Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoFishing/AutoFishingTask.cs
FishmanTheMurloc 57d33c4312 又一波钓鱼优化 (#1301)
* GetFishBarRect方法添加更复杂的算法,并为其配备独立的单元测试,和分离难度较大的测试用例(未熟练时两侧出现黄色动态折线的情况);GetFishBoxArea行为去掉拉条框初始位置必须位于屏幕中轴线的条件,并添加其后续Fishing行为的单元测试来验证可行性;EnterFishingMode行为使用结束时间来代替Sleep,并添加整体超时时间;添加一个鱼咬钩的假阳性测试用例仅供娱乐

* 补充GetFishBarRect算法,使通过遗漏的测试"20250314002439020_Fishing_Succeeded.png"

* 拉条增加1秒未检测持续时间以应对瞬间丢失拉条框的情况;新增一个检查提竿结果的行为;新增一个检查开始钓一条鱼的初始状态的方法,以应对行为状态错配的情况;一些行为将Sleep优化为DateTime;修改上述改动对应的单元测试

* 解决合并冲突剩余问题,删掉ImageRegion的Bitmap构造函数重载

* 提供给测试用例初始化的 SystemInfo、TaskContext 方法,使用 InitForTest 即可

* InitForTest

* 和鸭蛋昨夜的提交撞车了。。。抽象了ISystemInto供单元测试实例化Fake类;给BaseAssets类定义了成员字段systemInfo(我想,既然都是图片模板数据集,如此定义是合理的),供继承类AutoFishingAssets使用,并定义了其在单元测试的派生类;添加了一个900p的选取鱼饵测试用例;blackboard改为负责携带AutoFishingAssets,并将其实例化时机挪到独立任务的Start方法中,避免由于TaskContext尚未初始化导致获取到的SystemInfo为空

* 一个特殊的测试用例:抛竿的瞬间、开始检测咬杆时遇到了假阳性

* Revert "InitForTest"

This reverts commit 225e9783a7.

* Revert "提供给测试用例初始化的 SystemInfo、TaskContext 方法,使用 InitForTest 即可"

This reverts commit 610c57263a.

* 为始终没有找到落点的情况添加计数,在第3次时直接退出,并添加此情况的单元测试

---------

Co-authored-by: 辉鸭蛋 <huiyadanli@gmail.com>
2025-03-18 19:51:42 +08:00

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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;
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;
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))
.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))
.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))
.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}");
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;
public EnterFishingMode(string name, Blackboard blackboard, ILogger logger, bool saveScreenshotOnTerminate, IInputSimulator input, TimeProvider? timeProvider = null) : base(name, logger, saveScreenshotOnTerminate)
{
this.blackboard = blackboard;
this.input = input;
this.timeProvider = timeProvider ?? TimeProvider.System;
}
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, "钓鱼"))
{
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;
public QuitFishingMode(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)
{
if (Status == BehaviourStatus.Ready)
{
return BehaviourStatus.Running;
}
if (Bv.FindF(imageRegion, "钓鱼"))
{
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;
}
}
}
}