Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoFishing/AutoFishingTask.cs
2025-02-23 21:17:16 +08:00

301 lines
13 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
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;
namespace BetterGenshinImpact.GameTask.AutoFishing
{
public class AutoFishingTask : ISoloTask
{
private readonly ILogger<AutoFishingTrigger> _logger = App.GetLogger<AutoFishingTrigger>();
public string Name => "钓鱼独立任务";
private CancellationToken _ct;
private Blackboard blackboard;
public class Blackboard : AutoFishing.Blackboard
{
public bool noFish = false;
internal override void Reset()
{
base.Reset();
noFish = false;
}
}
public Task Start(CancellationToken ct)
{
this._ct = ct;
this.blackboard = new Blackboard()
{
Sleep = this.Sleep
};
var autoThrowRodTimeOut = TaskContext.Instance().Config.AutoFishingConfig.AutoThrowRodTimeOut;
var behaviourTree = FluentBuilder.Create<CaptureContent>()
.Sequence("调整视角并钓鱼")
.Do($"设置变量{nameof(blackboard.pitchReset)}", _ =>
{
blackboard.pitchReset = true;
return BehaviourStatus.Succeeded;
})
.PushLeaf(() => new MoveViewpointDown("调整视角至俯视", blackboard))
.MySimpleParallel("找鱼20秒", policy: SimpleParallelPolicy.OnlyOneMustSucceed)
.Do("转圈圈调整视角", TurnAround)
.PushLeaf(() => new FindFishTimeout("等20秒", 20, blackboard))
.End()
.PushLeaf(() => new EnterFishingMode("进入钓鱼模式", blackboard))
.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))
.MySimpleParallel("找鱼10秒", policy: SimpleParallelPolicy.OnlyOneMustSucceed)
.PushLeaf(() => new GetFishpond("检测鱼群", blackboard))
.PushLeaf(() => new FindFishTimeout("等10秒", 10, blackboard))
.End()
.PushLeaf(() => new ChooseBait("选择鱼饵", blackboard))
.UntilSuccess("重复抛竿")
.Sequence("重复抛竿序列")
.PushLeaf(() => new MoveViewpointDown("调整视角至俯视", blackboard))
.PushLeaf(() => new ApproachFishAndThrowRod("抛竿", blackboard))
.End()
.End()
.Do("冒泡-抛竿-缺鱼检查", _ => blackboard.noTargetFish ? BehaviourStatus.Failed : BehaviourStatus.Succeeded)
.PushLeaf(() => new CheckThrowRod("检查抛竿结果"))
.MySimpleParallel("下杆中", SimpleParallelPolicy.OnlyOneMustSucceed)
.PushLeaf(() => new FishBite("自动提竿"))
.PushLeaf(() => new FishBiteTimeout("下杆超时检查", autoThrowRodTimeOut))
.End()
.PushLeaf(() => new GetFishBoxArea("等待拉条出现", blackboard))
.PushLeaf(() => new Fishing("钓鱼拉条", blackboard))
.End()
.End()
.Do("冒泡-找鱼-没鱼检查", _ => blackboard.noFish ? BehaviourStatus.Failed : BehaviourStatus.Succeeded)
.End()
.End()
.End()
.Build();
_logger.LogInformation("→ {Text}", "自动钓鱼,启动!");
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");
SetTimeTask setTimeTask = new SetTimeTask();
foreach (int hour in new int[] { 7, 19 })
{
setTimeTask.Start(hour, 0, ct).Wait();
this.blackboard.Reset();
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;
}
var bitmap = TaskControl.CaptureGameBitmapNoRetry(TaskTriggerDispatcher.Instance().GameCapture);
if (bitmap == null)
{
_logger.LogWarning("截图失败");
continue;
}
var content = new CaptureContent(bitmap, 0, 0);
behaviourTree.Tick(content);
if (behaviourTree.Status != BehaviourStatus.Running)
{
_logger.LogInformation("钓鱼结束");
var ra = content.CaptureRectArea;
if (!ra.Find(AutoFishingAssets.Instance.ExitFishingButtonRo).IsEmpty())
{
_logger.LogInformation("← {Text}", "退出钓鱼界面");
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_ESCAPE);
Sleep(1000);
ra = TaskControl.CaptureToRectArea(forceNew: true);
Bv.ClickBlackConfirmButton(ra);
Sleep(1000);
}
break;
}
}
}
_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 FindFishTimeout : BaseBehaviour<CaptureContent>
{
private readonly ILogger<AutoFishingTrigger> _logger = App.GetLogger<AutoFishingTrigger>();
private readonly Blackboard blackboard;
private DateTime? timeout;
private int seconds;
/// <summary>
/// 如果未超时返回运行中,超时返回失败
/// </summary>
/// <param name="name"></param>
/// <param name="seconds"></param>
public FindFishTimeout(string name, int seconds, Blackboard blackboard) : base(name)
{
this.blackboard = blackboard;
this.seconds = seconds;
}
protected override void OnInitialize()
{
timeout = DateTime.Now.AddSeconds(seconds);
}
protected override BehaviourStatus Update(CaptureContent content)
{
if (DateTime.Now >= timeout)
{
blackboard.noFish = true;
_logger.LogInformation($"{seconds}秒没有找到鱼,退出钓鱼界面");
return BehaviourStatus.Failed;
}
else
{
return BehaviourStatus.Running;
}
}
}
private BehaviourStatus TurnAround(CaptureContent content)
{
using var memoryStream = new MemoryStream();
content.CaptureRectArea.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);
int i = 0;
foreach (var fish in fishpond.Fishes)
{
content.CaptureRectArea.Derive(fish.Rect).DrawSelf($"{fish.FishType.ChineseName}.{i}");
}
Sleep(1000);
VisionContext.Instance().DrawContent.ClearAll();
var oneFourthX = content.CaptureRectArea.SrcBitmap.Width / 4;
var threeFourthX = content.CaptureRectArea.SrcBitmap.Width * 3 / 4;
var centerY = content.CaptureRectArea.SrcBitmap.Height / 2;
if (fishpond.FishpondRect.Left > threeFourthX)
{
Simulation.SendInput.Mouse.MoveMouseBy(100, 0);
Sleep(100);
return BehaviourStatus.Running;
}
else if (fishpond.FishpondRect.Right < oneFourthX)
{
Simulation.SendInput.Mouse.MoveMouseBy(-100, 0);
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);
Sleep(100);
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_S);
Sleep(400);
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
Sleep(100);
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
Sleep(400);
Sleep(300);
#endregion
_logger.LogInformation("视角调整完毕");
return BehaviourStatus.Succeeded;
}
Simulation.SendInput.Mouse.MoveMouseBy(100, 0);
Sleep(100);
return BehaviourStatus.Running;
}
private class EnterFishingMode : BaseBehaviour<CaptureContent>
{
private readonly ILogger<AutoFishingTrigger> _logger = App.GetLogger<AutoFishingTrigger>();
private readonly Blackboard blackboard;
public EnterFishingMode(string name, Blackboard blackboard) : base(name)
{
this.blackboard = blackboard;
}
protected override BehaviourStatus Update(CaptureContent content)
{
if (Status == BehaviourStatus.Ready)
{
return BehaviourStatus.Running;
}
if (Bv.FindFAndPress(content.CaptureRectArea, "钓鱼"))
{
_logger.LogInformation("按下钓鱼键");
blackboard.Sleep(2000);
return BehaviourStatus.Running;
}
else if (Bv.ClickWhiteConfirmButton(content.CaptureRectArea))
{
_logger.LogInformation("点击开始钓鱼");
this.blackboard.pitchReset = true;
blackboard.Sleep(3000); // 这里要多等一会儿界面遮罩消退
return BehaviourStatus.Running;
}
if (content.CaptureRectArea.Find(AutoFishingAssets.Instance.ExitFishingButtonRo).IsEmpty())
{
_logger.LogInformation("进入钓鱼模式失败");
return BehaviourStatus.Failed;
}
else
{
_logger.LogInformation("进入钓鱼模式");
return BehaviourStatus.Succeeded;
}
}
}
}
}