Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoFight/Assets/AutoFightAssets.cs
辉鸭蛋 44190a522b team identification support online
修复错误信息,改进联机状态处理

更新了 `BetterGenshinImpact.csproj` 文件中的程序集版本号,从 `0.35.2` 更新为 `0.35.4`。

修正了 `ScriptProject.cs` 文件中抛出 `FileNotFoundException` 异常时的错误信息,将 "manifest.json文件存在" 改为 "manifest.json文件不存在"。

在 `AutoFightAssets.cs` 文件中:
- 为 `AvatarSideIconRectList` 和 `AvatarIndexRectList` 添加了注释,解释其在非联机状态下的用途。
- 添加了多个新的属性和注释,用于处理联机状态下的角色头像和对应的白色块位置。
- 初始化了 `OnePRa` 和 `PRa` 两个识别对象,用于识别联机状态下的1P和P图标。

在 `Avatar.cs` 文件中:
- 修改了角色切换逻辑,使用 `CombatScenes.ExpectedTeamAvatarNum` 替代硬编码的数字。
- 在 `TrySwitch` 方法中添加了 `needLog` 参数,并在切换成功时记录日志。
- 移除了部分注释代码,并在日志中保存了角色切换和索引区域的截图。
- 添加了 `System.Diagnostics` 的引用。

在 `CombatScenes.cs` 文件中:
- 将 `Avatars` 初始化为空数组。
- 添加了 `ExpectedTeamAvatarNum` 属性,默认值为4。
- 在 `InitializeTeam` 方法中添加了联机状态的判断和处理逻辑。
- 修改了队伍识别逻辑,使用动态数组替代固定长度的数组。
- 修改了 `CheckTeamInitialized` 方法,使用 `ExpectedTeamAvatarNum` 替代硬编码的数字。
- 修改了 `BuildAvatars` 方法,添加了对联机状态下角色编号位置信息的处理。
- 修改了 `SelectAvatar` 方法,使用 `GetValueOrDefault` 替代 `TryGetValue`。

在 `ScriptControlViewModel.cs` 文件中,设置 `WindowStartupLocation` 为 `WindowStartupLocation.CenterOwner`。

添加了 `1p.png` 和 `p.png` 两个新图像文件,用于识别联机状态下的1P和P图标。
2024-10-27 17:15:55 +08:00

232 lines
12 KiB
C#

using BetterGenshinImpact.Core.Recognition;
using BetterGenshinImpact.GameTask.Model;
using OpenCvSharp;
using System.Collections.Generic;
namespace BetterGenshinImpact.GameTask.AutoFight.Assets;
public class AutoFightAssets : BaseAssets<AutoFightAssets>
{
public Rect TeamRectNoIndex;
public Rect TeamRect;
public List<Rect> AvatarSideIconRectList; // 侧边栏角色头像 非联机状态下
public List<Rect> AvatarIndexRectList; // 侧边栏角色头像对应的白色块 非联机状态下
public Rect ERect;
public Rect QRect;
public Rect EndTipsUpperRect; // 挑战达成提示
public Rect EndTipsRect;
public RecognitionObject WandererIconRa;
public RecognitionObject WandererIconNoActiveRa;
public RecognitionObject ConfirmRa;
public RecognitionObject ExitRa;
public RecognitionObject ClickAnyCloseTipRa;
public RecognitionObject UseCondensedResinRa;
// 树脂状态
public RecognitionObject CondensedResinCountRa;
public RecognitionObject FragileResinCountRa;
public Dictionary<string, string> AvatarCostumeMap;
// 联机
public RecognitionObject OnePRa;
public RecognitionObject PRa;
public Dictionary<string, List<Rect>> AvatarSideIconRectListMap; // 侧边栏角色头像 联机状态下
public Dictionary<string, List<Rect>> AvatarIndexRectListMap; // 侧边栏角色头像对应的白色块 联机状态下
private AutoFightAssets()
{
TeamRectNoIndex = new Rect(CaptureRect.Width - (int)(355 * AssetScale), (int)(220 * AssetScale),
(int)((355 - 85) * AssetScale), (int)(465 * AssetScale));
TeamRect = new Rect(CaptureRect.Width - (int)(355 * AssetScale), (int)(220 * AssetScale),
(int)(355 * AssetScale), (int)(465 * AssetScale));
ERect = new Rect(CaptureRect.Width - (int)(267 * AssetScale), CaptureRect.Height - (int)(132 * AssetScale),
(int)(77 * AssetScale), (int)(77 * AssetScale));
QRect = new Rect(CaptureRect.Width - (int)(157 * AssetScale), CaptureRect.Height - (int)(165 * AssetScale),
(int)(110 * AssetScale), (int)(110 * AssetScale));
// 结束提示从中间开始找相对位置
EndTipsUpperRect = new Rect(CaptureRect.Width / 2 - (int)(100 * AssetScale), (int)(243 * AssetScale),
(int)(200 * AssetScale), (int)(50 * AssetScale));
EndTipsRect = new Rect(CaptureRect.Width / 2 - (int)(200 * AssetScale), CaptureRect.Height - (int)(160 * AssetScale),
(int)(400 * AssetScale), (int)(80 * AssetScale));
AvatarIndexRectList =
[
new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(256 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale)),
new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(352 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale)),
new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(448 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale)),
new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(544 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale)),
];
AvatarSideIconRectList =
[
new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(225 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale)),
new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(315 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale)),
new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(410 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale)),
new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(500 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale)),
];
AvatarCostumeMap = new Dictionary<string, string>
{
{ "Flamme", "殷红终夜" },
{ "Bamboo", "雨化竹身" },
{ "Dai", "冷花幽露" },
{ "Yu", "玄玉瑶芳" },
{ "Dancer", "帆影游风" },
{ "Witch", "琪花星烛" },
{ "Wic", "和谐" },
{ "Studentin", "叶隐芳名" },
{ "Fruhling", "花时来信" },
{ "Highness", "极夜真梦" },
{ "Feather", "霓裾翩跹" },
{ "Floral", "纱中幽兰" },
{ "Summertime", "闪耀协奏" },
{ "Sea", "海风之梦" },
};
// 联机
// 1p_2 与 p_2 为同一位置
// 1p_4 与 p_4 为同一位置
AvatarSideIconRectListMap = new Dictionary<string, List<Rect>>
{
{
"1p_2", [
new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(375 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale)),
new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(470 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale)),
]
},
{
"1p_3", [
new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(375 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale)),
new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(470 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale)),
]
},
{ "1p_4", [new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(515 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale))] },
{
"p_2", [
new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(375 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale)),
new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(470 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale)),
]
},
{ "p_3", [new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(475 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale))] },
{ "p_4", [new Rect(CaptureRect.Width - (int)(155 * AssetScale), (int)(515 * AssetScale), (int)(76 * AssetScale), (int)(76 * AssetScale))] },
};
AvatarIndexRectListMap = new Dictionary<string, List<Rect>>
{
{
"1p_2", [
new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(412 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale)),
new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(508 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale)),
]
},
{
"1p_3", [
new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(459 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale)),
new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(555 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale)),
]
},
{ "1p_4", [new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(552 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale))] },
{
"p_2", [
new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(412 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale)),
new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(508 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale)),
]
},
{ "p_3", [new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(412 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale))] },
{ "p_4", [new Rect(CaptureRect.Width - (int)(61 * AssetScale), (int)(507 * AssetScale), (int)(28 * AssetScale), (int)(24 * AssetScale))] },
};
// 左上角的 1P 图标
OnePRa = new RecognitionObject
{
Name = "1P",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "1p.png"),
RegionOfInterest = new Rect(0, 0, CaptureRect.Width / 4, CaptureRect.Height / 7),
DrawOnWindow = false
}.InitTemplate();
// 右侧联机的 P 图标
PRa = new RecognitionObject
{
Name = "P",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "p.png"),
RegionOfInterest = new Rect(CaptureRect.Width - CaptureRect.Width / 7, CaptureRect.Height / 5, CaptureRect.Width / 7, CaptureRect.Height / 2 - CaptureRect.Width / 7),
DrawOnWindow = false
}.InitTemplate();
WandererIconRa = new RecognitionObject
{
Name = "WandererIcon",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "wanderer_icon.png"),
DrawOnWindow = false
}.InitTemplate();
WandererIconNoActiveRa = new RecognitionObject
{
Name = "WandererIconNoActive",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "wanderer_icon_no_active.png"),
DrawOnWindow = false
}.InitTemplate();
// 右下角的按钮
ConfirmRa = new RecognitionObject
{
Name = "Confirm",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "confirm.png"),
RegionOfInterest = new Rect(CaptureRect.Width / 2, CaptureRect.Height / 2, CaptureRect.Width / 2, CaptureRect.Height / 2),
DrawOnWindow = false
}.InitTemplate();
// 点击任意处关闭提示
ClickAnyCloseTipRa = new RecognitionObject
{
Name = "ClickAnyCloseTip",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "click_any_close_tip.png"),
RegionOfInterest = new Rect(0, CaptureRect.Height / 2, CaptureRect.Width, CaptureRect.Height / 2),
DrawOnWindow = false
}.InitTemplate();
UseCondensedResinRa = new RecognitionObject
{
Name = "UseCondensedResin",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "use_condensed_resin.png"),
RegionOfInterest = new Rect(0, CaptureRect.Height / 2, CaptureRect.Width / 2, CaptureRect.Height / 2),
DrawOnWindow = false
}.InitTemplate();
ExitRa = new RecognitionObject
{
Name = "Exit",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "exit.png"),
RegionOfInterest = new Rect(0, CaptureRect.Height / 2, CaptureRect.Width / 2, CaptureRect.Height / 2),
DrawOnWindow = false
}.InitTemplate();
CondensedResinCountRa = new RecognitionObject
{
Name = "CondensedResinCount",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "condensed_resin_count.png"),
RegionOfInterest = new Rect(CaptureRect.Width / 2, CaptureRect.Height / 3 * 2, CaptureRect.Width / 2, CaptureRect.Height / 3),
DrawOnWindow = false
}.InitTemplate();
FragileResinCountRa = new RecognitionObject
{
Name = "FragileResinCount",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "fragile_resin_count.png"),
RegionOfInterest = new Rect(CaptureRect.Width / 2, CaptureRect.Height / 3 * 2, CaptureRect.Width / 2, CaptureRect.Height / 3),
DrawOnWindow = false
}.InitTemplate();
}
}