mirror of
https://github.com/ok-oldking/ok-wuthering-waves.git
synced 2025-06-08 00:15:20 +00:00
379 lines
16 KiB
Python
379 lines
16 KiB
Python
import math
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import re
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import time
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import win32api
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from ok.color.Color import get_connected_area_by_color
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from ok.config.ConfigOption import ConfigOption
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from ok.feature.FindFeature import FindFeature
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from ok.logging.Logger import get_logger
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from ok.ocr.OCR import OCR
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from ok.util.list import safe_get
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from src.char import BaseChar
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from src.char.BaseChar import Priority, dot_color
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from src.char.CharFactory import get_char_by_pos
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from src.combat.CombatCheck import CombatCheck
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from src.task.BaseWWTask import BaseWWTask
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logger = get_logger(__name__)
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class NotInCombatException(Exception):
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pass
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class CharDeadException(NotInCombatException):
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pass
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key_config_option = ConfigOption('Game Hotkey Config', {
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'HotKey Verify': True,
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'Echo Key': 'q',
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'Liberation Key': 'r',
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'Resonance Key': 'e',
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}, description='In Game Hotkey for Skills')
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class BaseCombatTask(BaseWWTask, FindFeature, OCR, CombatCheck):
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def __init__(self):
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super().__init__()
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CombatCheck.__init__(self)
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self.chars = [None, None, None]
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self.char_texts = ['char_1_text', 'char_2_text', 'char_3_text']
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self.key_config = self.get_config(key_config_option)
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self.mouse_pos = None
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self.combat_start = 0
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self.char_texts = ['char_1_text', 'char_2_text', 'char_3_text']
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def raise_not_in_combat(self, message, exception_type=None):
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logger.error(message)
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if self.reset_to_false(reason=message):
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logger.error(f'reset to false failed: {message}')
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if exception_type is None:
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exception_type = NotInCombatException
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raise exception_type(message)
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def combat_once(self, wait_combat_time=180, wait_before=1.5):
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self.wait_until(self.in_combat, time_out=wait_combat_time, raise_if_not_found=True)
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self.sleep(wait_before)
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self.do_reset_to_false()
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self.wait_until(self.in_combat, time_out=5, raise_if_not_found=True)
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self.load_chars()
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self.info['Combat Count'] = self.info.get('Combat Count', 0) + 1
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while self.in_combat():
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try:
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logger.debug(f'combat_once loop {self.chars}')
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self.get_current_char().perform()
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except CharDeadException as e:
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raise e
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except NotInCombatException as e:
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logger.info(f'combat_once out of combat break {e}')
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# self.screenshot(f'combat_once_ooc {self.out_of_combat_reason}')
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break
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self.wait_in_team_and_world(time_out=10)
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self.sleep(1)
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self.middle_click()
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self.sleep(0.2)
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def run_in_circle_to_find_echo(self, circle_count=3):
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directions = ['w', 'a', 's', 'd']
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step = 1.2
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duration = 0.8
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total_index = 0
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for count in range(circle_count):
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logger.debug(f'running first circle_count{circle_count} circle {total_index} duration:{duration}')
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for direction in directions:
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if total_index > 2 and (total_index + 1) % 2 == 0:
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duration += step
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picked = self.send_key_and_wait_f(direction, False, time_out=duration, running=True,
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target_text=self.absorb_echo_text())
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if picked:
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self.mouse_up(key="right")
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return True
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total_index += 1
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def switch_next_char(self, current_char, post_action=None, free_intro=False, target_low_con=False):
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max_priority = Priority.MIN
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switch_to = current_char
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has_intro = free_intro
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if not has_intro:
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current_con = current_char.get_current_con()
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if current_con > 0.8 and current_con != 1:
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logger.info(f'switch_next_char current_con {current_con:.2f} almost full, sleep and check again')
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self.sleep(0.05)
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self.next_frame()
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current_con = current_char.get_current_con()
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if current_con == 1:
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has_intro = True
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low_con = 200
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for i, char in enumerate(self.chars):
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if char == current_char:
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priority = Priority.CURRENT_CHAR
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else:
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priority = char.get_switch_priority(current_char, has_intro)
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logger.info(
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f'switch_next_char priority: {char} {priority} {char.current_con} target_low_con {target_low_con}')
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if target_low_con:
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if char.current_con < low_con and char != current_char:
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low_con = char.current_con
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switch_to = char
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elif priority == max_priority:
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if char.last_perform < switch_to.last_perform:
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logger.debug(f'switch priority equal, determine by last perform')
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switch_to = char
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elif priority > max_priority:
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max_priority = priority
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switch_to = char
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if switch_to == current_char:
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# logger.warning(f"can't find next char to switch to, maybe switching too fast click and wait")
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# if time.time() - current_char.last_perform < 0.1:
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current_char.continues_normal_attack(0.2)
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logger.warning(f"can't find next char to switch to, performing too fast add a normal attack")
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return current_char.switch_next_char()
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switch_to.has_intro = has_intro
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logger.info(f'switch_next_char {current_char} -> {switch_to} has_intro {has_intro}')
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last_click = 0
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start = time.time()
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while True:
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now = time.time()
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if now - last_click > 0.1:
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self.send_key(switch_to.index + 1)
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last_click = now
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in_team, current_index, size = self.in_team()
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if not in_team:
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logger.info(f'not in team while switching chars_{current_char}_to_{switch_to} {now - start}')
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if self.debug:
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self.screenshot(f'not in team while switching chars_{current_char}_to_{switch_to} {now - start}')
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confirm = self.wait_feature('revive_confirm_hcenter_vcenter', threshold=0.8, time_out=2)
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if confirm:
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self.log_info(f'char dead')
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self.raise_not_in_combat(f'char dead', exception_type=CharDeadException)
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if now - start > 5:
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self.raise_not_in_combat(
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f'switch too long failed chars_{current_char}_to_{switch_to}, {now - start}')
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continue
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if current_index != switch_to.index:
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has_intro = free_intro if free_intro else current_char.is_con_full()
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switch_to.has_intro = has_intro
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if now - start > 10:
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if self.debug:
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self.screenshot(f'switch_not_detected_{current_char}_to_{switch_to}')
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self.raise_not_in_combat('failed switch chars')
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else:
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self.next_frame()
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else:
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self.in_liberation = False
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current_char.switch_out()
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switch_to.is_current_char = True
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break
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if post_action:
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post_action()
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logger.info(f'switch_next_char end {(current_char.last_switch_time - start):.3f}s')
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def has_resonance_cd(self):
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return self.has_cd('resonance')
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def has_cd(self, box_name):
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box = self.get_box_by_name(f'box_{box_name}')
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cropped = box.crop_frame(self.frame)
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num_labels, stats, labels = get_connected_area_by_color(cropped, dot_color, connectivity=8, gray_range=22)
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big_area_count = 0
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has_dot = False
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number_count = 0
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invalid_count = 0
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# dot = None
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# output_image = cropped.copy()
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for i in range(1, num_labels):
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# Check if the connected co mponent touches the border
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left, top, width, height, area = stats[i]
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if area / self.frame.shape[0] / self.frame.shape[
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1] > 20 / 3840 / 2160:
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big_area_count += 1
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if left > 0 and top > 0 and left + width < box.width and top + height < box.height:
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# self.logger.debug(f"{box_name} Area of connected component {i}: {area} pixels {width}x{height} ")
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if 16 / 3840 / 2160 <= area / self.frame.shape[0] / self.frame.shape[
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1] <= 90 / 3840 / 2160 and abs(width - height) / (
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width + height) < 0.3 and top / cropped.shape[0] > 0.6:
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# if top < (
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# box.height / 2) and left > box.width * 0.2 and left + width < box.width * 0.8:
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has_dot = True
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# self.logger.debug(f"{box_name} multiple dots return False")
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# return False
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# dot = stats[i]
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elif 25 / 2160 <= height / self.screen_height <= 45 / 2160 and 5 / 2160 <= width / self.screen_height <= 35 / 2160:
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number_count += 1
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else:
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# self.logger.debug(f"{box_name} has invalid return False")
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invalid_count += 1
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return False
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# Draw the connected component with a random color
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# mask = labels == i
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# import numpy as np
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# output_image[mask] = np.random.randint(0, 255, size=3)
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# if self.debug:
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# self.screenshot(f'{self}_{box_name}_has_cd', output_image)
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has_cd = (has_dot and 2 <= number_count <= 3)
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self.logger.debug(f'{box_name} has_cd {has_cd} {invalid_count} {number_count} {has_dot}')
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return has_cd
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def get_current_char(self) -> BaseChar:
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for char in self.chars:
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if char.is_current_char:
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return char
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if not self.in_team()[0]:
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self.raise_not_in_combat('can find current char!!')
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self.load_chars()
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return self.get_current_char()
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def sleep_check_combat(self, timeout, check_combat=True):
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start = time.time()
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if not self.in_combat() and check_combat:
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self.raise_not_in_combat('sleep check not in combat')
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self.sleep(timeout - (time.time() - start))
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def check_combat(self):
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if not self.in_combat():
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if self.debug:
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self.screenshot('not_in_combat_calling_check_combat')
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self.raise_not_in_combat('combat check not in combat')
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def load_hotkey(self, force=False):
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if not self.key_config['HotKey Verify'] and not force:
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return
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resonance_key = self.ocr(0.82, 0.92, 0.85, 0.96, match=re.compile(r'^[a-zA-Z]$'), threshold=0.8,
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name='resonance_key', use_grayscale=True)
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echo_key = self.ocr(0.88, 0.92, 0.90, 0.96, match=re.compile(r'^[a-zA-Z]$'), threshold=0.8,
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name='echo_key')
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liberation_key = self.ocr(0.93, 0.92, 0.96, 0.96, match=re.compile(r'^[a-zA-Z]$'), threshold=0.8,
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name='liberation_key')
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keys_str = str(resonance_key) + str(echo_key) + str(liberation_key)
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# if not resonance_key or not echo_key or not liberation_key:
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# raise Exception(ok.gui.app.tr(
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# "Can't load game hotkey, please equip echos for all characters and use A-Z as hotkeys for skills, detected key:{}").format(
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# keys_str))
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if echo_key:
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self.key_config['Echo Key'] = echo_key[0].name.lower()
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if liberation_key:
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self.key_config['Liberation Key'] = liberation_key[0].name.lower()
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if resonance_key:
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self.key_config['Resonance Key'] = resonance_key[0].name.lower()
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self.key_config['HotKey Verify'] = False
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logger.info(f'set hotkey {self.key_config}')
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self.info['Skill HotKeys'] = keys_str
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def load_chars(self):
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self.load_hotkey()
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in_team, current_index, count = self.in_team()
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if not in_team:
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return
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self.log_info('load chars')
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char = get_char_by_pos(self, self.get_box_by_name('box_char_1'), 0)
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old_char = safe_get(self.chars, 0)
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if self.should_update(char, old_char):
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self.chars[0] = char
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logger.info(f'update char1 to {char.name} {type(char)} {type(char) is not BaseChar}')
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char = get_char_by_pos(self, self.get_box_by_name('box_char_2'), 1)
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old_char = safe_get(self.chars, 1)
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if self.should_update(char, old_char):
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self.chars[1] = char
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logger.info(f'update char2 to {char.name}')
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if count == 3:
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char = get_char_by_pos(self, self.get_box_by_name('box_char_3'), 2)
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old_char = safe_get(self.chars, 2)
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if self.should_update(char, old_char):
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if len(self.chars) == 3:
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self.chars[2] = char
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else:
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self.chars.append(char)
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logger.info(f'update char3 to {char.name}')
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else:
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if len(self.chars) == 3:
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self.chars = self.chars[:2]
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logger.info(f'team size changed to 2')
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for char in self.chars:
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if char is not None:
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char.reset_state()
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if char.index == current_index:
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char.is_current_char = True
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else:
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char.is_current_char = False
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self.combat_start = time.time()
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self.log_info(f'load chars success {self.chars}')
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@staticmethod
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def should_update(char, old_char):
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return (type(char) is BaseChar and old_char is None) or (type(char) is not BaseChar and old_char != char)
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def box_resonance(self):
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return self.get_box_by_name('box_resonance_cd')
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def get_resonance_cd_percentage(self):
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return self.calculate_color_percentage(white_color, self.get_box_by_name('box_resonance_cd'))
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def get_resonance_percentage(self):
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return self.calculate_color_percentage(white_color, self.get_box_by_name('box_resonance'))
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def in_team(self):
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start = time.time()
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c1 = self.find_one('char_1_text',
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threshold=0.75)
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c2 = self.find_one('char_2_text',
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threshold=0.75)
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c3 = self.find_one('char_3_text',
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threshold=0.75)
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arr = [c1, c2, c3]
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# logger.debug(f'in_team check {arr} time: {(time.time() - start):.3f}s')
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current = -1
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exist_count = 0
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for i in range(len(arr)):
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if arr[i] is None:
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if current == -1:
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current = i
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else:
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exist_count += 1
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if exist_count == 2 or exist_count == 1:
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return True, current, exist_count + 1
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else:
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return False, -1, exist_count + 1
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def mouse_reset(self):
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# logger.debug("mouse_reset")
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try:
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current_position = win32api.GetCursorPos()
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if self.mouse_pos:
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distance = math.sqrt(
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(current_position[0] - self.mouse_pos[0]) ** 2
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+ (current_position[1] - self.mouse_pos[1]) ** 2
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)
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if distance > 400:
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logger.debug(f'move mouse back {self.mouse_pos}')
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win32api.SetCursorPos(self.mouse_pos)
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self.mouse_pos = None
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if self.enabled:
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self.handler.post(self.mouse_reset, 1)
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return
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self.mouse_pos = current_position
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if self.enabled:
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return self.handler.post(self.mouse_reset, 0.005)
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except Exception as e:
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logger.error('mouse_reset exception', e)
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white_color = {
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'r': (253, 255), # Red range
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'g': (253, 255), # Green range
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'b': (253, 255) # Blue range
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}
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