Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoFight/Assets/AutoFightAssets.cs

269 lines
14 KiB
C#

using BetterGenshinImpact.Core.Recognition;
using BetterGenshinImpact.GameTask.Model;
using OpenCvSharp;
using System.Collections.Generic;
using BetterGenshinImpact.GameTask.AutoGeniusInvokation.Model;
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 List<Rect> AvatarQRectListMap; // 角色头像对应的Q技能图标
public Rect ERect;
public Rect ECooldownRect;
public Rect QRect;
public Rect ZCooldownRect;
public Rect EndTipsUpperRect; // 挑战达成提示
public Rect EndTipsRect;
public RecognitionObject WandererIconRa;
public RecognitionObject WandererIconNoActiveRa;
public RecognitionObject ConfirmRa;
public RecognitionObject ArtifactAreaRa;
public RecognitionObject ExitRa;
public RecognitionObject ClickAnyCloseTipRa;
// 自动秘境
// public RecognitionObject LockIconRa; // 锁定辅助图标
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
// 小道具位置
public Rect GadgetRect;
public RecognitionObject AbnormalIconRa;
#pragma warning disable CS8618 // 在退出构造函数时,不可为 null 的字段必须包含非 null 值。请考虑添加 "required" 修饰符或声明为可为 null。
private AutoFightAssets() : base()
{
Initialization(this.systemInfo);
}
protected AutoFightAssets(ISystemInfo systemInfo) : base(systemInfo)
{
Initialization(systemInfo);
}
#pragma warning restore CS8618 // 在退出构造函数时,不可为 null 的字段必须包含非 null 值。请考虑添加 "required" 修饰符或声明为可为 null。
private void Initialization(ISystemInfo systemInfo)
{
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));
ECooldownRect = new Rect(CaptureRect.Width - (int)(241 * AssetScale), CaptureRect.Height - (int)(97 * AssetScale),
(int)(41 * AssetScale), (int)(18 * AssetScale));
QRect = new Rect(CaptureRect.Width - (int)(157 * AssetScale), CaptureRect.Height - (int)(165 * AssetScale),
(int)(110 * AssetScale), (int)(110 * AssetScale));
ZCooldownRect = new Rect(CaptureRect.Width - (int)(130 * AssetScale), (int)(814 * AssetScale),
(int)(60 * AssetScale), (int)(24 * AssetScale));
// 小道具位置 1920-133,800,60,50
GadgetRect = new Rect(CaptureRect.Width - (int)(133 * AssetScale), (int)(800 * AssetScale),
(int)(60 * AssetScale), (int)(50 * 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)),
];
AvatarQRectListMap =
[
new Rect(CaptureRect.Width - (int)(336 * AssetScale), (int)(216 * AssetScale), (int)(64 * AssetScale), (int)(84 * AssetScale)),
new Rect(CaptureRect.Width - (int)(336 * AssetScale), (int)(316 * AssetScale), (int)(64 * AssetScale), (int)(84 * AssetScale)),
new Rect(CaptureRect.Width - (int)(336 * AssetScale), (int)(416 * AssetScale), (int)(64 * AssetScale), (int)(84 * AssetScale)),
new Rect(CaptureRect.Width - (int)(336 * AssetScale), (int)(516 * AssetScale), (int)(64 * AssetScale), (int)(84 * 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", this.systemInfo),
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", this.systemInfo),
RegionOfInterest = new Rect(CaptureRect.Width - (int)(CaptureRect.Width / 12.5), CaptureRect.Height / 5, (int)(CaptureRect.Width / 12.5), CaptureRect.Height / 2 - CaptureRect.Width / 7),
DrawOnWindow = false
}.InitTemplate();
WandererIconRa = new RecognitionObject
{
Name = "WandererIcon",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "wanderer_icon.png", this.systemInfo),
DrawOnWindow = false
}.InitTemplate();
WandererIconNoActiveRa = new RecognitionObject
{
Name = "WandererIconNoActive",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "wanderer_icon_no_active.png", this.systemInfo),
DrawOnWindow = false
}.InitTemplate();
// 右下角的按钮
ConfirmRa = new RecognitionObject
{
Name = "Confirm",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "confirm.png", this.systemInfo),
RegionOfInterest = new Rect(CaptureRect.Width / 2, CaptureRect.Height / 2, CaptureRect.Width / 2, CaptureRect.Height / 2),
DrawOnWindow = false
}.InitTemplate();
ArtifactAreaRa = new RecognitionObject
{
Name = "ArtifactArea",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "artifact_flower_logo.png", this.systemInfo),
RegionOfInterest = new Rect(CaptureRect.Width / 2, 0, CaptureRect.Width / 2, CaptureRect.Height),
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", this.systemInfo),
RegionOfInterest = new Rect(0, CaptureRect.Height / 2, CaptureRect.Width, CaptureRect.Height / 2),
DrawOnWindow = false
}.InitTemplate();
ExitRa = new RecognitionObject
{
Name = "Exit",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "exit.png", this.systemInfo),
RegionOfInterest = new Rect(0, CaptureRect.Height / 2, CaptureRect.Width / 2, CaptureRect.Height / 2),
DrawOnWindow = false
}.InitTemplate();
// 自动秘境
// LockIconRa = new RecognitionObject
// {
// Name = "LockIcon",
// RecognitionType = RecognitionTypes.TemplateMatch,
// TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "lock_icon.png", this.systemInfo),
// RegionOfInterest = new Rect(CaptureRect.Width - (int)(215 * AssetScale), 0, (int)(215 * AssetScale), (int)(80 * AssetScale)),
// DrawOnWindow = false
// }.InitTemplate();
AbnormalIconRa = new RecognitionObject
{
Name = "AbnormalIcon",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = GameTaskManager.LoadAssetImage("AutoFight", "abnormal_icon.png", this.systemInfo),
RegionOfInterest = new Rect(0, (int)(CaptureRect.Height * 0.08), (int)(CaptureRect.Width * 0.04), (int)(CaptureRect.Height * 0.07)),
DrawOnWindow = false
}.InitTemplate();
}
}