Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoFishing/Model/Fishpond.cs
辉鸭蛋 2135189bf6 新版本自动钓鱼 @FishmanTheMurloc (#1176)
* 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>
2025-02-17 11:36:10 +08:00

167 lines
4.2 KiB
C#

using BetterGenshinImpact.Core.Recognition.OpenCv;
using Compunet.YoloV8.Data;
using OpenCvSharp;
using System;
using System.Collections.Generic;
using System.Linq;
namespace BetterGenshinImpact.GameTask.AutoFishing.Model;
public class Fishpond
{
/// <summary>
/// 鱼池位置
/// </summary>
public Rect FishpondRect { get; set; }
/// <summary>
/// 抛竿落点位置
/// </summary>
public Rect? TargetRect { get; set; }
/// <summary>
/// 鱼池中的鱼
/// </summary>
public List<OneFish> Fishes { get; set; } = [];
/// <summary>
/// </summary>
/// <param name="result"></param>
/// <param name="includeTarget">是否包含抛竿落点</param>
public Fishpond(DetectionResult result, bool includeTarget = false)
{
foreach (var box in result.Boxes)
{
if (box.Class.Name == "rod" || box.Class.Name == "err rod")
{
TargetRect = new Rect(box.Bounds.X, box.Bounds.Y, box.Bounds.Width, box.Bounds.Height);
continue;
}
if (includeTarget)
{
if (box.Class.Name == "koi") //进入抛竿的时候只看koihead
{
continue;
}
}
var fish = new OneFish(box.Class.Name, new Rect(box.Bounds.X, box.Bounds.Y, box.Bounds.Width, box.Bounds.Height), box.Confidence);
Fishes.Add(fish);
}
// 可信度最高的鱼放在最前面
Fishes = [.. Fishes.OrderByDescending(fish => fish.Confidence)];
FishpondRect = CalculateFishpondRect();
}
/// <summary>
/// 计算鱼塘位置
/// </summary>
/// <returns></returns>
public Rect CalculateFishpondRect()
{
if (Fishes.Count == 0)
{
return Rect.Empty;
}
var left = int.MaxValue;
var top = int.MaxValue;
var right = int.MinValue;
var bottom = int.MinValue;
foreach (var fish in Fishes)
{
if (fish.Rect.Left < left)
{
left = fish.Rect.Left;
}
if (fish.Rect.Top < top)
{
top = fish.Rect.Top;
}
if (fish.Rect.Right > right)
{
right = fish.Rect.Right;
}
if (fish.Rect.Bottom > bottom)
{
bottom = fish.Rect.Bottom;
}
}
return new Rect(left, top, right - left, bottom - top);
}
/// <summary>
/// 通过鱼饵名称过滤鱼
/// </summary>
/// <param name="baitName"></param>
/// <returns></returns>
public List<OneFish> FilterByBaitName(string baitName)
{
return [.. Fishes.Where(fish => fish.FishType.BaitName == baitName).OrderByDescending(fish => fish.Confidence)];
}
public OneFish? FilterByBaitNameAndRecently(string baitName, Rect prevTargetFishRect)
{
var fishes = FilterByBaitName(baitName);
if (fishes.Count == 0)
{
return null;
}
var min = double.MaxValue;
var c1 = prevTargetFishRect.GetCenterPoint();
OneFish? result = null;
foreach (var fish in fishes)
{
var c2 = fish.Rect.GetCenterPoint();
var distance = Math.Sqrt(Math.Pow(c1.X - c2.X, 2) + Math.Pow(c1.Y - c2.Y, 2));
if (distance < min)
{
min = distance;
result = fish;
}
}
return result;
}
/// <summary>
/// 最多的鱼吃的鱼饵名称
/// </summary>
/// <returns></returns>
public string MostMatchBait()
{
Dictionary<string, int> dict = [];
foreach (var fish in Fishes)
{
if (dict.TryGetValue(fish.FishType.BaitName, out _))
{
dict[fish.FishType.BaitName]++;
}
else
{
dict[fish.FishType.BaitName] = 1;
}
}
var max = 0;
var result = "";
foreach (var (key, value) in dict)
{
if (value > max)
{
max = value;
result = key;
}
}
return result;
}
}