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better-genshin-impact/BetterGenshinImpact/GameTask/AutoPathing/Navigation.cs
2025-10-08 16:14:39 +08:00

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C#
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using BetterGenshinImpact.GameTask.AutoPathing.Model;
using BetterGenshinImpact.GameTask.Model.Area;
using OpenCvSharp;
using System;
using BetterGenshinImpact.GameTask.Common.Element.Assets;
using CommunityToolkit.Mvvm.Messaging;
using CommunityToolkit.Mvvm.Messaging.Messages;
using BetterGenshinImpact.GameTask.Common.Map.Maps;
using BetterGenshinImpact.GameTask.Common.Map.Maps.Base;
namespace BetterGenshinImpact.GameTask.AutoPathing;
public class Navigation
{
private static bool _isWarmUp = false;
private static readonly NavigationInstance _instance = new();
public static void WarmUp(string mapMatchMethod)
{
if (!_isWarmUp)
{
MapManager.GetMap(MapTypes.Teyvat, mapMatchMethod);
}
_isWarmUp = true;
Reset();
}
public static void Reset()
{
_instance.Reset();
}
public static void SetPrevPosition(float x, float y)
{
_instance.SetPrevPosition(x,y);
}
public static Point2f GetPosition(ImageRegion imageRegion, string mapName, string mapMatchMethod)
{
return _instance.GetPosition(imageRegion, mapName, mapMatchMethod);
}
/// <summary>
/// 稳定获取当前位置坐标,优先使用全地图匹配,适用于不需要高效率但需要高稳定性的场景
/// </summary>
/// <param name="imageRegion">图像区域</param>
/// <param name="mapName"></param>
/// <param name="mapMatchMethod"></param>
/// <returns>当前位置坐标</returns>
public static Point2f GetPositionStable(ImageRegion imageRegion, string mapName, string mapMatchMethod)
{
return _instance.GetPositionStable(imageRegion, mapName, mapMatchMethod);
}
public static int GetTargetOrientation(Waypoint waypoint, Point2f position)
{
double deltaX = waypoint.X - position.X;
double deltaY = waypoint.Y - position.Y;
double vectorLength = Math.Sqrt(deltaX * deltaX + deltaY * deltaY);
if (vectorLength == 0)
{
return 0;
}
// 计算向量与x轴之间的夹角逆时针方向
double angle = Math.Acos(deltaX / vectorLength);
// 如果向量在x轴下方角度需要调整
if (deltaY < 0)
{
angle = 2 * Math.PI - angle;
}
return (int)(angle * (180.0 / Math.PI));
}
public static double GetDistance(Waypoint waypoint, Point2f position)
{
var x1 = waypoint.X;
var y1 = waypoint.Y;
var x2 = position.X;
var y2 = position.Y;
return Math.Sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
}