mirror of
https://github.com/MaaAssistantArknights/MaaAssistantArknights.git
synced 2026-07-16 17:57:01 +08:00
481 lines
13 KiB
C++
481 lines
13 KiB
C++
#include "RoguelikeBattleTaskPlugin.h"
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#include "BattleImageAnalyzer.h"
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#include "BattlePerspectiveImageAnalyzer.h"
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#include "Controller.h"
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#include "TaskData.h"
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#include "ProcessTask.h"
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#include "OcrImageAnalyzer.h"
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#include "Resource.h"
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#include "Logger.hpp"
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bool asst::RoguelikeBattleTaskPlugin::verify(AsstMsg msg, const json::value& details) const
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{
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if (msg != AsstMsg::SubTaskCompleted
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|| details.get("subtask", std::string()) != "ProcessTask") {
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return false;
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}
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if (details.at("details").at("task").as_string() == "Roguelike1StartAction") {
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return true;
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}
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else {
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return false;
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}
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}
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void asst::RoguelikeBattleTaskPlugin::set_stage_name(std::string stage)
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{
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m_stage_name = std::move(stage);
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}
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bool asst::RoguelikeBattleTaskPlugin::_run()
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{
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bool getted_info = get_stage_info();
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speed_up();
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if (!getted_info) {
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return true;
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}
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while (!need_exit()) {
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// 不在战斗场景,且已使用过了干员,说明已经打完了,就结束循环
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if (!auto_battle() && m_used_opers) {
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break;
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}
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}
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clear();
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return true;
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}
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bool asst::RoguelikeBattleTaskPlugin::get_stage_info()
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{
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LogTraceFunction;
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const auto& tile = Resrc.tile();
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bool calced = false;
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if (m_stage_name.empty()) {
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const auto stage_name_task_ptr = m_task_data->get("BattleStageName");
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sleep(stage_name_task_ptr->pre_delay);
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constexpr int StageNameRetryTimes = 50;
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for (int i = 0; i != StageNameRetryTimes; ++i) {
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cv::Mat image = m_ctrler->get_image();
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OcrImageAnalyzer name_analyzer(image);
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name_analyzer.set_task_info(stage_name_task_ptr);
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if (!name_analyzer.analyze()) {
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continue;
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}
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for (const auto& tr : name_analyzer.get_result()) {
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auto side_info = tile.calc(tr.text, true);
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if (side_info.empty()) {
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continue;
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}
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m_side_tile_info = std::move(side_info);
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m_stage_name = tr.text;
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calced = true;
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break;
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}
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if (calced) {
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break;
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}
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}
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}
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else {
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m_side_tile_info = tile.calc(m_stage_name, true);
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calced = true;
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}
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if (calced) {
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#ifdef ASST_DEBUG
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auto normal_tiles = tile.calc(m_stage_name, false);
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cv::Mat draw = m_ctrler->get_image();
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for (const auto& [point, info] : normal_tiles) {
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using TileKey = TilePack::TileKey;
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static const std::unordered_map<TileKey, std::string> TileKeyMapping = {
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{ TileKey::Invalid, "invalid" },
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{ TileKey::Forbidden, "forbidden" },
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{ TileKey::Wall, "wall" },
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{ TileKey::Road, "road" },
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{ TileKey::Home, "end" },
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{ TileKey::EnemyHome, "start" },
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{ TileKey::Floor, "floor" },
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{ TileKey::Hole, "hole" },
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{ TileKey::Telin, "telin" },
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{ TileKey::Telout, "telout" }
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};
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cv::putText(draw, TileKeyMapping.at(info.key), cv::Point(info.pos.x, info.pos.y), 1, 1, cv::Scalar(0, 0, 255));
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}
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#endif
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auto cb_info = basic_info_with_what("StageInfo");
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auto& details = cb_info["details"];
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details["name"] = m_stage_name;
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details["size"] = m_side_tile_info.size();
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callback(AsstMsg::SubTaskExtraInfo, cb_info);
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}
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else {
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callback(AsstMsg::SubTaskExtraInfo, basic_info_with_what("StageInfoError"));
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}
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return calced;
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}
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bool asst::RoguelikeBattleTaskPlugin::auto_battle()
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{
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LogTraceFunction;
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using Oper = asst::BattleImageAnalyzer::Oper;
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BattleImageAnalyzer battle_analyzer(m_ctrler->get_image(), m_task_data);
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if (!battle_analyzer.analyze()) {
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return false;
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}
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if (int hp = battle_analyzer.get_hp();
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hp != 0) {
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bool used_skills = false;
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if (hp < m_pre_hp) { // 说明漏怪了,漏怪就开技能(
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for (const Rect& rect : battle_analyzer.get_ready_skills()) {
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used_skills = true;
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if (!use_skill(rect)) {
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break;
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}
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}
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}
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m_pre_hp = hp;
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if (used_skills) {
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return true;
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}
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}
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const auto& opers = battle_analyzer.get_opers();
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if (opers.empty()) {
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return true;
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}
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static const std::array<Role, 9> RoleOrder = {
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Role::Pioneer,
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Role::Sniper,
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Role::Warrior,
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Role::Support,
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Role::Medic,
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Role::Caster,
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Role::Special,
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Role::Tank,
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Role::Drone
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};
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const auto use_oper_task_ptr = m_task_data->get("BattleUseOper");
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const auto swipe_oper_task_ptr = m_task_data->get("BattleSwipeOper");
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// 点击当前最合适的干员
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Oper opt_oper;
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bool oper_found = false;
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for (auto role : RoleOrder) {
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for (const auto& oper : opers) {
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if (!oper.available) {
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continue;
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}
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if (oper.role == role) {
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opt_oper = oper;
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oper_found = true;
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break;
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}
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}
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if (oper_found) {
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break;
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}
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}
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if (!oper_found) {
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return true;
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}
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m_ctrler->click(opt_oper.rect);
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sleep(use_oper_task_ptr->pre_delay);
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// 将干员拖动到场上
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Loc loc = Loc::All;
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switch (opt_oper.role) {
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case Role::Medic:
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case Role::Support:
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case Role::Sniper:
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case Role::Caster:
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loc = Loc::Ranged;
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break;
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case Role::Pioneer:
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case Role::Warrior:
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case Role::Tank:
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loc = Loc::Melee;
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break;
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case Role::Special:
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case Role::Drone:
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default:
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// 特种和无人机,有的只能放地面,有的又只能放高台,不好判断
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// 笨办法,都试试,总有一次能成的
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//{
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// static Loc static_loc = Loc::Melee;
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// loc = static_loc;
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// if (static_loc == Loc::Melee) {
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// static_loc = Loc::Ranged;
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// }
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// else {
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// static_loc = Loc::Melee;
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// }
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//}
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loc = Loc::Melee;
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break;
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}
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Point placed_loc = get_placed(loc);
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Point placed_point = m_side_tile_info.at(placed_loc).pos;
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#ifdef ASST_DEBUG
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auto image = m_ctrler->get_image();
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cv::circle(image, cv::Point(placed_point.x, placed_point.y), 10, cv::Scalar(0, 0, 255), -1);
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#endif
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Rect placed_rect(placed_point.x, placed_point.y, 1, 1);
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m_ctrler->swipe(opt_oper.rect, placed_rect, swipe_oper_task_ptr->pre_delay);
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sleep(use_oper_task_ptr->rear_delay);
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// 计算往哪边拖动(干员朝向)
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Point direction = calc_direction(placed_loc, opt_oper.role);
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// 将方向转换为实际的 swipe end 坐标点
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Point end_point = placed_point;
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constexpr int coeff = 500;
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end_point.x += direction.x * coeff;
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end_point.y += direction.y * coeff;
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end_point.x = std::max(0, end_point.x);
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end_point.x = std::min(end_point.x, WindowWidthDefault);
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end_point.y = std::max(0, end_point.y);
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end_point.y = std::min(end_point.y, WindowHeightDefault);
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m_ctrler->swipe(placed_point, end_point, swipe_oper_task_ptr->rear_delay);
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m_used_tiles.emplace(placed_loc);
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m_used_opers = true;
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++m_cur_home_index;
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return true;
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}
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bool asst::RoguelikeBattleTaskPlugin::speed_up()
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{
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ProcessTask task(*this, { "BattleSpeedUp" });
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return task.run();
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}
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bool asst::RoguelikeBattleTaskPlugin::use_skill(const asst::Rect& rect)
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{
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m_ctrler->click(rect);
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ProcessTask task(*this, { "BattleUseSkillBegin" });
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task.set_retry_times(0);
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return task.run();
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}
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void asst::RoguelikeBattleTaskPlugin::clear()
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{
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m_used_opers = false;
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m_pre_hp = 0;
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m_homes.clear();
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m_cur_home_index = 0;
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m_stage_name.clear();
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m_side_tile_info.clear();
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m_used_tiles.clear();
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}
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//asst::Rect asst::RoguelikeBattleTaskPlugin::get_placed_by_cv()
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//{
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// BattlePerspectiveImageAnalyzer placed_analyzer(m_ctrler->get_image());
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// placed_analyzer.set_src_homes(m_home_cache);
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// if (!placed_analyzer.analyze()) {
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// return Rect();
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// }
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// Point nearest_point = placed_analyzer.get_nearest_point();
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// Rect placed_rect(nearest_point.x, nearest_point.y, 1, 1);
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// return placed_rect;
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//}
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asst::Point asst::RoguelikeBattleTaskPlugin::get_placed(Loc buildable_type)
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{
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LogTraceFunction;
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if (m_homes.empty()) {
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for (const auto& [loc, side] : m_side_tile_info) {
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if (side.key == TilePack::TileKey::Home) {
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m_homes.emplace_back(loc);
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}
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}
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if (m_homes.empty()) {
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Log.error("Unknown home pos");
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}
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}
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if (m_cur_home_index >= m_homes.size()) {
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m_cur_home_index = 0;
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}
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Point nearest;
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int min_dist = INT_MAX;
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Point home(5, 5); // 默认值,一般是地图的中间
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if (m_cur_home_index < m_homes.size()) {
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home = m_homes.at(m_cur_home_index);
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}
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for (const auto& [loc, tile] : m_side_tile_info) {
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if (tile.buildable == buildable_type
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|| tile.buildable == Loc::All) {
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if (m_used_tiles.find(loc) != m_used_tiles.cend()) {
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continue;
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}
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int dx = std::abs(home.x - loc.x);
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int dy = std::abs(home.y - loc.y);
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int dist = dx * dx + dy * dy;
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if (dist <= min_dist) {
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min_dist = dist;
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nearest = loc;
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}
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}
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}
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Log.info(__FUNCTION__, nearest.to_string());
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return nearest;
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}
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asst::Point asst::RoguelikeBattleTaskPlugin::calc_direction(Point loc, Role role)
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{
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LogTraceFunction;
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// 根据家门的方向计算一下大概的朝向
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if (m_cur_home_index >= m_homes.size()) {
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m_cur_home_index = 0;
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}
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Point home_loc(5, 5);
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if (m_cur_home_index < m_homes.size()) {
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home_loc = m_homes.at(m_cur_home_index);
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}
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Point home_point = m_side_tile_info.at(home_loc).pos;
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Rect home_rect(home_point.x, home_point.y, 1, 1);
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int dx = 0;
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if (loc.x > home_loc.x) dx = 1;
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else if (loc.x < home_loc.x) dx = -1;
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else dx = 0;
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int dy = 0;
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if (loc.y > home_loc.y) dy = 1;
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else if (loc.y < home_loc.y) dy = -1;
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else dy = 0;
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Point base_direction(0, 0);
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switch (role) {
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case Role::Medic:
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{
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if (std::abs(dx) < std::abs(dy)) {
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base_direction.y = -dy;
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}
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else {
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base_direction.x = -dx;
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}
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}
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break;
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case Role::Support:
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case Role::Pioneer:
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case Role::Warrior:
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case Role::Sniper:
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case Role::Special:
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case Role::Tank:
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case Role::Caster:
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case Role::Drone:
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default:
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{
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if (std::abs(dx) < std::abs(dy)) {
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base_direction.y = dy;
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}
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else {
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base_direction.x = dx;
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}
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}
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break;
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}
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using TileKey = TilePack::TileKey;
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// 战斗干员朝向的权重
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static const std::unordered_map<TileKey, int> TileKeyFightWeights = {
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{ TileKey::Invalid, 0 },
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{ TileKey::Forbidden, 0 },
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{ TileKey::Wall, 500 },
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{ TileKey::Road, 1000 },
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{ TileKey::Home, 1000 },
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{ TileKey::EnemyHome, 1000 },
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{ TileKey::Floor, 1000 },
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{ TileKey::Hole, 0 },
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{ TileKey::Telin, 0 },
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{ TileKey::Telout, 0 }
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};
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static const std::unordered_map<Point, Point> DirectionStartingPoint = {
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{ Point(1, 0), Point(0, -1) }, // 朝右
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{ Point(0, 1), Point(-1, 0) }, // 朝下
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{ Point(-1, 0), Point(-2, -1) }, // 朝左
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{ Point(0, -1), Point(-1, -2) }, // 朝上
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};
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int max_score = 0;
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Point opt_direction;
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// 计算每个方向上的得分
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for (const auto& [direction, point_move] : DirectionStartingPoint) {
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Point start_point = loc;
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start_point.x += point_move.x;
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start_point.y += point_move.y;
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int score = 0;
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constexpr int AttackRangeSize = 3;
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// 这个方向上 3x3 的格子,计算总的得分
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for (int i = 0; i != AttackRangeSize; ++i) {
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for (int j = 0; j != AttackRangeSize; ++j) {
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Point cur_point = start_point;
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cur_point.x += i;
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cur_point.y += j;
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switch (role) {
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// 医疗干员根据哪个方向上人多决定朝向哪
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case Role::Medic:
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if (m_used_tiles.find(cur_point) != m_used_tiles.cend()) {
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score += 1000;
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}
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break;
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// 其他干员(战斗干员)根据哪个方向上权重高决定朝向哪
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default:
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if (auto iter = m_side_tile_info.find(cur_point);
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iter == m_side_tile_info.cend()) {
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continue;
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}
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else {
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score += TileKeyFightWeights.at(iter->second.key);
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}
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}
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}
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}
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if (direction == base_direction) {
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score += 50;
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}
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if (score > max_score) {
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max_score = score;
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opt_direction = direction;
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}
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}
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return opt_direction;
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}
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