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better-genshin-impact/BetterGenshinImpact/GameTask/AutoPathing/PathExecutor.cs
2024-09-08 19:08:46 +08:00

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using BetterGenshinImpact.Core.Simulator;
using BetterGenshinImpact.GameTask.AutoPathing.Model;
using BetterGenshinImpact.GameTask.AutoPathing.Model.Enum;
using BetterGenshinImpact.GameTask.AutoTrackPath;
using BetterGenshinImpact.GameTask.Common;
using BetterGenshinImpact.GameTask.Common.BgiVision;
using BetterGenshinImpact.GameTask.Common.Map;
using BetterGenshinImpact.GameTask.Model.Area;
using CommunityToolkit.Mvvm.Messaging;
using CommunityToolkit.Mvvm.Messaging.Messages;
using Microsoft.Extensions.Logging;
using OpenCvSharp;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Vanara.PInvoke;
using static BetterGenshinImpact.GameTask.Common.TaskControl;
namespace BetterGenshinImpact.GameTask.AutoPathing;
public class PathExecutor(CancellationTokenSource cts)
{
public async Task Pathing(PathingTask task)
{
if (task.Positions.Count == 0)
{
Logger.LogWarning("没有路径点,寻路结束");
return;
}
task.Positions.First().Type = WaypointType.Teleport.Code;
// 初始化查看地图
WeakReferenceMessenger.Default.Send(new PropertyChangedMessage<object>(this,
"UpdateCurrentPathing", new object(), task));
// TODO:大地图传送的时候使用游戏坐标追踪的时候应该使用2048地图图像坐标这里临时做转换后续改进
var waypoints = new List<Waypoint>();
foreach (var waypoint in task.Positions)
{
if (waypoint.Type == WaypointType.Teleport.Code)
{
waypoints.Add(waypoint);
continue;
}
var waypointCopy = new Waypoint
{
Action = waypoint.Action,
Type = waypoint.Type,
MoveMode = waypoint.MoveMode
};
(waypointCopy.X, waypointCopy.Y) = MapCoordinate.GameToMain2048(waypoint.X, waypoint.Y);
waypoints.Add(waypointCopy);
}
await Delay(100, cts);
Navigation.WarmUp(); // 提前加载地图特征点
foreach (var waypoint in waypoints)
{
if (waypoint.Type == WaypointType.Teleport.Code)
{
Logger.LogInformation("正在传送到{x},{y}", waypoint.X, waypoint.Y);
var (tpX, tpY) = await new TpTask(cts).Tp(waypoint.X, waypoint.Y);
var (tprX, tprY) = MapCoordinate.GameToMain2048(tpX, tpY);
EntireMap.Instance.SetPrevPosition((float)tprX, (float)tprY); // 通过上一个位置直接进行局部特征匹配
continue;
}
// Path不用走得很近Target需要接近但都需要先移动到对应位置
await MoveTo(waypoint);
if (waypoint.Type == WaypointType.Target.Code || !string.IsNullOrEmpty(waypoint.Action))
{
await MoveCloseTo(waypoint);
}
}
}
private async Task MoveTo(Waypoint waypoint)
{
var screen = CaptureToRectArea();
var position = Navigation.GetPosition(screen);
var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
Logger.LogInformation("粗略接近路径点,当前位置({x1},{y1}),目标位置({x2},{y2})", position.X, position.Y, waypoint.X, waypoint.Y);
await WaitUntilRotatedTo(targetOrientation, 5);
var startTime = DateTime.UtcNow;
var lastPositionRecord = DateTime.UtcNow;
var fastMode = false;
var prevPositions = new List<Point2f>();
// 按下w一直走
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
while (true)
{
var now = DateTime.UtcNow;
if ((now - startTime).TotalSeconds > 30)
{
Logger.LogWarning("执行超时,跳过路径点");
break;
}
screen = CaptureToRectArea();
position = Navigation.GetPosition(screen);
var distance = Navigation.GetDistance(waypoint, position);
Logger.LogInformation("接近目标点中,距离为{distance}", distance);
if (distance < 4)
{
Logger.LogInformation("到达路径点附近");
break;
}
if (distance > 500)
{
Logger.LogWarning("距离过远,跳过路径点");
break;
}
if ((now - lastPositionRecord).TotalMilliseconds > 1000)
{
lastPositionRecord = now;
prevPositions.Add(position);
if (prevPositions.Count > 8)
{
var delta = prevPositions[^1] - prevPositions[^8];
if (Math.Abs(delta.X) + Math.Abs(delta.Y) < 3)
{
TaskControl.Logger.LogWarning("疑似卡死,尝试脱离并跳过路径点");
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
await Delay(500, cts);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_X);
await Delay(500, cts);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_S);
await Delay(500, cts);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_A);
await Delay(500, cts);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_D);
await Delay(500, cts);
return;
}
}
}
// 旋转视角
targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
RotateTo(targetOrientation, screen);
// 根据指定方式进行移动
if (waypoint.MoveMode == MoveModeEnum.Fly.Code)
{
var isFlying = Bv.GetMotionStatus(screen) == MotionStatus.Fly;
if (!isFlying)
{
Logger.LogWarning("未进入飞行状态,按下空格");
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Delay(200, cts);
}
continue;
}
// if (isFlying)
// {
// Simulation.SendInput.Mouse.LeftButtonClick();
// await Delay(1000, cts);
// continue;
// }
if (waypoint.MoveMode == MoveModeEnum.Jump.Code)
{
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Delay(200, cts);
continue;
}
// 跑步或者游泳
if (distance > 20 != fastMode)// 距离大于20时可以使用疾跑/自由泳
{
if (fastMode)
{
Simulation.SendInput.Mouse.RightButtonUp();
}
else
{
Simulation.SendInput.Mouse.RightButtonDown();
}
fastMode = !fastMode;
}
await Delay(100, cts);
}
// 抬起w键
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
}
private async Task MoveCloseTo(Waypoint waypoint)
{
var screen = CaptureToRectArea();
var position = Navigation.GetPosition(screen);
var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
Logger.LogInformation("精确接近路径点,当前位置({x1},{y1}),目标位置({x2},{y2})", position.X, position.Y, waypoint.X, waypoint.Y);
if (waypoint.MoveMode == MoveModeEnum.Fly.Code && waypoint.Action == ActionEnum.StopFlying.Code)
{
//下落攻击接近目的地
Logger.LogInformation("下落攻击接近目的地");
Simulation.SendInput.Mouse.LeftButtonClick();
await Delay(1000, cts);
}
await WaitUntilRotatedTo(targetOrientation, 2);
var wPressed = false;
var stepsTaken = 0;
while (true)
{
stepsTaken++;
if (stepsTaken > 8)
{
Logger.LogWarning("精确接近超时");
break;
}
screen = CaptureToRectArea();
position = Navigation.GetPosition(screen);
if (Navigation.GetDistance(waypoint, position) < 2)
{
Logger.LogInformation("已到达路径点");
break;
}
RotateTo(targetOrientation, screen); //不再改变视角
if (waypoint.MoveMode == MoveModeEnum.Walk.Code)
{
// 小碎步接近
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W).Sleep(60).KeyUp(User32.VK.VK_W);
await Delay(200, cts);
continue;
}
if (!wPressed)
{
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
}
await Delay(100, cts);
}
if (wPressed)
{
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
}
// 不管咋样抬起w键
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
}
private int RotateTo(int targetOrientation, ImageRegion imageRegion, int controlRatio = 1)
{
var cao = CameraOrientation.Compute(imageRegion.SrcGreyMat);
var diff = (cao - targetOrientation + 180) % 360 - 180;
diff += diff < -180 ? 360 : 0;
if (diff == 0)
{
return diff;
}
// 平滑的旋转视角
if (Math.Abs(diff) > 90)
{
controlRatio = 5;
}
else if (Math.Abs(diff) > 30)
{
controlRatio = 3;
}
else if (Math.Abs(diff) > 5)
{
controlRatio = 2;
}
Simulation.SendInput.Mouse.MoveMouseBy(-controlRatio * diff, 0);
return diff;
}
private async Task WaitUntilRotatedTo(int targetOrientation, int maxDiff)
{
int count = 0;
while (true)
{
var screen = CaptureToRectArea();
if (Math.Abs(RotateTo(targetOrientation, screen)) < maxDiff)
{
break;
}
if (count > 50)
{
break;
}
await Delay(50, cts);
count++;
}
}
}