using BetterGenshinImpact.Core.Config;
using BetterGenshinImpact.Core.Recognition.OCR;
using BetterGenshinImpact.Core.Recognition.ONNX;
using BetterGenshinImpact.Core.Simulator;
using BetterGenshinImpact.GameTask.AutoFight;
using BetterGenshinImpact.GameTask.AutoFight.Assets;
using BetterGenshinImpact.GameTask.AutoFight.Model;
using BetterGenshinImpact.GameTask.AutoFight.Script;
using BetterGenshinImpact.GameTask.AutoGeniusInvokation.Exception;
using BetterGenshinImpact.GameTask.AutoPick.Assets;
using BetterGenshinImpact.GameTask.Common.Map;
using BetterGenshinImpact.GameTask.Model.Area;
using BetterGenshinImpact.GameTask.Model.Enum;
using BetterGenshinImpact.Helpers;
using BetterGenshinImpact.Service.Notification;
using BetterGenshinImpact.View.Drawable;
using BetterGenshinImpact.ViewModel.Pages;
using Compunet.YoloV8;
using Microsoft.Extensions.Logging;
using OpenCvSharp;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing.Imaging;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using static BetterGenshinImpact.GameTask.Common.TaskControl;
using static Vanara.PInvoke.User32;
namespace BetterGenshinImpact.GameTask.AutoDomain;
public class AutoDomainTask
{
private readonly AutoDomainParam _taskParam;
private readonly PostMessageSimulator _simulator;
private readonly YoloV8 _predictor;
private readonly AutoDomainConfig _config;
private readonly CombatScriptBag _combatScriptBag;
public AutoDomainTask(AutoDomainParam taskParam)
{
_taskParam = taskParam;
_simulator = AutoFightContext.Instance.Simulator;
_predictor = new YoloV8(Global.Absolute("Assets\\Model\\Domain\\bgi_tree.onnx"), BgiSessionOption.Instance.Options);
_config = TaskContext.Instance().Config.AutoDomainConfig;
_combatScriptBag = CombatScriptParser.ReadAndParse(_taskParam.CombatStrategyPath);
}
public async void Start()
{
var hasLock = false;
try
{
AutoFightAssets.DestroyInstance();
hasLock = await TaskSemaphore.WaitAsync(0);
if (!hasLock)
{
Logger.LogError("启动自动秘境功能失败:当前存在正在运行中的独立任务,请不要重复执行任务!");
return;
}
Init();
NotificationHelper.SendTaskNotificationWithScreenshotUsing(b => b.Domain().Started().Build());
var combatScenes = new CombatScenes().InitializeTeam(GetRectAreaFromDispatcher());
// 前置进入秘境
EnterDomain();
for (var i = 0; i < _taskParam.DomainRoundNum; i++)
{
// 0. 关闭秘境提示
Logger.LogDebug("0. 关闭秘境提示");
CloseDomainTip();
// 队伍没初始化成功则重试
RetryTeamInit(combatScenes);
// 1. 走到钥匙处启动
Logger.LogInformation("自动秘境:{Text}", "1. 走到钥匙处启动");
await WalkToPressF();
// 2. 执行战斗(战斗线程、视角线程、检测战斗完成线程)
Logger.LogInformation("自动秘境:{Text}", "2. 执行战斗策略");
await StartFight(combatScenes);
EndFightWait();
// 3. 寻找石化古树 并左右移动直到石化古树位于屏幕中心
Logger.LogInformation("自动秘境:{Text}", "3. 寻找石化古树");
await FindPetrifiedTree();
// 4. 走到石化古树处
Logger.LogInformation("自动秘境:{Text}", "4. 走到石化古树处");
await WalkToPressF();
// 5. 快速领取奖励并判断是否有下一轮
Logger.LogInformation("自动秘境:{Text}", "5. 领取奖励");
if (!GettingTreasure(_taskParam.DomainRoundNum == 9999, i == _taskParam.DomainRoundNum - 1))
{
if (i == _taskParam.DomainRoundNum - 1)
{
Logger.LogInformation("配置的{Cnt}轮秘境已经完成,结束自动秘境", _taskParam.DomainRoundNum);
}
else
{
Logger.LogInformation("体力已经耗尽,结束自动秘境");
}
NotificationHelper.SendTaskNotificationWithScreenshotUsing(b => b.Domain().Success().Build());
break;
}
NotificationHelper.SendTaskNotificationWithScreenshotUsing(b => b.Domain().Progress().Build());
}
}
catch (NormalEndException e)
{
Logger.LogInformation("自动秘境中断:" + e.Message);
NotificationHelper.SendTaskNotificationWithScreenshotUsing(b => b.Domain().Cancelled().Build());
}
catch (Exception e)
{
Logger.LogError(e.Message);
Logger.LogDebug(e.StackTrace);
NotificationHelper.SendTaskNotificationWithScreenshotUsing(b => b.Domain().Failure().Build());
}
finally
{
VisionContext.Instance().DrawContent.ClearAll();
TaskTriggerDispatcher.Instance().SetCacheCaptureMode(DispatcherCaptureModeEnum.OnlyTrigger);
TaskSettingsPageViewModel.SetSwitchAutoDomainButtonText(false);
Logger.LogInformation("→ {Text}", "自动秘境结束");
if (hasLock)
{
TaskSemaphore.Release();
}
}
}
private void Init()
{
LogScreenResolution();
if (_taskParam.DomainRoundNum == 9999)
{
Logger.LogInformation("→ {Text} 用尽所有体力后结束", "自动秘境,启动!");
}
else
{
Logger.LogInformation("→ {Text} 设置总次数:{Cnt}", "自动秘境,启动!", _taskParam.DomainRoundNum);
}
SystemControl.ActivateWindow();
TaskTriggerDispatcher.Instance().SetCacheCaptureMode(DispatcherCaptureModeEnum.OnlyCacheCapture);
Sleep(TaskContext.Instance().Config.TriggerInterval * 5, _taskParam.Cts); // 等待缓存图像
}
private void LogScreenResolution()
{
var gameScreenSize = SystemControl.GetGameScreenRect(TaskContext.Instance().GameHandle);
if (gameScreenSize.Width * 9 != gameScreenSize.Height * 16)
{
Logger.LogWarning("游戏窗口分辨率不是 16:9 !当前分辨率为 {Width}x{Height} , 非 16:9 分辨率的游戏可能无法正常使用自动秘境功能 !", gameScreenSize.Width, gameScreenSize.Height);
}
if (gameScreenSize.Width < 1920 || gameScreenSize.Height < 1080)
{
Logger.LogWarning("游戏窗口分辨率小于 1920x1080 !当前分辨率为 {Width}x{Height} , 小于 1920x1080 的分辨率的游戏可能无法正常使用自动秘境功能 !", gameScreenSize.Width, gameScreenSize.Height);
}
}
private void RetryTeamInit(CombatScenes combatScenes)
{
if (!combatScenes.CheckTeamInitialized())
{
combatScenes.InitializeTeam(GetRectAreaFromDispatcher());
if (!combatScenes.CheckTeamInitialized())
{
throw new Exception("识别队伍角色失败,请在较暗背景下重试,比如游戏时间调整成夜晚。或者直接使用强制指定当前队伍角色的功能。");
}
}
}
private void EnterDomain()
{
var fightAssets = AutoFightContext.Instance.FightAssets;
using var fRectArea = GetRectAreaFromDispatcher().Find(AutoPickAssets.Instance.FRo);
if (!fRectArea.IsEmpty())
{
Simulation.SendInput.Keyboard.KeyPress(VK.VK_F);
Logger.LogInformation("自动秘境:{Text}", "进入秘境");
// 秘境开门动画 5s
Sleep(5000, _taskParam.Cts);
}
int retryTimes = 0, clickCount = 0;
while (retryTimes < 20 && clickCount < 2)
{
retryTimes++;
using var confirmRectArea = GetRectAreaFromDispatcher().Find(fightAssets.ConfirmRa);
if (!confirmRectArea.IsEmpty())
{
confirmRectArea.Click();
clickCount++;
}
Sleep(1500, _taskParam.Cts);
}
// 载入动画
Sleep(3000, _taskParam.Cts);
}
private void CloseDomainTip()
{
// 2min的载入时间总够了吧
var retryTimes = 0;
while (retryTimes < 120)
{
retryTimes++;
using var cactRectArea = GetRectAreaFromDispatcher().Find(AutoFightContext.Instance.FightAssets.ClickAnyCloseTipRa);
if (!cactRectArea.IsEmpty())
{
Sleep(1000, _taskParam.Cts);
cactRectArea.Click();
break;
}
// todo 添加小地图角标位置检测 防止有人手点了
Sleep(1000, _taskParam.Cts);
}
Sleep(1500, _taskParam.Cts);
}
///
/// 走到钥匙处启动
///
private async Task WalkToPressF()
{
if (_taskParam.Cts.Token.IsCancellationRequested)
{
return;
}
await Task.Run(() =>
{
_simulator.KeyDown(VK.VK_W);
Sleep(20);
// 组合键好像不能直接用 postmessage
if (!_config.WalkToF)
{
Simulation.SendInput.Keyboard.KeyDown(VK.VK_SHIFT);
}
try
{
while (!_taskParam.Cts.Token.IsCancellationRequested)
{
using var fRectArea = GetRectAreaFromDispatcher().Find(AutoPickAssets.Instance.FRo);
if (fRectArea.IsEmpty())
{
Sleep(100, _taskParam.Cts);
}
else
{
Logger.LogInformation("检测到交互键");
Simulation.SendInput.Keyboard.KeyPress(VK.VK_F);
break;
}
}
}
finally
{
_simulator.KeyUp(VK.VK_W);
Sleep(50);
if (!_config.WalkToF)
{
Simulation.SendInput.Keyboard.KeyUp(VK.VK_SHIFT);
}
}
});
}
private Task StartFight(CombatScenes combatScenes)
{
var combatCommands = _combatScriptBag.FindCombatScript(combatScenes.Avatars);
CancellationTokenSource cts = new CancellationTokenSource();
_taskParam.Cts.Token.Register(cts.Cancel);
combatScenes.BeforeTask(cts);
// 战斗操作
var combatTask = new Task(() =>
{
try
{
while (!cts.Token.IsCancellationRequested)
{
// 通用化战斗策略
foreach (var command in combatCommands)
{
command.Execute(combatScenes);
}
}
}
catch (NormalEndException e)
{
Logger.LogInformation("战斗操作中断:{Msg}", e.Message);
}
catch (Exception e)
{
Logger.LogWarning(e.Message);
throw;
}
finally
{
Logger.LogInformation("自动战斗线程结束");
}
}, cts.Token);
// 视角操作
// 对局结束检测
var domainEndTask = DomainEndDetectionTask(cts);
combatTask.Start();
domainEndTask.Start();
return Task.WhenAll(combatTask, domainEndTask);
}
private void EndFightWait()
{
if (_taskParam.Cts.Token.IsCancellationRequested)
{
return;
}
var s = TaskContext.Instance().Config.AutoDomainConfig.FightEndDelay;
if (s > 0)
{
Logger.LogInformation("战斗结束后等待 {Second} 秒", s);
Sleep((int)(s * 1000), _taskParam.Cts);
}
}
///
/// 对局结束检测
///
private Task DomainEndDetectionTask(CancellationTokenSource cts)
{
return new Task(() =>
{
while (!_taskParam.Cts.Token.IsCancellationRequested)
{
if (IsDomainEnd())
{
cts.Cancel();
break;
}
Sleep(1000);
}
});
}
private bool IsDomainEnd()
{
using var ra = GetRectAreaFromDispatcher();
var endTipsRect = ra.DeriveCrop(AutoFightContext.Instance.FightAssets.EndTipsUpperRect);
var text = OcrFactory.Paddle.Ocr(endTipsRect.SrcGreyMat);
if (text.Contains("挑战") || text.Contains("达成"))
{
Logger.LogInformation("检测到秘境结束提示(挑战达成),结束秘境");
return true;
}
endTipsRect = ra.DeriveCrop(AutoFightContext.Instance.FightAssets.EndTipsRect);
text = OcrFactory.Paddle.Ocr(endTipsRect.SrcGreyMat);
if (text.Contains("自动") || text.Contains("退出"))
{
Logger.LogInformation("检测到秘境结束提示(xxx秒后自动退出),结束秘境");
return true;
}
return false;
}
///
/// 旋转视角后寻找石化古树
///
private Task FindPetrifiedTree()
{
CancellationTokenSource treeCts = new CancellationTokenSource();
_taskParam.Cts.Token.Register(treeCts.Cancel);
// 中键回正视角
Simulation.SendInput.Mouse.MiddleButtonClick();
Sleep(900, _taskParam.Cts);
// 左右移动直到石化古树位于屏幕中心任务
var moveAvatarTask = MoveAvatarHorizontallyTask(treeCts);
// 锁定东方向视角线程
var lockCameraToEastTask = LockCameraToEastTask(treeCts, moveAvatarTask);
lockCameraToEastTask.Start();
return Task.WhenAll(moveAvatarTask, lockCameraToEastTask);
}
private Task MoveAvatarHorizontallyTask(CancellationTokenSource treeCts)
{
return new Task(() =>
{
var captureArea = TaskContext.Instance().SystemInfo.ScaleMax1080PCaptureRect;
var middleX = captureArea.Width / 2;
var leftKeyDown = false;
var rightKeyDown = false;
var noDetectCount = 0;
var prevKey = VK.VK_A;
var backwardsAndForwardsCount = 0;
while (!_taskParam.Cts.Token.IsCancellationRequested)
{
var treeRect = DetectTree(GetRectAreaFromDispatcher());
if (treeRect != Rect.Empty)
{
var treeMiddleX = treeRect.X + treeRect.Width / 2;
if (treeRect.X + treeRect.Width < middleX && !_config.ShortMovement)
{
backwardsAndForwardsCount = 0;
// 树在左边 往左走
Debug.WriteLine($"树在左边 往左走 {treeMiddleX} {middleX}");
if (rightKeyDown)
{
// 先松开D键
_simulator.KeyUp(VK.VK_D);
rightKeyDown = false;
}
if (!leftKeyDown)
{
_simulator.KeyDown(VK.VK_A);
leftKeyDown = true;
}
}
else if (treeRect.X > middleX && !_config.ShortMovement)
{
backwardsAndForwardsCount = 0;
// 树在右边 往右走
Debug.WriteLine($"树在右边 往右走 {treeMiddleX} {middleX}");
if (leftKeyDown)
{
// 先松开A键
_simulator.KeyUp(VK.VK_A);
leftKeyDown = false;
}
if (!rightKeyDown)
{
_simulator.KeyDown(VK.VK_D);
rightKeyDown = true;
}
}
else
{
// 树在中间 松开所有键
if (rightKeyDown)
{
_simulator.KeyUp(VK.VK_D);
prevKey = VK.VK_D;
rightKeyDown = false;
}
if (leftKeyDown)
{
_simulator.KeyUp(VK.VK_A);
prevKey = VK.VK_A;
leftKeyDown = false;
}
// 松开按键后使用小碎步移动
if (treeMiddleX < middleX)
{
if (prevKey == VK.VK_D)
{
backwardsAndForwardsCount++;
}
_simulator.KeyPress(VK.VK_A, 60);
prevKey = VK.VK_A;
}
else if (treeMiddleX > middleX)
{
if (prevKey == VK.VK_A)
{
backwardsAndForwardsCount++;
}
_simulator.KeyPress(VK.VK_D, 60);
prevKey = VK.VK_D;
}
else
{
_simulator.KeyPress(VK.VK_W, 60);
Sleep(500, _taskParam.Cts);
treeCts.Cancel();
break;
}
}
}
else
{
backwardsAndForwardsCount = 0;
// 左右巡逻
noDetectCount++;
if (noDetectCount > 40)
{
if (leftKeyDown)
{
_simulator.KeyUp(VK.VK_A);
leftKeyDown = false;
}
if (!rightKeyDown)
{
_simulator.KeyDown(VK.VK_D);
rightKeyDown = true;
}
}
else
{
if (rightKeyDown)
{
_simulator.KeyUp(VK.VK_D);
rightKeyDown = false;
}
if (!leftKeyDown)
{
_simulator.KeyDown(VK.VK_A);
leftKeyDown = true;
}
}
}
if (backwardsAndForwardsCount >= _config.LeftRightMoveTimes)
{
// 左右移动5次说明已经在树中心了
_simulator.KeyPress(VK.VK_W, 60);
Sleep(500, _taskParam.Cts);
treeCts.Cancel();
break;
}
Sleep(60, _taskParam.Cts);
}
VisionContext.Instance().DrawContent.ClearAll();
});
}
private Rect DetectTree(ImageRegion region)
{
using var memoryStream = new MemoryStream();
region.SrcBitmap.Save(memoryStream, ImageFormat.Bmp);
memoryStream.Seek(0, SeekOrigin.Begin);
var result = _predictor.Detect(memoryStream);
var list = new List();
foreach (var box in result.Boxes)
{
var rect = new Rect(box.Bounds.X, box.Bounds.Y, box.Bounds.Width, box.Bounds.Height);
list.Add(region.ToRectDrawable(rect, "tree"));
}
VisionContext.Instance().DrawContent.PutOrRemoveRectList("TreeBox", list);
if (list.Count > 0)
{
var box = result.Boxes[0];
return new Rect(box.Bounds.X, box.Bounds.Y, box.Bounds.Width, box.Bounds.Height);
}
return Rect.Empty;
}
private Task LockCameraToEastTask(CancellationTokenSource cts, Task moveAvatarTask)
{
return new Task(() =>
{
var continuousCount = 0; // 连续东方向次数
var started = false;
while (!cts.Token.IsCancellationRequested)
{
using var captureRegion = GetRectAreaFromDispatcher();
var angle = CameraOrientation.Compute(captureRegion.SrcGreyMat);
CameraOrientation.DrawDirection(captureRegion, angle);
if (angle is >= 356 or <= 4)
{
// 算作对准了
continuousCount++;
}
if (angle < 180)
{
// 左移视角
var moveAngle = angle;
if (moveAngle > 2)
{
moveAngle *= 2;
}
Simulation.SendInput.Mouse.MoveMouseBy(-moveAngle, 0);
continuousCount = 0;
}
else if (angle is > 180 and < 360)
{
// 右移视角
var moveAngle = 360 - angle;
if (moveAngle > 2)
{
moveAngle *= 2;
}
Simulation.SendInput.Mouse.MoveMouseBy(moveAngle, 0);
continuousCount = 0;
}
else
{
// 360 度 东方向视角
if (continuousCount > 5)
{
if (!started && moveAvatarTask.Status != TaskStatus.Running)
{
started = true;
moveAvatarTask.Start();
}
}
}
Sleep(100);
}
Logger.LogInformation("锁定东方向视角线程结束");
VisionContext.Instance().DrawContent.ClearAll();
});
}
///
/// 领取奖励
///
/// 是否识别树脂
/// 是否最后一轮
private bool GettingTreasure(bool recognizeResin, bool isLastTurn)
{
// 等待窗口弹出
Sleep(1500, _taskParam.Cts);
// 优先使用浓缩树脂
var retryTimes = 0;
while (true)
{
retryTimes++;
if (retryTimes > 3)
{
Logger.LogInformation("没有浓缩树脂了");
break;
}
var useCondensedResinRa = GetRectAreaFromDispatcher().Find(AutoFightContext.Instance.FightAssets.UseCondensedResinRa);
if (!useCondensedResinRa.IsEmpty())
{
useCondensedResinRa.Click();
// 点两下 #224 #218
// 解决水龙王按下左键后没松开,然后后续点击按下就没反应了
Sleep(400, _taskParam.Cts);
useCondensedResinRa.Click();
break;
}
Sleep(800, _taskParam.Cts);
}
Sleep(1000, _taskParam.Cts);
var captureArea = TaskContext.Instance().SystemInfo.CaptureAreaRect;
for (var i = 0; i < 30; i++)
{
// 跳过领取动画
GameCaptureRegion.GameRegionClick((size, scale) => (size.Width - 140 * scale, 53 * scale));
Sleep(200, _taskParam.Cts);
GameCaptureRegion.GameRegionClick((size, scale) => (size.Width - 140 * scale, 53 * scale));
// 优先点击继续
var ra = GetRectAreaFromDispatcher();
var confirmRectArea = ra.Find(AutoFightContext.Instance.FightAssets.ConfirmRa);
if (!confirmRectArea.IsEmpty())
{
if (isLastTurn)
{
// 最后一回合 退出
var exitRectArea = ra.Find(AutoFightContext.Instance.FightAssets.ExitRa);
if (!exitRectArea.IsEmpty())
{
exitRectArea.Click();
return false;
}
}
if (!recognizeResin)
{
confirmRectArea.Click();
return true;
}
var (condensedResinCount, fragileResinCount) = GetRemainResinStatus();
if (condensedResinCount == 0 && fragileResinCount < 20)
{
// 没有体力了退出
var exitRectArea = ra.Find(AutoFightContext.Instance.FightAssets.ExitRa);
if (!exitRectArea.IsEmpty())
{
exitRectArea.Click();
return false;
}
}
else
{
// 有体力继续
confirmRectArea.Click();
return true;
}
}
Sleep(300, _taskParam.Cts);
}
throw new NormalEndException("未检测到秘境结束,可能是背包物品已满。");
}
///
/// 获取剩余树脂状态
///
private (int, int) GetRemainResinStatus()
{
var condensedResinCount = 0;
var fragileResinCount = 0;
var ra = GetRectAreaFromDispatcher();
// 浓缩树脂
var condensedResinCountRa = ra.Find(AutoFightContext.Instance.FightAssets.CondensedResinCountRa);
if (!condensedResinCountRa.IsEmpty())
{
// 图像右侧就是浓缩树脂数量
var countArea = ra.DeriveCrop(condensedResinCountRa.X + condensedResinCountRa.Width, condensedResinCountRa.Y, condensedResinCountRa.Width, condensedResinCountRa.Height);
// Cv2.ImWrite($"log/resin_{DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss:ffff")}.png", countArea.SrcGreyMat);
var count = OcrFactory.Paddle.OcrWithoutDetector(countArea.SrcGreyMat);
condensedResinCount = StringUtils.TryParseInt(count);
}
// 脆弱树脂
var fragileResinCountRa = ra.Find(AutoFightContext.Instance.FightAssets.FragileResinCountRa);
if (!fragileResinCountRa.IsEmpty())
{
// 图像右侧就是脆弱树脂数量
var countArea = ra.DeriveCrop(fragileResinCountRa.X + fragileResinCountRa.Width, fragileResinCountRa.Y, (int)(fragileResinCountRa.Width * 3), fragileResinCountRa.Height);
var count = OcrFactory.Paddle.Ocr(countArea.SrcGreyMat);
fragileResinCount = StringUtils.TryParseInt(count);
}
Logger.LogInformation("剩余:浓缩树脂 {CondensedResinCount} 脆弱树脂 {FragileResinCount}", condensedResinCount, fragileResinCount);
return (condensedResinCount, fragileResinCount);
}
}