mirror of
https://github.com/babalae/better-genshin-impact.git
synced 2026-03-19 08:19:48 +08:00
345 lines
13 KiB
C#
345 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text.Json;
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using BetterGenshinImpact.Core.Config;
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using BetterGenshinImpact.Core.Recognition;
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using BetterGenshinImpact.Core.Recognition.OpenCv;
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using BetterGenshinImpact.Core.Simulator;
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using BetterGenshinImpact.GameTask.AutoFight.Assets;
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using BetterGenshinImpact.GameTask.AutoFight.Config;
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using BetterGenshinImpact.GameTask.AutoGeniusInvokation.Exception;
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using BetterGenshinImpact.GameTask.AutoTrackPath.Model;
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using BetterGenshinImpact.GameTask.Common.Map;
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using BetterGenshinImpact.GameTask.Model.Area;
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using BetterGenshinImpact.GameTask.Model.Enum;
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using BetterGenshinImpact.GameTask.QuickTeleport.Assets;
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using BetterGenshinImpact.Service;
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using BetterGenshinImpact.View.Drawable;
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using BetterGenshinImpact.ViewModel.Pages;
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using Microsoft.Extensions.Logging;
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using OpenCvSharp;
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using Vanara.PInvoke;
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using static BetterGenshinImpact.GameTask.Common.TaskControl;
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namespace BetterGenshinImpact.GameTask.AutoTrackPath;
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public class AutoTrackPathTask
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{
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private readonly AutoTrackPathParam _taskParam;
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private readonly Random _rd = new Random();
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private readonly List<GiWorldPosition> _tpPositions;
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private readonly Dictionary<string, double[]> _countryPositions = new()
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{
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{ "蒙德", [-876, 2278] },
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{ "璃月", [270, -666] },
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{ "稻妻", [-4400, -3050] },
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{ "须弥", [2877, -374] },
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{ "枫丹", [4515, 3631] },
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};
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public AutoTrackPathTask(AutoTrackPathParam taskParam)
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{
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_taskParam = taskParam;
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var json = File.ReadAllText(Global.Absolute(@"GameTask\AutoTrackPath\Assets\tp.json"));
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_tpPositions = JsonSerializer.Deserialize<List<GiWorldPosition>>(json, ConfigService.JsonOptions) ?? throw new Exception("tp.json deserialize failed"); ;
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}
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public async void Start()
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{
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var hasLock = false;
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try
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{
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hasLock = await TaskSemaphore.WaitAsync(0);
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if (!hasLock)
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{
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Logger.LogError("启动自动路线功能失败:当前存在正在运行中的独立任务,请不要重复执行任务!");
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return;
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}
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Init();
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Tp(_tpPositions[260].X, _tpPositions[260].Y);
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}
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catch (NormalEndException)
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{
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Logger.LogInformation("手动中断自动路线");
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}
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catch (Exception e)
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{
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Logger.LogError(e.Message);
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Logger.LogDebug(e.StackTrace);
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}
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finally
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{
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VisionContext.Instance().DrawContent.ClearAll();
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TaskTriggerDispatcher.Instance().SetCacheCaptureMode(DispatcherCaptureModeEnum.OnlyTrigger);
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TaskSettingsPageViewModel.SetSwitchAutoFightButtonText(false);
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Logger.LogInformation("→ {Text}", "自动路线结束");
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if (hasLock)
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{
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TaskSemaphore.Release();
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}
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}
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}
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private void Init()
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{
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SystemControl.ActivateWindow();
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Logger.LogInformation("→ {Text}", "自动路线,启动!");
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TaskTriggerDispatcher.Instance().SetCacheCaptureMode(DispatcherCaptureModeEnum.OnlyCacheCapture);
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Sleep(TaskContext.Instance().Config.TriggerInterval * 5, _taskParam.Cts); // 等待缓存图像
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}
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public void Stop()
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{
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_taskParam.Cts.Cancel();
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}
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public void DoTask()
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{
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// 解析路线,第一个点为起点
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// 找到起点最近的传送点位置
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// 初始化全地图特征
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// --- 地图传送模块 ---
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// M 打开地图识别当前位置,中心点为当前位置
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// 计算传送点位置离哪个地图切换后的中心点最近,切换到该地图
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// 快速移动到目标传送点所在的区域
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// 计算坐标后点击
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// 触发一次快速传送功能
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// --- 地图传送模块 ---
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// 横向移动偏移量校准,移动指定偏移、按下W后识别朝向
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// 针对点位进行直线追踪
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}
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public void Tp(string name)
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{
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// 通过大地图传送到指定传送点
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}
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public void Tp(double tpX, double tpY)
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{
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// 通过大地图传送到指定坐标最近的传送点,然后移动到指定坐标
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// 获取最近的传送点位置
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var (x, y) = GetRecentlyTpPoint(tpX, tpY);
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Logger.LogInformation("({TpX},{TpY}) 最近的传送点位置 ({X},{Y})", tpX, tpY, x, y);
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// M 打开地图识别当前位置,中心点为当前位置
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_M);
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Sleep(1000);
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// 计算传送点位置离哪个地图切换后的中心点最近,切换到该地图
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SwitchRecentlyCountryMap(x, y);
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// 移动地图到指定传送点位置
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Debug.WriteLine("移动地图到指定传送点位置");
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MoveMapTo(x, y);
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// 计算坐标后点击
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var bigMapInAllMapRect = GetBigMapRect();
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while (!bigMapInAllMapRect.Contains((int)x, (int)y))
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{
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Debug.WriteLine($"({x},{y}) 不在 {bigMapInAllMapRect} 内,继续移动");
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Logger.LogInformation("传送点不在当前大地图范围内,继续移动");
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MoveMapTo(x, y);
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bigMapInAllMapRect = GetBigMapRect();
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}
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// Debug.WriteLine($"({x},{y}) 在 {bigMapInAllMapRect} 内,计算它在窗体内的位置");
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// 注意这个坐标的原点是中心区域某个点,所以要转换一下点击坐标(点击坐标是左上角为原点的坐标系),不能只是缩放
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var (picX, picY) = MapCoordinate.GameToMain2048(x, y);
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var picRect = MapCoordinate.GameToMain2048(bigMapInAllMapRect);
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Debug.WriteLine($"({picX},{picY}) 在 {picRect} 内,计算它在窗体内的位置");
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var captureRect = TaskContext.Instance().SystemInfo.ScaleMax1080PCaptureRect;
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var clickX = (int)((picX - picRect.X) / picRect.Width * captureRect.Width);
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var clickY = (int)((picY - picRect.Y) / picRect.Height * captureRect.Height);
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Logger.LogInformation("点击传送点:({X},{Y})", clickX, clickY);
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using var ra = GetRectAreaFromDispatcher();
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ra.ClickTo(clickX, clickY);
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// 触发一次快速传送功能
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}
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/// <summary>
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/// 移动地图到指定传送点位置
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/// 可能会移动不对,所以可以重试此方法
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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public void MoveMapTo(double x, double y)
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{
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var bigMapCenterPoint = GetPositionFromBigMap();
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// 移动部分内容测试移动偏移
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var (xOffset, yOffset) = (x - bigMapCenterPoint.X, y - bigMapCenterPoint.Y);
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var diffMouseX = 100; // 每次移动的距离
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if (xOffset < 0)
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{
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diffMouseX = -diffMouseX;
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}
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var diffMouseY = 100; // 每次移动的距离
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if (yOffset < 0)
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{
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diffMouseY = -diffMouseY;
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}
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// 先移动到屏幕中心附近随机点位置,避免地图移动无效
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MouseMoveMapX(diffMouseX);
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MouseMoveMapY(diffMouseY);
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var newBigMapCenterPoint = GetPositionFromBigMap();
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var diffMapX = Math.Abs(newBigMapCenterPoint.X - bigMapCenterPoint.X);
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var diffMapY = Math.Abs(newBigMapCenterPoint.Y - bigMapCenterPoint.Y);
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Debug.WriteLine($"每100移动的地图距离:({diffMapX},{diffMapY})");
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// 快速移动到目标传送点所在的区域
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if (diffMapX > 10 && diffMapY > 10)
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{
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// // 计算需要移动的次数
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var moveCount = (int)Math.Abs(xOffset / diffMapX); // 向下取整 本来还要加1的,但是已经移动了一次了
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Debug.WriteLine("X需要移动的次数:" + moveCount);
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for (var i = 0; i < moveCount; i++)
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{
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MouseMoveMapX(diffMouseX);
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}
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moveCount = (int)Math.Abs(yOffset / diffMapY); // 向下取整 本来还要加1的,但是已经移动了一次了
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Debug.WriteLine("Y需要移动的次数:" + moveCount);
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for (var i = 0; i < moveCount; i++)
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{
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MouseMoveMapY(diffMouseY);
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}
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}
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}
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public void MouseMoveMapX(int dx)
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{
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var moveUnit = dx > 0 ? 20 : -20;
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GameCaptureRegion.GameRegionMove((rect, _) => (rect.Width / 2d + _rd.Next(-rect.Width / 6, rect.Width / 6), rect.Height / 2d + _rd.Next(-rect.Height / 6, rect.Height / 6)));
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Simulation.SendInput.Mouse.LeftButtonDown().Sleep(200);
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for (var i = 0; i < dx / moveUnit; i++)
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{
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Simulation.SendInput.Mouse.MoveMouseBy(moveUnit, 0).Sleep(60); // 60 保证没有惯性
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}
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Simulation.SendInput.Mouse.LeftButtonUp().Sleep(200);
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}
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public void MouseMoveMapY(int dy)
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{
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var moveUnit = dy > 0 ? 20 : -20;
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GameCaptureRegion.GameRegionMove((rect, _) => (rect.Width / 2d + _rd.Next(-rect.Width / 6, rect.Width / 6), rect.Height / 2d + _rd.Next(-rect.Height / 6, rect.Height / 6)));
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Simulation.SendInput.Mouse.LeftButtonDown().Sleep(200);
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// 原神地图在小范围内移动是无效的,所以先随便移动一下,所以肯定少移动一次
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for (var i = 0; i < dy / moveUnit; i++)
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{
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Simulation.SendInput.Mouse.MoveMouseBy(0, moveUnit).Sleep(60);
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}
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Simulation.SendInput.Mouse.LeftButtonUp().Sleep(200);
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}
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public static Point GetPositionFromBigMap()
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{
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var bigMapRect = GetBigMapRect();
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Debug.WriteLine("地图位置转换到游戏坐标:" + bigMapRect);
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var bigMapCenterPoint = bigMapRect.GetCenterPoint();
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Debug.WriteLine("地图中心坐标:" + bigMapCenterPoint);
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return bigMapCenterPoint;
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}
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public static Rect GetBigMapRect()
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{
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// 判断是否在地图界面
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using var ra = GetRectAreaFromDispatcher();
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using var mapScaleButtonRa = ra.Find(QuickTeleportAssets.Instance.MapScaleButtonRo);
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if (mapScaleButtonRa.IsExist())
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{
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var rect = EntireMap.Instance.GetBigMapPositionByFeatureMatch(ra.SrcGreyMat);
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Debug.WriteLine("识别大地图在全地图位置矩形:" + rect);
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return MapCoordinate.Main2048ToGame(rect);
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}
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else
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{
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throw new InvalidOperationException("当前不在地图界面");
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}
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}
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/// <summary>
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/// 获取最近的传送点位置
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <returns></returns>
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public (int x, int y) GetRecentlyTpPoint(double x, double y)
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{
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var recentX = 0;
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var recentY = 0;
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var minDistance = double.MaxValue;
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foreach (var tpPosition in _tpPositions)
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{
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var distance = Math.Sqrt(Math.Pow(tpPosition.X - x, 2) + Math.Pow(tpPosition.Y - y, 2));
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if (distance < minDistance)
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{
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minDistance = distance;
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recentX = (int)Math.Round(tpPosition.X);
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recentY = (int)Math.Round(tpPosition.Y);
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}
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}
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return (recentX, recentY);
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}
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public void SwitchRecentlyCountryMap(double x, double y)
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{
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var bigMapCenterPoint = GetPositionFromBigMap();
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Logger.LogInformation("识别当前位置:{Pos}", bigMapCenterPoint);
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var minDistance = Math.Sqrt(Math.Pow(bigMapCenterPoint.X - x, 2) + Math.Pow(bigMapCenterPoint.Y - y, 2));
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var minCountry = "当前位置";
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foreach (var (country, position) in _countryPositions)
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{
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var distance = Math.Sqrt(Math.Pow(position[0] - x, 2) + Math.Pow(position[1] - y, 2));
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if (distance < minDistance)
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{
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minDistance = distance;
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minCountry = country;
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}
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}
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Logger.LogInformation("离目标传送点最近的区域是:{Country}", minCountry);
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if (minCountry != "当前位置")
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{
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GameCaptureRegion.GameRegionClick((rect, scale) => (rect.Width - 160 * scale, rect.Height - 60 * scale));
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Sleep(200, _taskParam.Cts);
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var ra = GetRectAreaFromDispatcher();
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var list = ra.FindMulti(new RecognitionObject
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{
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RecognitionType = RecognitionTypes.Ocr,
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RegionOfInterest = new Rect(ra.Width / 2, 0, ra.Width / 2, ra.Height)
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});
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list.FirstOrDefault(r => r.Text.Contains(minCountry))?.Click();
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Logger.LogInformation("切换到区域:{Country}", minCountry);
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Sleep(500, _taskParam.Cts);
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}
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}
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public void TpByF1(string name)
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{
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// 传送到指定传送点
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}
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}
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