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better-genshin-impact/BetterGenshinImpact/GameTask/AutoFishing/AutoFishingTask.cs
2025-03-08 23:41:48 +08:00

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using BetterGenshinImpact.GameTask.Common;
using Microsoft.Extensions.Logging;
using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using BetterGenshinImpact.GameTask.Common.BgiVision;
using BehaviourTree.Composites;
using BehaviourTree.FluentBuilder;
using BehaviourTree;
using BetterGenshinImpact.Core.Simulator;
using BetterGenshinImpact.View.Drawable;
using BetterGenshinImpact.GameTask.AutoFishing.Assets;
using Vanara.PInvoke;
using Compunet.YoloV8;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using BetterGenshinImpact.GameTask.AutoFishing.Model;
using BetterGenshinImpact.GameTask.Common.Job;
using Fischless.WindowsInput;
using BetterGenshinImpact.GameTask.Model.Area;
using BetterGenshinImpact.Core.Config;
using BetterGenshinImpact.Core.Recognition.ONNX;
using static Vanara.PInvoke.User32;
using BetterGenshinImpact.GameTask.AutoFight.Assets;
namespace BetterGenshinImpact.GameTask.AutoFishing
{
public class AutoFishingTask : ISoloTask
{
private readonly ILogger _logger = App.GetLogger<AutoFishingTask>();
private readonly InputSimulator input = Simulation.SendInput;
public string Name => "钓鱼独立任务";
private CancellationToken _ct;
private readonly Blackboard blackboard;
private readonly AutoFishingTaskParam param;
public AutoFishingTask(AutoFishingTaskParam param)
{
this.param = param;
var predictor = YoloV8Builder.CreateDefaultBuilder().UseOnnxModel(Global.Absolute(@"Assets\Model\Fish\bgi_fish.onnx")).WithSessionOptions(BgiSessionOption.Instance.Options).Build();
this.blackboard = new Blackboard(predictor, this.Sleep);
}
public class Blackboard : AutoFishing.Blackboard
{
public bool noFish = false;
public Blackboard(YoloV8Predictor predictor, Action<int> sleep) : base(predictor, sleep)
{
}
internal override void Reset()
{
base.Reset();
noFish = false;
}
}
public Task Start(CancellationToken ct)
{
this._ct = ct;
var behaviourTree = FluentBuilder.Create<ImageRegion>()
.Sequence("钓鱼并确保完成后退出钓鱼模式")
.MySimpleParallel("在整体超时时间内钓鱼", policy: SimpleParallelPolicy.OnlyOneMustSucceed)
.Sequence("调整视角并钓鱼")
.PushLeaf(() => new MoveViewpointDown("调整视角至俯视", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.MySimpleParallel("找鱼20秒", policy: SimpleParallelPolicy.OnlyOneMustSucceed)
.PushLeaf(() => new TurnAround("转圈圈调整视角", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.PushLeaf(() => new FindFishTimeout("等20秒", 20, blackboard, _logger, param.SaveScreenshotOnKeyTick))
.End()
.PushLeaf(() => new EnterFishingMode("进入钓鱼模式", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.UntilFailed(@"\")
.Sequence("一直钓鱼直到没鱼")
.AlwaysSucceed(@"\")
.Sequence("从找鱼开始")
.PushLeaf(() => new MoveViewpointDown("调整视角至俯视", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.MySimpleParallel("找鱼10秒", policy: SimpleParallelPolicy.OnlyOneMustSucceed)
.PushLeaf(() => new GetFishpond("检测鱼群", blackboard, _logger, param.SaveScreenshotOnKeyTick))
.PushLeaf(() => new FindFishTimeout("等10秒", 10, blackboard, _logger, param.SaveScreenshotOnKeyTick))
.End()
.PushLeaf(() => new ChooseBait("选择鱼饵", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.UntilSuccess("重复抛竿")
.Sequence("重复抛竿序列")
.PushLeaf(() => new MoveViewpointDown("调整视角至俯视", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.PushLeaf(() => new ThrowRod("抛竿", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.End()
.End()
.Do("冒泡-抛竿-缺鱼检查", _ => blackboard.noTargetFish ? BehaviourStatus.Failed : BehaviourStatus.Succeeded)
.PushLeaf(() => new CheckThrowRod("检查抛竿结果", _logger, param.SaveScreenshotOnKeyTick))
.MySimpleParallel("下杆中", SimpleParallelPolicy.OnlyOneMustSucceed)
.PushLeaf(() => new FishBite("自动提竿", _logger, param.SaveScreenshotOnKeyTick, input))
.PushLeaf(() => new FishBiteTimeout("下杆超时检查", param.ThrowRodTimeOutTimeoutSeconds, _logger, param.SaveScreenshotOnKeyTick, input))
.End()
.PushLeaf(() => new GetFishBoxArea("等待拉条出现", blackboard, _logger, param.SaveScreenshotOnKeyTick))
.PushLeaf(() => new Fishing("钓鱼拉条", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.End()
.End()
.Do("冒泡-找鱼-没鱼检查", _ => blackboard.noFish ? BehaviourStatus.Failed : BehaviourStatus.Succeeded)
.End()
.End()
.End()
.PushLeaf(() => new WholeProcessTimeout("检查整体超时", param.WholeProcessTimeoutSeconds, _logger, param.SaveScreenshotOnKeyTick))
.End()
.PushLeaf(() => new QuitFishingMode("退出钓鱼模式", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.End()
.Build();
_logger.LogInformation("→ {Text}", "自动钓鱼,启动!");
_logger.LogWarning("请不要携带任何{Msg},极有可能会误识别导致无法结束自动钓鱼!", "跟宠");
_logger.LogInformation($"当前参数:{param.WholeProcessTimeoutSeconds}{param.ThrowRodTimeOutTimeoutSeconds}{param.FishingTimePolicy}, {param.SaveScreenshotOnKeyTick}");
TaskContext.Instance().Config.AutoFishingConfig.Enabled = false;
_logger.LogInformation("全自动运行时,自动切换实时任务中的半自动钓鱼功能为关闭状态");
void tickARound()
{
this.blackboard.Reset();
while (!ct.IsCancellationRequested)
{
if (!SystemControl.IsGenshinImpactActiveByProcess())
{
_logger.LogInformation("当前获取焦点的窗口不是原神,停止执行");
break;
}
var bitmap = TaskControl.CaptureGameBitmapNoRetry(TaskTriggerDispatcher.Instance().GameCapture);
if (bitmap == null)
{
_logger.LogWarning("截图失败");
continue;
}
var content = new CaptureContent(bitmap, 0, 0);
behaviourTree.Tick(content.CaptureRectArea);
if (behaviourTree.Status != BehaviourStatus.Running)
{
_logger.LogInformation("钓鱼结束");
break;
}
}
}
using var ra = TaskControl.CaptureToRectArea(forceNew: true);
if (ra.FindMulti(AutoFightAssets.Instance.PRa).Count != 0)
{
_logger.LogInformation("当前处于联机状态,不使用昼夜设置");
tickARound();
}
else
{
SetTimeTask setTimeTask = new SetTimeTask();
foreach (int hour in param.FishingTimePolicy == FishingTimePolicy.Daytime ? [7] : (param.FishingTimePolicy == FishingTimePolicy.Nighttime ? [19] : new int[] { 7, 19 }))
{
setTimeTask.Start(hour, 0, ct).Wait(ct);
tickARound();
}
}
_logger.LogInformation("→ 钓鱼任务结束");
return Task.CompletedTask; // todo 这个行为树库不支持异步编程。。。
}
public void Sleep(int millisecondsTimeout)
{
TaskControl.Sleep(millisecondsTimeout, _ct);
}
public class WholeProcessTimeout : BaseBehaviour<ImageRegion>
{
private DateTime? timeout;
private readonly int seconds;
/// <summary>
/// 如果未超时返回运行中,超时返回成功
/// </summary>
/// <param name="name"></param>
/// <param name="seconds"></param>
public WholeProcessTimeout(string name, int seconds, ILogger logger, bool saveScreenshotOnTerminate) : base(name, logger, saveScreenshotOnTerminate)
{
this.seconds = seconds;
}
protected override void OnInitialize()
{
logger.LogInformation($"钓鱼任务将在{seconds}秒后超时");
timeout = DateTime.Now.AddSeconds(seconds);
}
protected override BehaviourStatus Update(ImageRegion _)
{
if (DateTime.Now >= timeout)
{
logger.LogInformation($"{seconds}秒超时已到,强制结束任务");
return BehaviourStatus.Succeeded;
}
else
{
return BehaviourStatus.Running;
}
}
}
public class FindFishTimeout : BaseBehaviour<ImageRegion>
{
private readonly Blackboard blackboard;
private DateTime? timeout;
private readonly int seconds;
/// <summary>
/// 如果未超时返回运行中,超时返回失败
/// </summary>
/// <param name="name"></param>
/// <param name="seconds"></param>
public FindFishTimeout(string name, int seconds, Blackboard blackboard, ILogger logger, bool saveScreenshotOnTerminate) : base(name, logger, saveScreenshotOnTerminate)
{
this.blackboard = blackboard;
this.seconds = seconds;
}
protected override void OnInitialize()
{
timeout = DateTime.Now.AddSeconds(seconds);
}
protected override BehaviourStatus Update(ImageRegion _)
{
if (DateTime.Now >= timeout)
{
blackboard.noFish = true;
logger.LogInformation($"{seconds}秒没有找到鱼,退出钓鱼界面");
return BehaviourStatus.Failed;
}
else
{
return BehaviourStatus.Running;
}
}
}
public class TurnAround : BaseBehaviour<ImageRegion>
{
private readonly IInputSimulator input;
private readonly Blackboard blackboard;
public TurnAround(string name, Blackboard blackboard, ILogger logger, bool saveScreenshotOnTerminate, IInputSimulator input) : base(name, logger, saveScreenshotOnTerminate)
{
this.blackboard = blackboard;
this.input = input;
}
protected override BehaviourStatus Update(ImageRegion imageRegion)
{
using var memoryStream = new MemoryStream();
imageRegion.SrcBitmap.Save(memoryStream, ImageFormat.Bmp);
memoryStream.Seek(0, SeekOrigin.Begin);
var result = blackboard.predictor.Detect(memoryStream);
if (result.Boxes.Any())
{
Fishpond fishpond = new Fishpond(result);
logger.LogInformation("定位到鱼塘:" + string.Join('、', fishpond.Fishes.GroupBy(f => f.FishType).Select(g => $"{g.Key.ChineseName}{g.Count()}条")));
int i = 0;
foreach (var fish in fishpond.Fishes)
{
imageRegion.Derive(fish.Rect).DrawSelf($"{fish.FishType.ChineseName}.{i++}");
}
blackboard.Sleep(1000);
VisionContext.Instance().DrawContent.ClearAll();
var oneFourthX = imageRegion.SrcBitmap.Width / 4;
var threeFourthX = imageRegion.SrcBitmap.Width * 3 / 4;
var centerY = imageRegion.SrcBitmap.Height / 2;
if (fishpond.FishpondRect.Left > threeFourthX)
{
Simulation.SendInput.Mouse.MoveMouseBy(100, 0);
blackboard.Sleep(100);
return BehaviourStatus.Running;
}
else if (fishpond.FishpondRect.Right < oneFourthX)
{
Simulation.SendInput.Mouse.MoveMouseBy(-100, 0);
blackboard.Sleep(100);
return BehaviourStatus.Running;
}
#region 1使2F交互键被吞
// 加入昼夜切换后使用KeyPress按S键被莫名吞掉了
// 并且发现如果原地空格跳跃后紧跟按一下S键角色会向侧后方走去
// 于是使用“按一段时间”来代替KeyPress的“按一瞬间”以求稳定的表现
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_S);
blackboard.Sleep(100);
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_S);
blackboard.Sleep(400);
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
blackboard.Sleep(100);
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
blackboard.Sleep(400);
blackboard.Sleep(300);
#endregion
logger.LogInformation("视角调整完毕");
return BehaviourStatus.Succeeded;
}
input.Mouse.MoveMouseBy(100, 0);
blackboard.Sleep(100);
return BehaviourStatus.Running;
}
}
private class EnterFishingMode : BaseBehaviour<ImageRegion>
{
private readonly IInputSimulator input;
private readonly Blackboard blackboard;
public EnterFishingMode(string name, Blackboard blackboard, ILogger logger, bool saveScreenshotOnTerminate, IInputSimulator input) : base(name, logger, saveScreenshotOnTerminate)
{
this.blackboard = blackboard;
this.input = input;
}
protected override BehaviourStatus Update(ImageRegion imageRegion)
{
if (Status == BehaviourStatus.Ready)
{
return BehaviourStatus.Running;
}
if (Bv.FindFAndPress(imageRegion, input.Keyboard, "钓鱼"))
{
logger.LogInformation("按下钓鱼键");
blackboard.Sleep(2000);
return BehaviourStatus.Running;
}
else if (Bv.ClickWhiteConfirmButton(imageRegion))
{
logger.LogInformation("点击开始钓鱼");
this.blackboard.pitchReset = true;
blackboard.Sleep(3000); // 这里要多等一会儿界面遮罩消退
return BehaviourStatus.Running;
}
if (imageRegion.Find(AutoFishingAssets.Instance.ExitFishingButtonRo).IsEmpty())
{
logger.LogInformation("进入钓鱼模式失败");
return BehaviourStatus.Failed;
}
else
{
logger.LogInformation("进入钓鱼模式");
return BehaviourStatus.Succeeded;
}
}
}
private class QuitFishingMode : BaseBehaviour<ImageRegion>
{
private readonly IInputSimulator input;
private readonly Blackboard blackboard;
public QuitFishingMode(string name, Blackboard blackboard, ILogger logger, bool saveScreenshotOnTerminate, IInputSimulator input) : base(name, logger, saveScreenshotOnTerminate)
{
this.blackboard = blackboard;
this.input = input;
}
protected override BehaviourStatus Update(ImageRegion imageRegion)
{
if (Status == BehaviourStatus.Ready)
{
return BehaviourStatus.Running;
}
if (Bv.FindF(imageRegion, "钓鱼"))
{
logger.LogInformation("退出完成");
return BehaviourStatus.Succeeded;
}
else if (Bv.ClickBlackConfirmButton(imageRegion))
{
logger.LogInformation("在“是否退出钓鱼?”界面点击确认");
blackboard.Sleep(1000);
}
else
{
input.Keyboard.KeyPress(VK.VK_ESCAPE);
blackboard.Sleep(2000);
}
return BehaviourStatus.Running;
}
}
}
}