Files
MaaAssistantArknights/src/MeoAssistant/RoguelikeBattleTaskPlugin.cpp

717 lines
21 KiB
C++

#include "RoguelikeBattleTaskPlugin.h"
#include <chrono>
#include "BattleImageAnalyzer.h"
#include "Controller.h"
#include "TaskData.h"
#include "ProcessTask.h"
#include "OcrWithPreprocessImageAnalyzer.h"
#include "Resource.h"
#include "Logger.hpp"
#include "RuntimeStatus.h"
#include "MatchImageAnalyzer.h"
bool asst::RoguelikeBattleTaskPlugin::verify(AsstMsg msg, const json::value& details) const
{
if (msg != AsstMsg::SubTaskCompleted
|| details.get("subtask", std::string()) != "ProcessTask") {
return false;
}
if (details.at("details").at("task").as_string() == "Roguelike1StartAction") {
return true;
}
else {
return false;
}
}
void asst::RoguelikeBattleTaskPlugin::set_stage_name(std::string stage)
{
m_stage_name = std::move(stage);
}
bool asst::RoguelikeBattleTaskPlugin::_run()
{
bool getted_info = get_stage_info();
//speed_up();
if (!getted_info) {
return true;
}
if (!wait_start()) {
return false;
}
speed_up();
constexpr static auto time_limit = std::chrono::minutes(10);
bool timeout = false;
auto start_time = std::chrono::steady_clock::now();
while (!need_exit()) {
// 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
if (!auto_battle() && m_opers_used) {
break;
}
if (std::chrono::steady_clock::now() - start_time > time_limit) {
timeout = true;
break;
}
}
// 超过时间限制了,一般是某个怪被干员卡住了,一直不结束。
if (timeout) {
Log.info("Timeout, retreat!");
all_melee_retreat();
}
clear();
return true;
}
bool asst::RoguelikeBattleTaskPlugin::get_stage_info()
{
LogTraceFunction;
const auto& tile = Resrc.tile();
bool calced = false;
if (m_stage_name.empty()) {
const auto stage_name_task_ptr = Task.get("BattleStageName");
sleep(stage_name_task_ptr->pre_delay);
constexpr int StageNameRetryTimes = 50;
for (int i = 0; i != StageNameRetryTimes; ++i) {
cv::Mat image = m_ctrler->get_image();
OcrImageAnalyzer name_analyzer(image);
name_analyzer.set_task_info(stage_name_task_ptr);
if (!name_analyzer.analyze()) {
continue;
}
for (const auto& tr : name_analyzer.get_result()) {
auto side_info = tile.calc(tr.text, true);
if (side_info.empty()) {
continue;
}
m_stage_name = tr.text;
m_side_tile_info = std::move(side_info);
m_normal_tile_info = tile.calc(m_stage_name, false);
calced = true;
break;
}
if (calced) {
break;
}
// 有些性能非常好的电脑,加载画面很快;但如果使用了不兼容 gzip 的方式截图的模拟器,截图反而非常慢
// 这种时候一共可供识别的也没几帧,还要考虑识别错的情况。所以这里不能 sleep
std::this_thread::yield();
}
}
else {
m_side_tile_info = tile.calc(m_stage_name, true);
m_normal_tile_info = tile.calc(m_stage_name, false);
calced = true;
}
if (calced) {
#ifdef ASST_DEBUG
auto normal_tiles = tile.calc(m_stage_name, false);
cv::Mat draw = m_ctrler->get_image();
for (const auto& [point, info] : normal_tiles) {
using TileKey = TilePack::TileKey;
static const std::unordered_map<TileKey, std::string> TileKeyMapping = {
{ TileKey::Invalid, "invalid" },
{ TileKey::Forbidden, "forbidden" },
{ TileKey::Wall, "wall" },
{ TileKey::Road, "road" },
{ TileKey::Home, "end" },
{ TileKey::EnemyHome, "start" },
{ TileKey::Floor, "floor" },
{ TileKey::Hole, "hole" },
{ TileKey::Telin, "telin" },
{ TileKey::Telout, "telout" }
};
cv::putText(draw, TileKeyMapping.at(info.key), cv::Point(info.pos.x, info.pos.y), 1, 1, cv::Scalar(0, 0, 255));
}
#endif
auto cb_info = basic_info_with_what("StageInfo");
auto& details = cb_info["details"];
details["name"] = m_stage_name;
details["size"] = m_side_tile_info.size();
callback(AsstMsg::SubTaskExtraInfo, cb_info);
}
else {
callback(AsstMsg::SubTaskExtraInfo, basic_info_with_what("StageInfoError"));
}
return calced;
}
bool asst::RoguelikeBattleTaskPlugin::auto_battle()
{
LogTraceFunction;
using BattleRealTimeOper = asst::BattleRealTimeOper;
//if (int hp = battle_analyzer.get_hp();
// hp != 0) {
// bool used_skills = false;
// if (hp < m_pre_hp) { // 说明漏怪了,漏怪就开技能(
// for (const Rect& rect : battle_analyzer.get_ready_skills()) {
// used_skills = true;
// if (!use_skill(rect)) {
// break;
// }
// }
// }
// m_pre_hp = hp;
// if (used_skills) {
// return true;
// }
//}
const cv::Mat& image = m_ctrler->get_image();
if (try_possible_skill(image)) {
return true;
}
BattleImageAnalyzer battle_analyzer(image);
battle_analyzer.set_target(BattleImageAnalyzer::Target::Roguelike);
if (!battle_analyzer.analyze()) {
return false;
}
const auto& opers = battle_analyzer.get_opers();
if (opers.empty()) {
return true;
}
static const std::array<BattleRole, 9> RoleOrder = {
BattleRole::Warrior,
BattleRole::Pioneer,
BattleRole::Medic,
BattleRole::Sniper,
BattleRole::Support,
BattleRole::Caster,
BattleRole::Special,
BattleRole::Tank,
BattleRole::Drone
};
const auto use_oper_task_ptr = Task.get("BattleUseOper");
const auto swipe_oper_task_ptr = Task.get("BattleSwipeOper");
// 点击当前最合适的干员
BattleRealTimeOper opt_oper;
bool oper_found = false;
for (auto role : RoleOrder) {
// 一个人都没有的时候,先下个地面单位
if (m_used_tiles.empty()) {
if (role != BattleRole::Warrior &&
role != BattleRole::Pioneer &&
role != BattleRole::Tank) {
continue;
}
}
for (const auto& oper : opers) {
if (!oper.available) {
continue;
}
if (oper.role == role) {
opt_oper = oper;
oper_found = true;
break;
}
}
if (oper_found) {
break;
}
}
if (!oper_found) {
return true;
}
m_ctrler->click(opt_oper.rect);
sleep(use_oper_task_ptr->pre_delay);
OcrWithPreprocessImageAnalyzer oper_name_analyzer(m_ctrler->get_image());
oper_name_analyzer.set_task_info("BattleOperName");
oper_name_analyzer.set_replace(
std::dynamic_pointer_cast<OcrTaskInfo>(
Task.get("CharsNameOcrReplace"))
->replace_map);
std::string oper_name = "Unknown";
if (oper_name_analyzer.analyze()) {
oper_name_analyzer.sort_result_by_score();
oper_name = oper_name_analyzer.get_result().front().text;
}
// 将干员拖动到场上
Loc loc = Loc::All;
switch (opt_oper.role) {
case BattleRole::Medic:
case BattleRole::Support:
case BattleRole::Sniper:
case BattleRole::Caster:
loc = Loc::Ranged;
break;
case BattleRole::Pioneer:
case BattleRole::Warrior:
case BattleRole::Tank:
loc = Loc::Melee;
break;
case BattleRole::Special:
case BattleRole::Drone:
default:
// 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
// 笨办法,都试试,总有一次能成的
//{
// static Loc static_loc = Loc::Melee;
// loc = static_loc;
// if (static_loc == Loc::Melee) {
// static_loc = Loc::Ranged;
// }
// else {
// static_loc = Loc::Melee;
// }
//}
loc = Loc::Melee;
break;
}
Point placed_loc = get_placed(loc);
Point placed_point = m_side_tile_info.at(placed_loc).pos;
#ifdef ASST_DEBUG
auto draw_image = m_ctrler->get_image();
cv::circle(draw_image, cv::Point(placed_point.x, placed_point.y), 10, cv::Scalar(0, 0, 255), -1);
#endif
Rect placed_rect(placed_point.x, placed_point.y, 1, 1);
m_ctrler->swipe(opt_oper.rect, placed_rect, swipe_oper_task_ptr->pre_delay);
sleep(use_oper_task_ptr->rear_delay);
// 计算往哪边拖动(干员朝向)
Point direction = calc_direction(placed_loc, opt_oper.role);
// 将方向转换为实际的 swipe end 坐标点
Point end_point = placed_point;
constexpr int coeff = 500;
end_point.x += direction.x * coeff;
end_point.y += direction.y * coeff;
end_point.x = std::max(0, end_point.x);
end_point.x = std::min(end_point.x, WindowWidthDefault);
end_point.y = std::max(0, end_point.y);
end_point.y = std::min(end_point.y, WindowHeightDefault);
m_ctrler->swipe(placed_point, end_point, swipe_oper_task_ptr->rear_delay);
m_used_tiles.emplace(placed_loc, oper_name);
m_opers_used = true;
++m_cur_home_index;
return true;
}
bool asst::RoguelikeBattleTaskPlugin::speed_up()
{
ProcessTask task(*this, { "Roguelike1BattleSpeedUp" });
return task.run();
}
bool asst::RoguelikeBattleTaskPlugin::use_skill(const asst::Rect& rect)
{
m_ctrler->click(rect);
ProcessTask task(*this, { "BattleUseSkillBegin" });
task.set_retry_times(0);
return task.run();
}
bool asst::RoguelikeBattleTaskPlugin::retreat(const Point& point)
{
m_ctrler->click(point);
ProcessTask task(*this, { "BattleOperRetreatBegin" });
task.set_retry_times(0);
return task.run();
}
void asst::RoguelikeBattleTaskPlugin::all_melee_retreat()
{
for (const auto& [loc, _] : m_used_tiles) {
auto& tile_info = m_normal_tile_info[loc];
auto& type = tile_info.buildable;
if (type == Loc::Melee || type == Loc::All) {
if (!retreat(tile_info.pos)) {
return;
}
}
}
}
void asst::RoguelikeBattleTaskPlugin::clear()
{
m_opers_used = false;
m_pre_hp = 0;
m_homes.clear();
m_cur_home_index = 0;
m_stage_name.clear();
m_side_tile_info.clear();
m_used_tiles.clear();
for (auto& [key, status] : m_restore_status) {
m_status->set_data(key, status);
}
m_restore_status.clear();
}
bool asst::RoguelikeBattleTaskPlugin::try_possible_skill(const cv::Mat& image)
{
auto task_ptr = Task.get("BattleAutoSkillFlag");
const Rect& skill_roi_move = task_ptr->rect_move;
MatchImageAnalyzer analyzer(image);
analyzer.set_task_info(task_ptr);
bool used = false;
for (auto& [loc, name] : m_used_tiles) {
std::string status_key = "RoguelikeSkillUsage-" + name;
BattleSkillUsage usage = BattleSkillUsage::Possibly;
auto usage_opt = m_status->get_data(status_key);
if (usage_opt) {
usage = static_cast<BattleSkillUsage>(usage_opt.value());
}
if (usage != BattleSkillUsage::Possibly
&& usage != BattleSkillUsage::Once) {
continue;
}
const Point pos = m_normal_tile_info.at(loc).pos;
const Rect pos_rect(pos.x, pos.y, 1, 1);
const Rect roi = pos_rect.move(skill_roi_move);
analyzer.set_roi(roi);
if (!analyzer.analyze()) {
continue;
}
m_ctrler->click(pos_rect);
used |= ProcessTask(*this, { "BattleSkillReadyOnClick" }).set_task_delay(0).run();
if (usage == BattleSkillUsage::Once) {
m_status->set_data(status_key, static_cast<int64_t>(BattleSkillUsage::OnceUsed));
m_restore_status[status_key] = static_cast<int64_t>(BattleSkillUsage::Once);
}
}
return used;
}
bool asst::RoguelikeBattleTaskPlugin::wait_start()
{
BattleImageAnalyzer oper_analyzer;
oper_analyzer.set_target(BattleImageAnalyzer::Target::Oper);
while (!need_exit()) {
oper_analyzer.set_image(m_ctrler->get_image());
if (oper_analyzer.analyze()) {
break;
}
std::this_thread::yield();
}
// 干员头像出来之后,还要过 2 秒左右才可以点击,这里要加个延时
sleep(Task.get("BattleWaitingToLoad")->rear_delay);
return true;
}
//asst::Rect asst::RoguelikeBattleTaskPlugin::get_placed_by_cv()
//{
// BattlePerspectiveImageAnalyzer placed_analyzer(m_ctrler->get_image());
// placed_analyzer.set_src_homes(m_home_cache);
// if (!placed_analyzer.analyze()) {
// return Rect();
// }
// Point nearest_point = placed_analyzer.get_nearest_point();
// Rect placed_rect(nearest_point.x, nearest_point.y, 1, 1);
// return placed_rect;
//}
asst::Point asst::RoguelikeBattleTaskPlugin::get_placed(Loc buildable_type)
{
LogTraceFunction;
if (m_homes.empty()) {
for (const auto& [loc, side] : m_side_tile_info) {
if (side.key == TilePack::TileKey::Home) {
m_homes.emplace_back(loc);
}
}
if (m_homes.empty()) {
Log.error("Unknown home pos");
}
}
if (m_cur_home_index >= m_homes.size()) {
m_cur_home_index = 0;
}
Point nearest;
int min_dist = INT_MAX;
int min_dy = INT_MAX;
Point home(5, 5); // 默认值,一般是地图的中间
if (m_cur_home_index < m_homes.size()) {
home = m_homes.at(m_cur_home_index);
}
for (const auto& [loc, tile] : m_normal_tile_info) {
if (tile.buildable == buildable_type
|| tile.buildable == Loc::All) {
if (m_used_tiles.find(loc) != m_used_tiles.cend()) {
continue;
}
int dx = std::abs(home.x - loc.x);
int dy = std::abs(home.y - loc.y);
int dist = dx * dx + dy * dy;
if (dist < min_dist) {
min_dist = dist;
min_dy = dy;
nearest = loc;
}
// 距离一样选择 x 轴上的,因为一般的地图都是横向的长方向
else if (dist == min_dist && dy < min_dy) {
min_dist = dist;
min_dy = dy;
nearest = loc;
}
}
}
Log.info(__FUNCTION__, nearest.to_string());
return nearest;
}
asst::Point asst::RoguelikeBattleTaskPlugin::calc_direction(Point loc, BattleRole role)
{
LogTraceFunction;
// 根据家门的方向计算一下大概的朝向
if (m_cur_home_index >= m_homes.size()) {
m_cur_home_index = 0;
}
Point home_loc(5, 5);
if (m_cur_home_index < m_homes.size()) {
home_loc = m_homes.at(m_cur_home_index);
}
Point home_point = m_side_tile_info.at(home_loc).pos;
Rect home_rect(home_point.x, home_point.y, 1, 1);
int dx = 0;
if (loc.x > home_loc.x) dx = 1;
else if (loc.x < home_loc.x) dx = -1;
else dx = 0;
int dy = 0;
if (loc.y > home_loc.y) dy = 1;
else if (loc.y < home_loc.y) dy = -1;
else dy = 0;
Point base_direction(0, 0);
switch (role) {
case BattleRole::Medic:
{
if (std::abs(dx) < std::abs(dy)) {
base_direction.y = -dy;
}
else {
base_direction.x = -dx;
}
}
break;
case BattleRole::Support:
case BattleRole::Warrior:
case BattleRole::Sniper:
case BattleRole::Special:
case BattleRole::Tank:
case BattleRole::Pioneer:
case BattleRole::Caster:
case BattleRole::Drone:
default:
{
if (std::abs(dx) < std::abs(dy)) {
base_direction.y = dy;
}
else {
base_direction.x = dx;
}
}
break;
}
// 按朝右算,后面根据方向做转换
std::vector<Point> attack_range = { Point(0, 0) };
switch (role) {
case BattleRole::Support:
attack_range = {
Point(-1, -1), Point(0, -1),Point(1, -1),Point(2, -1),
Point(-1, 0), Point(0, 0), Point(1, 0), Point(2, 0),
Point(-1, 1), Point(0, 1), Point(1, 1), Point(2, 1),
};
break;
case BattleRole::Caster:
attack_range = {
Point(0, -1),Point(1, -1),Point(2, -1),
Point(0, 0), Point(1, 0), Point(2, 0), Point(3, 0),
Point(0, 1), Point(1, 1), Point(2, 1),
};
break;
case BattleRole::Medic:
case BattleRole::Sniper:
attack_range = {
Point(0, -1),Point(1, -1),Point(2, -1),Point(3, -1),
Point(0, 0), Point(1, 0), Point(2, 0), Point(3, 0),
Point(0, 1), Point(1, 1), Point(2, 1), Point(3, 1),
};
break;
case BattleRole::Special:
case BattleRole::Warrior:
case BattleRole::Tank:
case BattleRole::Pioneer:
attack_range = {
Point(0, 0), Point(1, 0),
};
break;
case BattleRole::Drone:
attack_range = {
Point(0, 0)
};
break;
}
static const Point RightDirection(1, 0);
static const Point DownDirection(0, 1);
static const Point LeftDirection(-1, 0);
static const Point UpDirection(0, -1);
std::unordered_map<Point, std::vector<Point>> DirectionAttackRangeMap = {
{ RightDirection, std::vector<Point>() },
{ DownDirection, std::vector<Point>() },
{ LeftDirection, std::vector<Point>() },
{ UpDirection, std::vector<Point>() },
};
for (auto& [direction, cor_attack_range] : DirectionAttackRangeMap) {
if (direction == RightDirection) {
cor_attack_range = attack_range;
}
else if (direction == DownDirection) {
for (const Point& attack_point : attack_range) {
Point cor_point;
cor_point.x = -attack_point.y;
cor_point.y = attack_point.x;
cor_attack_range.emplace_back(cor_point);
}
}
else if (direction == LeftDirection) {
for (const Point& attack_point : attack_range) {
Point cor_point;
cor_point.x = -attack_point.x;
cor_point.y = -attack_point.y;
cor_attack_range.emplace_back(cor_point);
}
}
else if (direction == UpDirection) {
for (const Point& attack_point : attack_range) {
Point cor_point;
cor_point.x = attack_point.y;
cor_point.y = -attack_point.x;
cor_attack_range.emplace_back(cor_point);
}
}
}
int max_score = 0;
Point opt_direction;
// 计算每个方向上的得分
for (const auto& [direction, dirction_attack_range] : DirectionAttackRangeMap) {
int score = 0;
for (const Point& cur_attack : dirction_attack_range) {
Point cur_point = loc;
cur_point.x += cur_attack.x;
cur_point.y += cur_attack.y;
using TileKey = TilePack::TileKey;
// 战斗干员朝向的权重
static const std::unordered_map<TileKey, int> TileKeyFightWeights = {
{ TileKey::Invalid, 0 },
{ TileKey::Forbidden, 0 },
{ TileKey::Wall, 500 },
{ TileKey::Road, 1000 },
{ TileKey::Home, 800 },
{ TileKey::EnemyHome, 800 },
{ TileKey::Floor, 1000 },
{ TileKey::Hole, 0 },
{ TileKey::Telin, 0 },
{ TileKey::Telout, 0 }
};
// 治疗干员朝向的权重
static const std::unordered_map<TileKey, int> TileKeyMedicWeights = {
{ TileKey::Invalid, 0 },
{ TileKey::Forbidden, 0 },
{ TileKey::Wall, 1000 },
{ TileKey::Road, 1000 },
{ TileKey::Home, 0 },
{ TileKey::EnemyHome, 0 },
{ TileKey::Floor, 0 },
{ TileKey::Hole, 0 },
{ TileKey::Telin, 0 },
{ TileKey::Telout, 0 }
};
switch (role) {
case BattleRole::Medic:
// 医疗干员根据哪个方向上人多决定朝向哪
if (m_used_tiles.find(cur_point) != m_used_tiles.cend()) {
score += 10000;
}
// 再额外加上没人的格子的权重
if (auto iter = m_side_tile_info.find(cur_point);
iter == m_side_tile_info.cend()) {
continue;
}
else {
score += TileKeyMedicWeights.at(iter->second.key);
}
break;
default:
// 其他干员(战斗干员)根据哪个方向上权重高决定朝向哪
if (auto iter = m_side_tile_info.find(cur_point);
iter == m_side_tile_info.cend()) {
continue;
}
else {
score += TileKeyFightWeights.at(iter->second.key);
}
}
}
if (direction == base_direction) {
score += 50;
}
if (score > max_score) {
max_score = score;
opt_direction = direction;
}
}
return opt_direction;
}