using BetterGenshinImpact.Core.Recognition;
using BetterGenshinImpact.Core.Recognition.OpenCv;
using BetterGenshinImpact.Core.Simulator;
using BetterGenshinImpact.GameTask.AutoGeniusInvokation.Exception;
using BetterGenshinImpact.GameTask.Common;
using BetterGenshinImpact.GameTask.Common.BgiVision;
using BetterGenshinImpact.GameTask.Common.Element.Assets;
using BetterGenshinImpact.GameTask.Common.Map;
using BetterGenshinImpact.GameTask.Model.Area;
using BetterGenshinImpact.GameTask.QuickTeleport.Assets;
using BetterGenshinImpact.Helpers.Extensions;
using Microsoft.Extensions.Logging;
using OpenCvSharp;
using System;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using BetterGenshinImpact.GameTask.Common.Exceptions;
using Vanara.PInvoke;
using static BetterGenshinImpact.GameTask.Common.TaskControl;
namespace BetterGenshinImpact.GameTask.AutoTrackPath;
///
/// 传送任务
///
public class TpTask(CancellationToken ct)
{
private readonly QuickTeleportAssets _assets = QuickTeleportAssets.Instance;
private readonly Rect _captureRect = TaskContext.Instance().SystemInfo.ScaleMax1080PCaptureRect;
private readonly double _zoomOutMax1080PRatio = TaskContext.Instance().SystemInfo.ZoomOutMax1080PRatio;
public static double ReviveStatueOfTheSevenPointX = 2296.4;
public static double ReviveStatueOfTheSevenPointY = -824.4;
public static double currentZoomLevel = -1;
///
/// 通过大地图传送到指定坐标最近的传送点,然后移动到指定坐标
///
///
///
/// 强制以当前的tpX,tpY坐标进行自动传送
/// 地图缩放等级
public async Task<(double, double)> TpOnce(double tpX, double tpY, bool force = false, int initialZoomLevel = 4)
{
var (x, y) = (tpX, tpY);
string? country = null;
if (!force)
{
// 获取最近的传送点位置
(x, y, country) = GetRecentlyTpPoint(tpX, tpY);
Logger.LogDebug("({TpX},{TpY}) 最近的传送点位置 ({X},{Y})", $"{tpX:F1}", $"{tpY:F1}", $"{x:F1}", $"{y:F1}");
}
// 计算传送点位置离哪个地图切换后的中心点最近,切换到该地图
await SwitchRecentlyCountryMap(x, y, country);
// 计算坐标后点击
var bigMapInAllMapRect = GetBigMapRect();
currentZoomLevel = GetBigMapZoomLevel(CaptureToRectArea());
while (currentZoomLevel > 4.5)
{
await AdjustMapZoomLevel(true);
currentZoomLevel--;
Logger.LogInformation("当前缩放等级过大,调整为{currentZoomLevel}。", currentZoomLevel);
}
while (!IsPointInBigMapWindow(bigMapInAllMapRect, x, y) || currentZoomLevel > 2.5) // 左上角 350x400也属于禁止点击区域
{
Debug.WriteLine($"({x},{y}) 不在 {bigMapInAllMapRect} 内,继续移动");
Logger.LogInformation("传送点不在当前大地图范围内,继续移动");
await MoveMapTo(x, y, maxMouseMove:400);
await Delay(300, ct); // 等待地图移动完成
bigMapInAllMapRect = GetBigMapRect();
}
// Debug.WriteLine($"({x},{y}) 在 {bigMapInAllMapRect} 内,计算它在窗体内的位置");
// 注意这个坐标的原点是中心区域某个点,所以要转换一下点击坐标(点击坐标是左上角为原点的坐标系),不能只是缩放
var (clickX, clickY) = ConvertToGameRegionPosition(bigMapInAllMapRect, x, y);
Logger.LogInformation("点击传送点");
using var ra = CaptureToRectArea();
ra.ClickTo((int)clickX, (int)clickY);
// 触发一次快速传送功能
await Delay(500, ct);
await ClickTpPoint(CaptureToRectArea());
// 等待传送完成
for (var i = 0; i < 20; i++)
{
await Delay(1200, ct);
using var ra3 = CaptureToRectArea();
if (Bv.IsInMainUi(ra3))
{
break;
}
}
Logger.LogInformation("传送完成");
return (x, y);
}
///
/// 传送点是否在大地图窗口内
///
/// 大地图在整个游戏地图中的矩形位置(原神坐标系)
/// 传送点x坐标(原神坐标系)
/// 传送点y坐标(原神坐标系)
///
private bool IsPointInBigMapWindow(Rect bigMapInAllMapRect, double x, double y)
{
// 坐标不包含直接返回
if (!bigMapInAllMapRect.Contains(x, y))
{
return false;
}
var (clickX, clickY) = ConvertToGameRegionPosition(bigMapInAllMapRect, x, y);
// 屏蔽左上角350x400区域
if (clickX < 350 * _zoomOutMax1080PRatio && clickY < 400 * _zoomOutMax1080PRatio)
{
return false;
}
// 屏蔽周围 115 一圈的区域
if (clickX < 115 * _zoomOutMax1080PRatio
|| clickY < 115 * _zoomOutMax1080PRatio
|| clickX > _captureRect.Width - 115 * _zoomOutMax1080PRatio
|| clickY > _captureRect.Height - 115 * _zoomOutMax1080PRatio)
{
return false;
}
return true;
}
///
/// 转换传送点坐标到窗体内需要点击的坐标
///
/// 大地图在整个游戏地图中的矩形位置(原神坐标系)
/// 传送点x坐标(原神坐标系)
/// 传送点y坐标(原神坐标系)
///
private (double clickX, double clickY) ConvertToGameRegionPosition(Rect bigMapInAllMapRect, double x, double y)
{
var (picX, picY) = MapCoordinate.GameToMain2048(x, y);
var picRect = MapCoordinate.GameToMain2048(bigMapInAllMapRect);
Debug.WriteLine($"({picX},{picY}) 在 {picRect} 内,计算它在窗体内的位置");
var clickX = (picX - picRect.X) / picRect.Width * _captureRect.Width;
var clickY = (picY - picRect.Y) / picRect.Height * _captureRect.Height;
return (clickX, clickY);
}
public async Task<(double, double)> Tp(double tpX, double tpY, bool force = false)
{
// M 打开地图识别当前位置,中心点为当前位置
var ra1 = CaptureToRectArea();
if (!Bv.IsInBigMapUi(ra1))
{
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_M);
await Delay(1000, ct);
for (int i = 0; i < 3; i++)
{
ra1 = CaptureToRectArea();
if (!Bv.IsInBigMapUi(ra1))
{
await Delay(500, ct);
}
}
}
for (var i = 0; i < 3; i++)
{
try
{
return await TpOnce(tpX, tpY, force);
}
catch (TpPointNotActivate e)
{
// 传送点未激活或不存在 按ESC回到大地图界面
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_ESCAPE);
await Delay(300, ct);
// throw; // 不抛出异常,继续重试
Logger.LogWarning(e.Message + " 重试");
}
catch (Exception e)
{
Logger.LogError("传送失败,重试 {I} 次", i + 1);
Logger.LogDebug(e, "传送失败,重试 {I} 次", i + 1);
}
}
throw new InvalidOperationException("传送失败");
}
///
/// 移动地图到指定传送点位置
/// 可能会移动不对,所以可以重试此方法
///
/// 目标x坐标
/// 目标y坐标
/// 允许误差,默认200
/// 最大尝试次数,默认30
/// 单次移动最大距离,默认250
public async Task MoveMapTo(double x, double y, double tolerance = 200, int maxIterations = 30, int maxMouseMove = 250)
{
// 获取当前地图中心点并计算到目标传送点的初始偏移
// await AdjustMapZoomLevel(mapZoomLevel);
var bigMapCenterPoint = GetPositionFromBigMap(); // 初始中心
var newBigMapCenterPoint = bigMapCenterPoint;
var (xOffset, yOffset) = (x - bigMapCenterPoint.X, y - bigMapCenterPoint.Y);
int moveMouseX = 100 * Math.Sign(xOffset);
int moveMouseY = 100 * Math.Sign(yOffset);
int moveSteps = 10;
double totalMoveMouseX = Double.MaxValue;
double totalMoveMouseY = Double.MaxValue;
for (int iteration = 0; iteration < maxIterations; iteration++)
{
// 尝试移动鼠标
await MouseMoveMap(moveMouseX, moveMouseY, moveSteps);
bigMapCenterPoint = newBigMapCenterPoint; // 保存上一次移动的数据
try
{
newBigMapCenterPoint = GetPositionFromBigMap(); // 随循环更新的地图中心
}
catch (Exception)
{
Logger.LogWarning("中心点识别失败,尝试预测移动的距离。");
newBigMapCenterPoint = new Point2f(
(float)(bigMapCenterPoint.X + xOffset * moveMouseX / totalMoveMouseX),
(float)(bigMapCenterPoint.Y + yOffset * moveMouseY / totalMoveMouseY)
); // 利用移动鼠标的距离获取新的中心
}
// 本次移动的距离
double diffMapX = Math.Abs(newBigMapCenterPoint.X - bigMapCenterPoint.X);
double diffMapY = Math.Abs(newBigMapCenterPoint.Y - bigMapCenterPoint.Y);
double moveDistance = Math.Sqrt(diffMapX * diffMapX + diffMapY * diffMapY);
if (moveDistance > 10) // 移动距离大于10认为本次移动成功
{
(xOffset, yOffset) = (x - newBigMapCenterPoint.X, y - newBigMapCenterPoint.Y); // 更新目标偏移量
totalMoveMouseX = Math.Abs(moveMouseX * xOffset / diffMapX);
totalMoveMouseY = Math.Abs(moveMouseY * yOffset / diffMapY);
double mouseDistance = Math.Sqrt(totalMoveMouseX * totalMoveMouseX + totalMoveMouseY * totalMoveMouseY);
// 调整地图缩放
// mapZoomLevel<5 才显示传送锚点和秘境;
// mapZoomLevel<3 是为了避免部分锚点过于接近导致选错锚点;
// 风龙废墟无法避免,但是目前没有风龙废墟的脚本吧。:)
// https://github.com/babalae/better-genshin-impact/issues/318
if (mouseDistance < tolerance && currentZoomLevel < 2.5)
{
Logger.LogInformation($"移动 {iteration} 次鼠标后,已经接近目标点,不再进一步调整。");
break;
}
while (mouseDistance > 5 * tolerance && currentZoomLevel < 4)
{ // 缩小地图
await AdjustMapZoomLevel(false);
totalMoveMouseX *= (currentZoomLevel) / (currentZoomLevel + 1);
totalMoveMouseY *= (currentZoomLevel) / (currentZoomLevel + 1);
mouseDistance *= (currentZoomLevel) / (currentZoomLevel + 1);
currentZoomLevel++;
}
while (mouseDistance < 2 * tolerance && currentZoomLevel > 2)
{ // 放大地图
await AdjustMapZoomLevel(true);
totalMoveMouseX *= (currentZoomLevel) / (currentZoomLevel - 1);
totalMoveMouseY *= (currentZoomLevel) / (currentZoomLevel - 1);
mouseDistance *= (currentZoomLevel) / (currentZoomLevel - 1);
currentZoomLevel--;
}
// 单次移动最大距离为 maxMouseMove
moveMouseX = (int)Math.Min(totalMoveMouseX, maxMouseMove * totalMoveMouseX / mouseDistance) * Math.Sign(xOffset);
moveMouseY = (int)Math.Min(totalMoveMouseY, maxMouseMove * totalMoveMouseY / mouseDistance) * Math.Sign(yOffset);
double moveMouseLength = Math.Sqrt(moveMouseX * moveMouseX + moveMouseY * moveMouseY);
moveSteps = Math.Max((int)moveMouseLength / 10, 3); // 每次移动的步数最小为3,避免除0错误
}
else
{
Logger.LogDebug($"第 {iteration} 次移动鼠标失败,可能是点击了传送点或者其他交互对象。");
}
}
}
///
/// 调整地图缩放级别以加速移动
///
/// 是否放大地图
/// 缩放等级:1-6,整数,随着数字变大地图越小,细节越少。
public async Task AdjustMapZoomLevel(bool zoomIn)
{
if (zoomIn)
{
GameCaptureRegion.GameRegionClick((rect, scale) => (50 * scale, 430 * scale));
}
else
{
GameCaptureRegion.GameRegionClick((rect, scale) => (50 * scale, 650 * scale));
}
await Delay(50, ct);
}
public async Task AdjustMapZoomLevel(int zoomLevel)
{
for (int i = 0; i < 5; i++)
{
await AdjustMapZoomLevel(false);
}
await Delay(200, ct);
for (int i = 0; i < 6 - zoomLevel; i++)
{
await AdjustMapZoomLevel(true);
}
}
public async Task MouseMoveMap(int pixelDeltaX, int pixelDeltaY, int steps = 10, int stepIntervalMilliseconds = 10)
{
// 确保不影响总移动距离
int totalX = 0;
int totalY = 0;
// 梯形缩放因子
double scaleFactor = 0.75;
// 计算每一步的位移,从steps/2逐渐减小到0
int[] stepX = new int[steps];
int[] stepY = new int[steps];
for (int i = 0; i < steps; i++)
{
double factor = ((double)(steps - Math.Max(i, steps / 2)) / (steps / 2)) / scaleFactor;
stepX[i] = (int)(pixelDeltaX * factor / steps);
stepY[i] = (int)(pixelDeltaY * factor / steps);
totalX += stepX[i];
totalY += stepY[i];
}
// 均匀分配多余的部分到前半段
int remainingX = (int)(pixelDeltaX - totalX);
int remainingY = (int)(pixelDeltaY - totalY);
for (int i = 0; i < steps / 2 + 1; i++)
{
stepX[i] += remainingX / (steps / 2 + 1) + ((remainingX % (steps / 2 + 1) > i) ? 0 : 1);
stepY[i] += remainingY / (steps / 2 + 1) + ((remainingX % (steps / 2 + 1) > i) ? 0 : 1);
}
// 随机起点以避免地图移动无效
GameCaptureRegion.GameRegionMove((rect, _) =>
(rect.Width / 2d + Random.Shared.Next(-rect.Width / 6, rect.Width / 6),
rect.Height / 2d + Random.Shared.Next(-rect.Height / 6, rect.Height / 6)));
Simulation.SendInput.Mouse.LeftButtonDown();
for (var i = 0; i < steps; i++)
{
Simulation.SendInput.Mouse.MoveMouseBy(stepX[i], stepY[i]);
await Delay(stepIntervalMilliseconds, ct);
}
Simulation.SendInput.Mouse.LeftButtonUp();
}
public Point2f GetPositionFromBigMap()
{
return GetBigMapCenterPoint();
}
public Point2f? GetPositionFromBigMapNullable()
{
try
{
return GetBigMapCenterPoint();
}
catch
{
return null;
}
}
public Rect GetBigMapRect()
{
var rect = new Rect();
NewRetry.Do(() =>
{
// 判断是否在地图界面
using var ra = CaptureToRectArea();
using var mapScaleButtonRa = ra.Find(QuickTeleportAssets.Instance.MapScaleButtonRo);
if (mapScaleButtonRa.IsExist())
{
rect = BigMap.Instance.GetBigMapRectByFeatureMatch(ra.SrcGreyMat);
if (rect == Rect.Empty)
{
// 滚轮调整后再次识别
Simulation.SendInput.Mouse.VerticalScroll(2);
Sleep(500);
throw new RetryException("识别大地图位置失败");
}
}
else
{
throw new RetryException("当前不在地图界面");
}
}, TimeSpan.FromMilliseconds(500), 5);
if (rect == Rect.Empty)
{
throw new InvalidOperationException("多次重试后,识别大地图位置失败");
}
Debug.WriteLine("识别大地图在全地图位置矩形:" + rect);
const int s = BigMap.ScaleTo2048; // 相对1024做4倍缩放
return MapCoordinate.Main2048ToGame(new Rect(rect.X * s, rect.Y * s, rect.Width * s, rect.Height * s));
}
public Point2f GetBigMapCenterPoint()
{
// 判断是否在地图界面
using var ra = CaptureToRectArea();
using var mapScaleButtonRa = ra.Find(QuickTeleportAssets.Instance.MapScaleButtonRo);
if (mapScaleButtonRa.IsExist())
{
var p = BigMap.Instance.GetBigMapPositionByFeatureMatch(ra.SrcGreyMat);
if (p.IsEmpty())
{
throw new InvalidOperationException("识别大地图位置失败");
}
Debug.WriteLine("识别大地图在全地图位置:" + p);
return MapCoordinate.Main2048ToGame(new Point2f(BigMap.ScaleTo2048 * p.X, BigMap.ScaleTo2048 * p.Y));
}
else
{
throw new InvalidOperationException("当前不在地图界面");
}
}
///
/// 获取最近的传送点位置
///
///
///
///
public (double x, double y, string? country) GetRecentlyTpPoint(double x, double y)
{
double recentX = 0;
double recentY = 0;
string? country = "";
var minDistance = double.MaxValue;
foreach (var tpPosition in MapLazyAssets.Instance.TpPositions)
{
var distance = Math.Sqrt(Math.Pow(tpPosition.X - x, 2) + Math.Pow(tpPosition.Y - y, 2));
if (distance < minDistance)
{
minDistance = distance;
recentX = tpPosition.X;
recentY = tpPosition.Y;
country = tpPosition.Country;
}
}
// todo: 识别当前国家
return (recentX, recentY, country);
}
public async Task SwitchRecentlyCountryMap(double x, double y, string? forceCountry = null)
{
// 可能是地下地图,切换到地上地图
using var ra2 = CaptureToRectArea();
if (Bv.BigMapIsUnderground(ra2))
{
ra2.Find(_assets.MapUndergroundToGroundButtonRo).Click();
await Delay(200, ct);
}
// 识别当前位置
var minDistance = double.MaxValue;
var bigMapCenterPointNullable = GetPositionFromBigMapNullable();
if (bigMapCenterPointNullable != null)
{
var bigMapCenterPoint = bigMapCenterPointNullable.Value;
Logger.LogDebug("识别当前大地图位置:{Pos}", bigMapCenterPoint);
minDistance = Math.Sqrt(Math.Pow(bigMapCenterPoint.X - x, 2) + Math.Pow(bigMapCenterPoint.Y - y, 2));
if (minDistance < 50)
{
// 点位很近的情况下不切换
return false;
}
}
string minCountry = "当前位置";
foreach (var (country, position) in MapLazyAssets.Instance.CountryPositions)
{
var distance = Math.Sqrt(Math.Pow(position[0] - x, 2) + Math.Pow(position[1] - y, 2));
if (distance < minDistance)
{
minDistance = distance;
minCountry = country;
}
}
Logger.LogDebug("离目标传送点最近的区域是:{Country}", minCountry);
if (minCountry != "当前位置")
{
if (forceCountry != null)
{
minCountry = forceCountry;
}
GameCaptureRegion.GameRegionClick((rect, scale) => (rect.Width - 160 * scale, rect.Height - 60 * scale));
await Delay(300, ct);
var ra = CaptureToRectArea();
var list = ra.FindMulti(new RecognitionObject
{
RecognitionType = RecognitionTypes.Ocr,
RegionOfInterest = new Rect(ra.Width / 2, 0, ra.Width / 2, ra.Height)
});
list.FirstOrDefault(r => r.Text.Length == minCountry.Length && !r.Text.Contains("委托") && r.Text.Contains(minCountry))?.Click();
Logger.LogInformation("切换到区域:{Country}", minCountry);
await Delay(500, ct);
return true;
}
return false;
}
public async Task Tp(string name)
{
// 通过大地图传送到指定传送点
}
public async Task TpByF1(string name)
{
// 传送到指定传送点
}
public async Task ClickTpPoint(ImageRegion imageRegion)
{
// 1.判断是否在地图界面
if (Bv.IsInBigMapUi(imageRegion))
{
// 2. 判断是否已经点出传送按钮
var hasTeleportButton = CheckTeleportButton(imageRegion);
if (!hasTeleportButton)
{
// 3. 没点出传送按钮,且不存在外部地图关闭按钮
// 说明只有两种可能,a. 点出来的是未激活传送点或者标点 b. 选择传送点选项列表
var mapCloseRa1 = imageRegion.Find(_assets.MapCloseButtonRo);
if (!mapCloseRa1.IsEmpty())
{
throw new TpPointNotActivate("传送点未激活或不存在");
}
else
{
// 3. 循环判断选项列表是否有传送点(未激活点位也在里面)
var hasMapChooseIcon = CheckMapChooseIcon(imageRegion);
if (hasMapChooseIcon)
{
var time = TaskContext.Instance().Config.QuickTeleportConfig.WaitTeleportPanelDelay;
time = time < 300 ? 300 : time;
await Delay(time, ct);
if (!CheckTeleportButton(CaptureToRectArea()))
{
// 没传送确认图标说明点开的是未激活传送锚点
throw new TpPointNotActivate("传送点未激活或不存在");
}
}
else
{
// 没有传送点说明不是传送点
throw new TpPointNotActivate("传送点未激活或不存在");
}
}
}
}
}
private bool CheckTeleportButton(ImageRegion imageRegion)
{
var hasTeleportButton = false;
imageRegion.Find(_assets.TeleportButtonRo, ra =>
{
ra.Click();
hasTeleportButton = true;
});
return hasTeleportButton;
}
///
/// 全匹配一遍并进行文字识别
/// 60ms ~200ms
///
///
///
private bool CheckMapChooseIcon(ImageRegion imageRegion)
{
var hasMapChooseIcon = false;
// 全匹配一遍
var rResultList = MatchTemplateHelper.MatchMultiPicForOnePic(imageRegion.SrcGreyMat[_assets.MapChooseIconRoi], _assets.MapChooseIconGreyMatList);
// 按高度排序
if (rResultList.Count > 0)
{
rResultList = [.. rResultList.OrderBy(x => x.Y)];
// 点击最高的
foreach (var iconRect in rResultList)
{
// 200宽度的文字区域
using var ra = imageRegion.DeriveCrop(_assets.MapChooseIconRoi.X + iconRect.X + iconRect.Width, _assets.MapChooseIconRoi.Y + iconRect.Y - 8, 200, iconRect.Height + 16);
using var textRegion = ra.Find(new RecognitionObject
{
// RecognitionType = RecognitionTypes.Ocr,
RecognitionType = RecognitionTypes.ColorRangeAndOcr,
LowerColor = new Scalar(249, 249, 249), // 只取白色文字
UpperColor = new Scalar(255, 255, 255),
});
if (string.IsNullOrEmpty(textRegion.Text) || textRegion.Text.Length == 1)
{
continue;
}
Logger.LogInformation("传送:点击 {Option}", textRegion.Text.Replace(">", ""));
var time = TaskContext.Instance().Config.QuickTeleportConfig.TeleportListClickDelay;
time = time < 500 ? 500 : time;
Thread.Sleep(time);
ra.Click();
hasMapChooseIcon = true;
break;
}
}
return hasMapChooseIcon;
}
///
/// 给定的映射关系可以表示成 (x, y) 对的形式,其中 x 是输入值,y 是输出值
/// 1 - 1
/// 0.8 - 2
/// 0.6 - 3
/// 0.4 - 4
/// 0.2 - 5
/// 0 - 6
/// y=−5x+6
///
///
///
private double GetBigMapZoomLevel(ImageRegion region)
{
var s = Bv.GetBigMapScale(region);
// 1~6 的缩放等级
return (-5 * s) + 6;
}
}