Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoFight/Model/CombatScenes.cs
Takaranoao 399441b9e8 优化技能冷却处理逻辑 (#1321)
* 在路径追踪重构了部分冷却处理逻辑,战斗脚本e增加wait参数可等待技能冷却而不是跳过。采矿e增加等待。尝试修复路径追踪 UseElementalSkill 与采矿脚本冲突的问题。

* 给CombatCommand加入快速跳过e的选项

* 优化技能冷却处理逻辑,增加OcrSkillCd属性以支持OCR识别的技能冷却时间,并调整相关技能CD计算和等待逻辑,尝试修复纳西妲采集终止时按键未弹起的问题

* 优化战斗任务中的技能冷却处理逻辑

* 更新纳西妲技能冷却时间记录,改为使用UTC时间并增加日志输出以便调试

* 增加最大技能CD检查,以排除系统时间/日期同步导致无限卡死。修复跑图路切人。(ps:主板电池没电应该去修主板)

* 修复CheckAvatarAvailable

* fix AutoFightTask skill cooldown logic and improve comments

* 尝试修复脚本在"当前角色"下的小问题

* 尝试修复脚本在"当前角色"下的小问题,Avatar类结构调整,重新做了"根据技能cd优化出招"部分。

* Refactor avatar retrieval in PathingConditionConfig to use GetAvatars method and update skill cooldown references

* Fix variable naming for clarity in CombatScenes

* 在自动战斗执行前预先过滤不可执行的脚本。

---------

Co-authored-by: 辉鸭蛋 <huiyadanli@gmail.com>
2025-04-04 13:54:44 +08:00

472 lines
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using BetterGenshinImpact.Core.Config;
using BetterGenshinImpact.Core.Recognition.OCR;
using BetterGenshinImpact.Core.Recognition.ONNX;
using BetterGenshinImpact.Core.Recognition.OpenCv;
using BetterGenshinImpact.GameTask.AutoFight.Assets;
using BetterGenshinImpact.GameTask.AutoFight.Config;
using BetterGenshinImpact.GameTask.Model.Area;
using BetterGenshinImpact.Helpers;
using Compunet.YoloV8;
using Microsoft.Extensions.Logging;
using OpenCvSharp;
using OpenCvSharp.Extensions;
using Sdcb.PaddleOCR;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Threading;
using BetterGenshinImpact.Core.Simulator;
using static BetterGenshinImpact.GameTask.Common.TaskControl;
namespace BetterGenshinImpact.GameTask.AutoFight.Model;
/// <summary>
/// 战斗场景
/// </summary>
public class CombatScenes : IDisposable
{
/// <summary>
/// 当前配队
/// </summary>
private Avatar[] Avatars { set; get; } = [];
public int AvatarCount => Avatars.Length;
private readonly YoloV8Predictor _predictor =
YoloV8Builder.CreateDefaultBuilder()
.UseOnnxModel(Global.Absolute(@"Assets\Model\Common\avatar_side_classify_sim.onnx"))
.WithSessionOptions(BgiSessionOption.Instance.Options)
.Build();
public int ExpectedTeamAvatarNum { get; private set; } = 4;
/// <summary>
/// 获取一个只读的Avatars
/// </summary>
/// <returns>Avatars</returns>
public ReadOnlyCollection<Avatar> GetAvatars()
{
return Avatars.AsReadOnly();
}
/// <summary>
/// 通过YOLO分类器识别队伍内角色
/// </summary>
/// <param name="imageRegion">完整游戏画面的捕获截图</param>
public CombatScenes InitializeTeam(ImageRegion imageRegion)
{
AssertUtils.CheckGameResolution();
// 优先取配置
if (!string.IsNullOrEmpty(TaskContext.Instance().Config.AutoFightConfig.TeamNames))
{
InitializeTeamFromConfig(TaskContext.Instance().Config.AutoFightConfig.TeamNames);
return this;
}
// 判断当前是否处于联机状态
List<Rect> avatarSideIconRectList;
List<Rect> avatarIndexRectList;
var pRaList = imageRegion.FindMulti(AutoFightAssets.Instance.PRa);
if (pRaList.Count > 0)
{
var num = pRaList.Count + 1;
if (num > 4)
{
throw new Exception("当前处于联机状态但是队伍人数超过4人无法识别");
}
// 联机状态下判断
var onePRa = imageRegion.Find(AutoFightAssets.Instance.OnePRa);
var p = "p";
if (!onePRa.IsEmpty())
{
Logger.LogInformation("当前处于联机状态,且当前账号是房主,联机人数{Num}人", num);
p = "1p";
}
else
{
Logger.LogInformation("当前处于联机状态,且在别人世界中,联机人数{Num}人", num);
}
avatarSideIconRectList = AutoFightAssets.Instance.AvatarSideIconRectListMap[$"{p}_{num}"];
avatarIndexRectList = AutoFightAssets.Instance.AvatarIndexRectListMap[$"{p}_{num}"];
ExpectedTeamAvatarNum = avatarSideIconRectList.Count;
}
else
{
avatarSideIconRectList = AutoFightAssets.Instance.AvatarSideIconRectList;
avatarIndexRectList = AutoFightAssets.Instance.AvatarIndexRectList;
}
// 识别队伍
var names = new string[avatarSideIconRectList.Count];
var displayNames = new string[avatarSideIconRectList.Count];
try
{
for (var i = 0; i < avatarSideIconRectList.Count; i++)
{
var ra = imageRegion.DeriveCrop(avatarSideIconRectList[i]);
var pair = ClassifyAvatarCnName(ra.SrcBitmap, i + 1);
names[i] = pair.Item1;
if (!string.IsNullOrEmpty(pair.Item2))
{
var costumeName = pair.Item2;
if (AutoFightAssets.Instance.AvatarCostumeMap.TryGetValue(costumeName, out string? name))
{
costumeName = name;
}
displayNames[i] = $"{pair.Item1}({costumeName})";
}
else
{
displayNames[i] = pair.Item1;
}
}
Logger.LogInformation("识别到的队伍角色:{Text}", string.Join(",", displayNames));
Avatars = BuildAvatars([.. names], null, avatarIndexRectList);
}
catch (Exception e)
{
Logger.LogWarning(e.Message);
}
return this;
}
public (string, string) ClassifyAvatarCnName(Bitmap src, int index)
{
var className = ClassifyAvatarName(src, index);
var nameEn = className;
var costumeName = "";
var i = className.IndexOf("Costume", StringComparison.Ordinal);
if (i > 0)
{
nameEn = className[..i];
costumeName = className[(i + 7)..];
}
var avatar = DefaultAutoFightConfig.CombatAvatarNameEnMap[nameEn];
return (avatar.Name, costumeName);
}
public string ClassifyAvatarName(Bitmap src, int index)
{
SpeedTimer speedTimer = new();
using var memoryStream = new MemoryStream();
src.Save(memoryStream, ImageFormat.Bmp);
memoryStream.Seek(0, SeekOrigin.Begin);
speedTimer.Record("角色侧面头像图像转换");
var result = _predictor.Classify(memoryStream);
speedTimer.Record("角色侧面头像分类识别");
Debug.WriteLine($"角色侧面头像识别结果:{result}");
speedTimer.DebugPrint();
if (result.TopClass.Name.Name.StartsWith("Qin") || result.TopClass.Name.Name.Contains("Costume"))
{
// 降低琴和衣装角色的识别率要求
if (result.TopClass.Confidence < 0.51)
{
Cv2.ImWrite(@"log\avatar_side_classify_error.png", src.ToMat());
throw new Exception(
$"无法识别第{index}位角色,置信度{result.TopClass.Confidence:F1},结果:{result.TopClass.Name.Name}。请重新阅读 BetterGI 文档中的《快速上手》!");
}
}
else
{
if (result.TopClass.Confidence < 0.7)
{
Cv2.ImWrite(@"log\avatar_side_classify_error.png", src.ToMat());
throw new Exception(
$"无法识别第{index}位角色,置信度{result.TopClass.Confidence:F1},结果:{result.TopClass.Name.Name}。请重新阅读 BetterGI 文档中的《快速上手》!");
}
}
return result.TopClass.Name.Name;
}
private void InitializeTeamFromConfig(string teamNames)
{
var names = teamNames.Split(["", ","], StringSplitOptions.TrimEntries);
if (names.Length != 4)
{
throw new Exception($"强制指定队伍角色数量不正确必须是4个当前{names.Length}个");
}
// 别名转换为标准名称
for (var i = 0; i < names.Length; i++)
{
names[i] = DefaultAutoFightConfig.AvatarAliasToStandardName(names[i]);
}
Logger.LogInformation("强制指定队伍角色:{Text}", string.Join(",", names));
TaskContext.Instance().Config.AutoFightConfig.TeamNames = string.Join(",", names);
Avatars = BuildAvatars([.. names]);
}
public bool CheckTeamInitialized()
{
if (Avatars.Length != ExpectedTeamAvatarNum)
{
return false;
}
return true;
}
private Avatar[] BuildAvatars(List<string> names, List<Rect>? nameRects = null,
List<Rect>? avatarIndexRectList = null)
{
var cdConfig = TaskContext.Instance().Config.AutoFightConfig.ActionSchedulerByCd;
if (avatarIndexRectList == null && ExpectedTeamAvatarNum == 4)
{
avatarIndexRectList = AutoFightAssets.Instance.AvatarIndexRectList;
}
if (avatarIndexRectList == null)
{
throw new Exception("联机状态下,此方法必须传入队伍角色编号位置信息");
}
var namesCount = names.Count;
var avatars = new Avatar[namesCount];
for (var i = 0; i < namesCount; i++)
{
var nameRect = nameRects?[i] ?? default;
// 根据手动写的出招表来优化CD
var cd = Avatar.ParseActionSchedulerByCd(names[i], cdConfig);
avatars[i] = new Avatar(this, names[i], i + 1, nameRect, cd ?? -1)
{
IndexRect = avatarIndexRectList[i]
};
}
return avatars;
}
public void BeforeTask(CancellationToken ct)
{
for (var i = 0; i < AvatarCount; i++)
{
Avatars[i].Ct = ct;
}
}
public void AfterTask()
{
// 释放所有按键
Simulation.ReleaseAllKey();
var mwk = SelectAvatar("玛薇卡");
if (mwk != null)
{
foreach (var avatar in Avatars)
{
if (avatar.Name != "玛薇卡")
{
avatar.Switch();
}
}
}
}
public Avatar? SelectAvatar(string name)
{
return Avatars.FirstOrDefault(avatar => avatar.Name.Equals(name));
}
/// <summary>
/// 使用编号切换角色
/// </summary>
/// <param name="avatarIndex">从1开始</param>
/// <returns></returns>
public Avatar? SelectAvatar(int avatarIndex)
{
if (avatarIndex < 1 || avatarIndex >= AvatarCount)
{
return null;
}
return Avatars[avatarIndex - 1];
}
/// <summary>
/// 获取当前出战角色名
/// </summary>
/// <param name="force"></param>
/// <param name="region"></param>
/// <param name="ct"></param>
/// <returns></returns>
public string? CurrentAvatar(bool force = false, ImageRegion? region = null,
CancellationToken ct = default)
{
if (!force && Avatar.LastActiveAvatar is not null)
{
return Avatar.LastActiveAvatar;
}
var imageRegion = region ?? CaptureToRectArea();
string? avatarName = null;
var notActiveCount = 0;
foreach (var avatar in GetAvatars())
{
if (avatar.IsActive(imageRegion))
{
avatarName = avatar.Name;
}
else
{
notActiveCount++;
}
}
if (notActiveCount != ExpectedTeamAvatarNum - 1) return avatarName;
Avatar.LastActiveAvatar = avatarName;
return Avatar.LastActiveAvatar;
}
#region OCR识别队伍
/// <summary>
/// 通过OCR识别队伍内角色
/// </summary>
/// <param name="content">完整游戏画面的捕获截图</param>
[Obsolete]
public CombatScenes InitializeTeamOldOcr(CaptureContent content)
{
// 优先取配置
if (!string.IsNullOrEmpty(TaskContext.Instance().Config.AutoFightConfig.TeamNames))
{
InitializeTeamFromConfig(TaskContext.Instance().Config.AutoFightConfig.TeamNames);
return this;
}
// 剪裁出队伍区域
var teamRa = content.CaptureRectArea.DeriveCrop(AutoFightAssets.Instance.TeamRectNoIndex);
// 过滤出白色
var hsvFilterMat =
OpenCvCommonHelper.InRangeHsv(teamRa.SrcMat, new Scalar(0, 0, 210), new Scalar(255, 30, 255));
// 识别队伍内角色
var result = OcrFactory.Paddle.OcrResult(hsvFilterMat);
ParseTeamOcrResult(result, teamRa);
return this;
}
[Obsolete]
private void ParseTeamOcrResult(PaddleOcrResult result, ImageRegion rectArea)
{
List<string> names = [];
List<Rect> nameRects = [];
foreach (var item in result.Regions)
{
var name = StringUtils.ExtractChinese(item.Text);
name = ErrorOcrCorrection(name);
if (IsGenshinAvatarName(name))
{
names.Add(name);
nameRects.Add(item.Rect.BoundingRect());
}
}
if (names.Count != 4)
{
Logger.LogWarning("识别到的队伍角色数量不正确,当前识别结果:{Text}", string.Join(",", names));
}
if (names.Count == 3)
{
// 流浪者特殊处理
// 4人以上的队伍不支持流浪者的识别
var wanderer = rectArea.Find(AutoFightAssets.Instance.WandererIconRa);
if (wanderer.IsEmpty())
{
wanderer = rectArea.Find(AutoFightAssets.Instance.WandererIconNoActiveRa);
}
if (wanderer.IsEmpty())
{
// 补充识别流浪者
Logger.LogWarning("二次尝试识别失败,当前识别结果:{Text}", string.Join(",", names));
}
else
{
names.Clear();
foreach (var item in result.Regions)
{
var name = StringUtils.ExtractChinese(item.Text);
name = ErrorOcrCorrection(name);
if (IsGenshinAvatarName(name))
{
names.Add(name);
nameRects.Add(item.Rect.BoundingRect());
}
var rect = item.Rect.BoundingRect();
if (rect.Y > wanderer.Y && wanderer.Y + wanderer.Height > rect.Y + rect.Height &&
!names.Contains("流浪者"))
{
names.Add("流浪者");
nameRects.Add(item.Rect.BoundingRect());
}
}
if (names.Count != 4)
{
Logger.LogWarning("图像识别到流浪者,但识别队内位置信息失败");
}
}
}
Logger.LogInformation("识别到的队伍角色:{Text}", string.Join(",", names));
Avatars = BuildAvatars(names, nameRects);
}
[Obsolete]
private bool IsGenshinAvatarName(string name)
{
if (DefaultAutoFightConfig.CombatAvatarNames.Contains(name))
{
return true;
}
return false;
}
/// <summary>
/// 对OCR识别结果进行纠错
/// TODO 还剩下单字名称(魈、琴)无法识别到的问题
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
[Obsolete]
public string ErrorOcrCorrection(string name)
{
if (name.Contains("纳西"))
{
return "纳西妲";
}
return name;
}
#endregion OCR识别队伍
public void Dispose()
{
_predictor.Dispose();
}
}