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* GetFishBarRect方法添加更复杂的算法,并为其配备独立的单元测试,和分离难度较大的测试用例(未熟练时两侧出现黄色动态折线的情况);GetFishBoxArea行为去掉拉条框初始位置必须位于屏幕中轴线的条件,并添加其后续Fishing行为的单元测试来验证可行性;EnterFishingMode行为使用结束时间来代替Sleep,并添加整体超时时间;添加一个鱼咬钩的假阳性测试用例仅供娱乐 * 补充GetFishBarRect算法,使通过遗漏的测试"20250314002439020_Fishing_Succeeded.png" * 拉条增加1秒未检测持续时间以应对瞬间丢失拉条框的情况;新增一个检查提竿结果的行为;新增一个检查开始钓一条鱼的初始状态的方法,以应对行为状态错配的情况;一些行为将Sleep优化为DateTime;修改上述改动对应的单元测试 * 解决合并冲突剩余问题,删掉ImageRegion的Bitmap构造函数重载 * 提供给测试用例初始化的 SystemInfo、TaskContext 方法,使用 InitForTest 即可 * InitForTest * 和鸭蛋昨夜的提交撞车了。。。抽象了ISystemInto供单元测试实例化Fake类;给BaseAssets类定义了成员字段systemInfo(我想,既然都是图片模板数据集,如此定义是合理的),供继承类AutoFishingAssets使用,并定义了其在单元测试的派生类;添加了一个900p的选取鱼饵测试用例;blackboard改为负责携带AutoFishingAssets,并将其实例化时机挪到独立任务的Start方法中,避免由于TaskContext尚未初始化导致获取到的SystemInfo为空 * 一个特殊的测试用例:抛竿的瞬间、开始检测咬杆时遇到了假阳性 * Revert "InitForTest" This reverts commit225e9783a7. * Revert "提供给测试用例初始化的 SystemInfo、TaskContext 方法,使用 InitForTest 即可" This reverts commit610c57263a. * 为始终没有找到落点的情况添加计数,在第3次时直接退出,并添加此情况的单元测试 --------- Co-authored-by: 辉鸭蛋 <huiyadanli@gmail.com>
104 lines
3.5 KiB
C#
104 lines
3.5 KiB
C#
using BetterGenshinImpact.GameTask.Model.Area;
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using BetterGenshinImpact.Helpers;
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using OpenCvSharp;
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using System;
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using System.Diagnostics;
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using Vanara.PInvoke;
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using Size = System.Drawing.Size;
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namespace BetterGenshinImpact.GameTask.Model
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{
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public class SystemInfo : ISystemInfo
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{
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/// <summary>
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/// 显示器分辨率 无缩放
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/// </summary>
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public Size DisplaySize { get; }
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/// <summary>
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/// 游戏窗口内分辨率
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/// </summary>
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public RECT GameScreenSize { get; }
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/// <summary>
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/// 以1080P为标准的素材缩放比例,不会大于1
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/// 与 ZoomOutMax1080PRatio 相等
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/// </summary>
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public double AssetScale { get; } = 1;
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/// <summary>
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/// 游戏区域比1080P缩小的比例
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/// 最大值为1
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/// </summary>
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public double ZoomOutMax1080PRatio { get; } = 1;
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/// <summary>
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/// 捕获游戏区域缩放至1080P的比例
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/// </summary>
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public double ScaleTo1080PRatio { get; }
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/// <summary>
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/// 捕获窗口区域 和实际游戏画面一致
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/// CaptureAreaRect = GameScreenSize or GameWindowRect
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/// </summary>
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public RECT CaptureAreaRect { get; set; }
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/// <summary>
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/// 捕获窗口区域 大于1080P则为1920x1080
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/// </summary>
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public Rect ScaleMax1080PCaptureRect { get; set; }
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public Process GameProcess { get; }
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public string GameProcessName { get; }
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public int GameProcessId { get; }
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public DesktopRegion DesktopRectArea { get; }
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public SystemInfo(IntPtr hWnd)
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{
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var p = SystemControl.GetProcessByHandle(hWnd);
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GameProcess = p ?? throw new ArgumentException("通过句柄获取游戏进程失败");
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GameProcessName = GameProcess.ProcessName;
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GameProcessId = GameProcess.Id;
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DisplaySize = PrimaryScreen.WorkingArea;
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DesktopRectArea = new DesktopRegion();
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// 判断最小化
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if (User32.IsIconic(hWnd))
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{
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throw new ArgumentException("游戏窗口不能最小化");
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}
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// 注意截图区域要和游戏窗口实际区域一致
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// todo 窗口移动后?
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GameScreenSize = SystemControl.GetGameScreenRect(hWnd);
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if (GameScreenSize.Width < 800 || GameScreenSize.Height < 600)
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{
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throw new ArgumentException("游戏窗口分辨率不得小于 800x600 !");
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}
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// 0.28 改动,素材缩放比例不可以超过 1,也就是图像识别时分辨率大于 1920x1080 的情况下直接进行缩放
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if (GameScreenSize.Width < 1920)
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{
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ZoomOutMax1080PRatio = GameScreenSize.Width / 1920d;
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AssetScale = ZoomOutMax1080PRatio;
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}
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ScaleTo1080PRatio = GameScreenSize.Width / 1920d; // 1080P 为标准
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CaptureAreaRect = SystemControl.GetCaptureRect(hWnd);
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if (CaptureAreaRect.Width > 1920)
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{
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var scale = CaptureAreaRect.Width / 1920d;
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ScaleMax1080PCaptureRect = new Rect(CaptureAreaRect.X, CaptureAreaRect.Y, 1920, (int)(CaptureAreaRect.Height / scale));
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}
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else
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{
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ScaleMax1080PCaptureRect = new Rect(CaptureAreaRect.X, CaptureAreaRect.Y, CaptureAreaRect.Width, CaptureAreaRect.Height);
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}
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}
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}
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}
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