mirror of
https://github.com/babalae/better-genshin-impact.git
synced 2026-03-18 08:13:20 +08:00
459 lines
22 KiB
C#
459 lines
22 KiB
C#
using BetterGenshinImpact.Core.Simulator;
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using BetterGenshinImpact.GameTask.Common;
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using BetterGenshinImpact.GameTask.Model.Area;
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using Fischless.WindowsInput;
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using Microsoft.Extensions.Logging;
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using OpenCvSharp;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace BetterGenshinImpact.GameTask.Model.GameUI
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{
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public class GridScreen : IAsyncEnumerable<ImageRegion>
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{
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private readonly GridParams @params;
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private readonly CancellationToken ct;
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private readonly ILogger logger;
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private readonly InputSimulator input = Simulation.SendInput;
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/// <summary>
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/// 对Gird类型界面的操作封装类
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/// 直接对此类对象进行遍历即可获取所有项
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/// 每次的截图是上次滚动后的,如果实时性要求高,应每次迭代自行截图
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/// 在末页可能重复返回GridItem,须自行处理
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/// </summary>
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/// <param name="@params"></param>
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/// <param name="logger"></param>
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/// <param name="ct"></param>
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public GridScreen(GridParams @params, ILogger logger, CancellationToken ct)
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{
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this.ct = ct;
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this.logger = logger;
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if (@params.Columns < 4)
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{
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throw new ArgumentOutOfRangeException(nameof(@params.Columns));
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}
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this.@params = @params;
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}
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public IAsyncEnumerator<ImageRegion> GetAsyncEnumerator(CancellationToken cancellationToken = default)
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{
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return new GridEnumerator(@params.Roi, @params.Columns, input, new GridScroller(@params, logger, input, ct), ct);
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}
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public class GridEnumerator : IAsyncEnumerator<ImageRegion>
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{
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private readonly Rect roi;
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private readonly CancellationToken ct;
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private readonly InputSimulator input = Simulation.SendInput;
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private readonly int columns;
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private readonly GridScroller gridScroller;
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/// <summary>
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/// 单次滚动得到的页面
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/// </summary>
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/// <param name="ImageRegion">供枚举输出的队列</param>
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/// <param name="AntiRecycling">为了防止Grid的页面元素自动回收复用技术导致item高亮干扰,每次滚动后记录靠近下方的一个item,在下次滚动前主动点击该item</param>
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private record Page(Queue<ImageRegion> ImageRegions, Rect? AntiRecycling);
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private Page? currentPage;
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private ImageRegion current;
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ImageRegion IAsyncEnumerator<ImageRegion>.Current => current;
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/// <summary>
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/// 滚动操作枚举器
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/// </summary>
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/// <param name="roi"></param>
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/// <param name="columns">有几列</param>
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/// <param name="s1Round">测试是否能滚动时发出的滚动命令次数</param>
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/// <param name="roundMilliseconds">滚动命令间隔毫秒</param>
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/// <param name="s2Round">滚过一整页时发出的滚动命令次数</param>
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/// <param name="s3Scale">微调滚动时控制首行距离上边界的参数</param>
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/// <param name="logger"></param>
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/// <param name="input"></param>
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/// <param name="ct"></param>
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internal GridEnumerator(Rect roi, int columns, InputSimulator input, GridScroller gridScroller, CancellationToken ct)
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{
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this.roi = roi;
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this.ct = ct;
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this.input = input;
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this.columns = columns;
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this.gridScroller = gridScroller;
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}
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/// <summary>
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/// 将图标按Y轴高度简单地进行聚簇,避免因微小差异而乱序
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/// 已知每行的图标之间的Y不会差得太多
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/// </summary>
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/// <param name="numbers">传入的Y列表</param>
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/// <param name="threshold"></param>
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/// <returns>外层是各行从上到下,内层是一行从左到右</returns>
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public static List<List<T>> ClusterRows<T>(IEnumerable<T> regions, int threshold)
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{
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static int getX(T t)
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{
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if (t is ImageRegion imageRegion)
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{
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return imageRegion.X;
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}
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else if (t is Rect rect)
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{
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return rect.X;
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}
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else
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{
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throw new NotSupportedException();
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}
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}
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static int getY(T t)
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{
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if (t is ImageRegion imageRegion)
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{
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return imageRegion.Y;
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}
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else if (t is Rect rect)
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{
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return rect.Y;
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}
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else
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{
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throw new NotSupportedException();
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}
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}
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// 先对Y排序,便于聚簇
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var sortedRegions = regions.OrderBy(getY).ToList();
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List<List<T>> clusters = new List<List<T>>();
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if (sortedRegions.Count == 0)
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return clusters;
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// 初始化第一个聚簇
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List<T> currentCluster = new List<T> { };
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foreach (T r in sortedRegions)
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{
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if (currentCluster.Count <= 0)
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{
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currentCluster.Add(r);
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continue;
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}
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T lastInCluster = currentCluster.Last();
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// 如果当前数字与聚簇中最后一个数字的差值小于阈值,则加入当前聚簇
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if (getY(r) - getY(lastInCluster) <= threshold)
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{
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currentCluster.Add(r);
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}
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else
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{
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// 否则,创建一个新的聚簇
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clusters.Add(currentCluster.OrderBy(getX).ToList());
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currentCluster = new List<T> { r };
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}
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}
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// 添加最后一个聚簇
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clusters.Add(currentCluster.OrderBy(getX).ToList());
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return clusters;
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}
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/// <summary>
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/// 返回未经排序的所有GridItem
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/// </summary>
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/// <param name="src"></param>
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/// <param name="columns"></param>
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/// <param name="findContoursAlpha"></param>
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/// <returns></returns>
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public static IEnumerable<Rect> GetGridItems(Mat src, int columns, bool findContoursAlpha = false)
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{
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Point[][] contours = findContoursAlpha ? FindContoursAlpha(src) : FindContours(src);
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IEnumerable<Point[]> Crop()
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{
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foreach (var contour in contours)
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{
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Rect rect = Cv2.BoundingRect(contour);
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// 把右上角的点去掉
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var topRightPoints = contour.Where(p => (p.X - rect.X) > (rect.Width * 0.60) && (p.Y - rect.Y) < (rect.Height * 0.28));
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yield return contour.Except(topRightPoints).ToArray();
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}
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}
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contours = Crop().ToArray();
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//foreach (var c in contours)
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//{
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// RotatedRect rect = Cv2.MinAreaRect(c);
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// Point2f[] rectPoints = rect.Points();
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// Point[] rectPointsInt = Array.ConvertAll(rectPoints, p => new Point((int)p.X, (int)p.Y));
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// // 在图像上绘制最小外接旋转矩形
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// for (int i = 0; i < 4; i++)
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// {
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// Cv2.Line(src, rectPointsInt[i], rectPointsInt[(i + 1) % 4], Scalar.Pink, 2);
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// }
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//}
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contours = contours
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.Where(c =>
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{
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Rect r = Cv2.BoundingRect(c);
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if (r.Width < src.Width / columns * 0.66) // 剔除太小的
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{
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return false;
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}
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if (r.Height == 0)
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{
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return false;
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}
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return Math.Abs((float)r.Width / r.Height - 0.81) < 0.05; // 按形状筛选
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}).ToArray();
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IEnumerable<Rect> boxes = contours.Select(Cv2.BoundingRect);
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//if (boxes.Count() != 32)
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//{
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// src.DrawContours(contours, -1, Scalar.Red);
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// foreach (Rect box in boxes)
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// {
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// Cv2.Rectangle(src, box.TopLeft, box.BottomRight, Scalar.AliceBlue);
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// }
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// Cv2.ImShow("src", src);
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// Cv2.WaitKey();
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// Cv2.DestroyAllWindows();
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//}
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return boxes;
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}
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/// <summary>
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/// 像“分解圣遗物”界面的背景是纯色的,用简单的算法就能提取轮廓
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/// </summary>
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/// <param name="src"></param>
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/// <returns></returns>
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public static Point[][] FindContours(Mat src)
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{
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using Mat grey = src.CvtColor(ColorConversionCodes.BGR2GRAY);
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//Cv2.ImShow("grey", grey);
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using Mat canny = grey.Canny(20, 40);
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//Cv2.ImShow("canny", canny);
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//Cv2.WaitKey();
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//闭运算把一些断裂的边缘粘合一下
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//局限:提纳里的耳朵太长了一直连到了正上方的另一个图标,这里闭运算就会把最后一丝空隙也连起来,仅凭亮度边缘无法分隔轮廓……
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//todo:使用头像识别,先行去掉头像
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using Mat closeKernel = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(5, 5));
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using Mat close = canny.MorphologyEx(MorphTypes.Close, closeKernel);
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//Cv2.ImShow("close", close);
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//Cv2.WaitKey();
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Cv2.FindContours(close, out Point[][] contours, out _, RetrievalModes.External, ContourApproximationModes.ApproxNone, null);
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return contours;
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}
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/// <summary>
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/// 背包界面的背景是把打开界面之前的画面进行了模糊+黑白渐变滤镜+左上角水印叠加处理
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/// 放任五彩斑斓的输入,并且允许点击高亮的话处理起来就复杂了
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/// <para>所以这个Alpha版方法留在这里只是想说明:
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/// 越是琢磨算法,就越会发现传统算法的能力是有极限的
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/// 既然是游戏画面,不如在输入的时候就尽量获得没有噪声的画面</para>
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/// </summary>
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/// <param name="src"></param>
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/// <returns></returns>
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public static Point[][] FindContoursAlpha(Mat src)
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{
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Point[][] contours;
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void getLine(Mat edge, Scalar color)
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{
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using Mat threshold = edge.Threshold(30, 255, ThresholdTypes.Binary);
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LineSegmentPoint[] lines = threshold.HoughLinesP(1, (Cv2.PI / 180) / 4, 100, maxLineGap: 3);
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lines = lines.Where(l => (Math.Abs(l.P1.X - l.P2.X) == 0) || (Math.Abs(l.P1.Y - l.P2.Y) == 0)).ToArray();
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foreach (var line in lines)
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{
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Cv2.Line(src, line.P1, line.P2, color, 1);
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}
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}
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Mat Laplacian(Mat src)
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{
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//拉普拉斯算子
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//Canny的sobel算子太偏向于横平竖直,而在噪声干扰太厉害的地方会产生分叉
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using Mat laplacian = src.Laplacian(MatType.CV_64F, ksize: 3);
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Mat result = laplacian.ConvertScaleAbs();
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return result;
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}
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using Mat edge = new Mat(src.Size(), MatType.CV_8UC1);
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edge.SetTo(0);
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//除了明度,饱和度也纳入考虑
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//另外色度带来的噪声实在太多了所以不用,但其实有些地方色度的边缘比另两个维度的边缘好得多
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using Mat hsv = src.CvtColor(ColorConversionCodes.BGR2HSV);
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using Mat satChannel = hsv.ExtractChannel(1);
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//Cv2.ImShow("satChannel", satChannel);
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using Mat satEdge = Laplacian(satChannel);
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Cv2.BitwiseOr(satEdge, edge, edge);
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//Cv2.ImShow("satEdge", satEdge);
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//getLine(satEdge, Scalar.Red);
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using Mat valChannel = hsv.ExtractChannel(2);
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//Cv2.ImShow("valChannel", valChannel);
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using Mat valEdge = Laplacian(valChannel);
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Cv2.BitwiseOr(valEdge, edge, edge);
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//Cv2.ImShow("valEdge", valEdge);
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//getLine(valEdge, Scalar.Lime);
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//Cv2.WaitKey();
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//Cv2.ImShow("edge", edge);
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//Cv2.WaitKey();
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//高斯模糊方便去噪点
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//但毕竟是模糊,轮廓会被扩大,并且很难说是均匀的扩大
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using Mat blurred = edge.GaussianBlur(new Size(3, 3), 0.5);
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//Cv2.ImShow("blurred", blurred);
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//Cv2.WaitKey();
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//合并明度饱和度的边缘后再二值化
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Mat threshold = blurred.Threshold(50, 255, ThresholdTypes.Binary);
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//Cv2.ImShow("threshold", threshold);
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//Cv2.WaitKey();
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/*
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* 如果不用高斯模糊去噪点,自己搞一些形态学操作也行
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* 有些边缘会比高斯效果好
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//把太小的轮廓丢掉
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//Cv2.FindContours(threshold, out contours, out _, RetrievalModes.External, ContourApproximationModes.ApproxSimple, null);
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contours = contours.Where(c =>
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{
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Rect rect = Cv2.BoundingRect(c);
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if ((rect.Width > 10) || (rect.Height > 10))
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{
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return true;
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}
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return false;
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}).ToArray();
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threshold.SetTo(0);
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threshold.DrawContours(contours, -1, Scalar.White, thickness: 1);
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Cv2.ImShow("threshold", threshold);
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Cv2.WaitKey();
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//闭运算把一些断裂的边缘粘合一下
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using Mat closeKernel = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(5, 5));
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using Mat close = threshold.MorphologyEx(MorphTypes.Close, closeKernel);
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Cv2.ImShow("close", close);
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Cv2.WaitKey();
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//因为后面要做的开运算会把毛刺给去掉,但太细的边缘会被一起腐蚀掉,所以查找并填充一下轮廓
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Cv2.FindContours(close, out contours, out _, RetrievalModes.External, ContourApproximationModes.ApproxSimple, null);
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close.DrawContours(contours, -1, Scalar.White, thickness: -1);
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Cv2.ImShow("close", close);
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Cv2.WaitKey();
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//开运算去毛刺
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using Mat openKernel = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(5, 5));
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using Mat open = close.MorphologyEx(MorphTypes.Open, openKernel);
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Cv2.ImShow("open", open);
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Cv2.WaitKey();
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*/
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//得到有噪点的边缘
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Cv2.FindContours(threshold, out contours, out _, RetrievalModes.External, ContourApproximationModes.ApproxNone, null);
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return contours;
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}
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public async ValueTask<bool> MoveNextAsync()
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{
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if (this.currentPage == null || this.currentPage.ImageRegions.Count < 1)
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{
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IEnumerable<ImageRegion> gridItems;
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if (this.currentPage != null) // 当前页遍历完了就向下滚动
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{
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if (this.currentPage.AntiRecycling.HasValue)
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{
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using DesktopRegion desktop = new DesktopRegion(this.input.Mouse);
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var (x, y, w, h) = (this.currentPage.AntiRecycling.Value.X, this.currentPage.AntiRecycling.Value.Y, this.currentPage.AntiRecycling.Value.Width, this.currentPage.AntiRecycling.Value.Height);
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var (gcX, gcY) = (TaskContext.Instance().SystemInfo.CaptureAreaRect.X, TaskContext.Instance().SystemInfo.CaptureAreaRect.Y);
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desktop.ClickTo(gcX + this.roi.X + x + (w / 2d), gcY + this.roi.Y + y + (h / 2d));
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await TaskControl.Delay(500, ct);
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desktop.ClickTo(gcX + this.roi.X + x + (w / 2d), gcY + this.roi.Y + y + (h / 2d));
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await TaskControl.Delay(500, ct);
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}
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//BetterGenshinImpact.View.Drawable.VisionContext.Instance().DrawContent.ClearAll();
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using var ra4 = TaskControl.CaptureToRectArea();
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ra4.MoveTo(this.roi.X + this.roi.Width / 2, this.roi.Y + this.roi.Height / 2);
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await TaskControl.Delay(300, ct);
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if (!await this.gridScroller.TryVerticalScollDown((src, columns) => GetGridItems(src, columns)))
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{
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return false;
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}
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using ImageRegion ra = TaskControl.CaptureToRectArea();
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using ImageRegion imageRegion = ra.DeriveCrop(this.roi);
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gridItems = GetGridItems(imageRegion.SrcMat, this.columns).Select(imageRegion.DeriveCrop);
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}
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else
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{
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// 第一页采集时,主动操作来避免图标高亮
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// 双击第四列,采集第一、二列
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using DesktopRegion desktop = new DesktopRegion(this.input.Mouse);
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var (gcX, gcY) = (TaskContext.Instance().SystemInfo.CaptureAreaRect.X, TaskContext.Instance().SystemInfo.CaptureAreaRect.Y);
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desktop.ClickTo(gcX + this.roi.X + this.roi.Width * 3.5 / this.columns, gcY + this.roi.Y + this.roi.Width * 0.5 / this.columns);
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await TaskControl.Delay(500, ct);
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desktop.ClickTo(gcX + this.roi.X + this.roi.Width * 3.5 / this.columns, gcY + this.roi.Y + this.roi.Width * 0.5 / this.columns);
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await TaskControl.Delay(500, ct);
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using ImageRegion ra12 = TaskControl.CaptureToRectArea();
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using ImageRegion imageRegion12 = ra12.DeriveCrop(this.roi);
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using Mat columns12 = new Mat(imageRegion12.SrcMat, new Rect(0, 0, (int)(this.roi.Width * 2.5 / this.columns), this.roi.Height));
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IEnumerable<Rect> columns12Items = GetGridItems(columns12, 2);
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// 双击第一列,采集第三列以后的列
|
||
desktop.ClickTo(gcX + this.roi.X + this.roi.Width * 0.5 / this.columns, gcY + this.roi.Y + this.roi.Width * 0.5 / this.columns);
|
||
await TaskControl.Delay(500, ct);
|
||
desktop.ClickTo(gcX + this.roi.X + this.roi.Width * 0.5 / this.columns, gcY + this.roi.Y + this.roi.Width * 0.5 / this.columns);
|
||
await TaskControl.Delay(500, ct);
|
||
|
||
using ImageRegion raRest = TaskControl.CaptureToRectArea();
|
||
using ImageRegion imageRegionRest = raRest.DeriveCrop(this.roi);
|
||
int restStartX = (int)(this.roi.Width * 1.5 / this.columns);
|
||
using Mat columnsRest = new Mat(imageRegionRest.SrcMat, new Rect(restStartX, 0, this.roi.Width - restStartX, this.roi.Height));
|
||
IEnumerable<Rect> columnsRestItems = GetGridItems(columnsRest, this.columns - 2).Select(r => new Rect(r.X + restStartX, r.Y, r.Width, r.Height));
|
||
|
||
gridItems = columns12Items.Select(imageRegion12.DeriveCrop).Union(columnsRestItems.Select(imageRegionRest.DeriveCrop)).ToArray();
|
||
}
|
||
|
||
List<List<ImageRegion>> clusterRows = ClusterRows(gridItems, (int)(0.025 * this.roi.Height));
|
||
this.currentPage = new Page(new Queue<ImageRegion>(clusterRows.SelectMany(r => r)), clusterRows.Reverse<List<ImageRegion>>().Skip(1)?.FirstOrDefault()?.FirstOrDefault()?.ToRect());
|
||
|
||
//foreach (Rect item in gridItems.Select(r => r.ToRect()))
|
||
//{
|
||
// imageRegion.DrawRect(item, item.GetHashCode().ToString(), new System.Drawing.Pen(System.Drawing.Color.Lime));
|
||
//}
|
||
}
|
||
|
||
this.current = this.currentPage.ImageRegions.Dequeue();
|
||
return true;
|
||
}
|
||
|
||
public ValueTask DisposeAsync()
|
||
{
|
||
return ValueTask.CompletedTask;
|
||
}
|
||
}
|
||
}
|
||
}
|