Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoFishing/AutoFishingTask.cs
FishmanTheMurloc 6d4f8b80e8 Feat/multi lan (#1336)
* 记录一次对hutaofisher的访谈,帮助开发者理解其算法

* 本地化HelloWorld

* .csproj取消windows版本号,此处导致了IDE在新建代码文件和自动生成代码时,默认命名空间丢失的问题。已知VisualStudio和ReSharper存在这个问题。

* 优化扩展方法写法,改为从localizer扩展;Converter优化写法,避免冲突;新增两种语言,待测试ocr效果

* Revert ".csproj取消windows版本号,此处导致了IDE在新建代码文件和自动生成代码时,默认命名空间丢失的问题。已知VisualStudio和ReSharper存在这个问题。"

This reverts commit 8bd7ee74c5.

* localizer改为由构造函数传入以支持单元测试;一个英语上钩的单元测试

* 传送任务支持英语游戏界面;本地化参数挪至OtherConfig类下,但界面位置暂不挪动,待定

* 调整resx位置风格,放在直接使用字符串的类下;一条龙合成树脂及领取每日奖励支持游戏内中英双语

* 删除无用碎片文件

* 删去两个不必要的Sdcb包引用

* Paddle服务类去掉分类模型;检测和识别新增支持繁中和法语,配有单元测试;因小语种识别效果不理想,使用正则匹配替换多处识别文本相等或包含判断;钓鱼、一条龙合成树脂及领取每日奖励支持游戏内繁中和法语;

* 检查今日奖励任务的多语言化;右侧联机的P图标检测区域宽度缩减,避免英语角色名被误识别成P

* AutoDomainTask的游戏多语言化,由于我的游戏账号无法测试,仅配一些测试用例

* 修复有3个Mizuki导致异常的bug,临时用拼音代替新角色英文名,并为该数据初始化方法添加单元测试

* 瓦雷莎删去别名“牛牛”,因荒泷一斗已占用此别名;别名加载和读取优化

* 加个锁避免单元测试中多线程初始化paddle崩溃
2025-03-28 11:00:08 +08:00

448 lines
22 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
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;
using System.Globalization;
using Microsoft.Extensions.Localization;
using BetterGenshinImpact.Helpers;
using BetterGenshinImpact.Core.Recognition.OCR;
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 AutoFishingTaskParam param;
public AutoFishingTask(AutoFishingTaskParam param)
{
this.param = param;
}
public Task Start(CancellationToken ct)
{
this._ct = ct;
IOcrService ocrService = OcrFactory.Paddle;
IStringLocalizer<AutoFishingImageRecognition> stringLocalizer = App.GetService<IStringLocalizer<AutoFishingImageRecognition>>() ?? throw new NullReferenceException(nameof(stringLocalizer));
var predictor = YoloV8Builder.CreateDefaultBuilder().UseOnnxModel(Global.Absolute(@"Assets\Model\Fish\bgi_fish.onnx")).WithSessionOptions(BgiSessionOption.Instance.Options).Build();
Blackboard blackboard = new Blackboard(predictor, this.Sleep, AutoFishingAssets.Instance);
// @formatter:off
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("找到鱼", 20, blackboard, _logger, param.SaveScreenshotOnKeyTick))
.End()
.PushLeaf(() => new EnterFishingMode("进入钓鱼模式", blackboard, _logger, param.SaveScreenshotOnKeyTick, input, cultureInfo: param.GameCultureInfo))
.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)
.UntilSuccess("找鱼 + 初始状态确认")
.Sequence("-")
.PushLeaf(() => new CheckInitalState("初始状态确认", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.PushLeaf(() => new GetFishpond("检测鱼群", blackboard, _logger, param.SaveScreenshotOnKeyTick))
.End()
.End()
.PushLeaf(() => new FindFishTimeout("确认初始状态和找到鱼", 10, blackboard, _logger, param.SaveScreenshotOnKeyTick))
.End()
.PushLeaf(() => new ChooseBait("选择鱼饵", blackboard, _logger, param.SaveScreenshotOnKeyTick, TaskContext.Instance().SystemInfo, input))
.MySimpleParallel("抛竿直到成功或出错", policy: SimpleParallelPolicy.OnlyOneMustSucceed)
.UntilSuccess("重复抛竿")
.Sequence("-")
.PushLeaf(() => new MoveViewpointDown("调整视角至俯视", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
//.MySimpleParallel("举起鱼竿并抛竿", policy: SimpleParallelPolicy.OnlyOneMustSucceed)
// .PushLeaf(() => new LiftAndHold("举起鱼竿", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
.PushLeaf(() => new ThrowRod("抛竿", blackboard, _logger, param.SaveScreenshotOnKeyTick, input))
//.End()
.End()
.End()
.Do("抛竿检查", _ => (blackboard.abort || blackboard.throwRodNoTarget || blackboard.throwRodNoBaitFish) ? BehaviourStatus.Failed : BehaviourStatus.Running)
.End()
.MySimpleParallel("下杆中", SimpleParallelPolicy.OnlyOneMustSucceed)
.PushLeaf(() => new CheckThrowRod("检查抛竿结果", blackboard, _logger, param.SaveScreenshotOnKeyTick)) // todo 后面串联一个召回率高的下杆中检测方法
.PushLeaf(() => new FishBite("自动提竿", blackboard, _logger, param.SaveScreenshotOnKeyTick, input, ocrService, cultureInfo: param.GameCultureInfo, stringLocalizer: stringLocalizer))
.PushLeaf(() => new FishBiteTimeout("下杆超时检查", param.ThrowRodTimeOutTimeoutSeconds, _logger, param.SaveScreenshotOnKeyTick, input))
.End()
.MySimpleParallel("拉条中", policy: SimpleParallelPolicy.OnlyOneMustSucceed)
.PushLeaf(() => new CheckRaiseHook("检查提竿结果", blackboard, _logger, param.SaveScreenshotOnKeyTick))
.Sequence("拉条序列")
.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()
.End()
.End()
.Do("冒泡-终止检查", _ => blackboard.abort ? 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, param.GameCultureInfo))
.End()
.Build();
// @formatter:on
_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}, {param.GameCultureInfo}");
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()
{
blackboard.Reset();
var prevManualGc = DateTime.MinValue;
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;
}
using var bitmap = TaskControl.CaptureGameImageNoRetry(TaskTriggerDispatcher.Instance().GameCapture);
if (bitmap == null)
{
_logger.LogWarning("截图失败");
continue;
}
using var content = new CaptureContent(bitmap, 0, 0);
behaviourTree.Tick(content.CaptureRectArea);
if (behaviourTree.Status != BehaviourStatus.Running)
{
_logger.LogInformation("钓鱼结束");
break;
}
if ((DateTime.Now - prevManualGc).TotalSeconds > 2)
{
GC.Collect();
prevManualGc = DateTime.Now;
}
}
}
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 if (param.FishingTimePolicy == FishingTimePolicy.DontChange)
{
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($"{seconds}秒超时已到,强制结束任务");
return BehaviourStatus.Succeeded;
}
else
{
return BehaviourStatus.Running;
}
}
}
public class FindFishTimeout : BaseBehaviour<ImageRegion>
{
private readonly Blackboard blackboard;
private DateTime? timeout;
private readonly int seconds;
/// <summary>
/// 如果未超时返回运行中,超时返回失败
/// </summary>
/// <param name="name">行为名将反映在提示语中</param>
/// <param name="seconds"></param>
public FindFishTimeout(string name, int seconds, Blackboard blackboard, ILogger logger, bool saveScreenshotOnTerminate) : base(name, logger, saveScreenshotOnTerminate)
{
this.blackboard = blackboard;
this.seconds = seconds;
}
protected override void OnInitialize()
{
timeout = DateTime.Now.AddSeconds(seconds);
}
protected override BehaviourStatus Update(ImageRegion _)
{
if (DateTime.Now >= timeout)
{
blackboard.abort = true;
logger.LogInformation($"{seconds}秒没有{Name},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;
private readonly TimeProvider timeProvider;
private DateTimeOffset? pressFWaitEndTime;
private DateTimeOffset? clickWhiteConfirmButtonWaitEndTime;
private DateTimeOffset? overallWaitEndTime;
private readonly string fishingLocalizedString;
public EnterFishingMode(string name, Blackboard blackboard, ILogger logger, bool saveScreenshotOnTerminate, IInputSimulator input, TimeProvider? timeProvider = null, CultureInfo? cultureInfo = null) : base(name, logger, saveScreenshotOnTerminate)
{
this.blackboard = blackboard;
this.input = input;
this.timeProvider = timeProvider ?? TimeProvider.System;
IStringLocalizer<AutoFishingImageRecognition> stringLocalizer = App.GetService<IStringLocalizer<AutoFishingImageRecognition>>() ?? throw new NullReferenceException(nameof(stringLocalizer));
this.fishingLocalizedString = stringLocalizer.WithCultureGet(cultureInfo, "钓鱼");
}
protected override BehaviourStatus Update(ImageRegion imageRegion)
{
if (Status == BehaviourStatus.Ready)
{
overallWaitEndTime = timeProvider.GetLocalNow().AddSeconds(10);
return BehaviourStatus.Running;
}
if ((pressFWaitEndTime == null || pressFWaitEndTime < timeProvider.GetLocalNow()) && Bv.FindFAndPress(imageRegion, input.Keyboard, this.fishingLocalizedString))
{
logger.LogInformation("按下钓鱼键");
pressFWaitEndTime = timeProvider.GetLocalNow().AddSeconds(3);
return BehaviourStatus.Running;
}
else if ((clickWhiteConfirmButtonWaitEndTime == null || clickWhiteConfirmButtonWaitEndTime < timeProvider.GetLocalNow()) && Bv.ClickWhiteConfirmButton(imageRegion))
{
logger.LogInformation("点击开始钓鱼");
this.blackboard.pitchReset = true;
clickWhiteConfirmButtonWaitEndTime = timeProvider.GetLocalNow().AddSeconds(3);
return BehaviourStatus.Running;
}
if (imageRegion.Find(blackboard.AutoFishingAssets.ExitFishingButtonRo).IsEmpty())
{
if (overallWaitEndTime < timeProvider.GetLocalNow())
{
logger.LogInformation("进入钓鱼模式失败");
return BehaviourStatus.Failed;
}
else
{
return BehaviourStatus.Running;
}
}
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;
private readonly string fishingLocalizedString;
public QuitFishingMode(string name, Blackboard blackboard, ILogger logger, bool saveScreenshotOnTerminate, IInputSimulator input, CultureInfo? cultureInfo = null) : base(name, logger, saveScreenshotOnTerminate)
{
this.blackboard = blackboard;
this.input = input;
IStringLocalizer<AutoFishingImageRecognition> stringLocalizer = App.GetService<IStringLocalizer<AutoFishingImageRecognition>>() ?? throw new NullReferenceException(nameof(stringLocalizer));
this.fishingLocalizedString = stringLocalizer.WithCultureGet(cultureInfo, "钓鱼");
}
protected override BehaviourStatus Update(ImageRegion imageRegion)
{
if (Status == BehaviourStatus.Ready)
{
return BehaviourStatus.Running;
}
if (Bv.FindF(imageRegion, this.fishingLocalizedString))
{
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;
}
}
}
}