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ok-wuthering-waves/src/task/BaseCombatTask.py
2024-08-19 10:40:03 +08:00

379 lines
16 KiB
Python

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