using Emgu.CV;
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using Emgu.CV.Structure;
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using RichCreator.Dnf;
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using RichCreator.Jobs.StateMachines;
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using RichCreator.Utility;
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using RichCreator.Utility.Captures;
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using RichCreator.Utility.CV;
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using RichCreator.Utility.InputControl;
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using RichCreator.Utility.Maps;
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using RichCreator.Utility.Structs;
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using RichCreator.Utility.Utilitys;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace RichCreator.Maps.Kalete
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{
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/// <summary>
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/// 卡勒特地图
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/// </summary>
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public class KaleteMap : MapInfo
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{
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public KaleteMap(ZTRectangle gameRect, CancellationToken cancelToken) : base(MapType.Lingdong, gameRect, cancelToken)
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{
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this.MiniMap = new KaleteMiniMap(gameRect);
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this.Role = new DnfRole(gameRect);
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}
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/// <summary>
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/// 地图的所有房间
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/// NextIndex=-1,完成
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/// NextIndex=-2,出错
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/// </summary>
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private static readonly HouseInfo[] Houses = new HouseInfo[] {
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new HouseInfo (0 ,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Right } },
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new HouseInfo (1 ,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Bottom } },
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new HouseInfo (2 ,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Left } },
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new HouseInfo (3 ,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Bottom } },
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new HouseInfo (4 ,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Bottom } },
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new HouseInfo (5 ,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Left } },
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new HouseInfo (6 ,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Right } },
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new HouseInfo (7 ,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Right } },
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new HouseInfo (8 ,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-148,DoorDirection=new[]{Direction.Bottom } },
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new HouseInfo (9 ,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-300,DoorDirection=new[]{Direction.Left} },
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new HouseInfo (10,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Bottom } },
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new HouseInfo (11,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Right } },
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new HouseInfo (12,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-220,DoorDirection=new[]{Direction.Bottom } },
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new HouseInfo (13,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-320,DoorDirection=new[]{Direction.Left } },
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new HouseInfo (14,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-320,DoorDirection=new[]{Direction.Right } },
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new HouseInfo (15,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Right } },
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new HouseInfo (16,MapType.Lingdong,true ,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Up } },
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new HouseInfo (17,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Left } },
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new HouseInfo (18,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Up } },
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new HouseInfo (19,MapType.Lingdong,false,new HIDCode[] { HIDCode.A,HIDCode.D,HIDCode.X}){ HouseCenterMoveLine=-250,DoorDirection=new[]{Direction.Up } }
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};
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/// <summary>
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/// 角色
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/// </summary>
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public DnfRole Role { get; set; }
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private Int32 runningStep = RunningStep.None;
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/// <summary>
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/// 开始
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/// </summary>
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/// <param name="gameRect"></param>
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/// <param name="cancelToken"></param>
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/// <param name="runningStep"></param>
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/// <returns></returns>
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public override ZTResult Start(Int32 runningStep)
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{
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this.runningStep = runningStep;
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WindowUtils.SetDnfToTop();
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if (runningStep < RunningStep.War)
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{
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if (!MoveToSunan())
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{
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return ZTResult.Failed;
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}
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if (!MoveToShikongzhimen())
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{
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return ZTResult.Failed;
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}
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if (!MoveToChoiceTaskPage())
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{
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return ZTResult.Failed;
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}
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if (!IntoHouse())
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{
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return ZTResult.Failed;
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}
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G.Instance.InfoWriter("成功进入副本");
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}
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while (true)
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{
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//重复刷,直到疲劳值不够了
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if (this.CancelToken.IsCancellationRequested)
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{
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return ZTResult.Cancel;
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}
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DateTime startHouse = DateTime.Now;
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ZTResult killResult = KillMonster();
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if (killResult == ZTResult.Success)
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{
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//捡东西
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G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.V);
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Thread.Sleep(1000);
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for (int i = 0; i < 5; i++)
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{
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G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.X);
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Thread.Sleep(RandomUtils.KeyPressDuration * 3);
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}
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//卖装备并关闭商店
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SaleEquipment();
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Int32 houseTotalSecond = (Int32)(DateTime.Now - startHouse).TotalSeconds;
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G.Instance.InfoWriter("单次刷图成功,用时:" + (houseTotalSecond / 60) + "分" + (houseTotalSecond % 60) + "秒");
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//查询疲劳值
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Int32 pilaozhi = DnfCVHelper.GetPiLaoZhi(this.GameRect);
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G.Instance.InfoWriter("疲劳值:" + pilaozhi);
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if (pilaozhi <= 0)
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{
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ExitToTown();
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return ZTResult.Success;
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}
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ReplayGame();
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continue;
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}
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else
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{
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return killResult;
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}
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}
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}
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/// <summary>
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/// 是否进入打怪地图
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/// </summary>
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/// <returns></returns>
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public override bool IsEntryMap()
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{
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//查找顶端卡勒特之初文字
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bool findResult = FuncUtils.TimeoutCancelableWrap(2 * 60 * 1000, CancelToken, () =>
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{
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using (Image<Rgb, byte> image = ScreenCapture.Instance.CaptureScreenReturnImage())
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{
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return KaleteCVHelper.ExistKaleteText(image, this.GameRect);
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}
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}, 10);
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return findResult;
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}
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/// <summary>
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/// 进入房间后的预先工作
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/// </summary>
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/// <param name="houseIndex"></param>
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/// <param name="preHouseIndex"></param>
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public override void EntryHousePrework(int houseIndex, int preHouseIndex)
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{
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//移动和发招
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switch (houseIndex)
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{
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case 0:
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this.Role.SyncMove(new ZTPoint(550, 0));
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this.Role.ReleaseSkill(HIDCode.R, 1000);
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this.Role.ReleaseSkill(HIDCode.E, 1000);
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break;
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case 1:
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this.Role.SyncMove(new ZTPoint(300, 0));
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this.Role.ReleaseSkill(HIDCode.Q, 1300);
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this.Role.ReleaseSkill(HIDCode.W, 1000);
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break;
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case 6:
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this.Role.SyncMove(new ZTPoint(448, 94));
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this.Role.ReleaseSkill(HIDCode.G, 0);
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break;
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case 7:
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this.Role.SyncMove(new ZTPoint(530, 0));
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this.Role.ReleaseSkill(HIDCode.R, 0);
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break;
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case 8:
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this.Role.SyncMove(new ZTPoint(453, 0));
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this.Role.ReleaseSkill(HIDCode.H, 0);
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break;
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case 13:
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this.Role.SyncMove(new ZTPoint(-100, 203));
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this.Role.ReleaseSkill(HIDCode.Q, 1300);
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this.Role.ReleaseSkill(HIDCode.E, 0);
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break;
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case 12:
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this.Role.SyncMove(new ZTPoint(-851, 120));
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this.Role.ReleaseSkill(HIDCode.T, 0);
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break;
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case 17:
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this.Role.SyncMove(new ZTPoint(-306, 130));
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this.Role.ReleaseSkill(HIDCode.Q, 1300);
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this.Role.ReleaseSkill(HIDCode.F, 0);//用w代替
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break;
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case 16:
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this.Role.SyncMove(new ZTPoint(-385, 0));
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this.Role.ReleaseSkill(HIDCode.Y, 0);
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break;
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}
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}
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/// <summary>
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/// esc退到城镇
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/// </summary>
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private void ExitToTown()
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{
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G.Instance.DebugWriter("返回城镇");
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Utility.Structs.ZTPoint point = new Utility.Structs.ZTPoint(this.GameRect.End.X - 124, this.GameRect.Start.Y + 146);
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G.Instance.InputControl.MoveToAndClick(point);
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Thread.Sleep(5000);
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}
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/// <summary>
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/// 点击再次挑战
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/// </summary>
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private void ReplayGame()
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{
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G.Instance.DebugWriter("重新挑战");
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Utility.Structs.ZTPoint point = new Utility.Structs.ZTPoint(this.GameRect.End.X - 132, this.GameRect.Start.Y + 90);
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G.Instance.InputControl.MoveToAndClick(point);
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}
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/// <summary>
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/// 刷房间
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/// </summary>
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/// <returns></returns>
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private ZTResult KillMonster()
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{
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bool ret = false;
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if (!IsEntryMap())
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{
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G.Instance.InfoWriter("未找到进入凛冬");
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return ZTResult.Failed;
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}
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G.Instance.InfoWriter("进入凛冬");
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Int32 preHouseIndex = -1;
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Int32 houseIndex = -1;
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//技能加成
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G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.Space);
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//循环刷房间
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while (true)
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{
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preHouseIndex = houseIndex;
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//看房间号
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ret = this.MiniMap.GetCurrentHouseIndexWaitTimeout(out houseIndex, null, this.CancelToken, 3 * 1000);
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if (!ret)
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{
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G.Instance.InfoWriter("未找到人物所在房间");
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return ZTResult.Failed;
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}
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G.Instance.InfoWriter("进入房间->" + houseIndex.ToString());
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HouseInfo houseInfo = Houses[houseIndex];
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this.Role.SetHouse(houseInfo);
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DateTime startTime = DateTime.Now;
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KillMonsterStateMachine kmsm = new KillMonsterStateMachine(this, houseInfo,this.Role, preHouseIndex, this.runningStep);
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ZTResult smresult = kmsm.Work(5 * 60 * 1000);
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Int32 roomTotalSecond = (Int32)(DateTime.Now - startTime).TotalSeconds;
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G.Instance.InfoWriter("房间刷完,用时:" + (roomTotalSecond / 60) + "分" + (roomTotalSecond % 60) + "秒");
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runningStep = RunningStep.None;
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if (smresult == ZTResult.Success)
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{
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if (houseInfo.IsEnd)
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{
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//所有房间刷完
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return ZTResult.Success;
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}
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//刷其它房间
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continue;
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}
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else
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{
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return smresult;
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}
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}
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}
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/// <summary>
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/// 步行到素喃
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/// </summary>
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/// <returns></returns>
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private bool MoveToSunan()
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{
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bool result = FuncUtils.NoChangeRetryCallWrap(
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() =>
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{
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WindowUtils.SetDnfToTop();
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CloseAllAlertWindow(this.CancelToken, this.GameRect);
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//向下走出赛丽亚的房间 ,走向素喃
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G.Instance.InputControl.PressKey(2000, HIDCode.DownArrow);
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},
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() =>
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{
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G.Instance.InfoWriter("检测是否进入素喃");
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result = FuncUtils.TimeoutCancelableWrap(10000, this.CancelToken, () =>
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{
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return LindongCVHelper.IsInSunan(this.GameRect);
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});
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if (!result)
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{
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G.Instance.InfoWriter("进入素喃失败");
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return false;
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}
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G.Instance.InfoWriter("进入素喃成功");
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return true;
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},
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() =>
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{
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return DnfCVHelper.IsInSaiLiYaHouse(this.GameRect);
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});
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return result;
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}
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/// <summary>
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/// 步行至时空之门
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/// </summary>
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/// <returns></returns>
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private bool MoveToShikongzhimen()
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{
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bool result = FuncUtils.NoChangeRetryCallWrap(() =>
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{
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//打开地图
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ZTPoint mapButtonPosition = new ZTPoint(this.GameRect.End.X - 14, this.GameRect.Start.Y + 16);
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G.Instance.InputControl.MoveToAndClick(mapButtonPosition);
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Thread.Sleep(1000);
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//点到副本之前的地图
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ZTPoint mapPrePosition = new ZTPoint(this.GameRect.Start.X + 382, this.GameRect.Start.Y + 252);
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G.Instance.InputControl.MoveToAndClick(mapPrePosition);
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//关闭地图框
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CloseAllAlertWindow(this.CancelToken, this.GameRect);
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},
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() =>
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{
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//检测是否进入时空之门
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return FuncUtils.TimeoutCancelableWrap(15000, this.CancelToken, () =>
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{
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CloseAllAlertWindow(this.CancelToken, this.GameRect);
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return LindongCVHelper.IsInShikongzhimen(this.GameRect);
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});
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},
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() =>
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{
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//检测是否还在素喃
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return FuncUtils.TimeoutCancelableWrap(3000, this.CancelToken, () =>
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{
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CloseAllAlertWindow(this.CancelToken, this.GameRect);
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return LindongCVHelper.IsInSunan(this.GameRect);
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});
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});
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Thread.Sleep(5000);
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return result;
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}
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/// <summary>
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/// 步行到任务选择和正式开打页面
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/// </summary>
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/// <returns></returns>
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private bool MoveToChoiceTaskPage()
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{
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bool result = false;
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//右走进选择副本界面
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G.Instance.InputControl.PressKey(1500, HIDCode.LeftArrow);
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G.Instance.InfoWriter("检测是否打开选择副本界面");
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result = FuncUtils.TimeoutCancelableWrap(10000, this.CancelToken, () =>
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{
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Image<Rgb, byte> image = ScreenCapture.Instance.CaptureScreenReturnImage();
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return LindongCVHelper.IsInChoiceTaskPage(image, this.GameRect);
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});
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if (!result)
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{
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G.Instance.InfoWriter("进入打开选择副本界面失败");
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return false;
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}
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G.Instance.InfoWriter("打开选择副本界面成功");
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return true;
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}
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/// <summary>
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/// 进入指定房间
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/// </summary>
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/// <returns></returns>
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private bool IntoHouse()
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{
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bool result = false;
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//选择凛冬
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G.Instance.InfoWriter("开始选择卡勒特之初");
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Int32 nandu = 0;
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if (!SelectKalete(out nandu))
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{
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G.Instance.InfoWriter("选择卡勒特之初失败");
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return false;
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}
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G.Instance.InfoWriter("选择卡勒特之初成功,难度:" + nandu);
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if (nandu != 4)
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{
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G.Instance.InfoWriter("开始选择难度");
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result = SelectNandu(nandu);
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if (!result)
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{
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G.Instance.InfoWriter("选择难度失败");
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return false;
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}
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G.Instance.InfoWriter("选择难度成功");
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}
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//开始
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G.Instance.InputControl.PressKey(80, HIDCode.Space);
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return true;
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}
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/// <summary>
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/// 关闭所有弹出窗
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/// </summary>
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/// <param name="cancelToken"></param>
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/// <param name="gameRect"></param>
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/// <returns></returns>
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private void CloseAllAlertWindow(CancellationToken cancelToken, ZTRectangle gameRect)
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{
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while (!cancelToken.IsCancellationRequested)
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{
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//G.Instance.InputControl.MoveTo(gameRect.Start.X,gameRect.Start.Y, false, false, false);
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//Thread.Sleep(10);
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//截图
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Image<Rgb, byte> image = ScreenCapture.Instance.CaptureScreenReturnImage();
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ZTRectangle closeButtonRect = ZTRectangle.Empty;
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if (!DnfCVHelper.GetAlertWindow(out closeButtonRect, image, gameRect))
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{
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return;
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}
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G.Instance.InputControl.MoveToAndClick(closeButtonRect.GetCenterPoint());
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Thread.Sleep(500);
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}
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}
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/// <summary>
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/// 选择凛冬
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/// </summary>
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/// <returns></returns>
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private bool SelectKalete(out Int32 nandu)
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{
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Image<Rgb, byte> image = ScreenCapture.Instance.CaptureScreenReturnImage();
|
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if (KaleteCVHelper.GetChoiceKaleteNandu(out nandu, image, this.GameRect))
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{
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return true;
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}
|
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G.Instance.InputControl.MoveToAndClick(new ZTPoint(this.GameRect.Start.X + 819, this.GameRect.Start.Y + 181));
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Thread.Sleep(5000);
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image = ScreenCapture.Instance.CaptureScreenReturnImage();
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if (KaleteCVHelper.GetChoiceKaleteNandu(out nandu, image, this.GameRect))
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{
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return true;
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}
|
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return false;
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}
|
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/// <summary>
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/// 选择难度
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/// </summary>
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/// <param name="rightCan"></param>
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/// <param name="leftCan"></param>
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/// <returns></returns>
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private bool SelectNandu(Int32 nandu)
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{
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Int32 count = 4 - nandu;
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for (int i = 0; i < Math.Abs(count); i++)
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{
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if (count < 0)
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{
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G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.LeftArrow);
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}
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else
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{
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G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.RightArrow);
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}
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Thread.Sleep(400);
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}
|
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Image<Rgb, byte> image = ScreenCapture.Instance.CaptureScreenReturnImage();
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if (!KaleteCVHelper.GetChoiceKaleteNandu(out nandu, image, this.GameRect))
|
{
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return false;
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}
|
|
if (nandu == 4)
|
{
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return true;
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}
|
|
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return false;
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}
|
|
/// <summary>
|
/// 出售装备
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/// </summary>
|
/// <param name="saleButtonRect"></param>
|
private bool SaleEquipment()
|
{
|
//卖装备并关闭商店
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ZTRectangle closeButtonRect = ZTRectangle.Empty;
|
ZTRectangle saleButtonRect = ZTRectangle.Empty;
|
if (!DnfCVHelper.HasSaleButton(out saleButtonRect, out closeButtonRect, this.GameRect))
|
{
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return false;
|
}
|
|
//卖装备
|
G.Instance.InfoWriter("出售装备");
|
G.Instance.InputControl.MoveToAndClick(saleButtonRect.GetCenterPoint());
|
|
//得到装备文字位置
|
ZTRectangle equipmentTextRect = ZTRectangle.Empty;
|
bool result = FuncUtils.TimeoutCancelableWrap(5000, this.CancelToken, () =>
|
{
|
Int32 status = 0;
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if (DnfCVHelper.GetEquipmentSelectStatus(out equipmentTextRect, out status, this.GameRect))
|
{
|
if (status == 1)
|
{
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return true;
|
}
|
|
G.Instance.InputControl.MoveToAndClick(equipmentTextRect.GetCenterPoint());
|
}
|
return false;
|
});
|
|
if (!result)
|
{
|
G.Instance.InfoWriter("装备文字未取到");
|
return false;
|
}
|
|
|
|
//开始点,每格步进30
|
ZTPoint startPoint = new Utility.Structs.ZTPoint(equipmentTextRect.End.X - 30, equipmentTextRect.End.Y + 9);
|
List<Int32> points = DnfCVHelper.GetEquipmentIndexs(startPoint);
|
|
for (int i = 0; i < points.Count; i++)
|
{
|
Int32 index = points[i];
|
|
int row = index / 8;
|
int col = index % 8;
|
int x = col * 30 + 15;
|
int y = row * 30 + 15;
|
|
//点窗格
|
G.Instance.InputControl.MoveToAndClick(new Utility.Structs.ZTPoint(startPoint.X + x, startPoint.Y + y));
|
Thread.Sleep(500);
|
//点确定
|
G.Instance.InputControl.Move(0, 0, true, false, false);
|
Thread.Sleep(RandomUtils.MouseClickDuration);
|
G.Instance.InputControl.Move(0, 0, false, false, false);
|
Thread.Sleep(RandomUtils.MouseClickDuration);
|
}
|
G.Instance.DebugWriter("equipment:" + ZTImage.Utils.ConcatString(points.ToArray(), ","));
|
Thread.Sleep(RandomUtils.KeyPressDuration);
|
G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.Escape);
|
return true;
|
}
|
}
|
}
|