mirror of
https://github.com/babalae/better-genshin-impact.git
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87 lines
2.6 KiB
C#
87 lines
2.6 KiB
C#
using BetterGenshinImpact.GameTask.AutoPathing.Model;
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using BetterGenshinImpact.GameTask.Model.Area;
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using OpenCvSharp;
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using System;
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using BetterGenshinImpact.GameTask.Common.Element.Assets;
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using CommunityToolkit.Mvvm.Messaging;
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using CommunityToolkit.Mvvm.Messaging.Messages;
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using BetterGenshinImpact.GameTask.Common.Map.Maps;
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using BetterGenshinImpact.GameTask.Common.Map.Maps.Base;
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namespace BetterGenshinImpact.GameTask.AutoPathing;
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public class Navigation
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{
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private static bool _isWarmUp = false;
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private static readonly NavigationInstance _instance = new();
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public static void WarmUp(string mapMatchMethod)
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{
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if (!_isWarmUp)
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{
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MapManager.GetMap(MapTypes.Teyvat, mapMatchMethod);
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}
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_isWarmUp = true;
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Reset();
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}
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public static void Reset()
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{
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_instance.Reset();
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}
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public static void SetPrevPosition(float x, float y)
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{
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_instance.SetPrevPosition(x,y);
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}
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public static Point2f GetPosition(ImageRegion imageRegion, string mapName, string mapMatchMethod)
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{
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return _instance.GetPosition(imageRegion, mapName, mapMatchMethod);
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}
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/// <summary>
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/// 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
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/// </summary>
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/// <param name="imageRegion">图像区域</param>
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/// <param name="mapName"></param>
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/// <param name="mapMatchMethod"></param>
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/// <returns>当前位置坐标</returns>
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public static Point2f GetPositionStable(ImageRegion imageRegion, string mapName, string mapMatchMethod)
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{
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return _instance.GetPositionStable(imageRegion, mapName, mapMatchMethod);
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}
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public static int GetTargetOrientation(Waypoint waypoint, Point2f position)
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{
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double deltaX = waypoint.X - position.X;
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double deltaY = waypoint.Y - position.Y;
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double vectorLength = Math.Sqrt(deltaX * deltaX + deltaY * deltaY);
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if (vectorLength == 0)
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{
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return 0;
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}
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// 计算向量与x轴之间的夹角(逆时针方向)
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double angle = Math.Acos(deltaX / vectorLength);
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// 如果向量在x轴下方,角度需要调整
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if (deltaY < 0)
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{
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angle = 2 * Math.PI - angle;
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}
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return (int)(angle * (180.0 / Math.PI));
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}
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public static double GetDistance(Waypoint waypoint, Point2f position)
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{
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var x1 = waypoint.X;
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var y1 = waypoint.Y;
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var x2 = position.X;
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var y2 = position.Y;
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return Math.Sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
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}
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}
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