using BetterGenshinImpact.Core.Recognition.ONNX; using BetterGenshinImpact.Core.Simulator; using BetterGenshinImpact.Core.Simulator.Extensions; using BetterGenshinImpact.GameTask.AutoFight.Model; using BetterGenshinImpact.GameTask.AutoFight.Script; using BetterGenshinImpact.GameTask.Model.Area; using Microsoft.Extensions.Logging; using System; using System.Collections.Generic; using System.Diagnostics; using System.Globalization; using System.Linq; using System.Threading; using System.Threading.Tasks; using BetterGenshinImpact.GameTask.AutoFight.Assets; using static BetterGenshinImpact.GameTask.Common.TaskControl; using BetterGenshinImpact.Core.Recognition.OpenCv; using BetterGenshinImpact.GameTask.Common.Job; using OpenCvSharp; using Vanara; using Vanara.PInvoke; using BetterGenshinImpact.Core.Config; using BetterGenshinImpact.GameTask.Common.BgiVision; using BetterGenshinImpact.Helpers; namespace BetterGenshinImpact.GameTask.AutoFight; public class AutoFightTask : ISoloTask { public string Name => "自动战斗"; private readonly AutoFightParam _taskParam; private readonly CombatScriptBag _combatScriptBag; private CancellationToken _ct; private readonly BgiYoloV8Predictor _predictor; private DateTime _lastFightFlagTime = DateTime.Now; // 战斗标志最近一次出现的时间 private readonly double _dpi = TaskContext.Instance().DpiScale; private class TaskFightFinishDetectConfig { public int DelayTime = 1500; public Dictionary DelayTimes = new(); public double CheckTime = 5; public List CheckNames = new(); public bool FastCheckEnabled; public TaskFightFinishDetectConfig(AutoFightParam.FightFinishDetectConfig finishDetectConfig) { FastCheckEnabled = finishDetectConfig.FastCheckEnabled; ParseCheckTimeString(finishDetectConfig.FastCheckParams, out CheckTime, CheckNames); ParseFastCheckEndDelayString(finishDetectConfig.CheckEndDelay, out DelayTime, DelayTimes); BattleEndProgressBarColor = ParseStringToTuple(finishDetectConfig.BattleEndProgressBarColor, (95, 235, 255)); BattleEndProgressBarColorTolerance = ParseSingleOrCommaSeparated(finishDetectConfig.BattleEndProgressBarColorTolerance, (6, 6, 6)); } public (int, int, int) BattleEndProgressBarColor { get; } public (int, int, int) BattleEndProgressBarColorTolerance { get; } public static void ParseCheckTimeString( string input, out double checkTime, List names) { checkTime = 5; if (string.IsNullOrEmpty(input)) { return; // 直接返回 } var uniqueNames = new HashSet(); // 用于临时去重的集合 // 按分号分割字符串 var segments = input.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries); foreach (var segment in segments) { var trimmedSegment = segment.Trim(); // 如果是纯数字部分 if (double.TryParse(trimmedSegment, NumberStyles.Float, CultureInfo.InvariantCulture, out double number)) { checkTime = number; // 更新 CheckTime } else if (!uniqueNames.Contains(trimmedSegment)) // 如果是非数字且不重复 { uniqueNames.Add(trimmedSegment); // 添加到集合 } } names.AddRange(uniqueNames); // 将集合转换为列表 } public static void ParseFastCheckEndDelayString( string input, out int delayTime, Dictionary nameDelayMap) { delayTime = 1500; if (string.IsNullOrEmpty(input)) { return; // 直接返回 } // 分割字符串,以分号为分隔符 var segments = input.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries); foreach (var segment in segments) { var parts = segment.Split(','); // 如果是纯数字部分 if (parts.Length == 1) { if (double.TryParse(parts[0].Trim(), NumberStyles.Float, CultureInfo.InvariantCulture, out double number)) { delayTime = (int)(number * 1000); // 更新 delayTime } } // 如果是名字,数字格式 else if (parts.Length == 2) { string name = parts[0].Trim(); if (double.TryParse(parts[1].Trim(), NumberStyles.Float, CultureInfo.InvariantCulture, out double value)) { nameDelayMap[name] = (int)(value * 1000); // 更新字典,取最后一个值 } } // 其他格式,跳过不处理 } } static bool IsSingleNumber(string input, out int result) { return int.TryParse(input, out result); } static (int, int, int) ParseSingleOrCommaSeparated(string input, (int, int, int) defaultValue) { // 如果是单个数字 if (IsSingleNumber(input, out var singleNumber)) { return (singleNumber, singleNumber, singleNumber); } return ParseStringToTuple(input, defaultValue); } static (int, int, int) ParseStringToTuple(string input, (int, int, int) defaultValue) { // 尝试按逗号分割字符串 var parts = input.Split(','); if (parts.Length == 3 && int.TryParse(parts[0], out var num1) && int.TryParse(parts[1], out var num2) && int.TryParse(parts[2], out var num3)) { return (num1, num2, num3); } // 如果解析失败,返回默认值 return defaultValue; } } private TaskFightFinishDetectConfig _finishDetectConfig; public AutoFightTask(AutoFightParam taskParam) { _taskParam = taskParam; _combatScriptBag = CombatScriptParser.ReadAndParse(_taskParam.CombatStrategyPath); if (_taskParam.FightFinishDetectEnabled) { _predictor = BgiYoloV8PredictorFactory.GetPredictor(@"Assets\Model\World\bgi_world.onnx"); } _finishDetectConfig = new TaskFightFinishDetectConfig(_taskParam.FinishDetectConfig); } // 方法1:判断是否是单个数字 /*public int delayTime=1500; public Dictionary delayTimes = new(); public double checkTime = 5; public List checkNames = new();*/ public async Task Start(CancellationToken ct) { _ct = ct; LogScreenResolution(); var combatScenes = new CombatScenes().InitializeTeam(CaptureToRectArea()); if (!combatScenes.CheckTeamInitialized()) { throw new Exception("识别队伍角色失败"); } var actionSchedulerByCd = ParseStringToDictionary(_taskParam.ActionSchedulerByCd); var combatCommands = _combatScriptBag.FindCombatScript(combatScenes.Avatars); // 新的取消token var cts2 = new CancellationTokenSource(); ct.Register(cts2.Cancel); combatScenes.BeforeTask(cts2.Token); TimeSpan fightTimeout = TimeSpan.FromSeconds(_taskParam.Timeout); // 战斗超时时间 Stopwatch timeoutStopwatch = Stopwatch.StartNew(); Stopwatch checkFightFinishStopwatch = Stopwatch.StartNew(); TimeSpan checkFightFinishTime = TimeSpan.FromSeconds(_finishDetectConfig.CheckTime); //检查战斗超时时间的超时时间 //战斗前检查,可做成配置 /* if (await CheckFightFinish()) { return; }*/ var fightEndFlag = false; string lastFightName = ""; string skipFightName = ""; //统计切换人打架次数 var countFight = 0; // 战斗操作 var fightTask = Task.Run(async () => { try { while (!cts2.Token.IsCancellationRequested) { // 通用化战斗策略 for (var i = 0; i < combatCommands.Count; i++) { var command = combatCommands[i]; if (timeoutStopwatch.Elapsed > fightTimeout) { Logger.LogInformation("战斗超时结束"); fightEndFlag = true; break; } //根据元素技能冷却事件优化出招流程,只有当人物切换后才会触发检查 double skillCd; if (lastFightName != command.Name && actionSchedulerByCd.TryGetValue(command.Name,out skillCd)) { var avatar = combatScenes.SelectAvatar(command.Name); if (avatar == null) { continue; } if (skillCd < 0) { skillCd = FindMax([avatar.SkillCd,avatar.SkillHoldCd]); } var dif=(DateTime.UtcNow - avatar.LastSkillTime); //当技能未冷却时,跳过此次出招 if ((DateTime.UtcNow -avatar.LastSkillTime).TotalSeconds < skillCd) { if (skipFightName != command.Name) { Logger.LogInformation($"{command.Name}cd冷却为{skillCd}秒,剩余{skillCd-dif.TotalSeconds}秒,跳过此次行动"); } skipFightName = command.Name; continue; } } command.Execute(combatScenes); //统计战斗人次 if (i == combatCommands.Count - 1 || command.Name != combatCommands[i + 1].Name) { countFight++; } lastFightName = command.Name; if (!fightEndFlag && _taskParam is { FightFinishDetectEnabled: true }) { //处于最后一个位置,或者当前执行人和下一个人名字不一样的情况,满足一定条件(开启快速检查,并且检查时间大于0或人名存在配置)检查战斗 if (i == combatCommands.Count - 1 || ( _finishDetectConfig.FastCheckEnabled && command.Name != combatCommands[i + 1].Name && ((_finishDetectConfig.CheckTime > 0 && checkFightFinishStopwatch.Elapsed > checkFightFinishTime) || _finishDetectConfig.CheckNames.Contains(command.Name)) )) { checkFightFinishStopwatch.Restart(); var delayTime = _finishDetectConfig.DelayTime; if (_finishDetectConfig.DelayTimes.TryGetValue(command.Name, out var time)) { delayTime = time; Logger.LogInformation($"{command.Name}结束后,延时检查为{delayTime}毫秒"); } else { Logger.LogInformation($"延时检查为{delayTime}毫秒"); } /*if (i // { // if (!_taskParam.FightFinishDetectEnabled) // { // return; // } // // try // { // while (!cts2.IsCancellationRequested) // { // var finish = await CheckFightFinish(); // if (finish) // { // await cts2.CancelAsync(); // break; // } // // Sleep(1000, cts2.Token); // } // } // catch (Exception e) // { // Debug.WriteLine(e.Message); // Debug.WriteLine(e.StackTrace); // } // }, cts2.Token); // // await Task.WhenAll(fightTask, endTask); if (_taskParam.KazuhaPickupEnabled) { // 队伍中存在万叶的时候使用一次长E var kazuha = combatScenes.Avatars.FirstOrDefault(a => a.Name == "枫原万叶"); if (kazuha != null) { var time = DateTime.UtcNow - kazuha.LastSkillTime; //当万叶cd大于3时或战斗人次少于2时(通常无怪物情况下),此时不再触发万叶拾取, if (!(countFight < 2 || lastFightName == "枫原万叶" && time.TotalSeconds > 3)) { Logger.LogInformation("使用枫原万叶长E拾取掉落物"); await Delay(300, ct); if (kazuha.TrySwitch()) { if (time.TotalMilliseconds > 0 && time.TotalSeconds <= kazuha.SkillHoldCd) { Logger.LogInformation("枫原万叶长E技能可能处于冷却中,等待 {Time} s", time.TotalSeconds); await Delay((int)Math.Ceiling(time.TotalMilliseconds), ct); } kazuha.UseSkill(true); await Task.Delay(100); Simulation.SendInput.SimulateAction(GIActions.NormalAttack); await Delay(1500, ct); } } else { Logger.LogInformation((countFight < 2 ? "首个人出招就结束战斗,应该无怪物" : "距最近一次万叶出招,时间过短") + ",跳过此次万叶拾取!"); } } } if (_taskParam is { PickDropsAfterFightEnabled: true }) { // 执行自动拾取掉落物的功能 await new ScanPickTask().Start(ct); } } private void LogScreenResolution() { AssertUtils.CheckGameResolution("自动战斗"); } static bool AreDifferencesWithinBounds((int, int, int) a, (int, int, int) b, (int, int, int) c) { // 计算每个位置的差值绝对值并进行比较 return Math.Abs(a.Item1 - b.Item1) < c.Item1 && Math.Abs(a.Item2 - b.Item2) < c.Item2 && Math.Abs(a.Item3 - b.Item3) < c.Item3; } private async Task CheckFightFinish(int delayTime = 1500) { // YOLO 判断血条和怪物位置 // if (HasFightFlagByYolo(CaptureToRectArea())) // { // _lastFightFlagTime = DateTime.Now; // return false; // } // //Random random = new Random(); //double randomFraction = random.NextDouble(); // 生成 0 到 1 之间的随机小数 //此处随机数,防止固定招式下,使按L正好处于招式下,导致无法准确判断战斗结束 // double randomNumber = 1 + (randomFraction * (3 - 1)); // 几秒内没有检测到血条和怪物位置,则开始旋转视角重新检测 //if ((DateTime.Now - _lastFightFlagTime).TotalSeconds > randomNumber) //{ // 旋转完毕后都没有检测到血条和怪物位置,则按L键确认战斗结束 /** Simulation.SendInput.Mouse.MiddleButtonClick(); await Delay(300, _ct); for (var i = 0; i < 8; i++) { Simulation.SendInput.Mouse.MoveMouseBy((int)(500 * _dpi), 0); await Delay(800, _ct); // 等待视角稳定 if (HasFightFlagByYolo(CaptureToRectArea())) { _lastFightFlagTime = DateTime.Now; return false; } } **/ await Delay(delayTime, _ct); Logger.LogInformation("打开编队界面检查战斗是否结束"); // 最终方案确认战斗结束 Simulation.SendInput.SimulateAction(GIActions.OpenPartySetupScreen); await Delay(450, _ct); var ra = CaptureToRectArea(); var b3 = ra.SrcMat.At(50, 790); //进度条颜色 var whiteTile = ra.SrcMat.At(50, 768); //白块 if (IsWhite(whiteTile.Item2, whiteTile.Item1, whiteTile.Item0) && IsYellow(b3.Item2, b3.Item1, b3.Item0) /* AreDifferencesWithinBounds(_finishDetectConfig.BattleEndProgressBarColor, (b3.Item0, b3.Item1, b3.Item2), _finishDetectConfig.BattleEndProgressBarColorTolerance)*/) { Logger.LogInformation("识别到战斗结束"); Simulation.SendInput.SimulateAction(GIActions.Drop); return true; } Simulation.SendInput.SimulateAction(GIActions.Drop); Logger.LogInformation($"未识别到战斗结束yellow{b3.Item0},{b3.Item1},{b3.Item2}"); Logger.LogInformation($"未识别到战斗结束white{whiteTile.Item0},{whiteTile.Item1},{whiteTile.Item2}"); /** if (!Bv.IsInMainUi(ra)) { // 如果不在主界面,说明异常,直接结束战斗继续下一步(路径追踪下一步会进入异常处理) Logger.LogInformation("当前不在主界面,直接结束战斗!"); return true; }**/ _lastFightFlagTime = DateTime.Now; return false; } bool IsYellow(int r, int g, int b) { //Logger.LogInformation($"IsYellow({r},{g},{b})"); // 黄色范围:R高,G高,B低 return (r >= 200 && r <= 255) && (g >= 200 && g <= 255) && (b >= 0 && b <= 100); } bool IsWhite(int r, int g, int b) { //Logger.LogInformation($"IsWhite({r},{g},{b})"); // 白色范围:R高,G高,B低 return (r >= 240 && r <= 255) && (g >= 240 && g <= 255) && (b >= 240 && b <= 255); } static double FindMax(double[] numbers) { if (numbers == null || numbers.Length == 0) { throw new ArgumentException("The array is empty or null."); } double max = numbers[0]>10000 ? 0 : numbers[0]; foreach (var num in numbers) { var cpnum = numbers[0]>10000 ? 0 : num; max = Math.Max(max, num); } return max; } private static Dictionary ParseStringToDictionary(string input,double defaultValue=-1) { var dictionary = new Dictionary(); if (string.IsNullOrEmpty(input)) { return dictionary; // 返回空字典 } string[] pairs = input.Split(';', StringSplitOptions.RemoveEmptyEntries); foreach (var pair in pairs) { var parts = pair.Split(',', StringSplitOptions.TrimEntries); if (parts.Length > 0) { string name = parts[0]; double value = defaultValue; if (parts.Length > 1 && double.TryParse(parts[1], out var parsedValue)) { value = parsedValue; } dictionary[name] = value; } } return dictionary; } private bool HasFightFlagByYolo(ImageRegion imageRegion) { // if (RuntimeHelper.IsDebug) // { // imageRegion.SrcMat.SaveImage(Global.Absolute(@"log\fight\" + $"{DateTime.Now:yyyyMMdd_HHmmss_ffff}.png")); // } var dict = _predictor.Detect(imageRegion); return dict.ContainsKey("health_bar") || dict.ContainsKey("enemy_identify"); } // 无用 // [Obsolete] // private bool HasFightFlagByGadget(ImageRegion imageRegion) // { // // 小道具位置 1920-133,800,60,50 // var gadgetMat = imageRegion.DeriveCrop(AutoFightAssets.Instance.GadgetRect).SrcMat; // var list = ContoursHelper.FindSpecifyColorRects(gadgetMat, new Scalar(225, 220, 225), new Scalar(255, 255, 255)); // // 要大于 gadgetMat 的 1/2 // return list.Any(r => r.Width > gadgetMat.Width / 2 && r.Height > gadgetMat.Height / 2); // } }