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better-genshin-impact/BetterGenshinImpact/GameTask/AutoPathing/PathExecutor.cs
2024-10-18 08:24:58 +08:00

380 lines
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C#
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using BetterGenshinImpact.Core.Simulator;
using BetterGenshinImpact.GameTask.AutoPathing.Handler;
using BetterGenshinImpact.GameTask.AutoPathing.Model;
using BetterGenshinImpact.GameTask.AutoPathing.Model.Enum;
using BetterGenshinImpact.GameTask.AutoTrackPath;
using BetterGenshinImpact.GameTask.Common.BgiVision;
using BetterGenshinImpact.GameTask.Common.Map;
using CommunityToolkit.Mvvm.Messaging;
using CommunityToolkit.Mvvm.Messaging.Messages;
using Microsoft.Extensions.Logging;
using OpenCvSharp;
using System;
using System.Collections.Generic;
using System.Diagnostics;
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)
{
private readonly CameraRotateTask _rotateTask = new(cts);
private static DateTime _lastActionTime = DateTime.MinValue;
private static int _lastActionIndex = 0;
private static Random _ran = new Random();
private static int _randomAngle = 0;
public async Task Pathing(PathingTask task)
{
if (!task.Positions.Any())
{
Logger.LogWarning("没有路径点,寻路结束");
return;
}
InitializePathing(task);
var waypoints = ConvertWaypointsForTrack(task.Positions);
await Delay(100, cts);
Navigation.WarmUp(); // 提前加载地图特征点
try
{
foreach (var waypoint in waypoints)
{
if (waypoint.Type == WaypointType.Teleport.Code)
{
await HandleTeleportWaypoint(waypoint);
}
else
{
// 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);
// 到达点位后执行 action
await AfterMoveToTarget(waypoint);
}
}
}
}
finally
{
// 不管咋样,松开所有按键
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
Simulation.SendInput.Mouse.RightButtonUp();
}
}
private void InitializePathing(PathingTask task)
{
WeakReferenceMessenger.Default.Send(new PropertyChangedMessage<object>(this,
"UpdateCurrentPathing", new object(), task));
}
private List<WaypointForTrack> ConvertWaypointsForTrack(List<Waypoint> positions)
{
// 把 X Y 转换为 MatX MatY
return positions.Select(waypoint => new WaypointForTrack(waypoint)).ToList();
}
private async Task HandleTeleportWaypoint(WaypointForTrack waypoint)
{
var forceTp = waypoint.Action == ActionEnum.ForceTp.Code;
var (tpX, tpY) = await new TpTask(cts).Tp(waypoint.GameX, waypoint.GameY, forceTp);
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
}
private async Task MoveTo(WaypointForTrack waypoint)
{
var screen = CaptureToRectArea();
var position = Navigation.GetPosition(screen);
var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
Logger.LogInformation("粗略接近途经点,位置({x2},{y2})", $"{waypoint.GameX:F1}", $"{waypoint.GameY:F1}");
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 5);
var startTime = DateTime.UtcNow;
var lastPositionRecord = DateTime.UtcNow;
var fastMode = false;
var prevPositions = new List<Point2f>();
var fastmodeColdTime = DateTime.UtcNow;
// 按下w一直走
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
while (!cts.IsCancellationRequested)
{
var now = DateTime.UtcNow;
if ((now - startTime).TotalSeconds > 240)
{
Logger.LogWarning("执行超时,跳过路径点");
break;
}
screen = CaptureToRectArea();
position = Navigation.GetPosition(screen);
var distance = Navigation.GetDistance(waypoint, position);
Debug.WriteLine($"接近目标点中,距离为{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;
}
// 非攀爬状态下,检测是否卡死
if (waypoint.MoveMode != MoveModeEnum.Climb.Code)
{
if ((now - lastPositionRecord).TotalMilliseconds > 1000 && (DateTime.Now - _lastActionTime).TotalSeconds > 2)
{
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)
{
Logger.LogWarning("疑似卡死,尝试脱离");
await EscapeTrap();
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
continue;
}
}
}
}
// 旋转视角
targetOrientation = Navigation.GetTargetOrientation(waypoint, position) + _randomAngle;
_rotateTask.RotateToApproach(targetOrientation, screen);
if (_randomAngle != 0)
{
_randomAngle %= 360;
if ((DateTime.Now - _lastActionTime).TotalSeconds > 0.5)
_randomAngle = 0;
}
// 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)
{
Debug.WriteLine("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 (waypoint.MoveMode == MoveModeEnum.Climb.Code)
{
if (Bv.GetMotionStatus(screen) != MotionStatus.Climb)
{
Debug.WriteLine("未进入攀爬状态,按下空格");
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Delay(200, cts);
}
continue;
}
if (waypoint.MoveMode == MoveModeEnum.Jump.Code)
{
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Delay(200, cts);
continue;
}
//设置为非攀爬时进入攀爬,自动脱离(小脱困)
if (waypoint.MoveMode != MoveModeEnum.Climb.Code &&
waypoint.MoveMode != MoveModeEnum.Fly.Code)
if (Bv.GetMotionStatus(screen) == MotionStatus.Climb)
{
Debug.WriteLine("进入攀爬状态按下x");
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_X);
_lastActionTime = DateTime.Now;
_randomAngle += _ran.Next(15, 30);
continue;
}
// 只有设置为run才会一直疾跑
if (waypoint.MoveMode == MoveModeEnum.Run.Code)
{
if (distance > 20 != fastMode) // 距离大于30时可以使用疾跑/自由泳
{
if (fastMode)
{
Simulation.SendInput.Mouse.RightButtonUp();
}
else
{
Simulation.SendInput.Mouse.RightButtonDown();
}
fastMode = !fastMode;
}
}
else if (waypoint.MoveMode != MoveModeEnum.Climb.Code)//否则自动短疾跑
{
if (distance > 10)
{
if (Math.Abs((fastmodeColdTime-now).TotalMilliseconds) > 2500)
{
fastmodeColdTime = now;
Simulation.SendInput.Mouse.RightButtonClick();
}
}
}
await Delay(100, cts);
}
// 抬起w键
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
}
private bool IsStuck(DateTime now, DateTime lastPositionRecord, List<Point2f> prevPositions, Point2f position)
{
if ((now - lastPositionRecord).TotalMilliseconds > 1000)
{
prevPositions.Add(position);
if (prevPositions.Count > 8)
{
var delta = prevPositions[^1] - prevPositions[^8];
if (Math.Abs(delta.X) + Math.Abs(delta.Y) < 3)
{
return true;
}
}
}
return false;
}
private async Task EscapeTrap()
{
_randomAngle += _ran.Next(15, 30);
// 脱离攀爬状态
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
await Delay(1500, cts);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_X);
await Delay(75, cts);
Simulation.SendInput.Mouse.LeftButtonClick();
await Delay(500, cts);
TimeSpan timeSinceLastAction = DateTime.Now - _lastActionTime;
if (timeSinceLastAction.TotalSeconds >= 5)
{
// 从零开始
_lastActionIndex = 0;
}
else
{
// 使用下一个动作
_lastActionIndex++;
}
var difference = _lastActionIndex * 1000;
switch (_lastActionIndex%3)
{
case 0:
// 向后移动
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_S);
await Task.Delay(500);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Task.Delay(1000+difference);
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_S);
break;
case 1:
// 向左移动
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_A);
await Task.Delay(300);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Task.Delay(700+difference);
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_A);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_X);
await Delay(500, cts);
break;
case 2:
// 向右移动
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_D);
await Task.Delay(300);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Task.Delay(700+difference);
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_D);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_X);
await Delay(500, cts);
break;
}
_lastActionTime = DateTime.Now;
}
private async Task MoveCloseTo(WaypointForTrack waypoint)
{
var screen = CaptureToRectArea();
var position = Navigation.GetPosition(screen);
var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
Logger.LogInformation("精确接近目标点,位置({x2},{y2})", $"{waypoint.GameX:F1}", $"{waypoint.GameY:F1}");
if (waypoint.MoveMode == MoveModeEnum.Fly.Code && waypoint.Action == ActionEnum.StopFlying.Code)
{
//下落攻击接近目的地
Logger.LogInformation("动作:下落攻击");
Simulation.SendInput.Mouse.LeftButtonClick();
await Delay(1000, cts);
}
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 2);
var stepsTaken = 0;
while (!cts.IsCancellationRequested)
{
stepsTaken++;
if (stepsTaken > 20)
{
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;
}
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 2);
// 小碎步接近
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W).Sleep(60).KeyUp(User32.VK.VK_W);
await Delay(50, cts);
}
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
// 到达目的地后停顿一秒
await Delay(1000, cts);
}
private async Task AfterMoveToTarget(Waypoint waypoint)
{
if (waypoint.Action == ActionEnum.NahidaCollect.Code
|| waypoint.Action == ActionEnum.PickAround.Code
|| waypoint.Action == ActionEnum.Fight.Code)
{
var handler = ActionFactory.GetHandler(waypoint.Action);
await handler.RunAsync(cts);
await Delay(800, cts);
}
}
}