying = Bv.GetMotionStatus(screen) == MotionStatus.Fly; targetOrientation = Navigation.GetTargetOrientation(waypoint, position); RotateTo(targetOrientation, screen, isFlying ? 2 : 6); // 根据指定方式进行移动 if (waypoint.MoveType == MoveType.Fly) { // TODO:一直起跳直到打开风之翼 if (!isFlying) { Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE); await Task.Delay(300); } continue; } if (isFlying) { Simulation.SendInput.Mouse.LeftButtonClick(); await Task.Delay(1000); continue; } if (waypoint.MoveType == MoveType.Jump) { Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE); await Task.Delay(1000); continue; } // 跑步或者游泳 if (distance > 20 != fastMode)// 距离大于20时可以使用疾跑/自由泳 { if (fastMode) { Simulation.SendInput.Mouse.RightButtonUp(); } else { Simulation.SendInput.Mouse.RightButtonDown(); } fastMode = !fastMode; } await Task.Delay(100); } // 抬起w键 Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W); } internal static async Task MoveCloseTo(Waypoint waypoint) { var screen = TaskControl.CaptureToRectArea(); var position = Navigation.GetPosition(screen); var targetOrientation = Navigation.GetTargetOrientation(waypoint, position); TaskControl.Logger.LogInformation("精确接近路径点,当前位置({x1},{y1}),目标位置({x2},{y2})", position.X, position.Y, waypoint.X, waypoint.Y); var isFlying = Bv.GetMotionStatus(screen) == MotionStatus.Fly; if (waypoint.MoveType == MoveType.Fly && waypoint.ActionType == ActionType.StopFlying && isFlying) { //下落攻击接近目的地 Simulation.SendInput.Mouse.LeftButtonClick(); await Task.Delay(1000); } await WaitUntilRotatedTo(targetOrientation, 2); var wPressed = false; var stepsTaken = 0; while (true) { stepsTaken++; if (stepsTaken > 8) { TaskControl.Logger.LogWarning("精确接近超时"); break; } screen = TaskControl.CaptureToRectArea(); position = Navigation.GetPosition(screen); if (Navigation.GetDistance(waypoint, position) < 2) { TaskControl.Logger.LogInformation("已到达路径点"); break; } RotateTo(targetOrientation, screen); //不再改变视角 if (waypoint.MoveType == MoveType.Walk) { // 小碎步接近 Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_W); await Task.Delay(500); continue; } if (!wPressed) { Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W); } await Task.Delay(500); } if (wPressed) { Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W); } } internal static int RotateTo(int targetOrientation, ImageRegion imageRegion, int controlRatio = 6) { var cao = CameraOrientation.Compute(imageRegion.SrcGreyMat); var diff = (cao - targetOrientation + 180) % 360 - 180; diff += diff < -180 ? 360 : 0; if (diff == 0) { return diff; } Simulation.SendInput.Mouse.MoveMouseBy(-controlRatio * (diff + (diff > 0 ? 1 : -1)), 0); return diff; } internal static async Task WaitUntilRotatedTo(int targetOrientation, int maxDiff) { int count = 0; while (true) { var screen = TaskControl.CaptureToRectArea(); if (Math.Abs(RotateTo(targetOrientation, screen)) < maxDiff) { break; } if (count > 50) { break; } await Task.Delay(50); count++; } } }