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* Revert "Revert #1059"
This reverts commit 4b65370e9f.
* natlan fish model
* 新增调整时间的功能
* test
* Feat/new fishing (#1060)
* 没有找到鱼饵时不再抛异常而是返回行为失败;细小优化;测试分支是否配置正确
* 恢复半自动钓鱼功能(仅自动拉条);将CheckFishingUserInterface方法添加到行为树,使其直接控制启停;PutRects方法增加筛选,避免画出没有高度的框框导致残留红点在画布上;去掉局部变量_currContent;钓鱼结束不再依据_noRectsCount判断
* 添加一步抛竿后检查,避免往红色靶点抛竿导致失败
* 大家终于炼出了好用的适用纳塔版本的鱼模型;实现注释描述的“选择最多鱼吃的饵料”;添加koihead鱼类,进入抛竿时忽略koi,只看koihead;Fishpond.TargetRect补上空值处理;去掉_switchBaitContinuouslyFrameNum,目前该段代码有时候会导致发呆;钓鱼结束时多等5秒,避免“获得鱼”的提示图被错误地计入下一次抛竿找鱼的预测
* 注释了AutoFishingTrigger中,FishBite和Fishing方法中的一些代码,解除了对CaptureContent.FrameRate的引用以方便开新坑;开了个新坑AutoFishingTask
* 新增全自动钓鱼独立任务的ui界面
* 封装了所有钓鱼行为,消灭了AutoFishingTrigger中大部分私有变量,剩余一些用来在行为之间传递信息的变量被丢到Blackboard中
* 代码清理:删除AutoFishingTrigger中被注释的私有变量;行为树扩展方法移动到单独的文件中
* 封装好的行为都搬家到Behaviours.cs去了;钓鱼独立任务基本完成;Blackboard添加chooseBaitUIOpening字段以避免在选择鱼饵界面时因图标被灰色遮罩而影响图像匹配;抛竿行为添加OnTerminate方法修复合并预抛竿和抛竿行为时产生的bug
* 优化VisionContext框框的代码
* AutoFishingTask加了个转圈圈找鱼的动作
* 钓鱼任务时如果有F键以及确认键,就交互一下进入钓鱼模式
* 添加供js调用的钓鱼任务方法
* 调整视角时也调整游戏角色的朝向;因为错误率较高,抛竿前找鱼时不再对右下角图标进行模板匹配检查
* 把MoveViewpointDown封装成行为了,黑板新增字段pitchReset,改进了流程中调整视角俯仰的部分;钓鱼任务中为了避免人物待机动作吃掉钓鱼F键,ChangeView方法改成始终都按S和W键
* ThrowRod行为删去对鱼群位置的校验,该段校验经常导致发呆;并将该行为更名为GetFishpond
* 对EnterFishingMode行为进行优化并修复bug;钓鱼循环修正
* 将螺旋视角找鱼的行为简化为低头转圈找,以适应路径任务完成时经常无法朝向鱼的情况;按下钓鱼键后等待界面出现时间延长至2秒
* 添加js独立任务调用自动钓鱼
* 新增`fishing`的Action用于触发钓鱼
* AutoFishingTask删去右下角ExitFishingButtonRo的模板匹配校验,因为错误的未识别有点多;添加当前焦点窗口校验
* AutoFishingTask增加设置昼夜功能,在7点和19点各钓一轮
---------
Co-authored-by: 辉鸭蛋 <huiyadanli@gmail.com>
---------
Co-authored-by: FishmanTheMurloc <162452111+FishmanTheMurloc@users.noreply.github.com>
167 lines
4.2 KiB
C#
167 lines
4.2 KiB
C#
using BetterGenshinImpact.Core.Recognition.OpenCv;
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using Compunet.YoloV8.Data;
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using OpenCvSharp;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace BetterGenshinImpact.GameTask.AutoFishing.Model;
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public class Fishpond
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{
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/// <summary>
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/// 鱼池位置
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/// </summary>
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public Rect FishpondRect { get; set; }
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/// <summary>
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/// 抛竿落点位置
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/// </summary>
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public Rect? TargetRect { get; set; }
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/// <summary>
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/// 鱼池中的鱼
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/// </summary>
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public List<OneFish> Fishes { get; set; } = [];
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/// <summary>
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/// </summary>
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/// <param name="result"></param>
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/// <param name="includeTarget">是否包含抛竿落点</param>
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public Fishpond(DetectionResult result, bool includeTarget = false)
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{
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foreach (var box in result.Boxes)
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{
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if (box.Class.Name == "rod" || box.Class.Name == "err rod")
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{
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TargetRect = new Rect(box.Bounds.X, box.Bounds.Y, box.Bounds.Width, box.Bounds.Height);
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continue;
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}
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if (includeTarget)
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{
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if (box.Class.Name == "koi") //进入抛竿的时候只看koihead
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{
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continue;
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}
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}
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var fish = new OneFish(box.Class.Name, new Rect(box.Bounds.X, box.Bounds.Y, box.Bounds.Width, box.Bounds.Height), box.Confidence);
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Fishes.Add(fish);
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}
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// 可信度最高的鱼放在最前面
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Fishes = [.. Fishes.OrderByDescending(fish => fish.Confidence)];
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FishpondRect = CalculateFishpondRect();
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}
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/// <summary>
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/// 计算鱼塘位置
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/// </summary>
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/// <returns></returns>
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public Rect CalculateFishpondRect()
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{
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if (Fishes.Count == 0)
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{
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return Rect.Empty;
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}
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var left = int.MaxValue;
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var top = int.MaxValue;
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var right = int.MinValue;
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var bottom = int.MinValue;
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foreach (var fish in Fishes)
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{
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if (fish.Rect.Left < left)
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{
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left = fish.Rect.Left;
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}
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if (fish.Rect.Top < top)
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{
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top = fish.Rect.Top;
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}
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if (fish.Rect.Right > right)
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{
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right = fish.Rect.Right;
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}
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if (fish.Rect.Bottom > bottom)
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{
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bottom = fish.Rect.Bottom;
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}
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}
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return new Rect(left, top, right - left, bottom - top);
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}
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/// <summary>
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/// 通过鱼饵名称过滤鱼
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/// </summary>
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/// <param name="baitName"></param>
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/// <returns></returns>
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public List<OneFish> FilterByBaitName(string baitName)
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{
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return [.. Fishes.Where(fish => fish.FishType.BaitName == baitName).OrderByDescending(fish => fish.Confidence)];
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}
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public OneFish? FilterByBaitNameAndRecently(string baitName, Rect prevTargetFishRect)
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{
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var fishes = FilterByBaitName(baitName);
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if (fishes.Count == 0)
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{
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return null;
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}
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var min = double.MaxValue;
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var c1 = prevTargetFishRect.GetCenterPoint();
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OneFish? result = null;
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foreach (var fish in fishes)
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{
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var c2 = fish.Rect.GetCenterPoint();
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var distance = Math.Sqrt(Math.Pow(c1.X - c2.X, 2) + Math.Pow(c1.Y - c2.Y, 2));
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if (distance < min)
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{
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min = distance;
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result = fish;
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}
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}
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return result;
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}
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/// <summary>
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/// 最多的鱼吃的鱼饵名称
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/// </summary>
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/// <returns></returns>
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public string MostMatchBait()
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{
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Dictionary<string, int> dict = [];
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foreach (var fish in Fishes)
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{
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if (dict.TryGetValue(fish.FishType.BaitName, out _))
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{
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dict[fish.FishType.BaitName]++;
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}
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else
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{
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dict[fish.FishType.BaitName] = 1;
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}
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}
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var max = 0;
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var result = "";
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foreach (var (key, value) in dict)
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{
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if (value > max)
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{
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max = value;
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result = key;
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}
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}
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return result;
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}
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}
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