using Emgu.CV;
|
using Emgu.CV.Structure;
|
using RichCreator.Dnf;
|
using RichCreator.Maps.Kalete;
|
using RichCreator.StateMachines;
|
using RichCreator.Utility;
|
using RichCreator.Utility.Captures;
|
using RichCreator.Utility.CV;
|
using RichCreator.Utility.InputControl;
|
using RichCreator.Utility.Maps;
|
using RichCreator.Utility.Skills;
|
using RichCreator.Utility.Structs;
|
using RichCreator.Utilitys;
|
using System;
|
using System.Collections.Generic;
|
using System.Threading;
|
using ZTImage.Collections;
|
|
namespace RichCreator.Jobs.StateMachines
|
{
|
/// <summary>
|
/// 杀怪状态机
|
/// </summary>
|
public class KillMonsterStateMachine : StateMachineBase
|
{
|
private const Int32 NoMoveMaxMillSecond = 2000;//最大未移动容忍毫秒数
|
private MapInfo map;//地图
|
private HouseInfo house;//当前房间
|
private DnfRole role;//当前角色控制
|
|
private Int32 preHouseIndex = 0;//上一房间编号
|
private OutOfBounds outOfBounds;//禁区
|
private bool isSuccess;//退出结果
|
|
|
private ZTPoint roleLastPosition = ZTPoint.Empty;//角色最后位置
|
private Int32 runningStep = RunningStep.None;//是否恢复的状态
|
|
//当前状态
|
private KillMonsterStates currentState = KillMonsterStates.Start;
|
//是否截图屏幕
|
private bool needCaptureScreen = false;
|
|
//怪
|
private ZTPoint[] stateMonsters;
|
|
private System.Drawing.Bitmap bitmap = null;
|
//原图
|
private Image<Rgb, byte> image = null;
|
|
//图像是否改变
|
private bool imageIsChange = false;
|
|
//色彩hsv
|
private Image<Hsv, byte> hsvImage = null;
|
#region Find Door Info
|
//门坐标
|
private ZTPoint stateDoorPosition;
|
|
//离开的门朝向
|
private Direction stateDoorLevelDirect = Direction.None;
|
|
//屏幕定位点
|
private ParametersPoint stateScreenLocation = new ParametersPoint();
|
|
|
|
#endregion
|
|
|
public KillMonsterStateMachine(MapInfo map,HouseInfo house, DnfRole role,Int32 preHouseIndex, Int32 runningStep)
|
{
|
this.map = map;
|
this.house = house;
|
this.role = role;
|
this.runningStep = runningStep;
|
this.preHouseIndex = preHouseIndex;
|
|
outOfBounds = new OutOfBounds(map.GameRect, role);
|
hsvImage = new Image<Hsv, byte>(map.GameRect.End.X - map.GameRect.Start.X + 1, map.GameRect.End.Y - map.GameRect.Start.Y + 1);
|
}
|
|
|
|
private void SetState(KillMonsterStates current, bool capture)
|
{
|
currentState = current;
|
needCaptureScreen = capture;
|
}
|
|
/// <summary>
|
/// 状态机开始
|
/// </summary>
|
/// <param name="gameRect"></param>
|
/// <param name="cancellationToken"></param>
|
/// <param name="timeoutMillSecond"></param>
|
/// <returns></returns>
|
public ZTResult Work(Int32 timeoutMillSecond)
|
{
|
DateTime expireTime = DateTime.Now.AddMilliseconds(timeoutMillSecond);
|
if (this.runningStep > RunningStep.None)
|
{
|
SetState(KillMonsterStates.FindMonster, true);
|
}
|
|
//定位方框列表
|
MultiList<ZTRectangle, Int32> locationRectangles = new MultiList<ZTRectangle, int>();
|
|
while (true)
|
{
|
if (map.CancelToken.IsCancellationRequested)
|
{
|
G.Instance.DebugWriter("取消刷图");
|
this.role.StopMove();
|
return ZTResult.Cancel;
|
}
|
|
if (DateTime.Now > expireTime)
|
{
|
G.Instance.DebugWriter("刷图超时");
|
this.role.StopMove();
|
return ZTResult.Timeout;
|
}
|
|
if (needCaptureScreen)
|
{
|
using (bitmap = ScreenCapture.Instance.CaptureScreen())
|
{
|
if (image != null)
|
{
|
image.Dispose();
|
}
|
image = new Image<Rgb, byte>(bitmap);
|
image = image.GetSubRect(new System.Drawing.Rectangle(map.GameRect.Start.X, map.GameRect.Start.Y, map.GameRect.End.X - map.GameRect.Start.X + 1, map.GameRect.End.Y - map.GameRect.Start.Y + 1));
|
imageIsChange = true;
|
}
|
}
|
|
switch (currentState)
|
{
|
case KillMonsterStates.Start:
|
//开始
|
this.map.EntryHousePrework(this.house.Index, this.preHouseIndex);
|
SetState(KillMonsterStates.IsLastHouse, true);
|
break;
|
case KillMonsterStates.IsLastHouse:
|
//是否最后一个房间
|
if (!imageIsChange)
|
{
|
//图片没变,不用判断
|
SetState(KillMonsterStates.FindRole, false);
|
break;
|
}
|
if (this.house.Index == 15)
|
{
|
SetState(KillMonsterStates.HasRewardWindow, false);
|
}
|
else
|
{
|
SetState(KillMonsterStates.IsOtherHouse, false);
|
}
|
break;
|
case KillMonsterStates.HasRewardWindow:
|
//是否有奖励界面
|
if (DnfCVHelper.IsJiangli(image, map.GameRect))
|
{
|
SetState(KillMonsterStates.TurnAroundCard, false);
|
}
|
else
|
{
|
SetState(KillMonsterStates.IsCompletePage, false);
|
}
|
break;
|
case KillMonsterStates.TurnAroundCard:
|
//翻牌
|
Fanpai();
|
Thread.Sleep(5000);
|
this.isSuccess = true;
|
SetState(KillMonsterStates.Exit, false);
|
break;
|
case KillMonsterStates.IsCompletePage:
|
//是否刷完界面
|
if (DnfCVHelper.IsCompleteRoom(image, map.GameRect))
|
{
|
this.isSuccess = true;
|
SetState(KillMonsterStates.Exit, false);
|
}
|
else
|
{
|
SetState(KillMonsterStates.FindRole, false);
|
}
|
break;
|
case KillMonsterStates.IsOtherHouse:
|
//是否进入其它房间
|
if (HouseIsChange())
|
{
|
this.isSuccess = true;
|
SetState(KillMonsterStates.Exit, false);
|
}
|
else
|
{
|
//是否需要截图
|
SetState(KillMonsterStates.FindRole, false);
|
}
|
break;
|
case KillMonsterStates.FindRole:
|
//主角
|
CvInvoke.CvtColor(image, hsvImage, Emgu.CV.CvEnum.ColorConversion.Rgb2Hsv);
|
|
|
//定位点
|
if (!DnfCVHelper.GetLocationPoint(out locationRectangles, hsvImage, map.GameRect))
|
{
|
//找不到定位点
|
G.Instance.InfoWriter("找不到定位点");
|
SetState(KillMonsterStates.IsLastHouse, true);
|
break;
|
}
|
|
this.stateScreenLocation = new ParametersPoint(locationRectangles[0].Item1.GetCenterPoint(), locationRectangles[0].Item2);
|
|
ZTPoint rolePosition = DnfCVHelper.FindRole(hsvImage, map.GameRect);
|
if (rolePosition .Equals( ZTPoint.Empty))
|
{
|
SetState(KillMonsterStates.FindRoleMove, false);
|
}
|
else
|
{
|
if (this.role.IsMoveIntent(Utility.Dnf.MoveIntent.FindRoleMove))
|
{
|
this.role.StopMove();
|
}
|
role.UpdatePosition(rolePosition);
|
SetState(KillMonsterStates.FindMonster, false);
|
}
|
break;
|
case KillMonsterStates.FindRoleMove:
|
//todo:让主角移动(原:有怪攻击一下,无怪移动一下)
|
FindRoleMove();
|
break;
|
case KillMonsterStates.FindMonster:
|
//找怪
|
this.stateMonsters = LindongCVHelper.FindMonster(hsvImage, map.GameRect);
|
|
if (this.stateMonsters.Length > 0)
|
{
|
G.Instance.DebugWriter(string.Format("已找到{0}个怪", this.stateMonsters.Length));
|
SetState(KillMonsterStates.CalcAttackDistance, false);
|
}
|
else
|
{
|
SetState(KillMonsterStates.PickupThing, false);
|
}
|
break;
|
case KillMonsterStates.PickupThing:
|
//拾取物品
|
SetState(KillMonsterStates.ToNextGatePoint, false);
|
//todo: PickupThing();
|
break;
|
case KillMonsterStates.ToNextGatePoint:
|
//移到进门点
|
SetState(KillMonsterStates.FindDoor, false);
|
//todo:ToNextGatePoint
|
break;
|
case KillMonsterStates.FindDoor:
|
//查找门, 是否找到门
|
FindDoor();
|
break;
|
case KillMonsterStates.EntryDoor:
|
//向门移动, 进门
|
EntryDoor();
|
break;
|
case KillMonsterStates.FindDoorMove:
|
//todo:找门移动
|
FindDoorMove();
|
break;
|
case KillMonsterStates.CalcAttackDistance:
|
//判断使用何技能,计算攻击移动距离, 是否需要移动
|
CalcAttackDistance();
|
break;
|
case KillMonsterStates.ReleaseSkill:
|
//调整朝向, 释放技能,
|
ReleaseSkill();
|
break;
|
case KillMonsterStates.AttackMove:
|
//todo:攻击移动
|
AttackMove();
|
break;
|
case KillMonsterStates.Exit:
|
//结束
|
G.Instance.DebugWriter("退出状态");
|
this.role.StopMove();
|
if (this.isSuccess)
|
{
|
return ZTResult.Success;
|
}
|
return ZTResult.Failed;
|
|
|
}
|
|
G.Instance.DebugWriter("next state:" + currentState.ToString());
|
}
|
}
|
|
#region States
|
/// <summary>
|
/// 让主角移动(原:有怪攻击一下,无怪移动一下)
|
/// </summary>
|
private void FindRoleMove()
|
{
|
//if (this.stateMonsters != null && this.stateMonsters.Length > 0)
|
//{
|
// this.role.StopMove();
|
// G.Instance.DebugWriter("找不到角色,Send X");
|
// G.Instance.InputControl.PressKey(1000, HIDCode.X);
|
// SetState(KillMonsterStates.FindRole, true);
|
|
// return;
|
//}
|
this.role.FindRoleMove();
|
SetState(KillMonsterStates.FindRole, true);
|
}
|
|
/// <summary>
|
/// 拾取物品
|
/// </summary>
|
private void PickupThing()
|
{
|
//拾取物品,获取最近一个物品位置并步行过去
|
ZTPoint thingItemPosition = GetNearlyThingItem(image, role.Position);
|
if (!thingItemPosition .Equals( ZTPoint.Empty))
|
{
|
if (this.role.IsMoving && !this.role.IsMoveIntent(Utility.Dnf.MoveIntent.PickupMove))
|
{
|
this.role.StopMove();
|
}
|
|
this.role.PickupMove(this.role.Position, thingItemPosition);
|
//return new KillMonsterStateResult(STATE_FindMonster, true);
|
}
|
|
if (this.role.IsMoveIntent(Utility.Dnf.MoveIntent.PickupMove))
|
{
|
this.role.StopMove();
|
}
|
}
|
|
/// <summary>
|
/// 查找门, 是否找到门
|
/// </summary>
|
private void FindDoor()
|
{
|
//查找真实的门
|
this.stateDoorPosition = LindongCVHelper.FindDoor(out stateDoorLevelDirect, hsvImage, this.house.DoorDirection, map.GameRect);
|
if (!this.stateDoorPosition .Equals(ZTPoint.Empty))
|
{
|
//找到门,向门移动
|
if (this.role.IsMoveIntent(Utility.Dnf.MoveIntent.FindDoorMove))
|
{
|
this.role.StopMove();
|
}
|
G.Instance.InfoWriter("已找到门,位置:" + stateDoorPosition.ToString());
|
SetState(KillMonsterStates.EntryDoor, false);
|
}
|
else
|
{
|
//未找到门,循环移动
|
SetState(KillMonsterStates.FindDoorMove, false);
|
}
|
}
|
|
/// <summary>
|
/// 向门移动, 进门
|
/// </summary>
|
private void EntryDoor()
|
{
|
const Int32 XLevelOffset = 200;
|
const Int32 YLevelOffset = 100;
|
Int32 limitLine = 0;
|
Int32 diff = 0;
|
//传过来人物坐标和门的坐标,根据门的朝向计算人物走向
|
switch (stateDoorLevelDirect)
|
{
|
case Direction.Up:
|
//门在上方
|
limitLine = stateDoorPosition.Y + YLevelOffset;
|
if (role.Position.Y < limitLine)
|
{
|
//下移
|
this.role.SyncMove(new ZTPoint(0, limitLine - role.Position.Y));
|
}
|
|
//垂直对齐
|
diff = stateDoorPosition.X - role.Position.X;
|
this.role.SyncMove(new ZTPoint(diff, 0));
|
|
//移动y,进入
|
this.role.SyncMove(new ZTPoint(0, map.GameRect.Start.Y - role.Position.Y));
|
break;
|
|
case Direction.Right:
|
//门在右侧
|
limitLine = stateDoorPosition.X - XLevelOffset;
|
if (role.Position.X > limitLine)
|
{
|
//如果角色位于门右侧,先向左移
|
this.role.SyncMove(new ZTPoint(limitLine - role.Position.X, 0));
|
}
|
|
//水平对齐
|
diff = stateDoorPosition.Y - role.Position.Y;
|
this.role.SyncMove(new ZTPoint(0, diff));
|
|
//移动x,进入
|
this.role.SyncMove(new ZTPoint(map.GameRect.End.X - role.Position.X, 0));
|
break;
|
|
case Direction.Bottom:
|
//门在下方
|
limitLine = stateDoorPosition.Y - YLevelOffset;
|
if (role.Position.Y > limitLine)
|
{
|
//如果角色在门下方,先向上移
|
this.role.SyncMove(new ZTPoint(0, limitLine - role.Position.Y));
|
}
|
|
//垂直对齐
|
diff = stateDoorPosition.X - role.Position.X;
|
this.role.SyncMove(new ZTPoint(diff, 0));
|
|
//移动y,进入
|
this.role.SyncMove(new ZTPoint(0, map.GameRect.End.Y - role.Position.Y));
|
break;
|
|
case Direction.Left:
|
//门在左侧
|
limitLine = stateDoorPosition.X + XLevelOffset;
|
if (role.Position.X < limitLine)
|
{
|
//如果角色位于门左侧,先向右移
|
this.role.SyncMove(new ZTPoint(limitLine - role.Position.X, 0));
|
}
|
|
//水平对齐
|
diff = stateDoorPosition.Y - role.Position.Y;
|
this.role.SyncMove(new ZTPoint(0, diff));
|
|
//移动x,进入
|
this.role.SyncMove(new ZTPoint(map.GameRect.Start.X - role.Position.X, 0));
|
break;
|
}
|
SetState(KillMonsterStates.IsLastHouse, true);
|
return;
|
}
|
|
/// <summary>
|
/// 找门移动
|
/// </summary>
|
private void FindDoorMove()
|
{
|
Int32 areaID = 0;
|
if (this.outOfBounds.InOutOfBound(this.house.Index, role.Position, out areaID))
|
{
|
this.outOfBounds.MoveToCommonBound(areaID);
|
}
|
else
|
{
|
this.role.FindDoorMove(role.Position);
|
}
|
SetState(KillMonsterStates.IsLastHouse, true);
|
}
|
|
|
|
private DateTime FindRoleLastNoMoveTime = DateTime.MaxValue;//最后没移动时间
|
private bool FindRoleLastNoMoveStart = false;//没移动是否开始计时
|
private ZTSize attackMoveDistance = ZTSize.Empty;
|
private HIDCode roleDirection = HIDCode.NoEvent;
|
/// <summary>
|
/// 判断使用何技能,计算攻击移动距离, 是否需要移动
|
/// </summary>
|
private void CalcAttackDistance()
|
{
|
SkillInfo attackSkill = this.house.Skills.SyncPeek();
|
|
|
//计算攻击移动距离
|
bool needMove = false;
|
attackMoveDistance = AttackRectangle.GetMoveDistance(map.GameRect, role.Position, stateMonsters, attackSkill, out roleDirection, out needMove);
|
if (!needMove)
|
{
|
G.Instance.DebugWriter(string.Format("不需移动直接发技能,距离:{0}", attackMoveDistance.ToString()));
|
SetState(KillMonsterStates.ReleaseSkill, false);
|
}
|
else
|
{
|
SetState(KillMonsterStates.AttackMove, false);
|
}
|
}
|
|
/// <summary>
|
/// 调整朝向, 释放技能
|
/// </summary>
|
private void ReleaseSkill()
|
{
|
SkillInfo skill = this.house.Skills.SyncDeQueue();
|
|
|
this.roleLastPosition = ZTPoint.Empty;
|
if (roleDirection != HIDCode.NoEvent)
|
{
|
G.Instance.InputControl.PressKey(100, roleDirection);
|
}
|
this.role.StopMove();
|
|
|
|
|
if (skill.Key == HIDCode.X)
|
{
|
for (int i = 0; i < 5; i++)
|
{
|
G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, skill.Key);
|
Thread.Sleep(200);
|
}
|
}
|
else
|
{
|
G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, skill.Key);
|
Thread.Sleep((Int32)skill.ReleaseTime);
|
}
|
|
G.Instance.DebugWriter(string.Format("发完技能,技能按键:{0},技能名称:{1}", skill.Key, skill.SkillName));
|
SetState(KillMonsterStates.IsLastHouse, true);
|
}
|
|
/// <summary>
|
/// 攻击移动
|
/// </summary>
|
private void AttackMove()
|
{
|
SkillInfo attackSkill = this.house.Skills.SyncPeek();
|
//没有移动,可能有障碍物
|
if (role.Position .Equals( this.roleLastPosition))
|
{
|
if (FindRoleLastNoMoveStart && (DateTime.Now - FindRoleLastNoMoveTime).TotalMilliseconds > NoMoveMaxMillSecond)
|
{
|
//开始计时 并且 超过最大未移动容忍时间
|
G.Instance.DebugWriter("find role no mvoe:" + role.Position.ToString());
|
this.role.StopMove();
|
G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.X);
|
FindRoleLastNoMoveTime = DateTime.Now;
|
}
|
else if (!FindRoleLastNoMoveStart)
|
{
|
//没开始计时 则 开始计时
|
FindRoleLastNoMoveStart = true;
|
FindRoleLastNoMoveTime = DateTime.Now;
|
}
|
}
|
else
|
{
|
//移动了 取消计时
|
this.roleLastPosition = role.Position;
|
FindRoleLastNoMoveStart = false;
|
}
|
|
G.Instance.DebugWriter("attack move :" + attackMoveDistance.ToString() + ",role:" + role.Position.ToString() + ",monster1:" + stateMonsters[0].ToString() + ",skill:" + attackSkill.Key.ToString());
|
this.role.AttackMove(attackMoveDistance);
|
SetState(KillMonsterStates.FindRole, true);
|
}
|
#endregion
|
|
/// <summary>
|
/// 得到最近的物品
|
/// </summary>
|
/// <param name="image"></param>
|
/// <returns></returns>
|
public ZTPoint GetNearlyThingItem(Image<Rgb, byte> image, ZTPoint rolePosition)
|
{
|
List<ZTPoint> points = DnfCVHelper.GetThingItemPoints(image, map.GameRect);
|
if (points.Count <= 0)
|
{
|
return ZTPoint.Empty;
|
}
|
|
if (points.Count == 1)
|
{
|
return points[0];
|
}
|
|
double distance = 0;
|
ZTPoint result = ZTPoint.Empty;
|
for (int i = 0; i < points.Count; i++)
|
{
|
double temp = ZTImage.Utils.GetDistance(rolePosition.X, rolePosition.Y, points[i].X, points[i].Y);
|
if (i == 0)
|
{
|
distance = temp;
|
result = points[0];
|
continue;
|
}
|
|
if (temp < distance)
|
{
|
distance = temp;
|
result = points[i];
|
}
|
}
|
|
return result;
|
}
|
|
|
/// <summary>
|
/// 牌的位置
|
/// </summary>
|
private static readonly ZTPoint[] CardList = new ZTPoint[] {
|
new ZTPoint(364,231),
|
new ZTPoint(561,231),
|
new ZTPoint(744,231),
|
new ZTPoint(924,231),
|
|
|
new ZTPoint(364,570),
|
new ZTPoint(561,570),
|
new ZTPoint(744,570),
|
new ZTPoint(924,570),
|
|
};
|
/// <summary>
|
/// 翻牌
|
/// 1-4
|
/// 5-8
|
/// </summary>
|
/// <param name="number"></param>
|
private void Fanpai()
|
{
|
Thread.Sleep(2000);
|
Int32 number = RandomUtils.G(1, 4);
|
ZTPoint willPosition = map.GameRect.Start.Add(CardList[number - 1]);
|
G.Instance.InputControl.MoveToAndClick(RandomUtils.PointRange(willPosition, 10));
|
|
//判断黄金版是否可以翻
|
if (DnfCVHelper.HasMowangqiyueCard(map.GameRect))
|
{
|
number = RandomUtils.G(5, 8);
|
willPosition = map.GameRect.Start.Add(CardList[number - 1]);
|
G.Instance.InputControl.MoveToAndClick(RandomUtils.PointRange(willPosition, 10));
|
}
|
|
}
|
|
|
/// <summary>
|
/// 是否改变房间
|
/// </summary>
|
/// <param name="cancellationToken"></param>
|
/// <returns></returns>
|
private bool HouseIsChange()
|
{
|
Int32 houseIndex = 0;
|
if (!map.MiniMap.GetCurrentHouseIndexWaitTimeout(out houseIndex, image, map.CancelToken, 30 * 1000))
|
{
|
throw new Exception("找不到默认房间");
|
}
|
if (houseIndex != this.house.Index)
|
{
|
return true;
|
}
|
return false;
|
}
|
|
|
/// <summary>
|
/// 杀怪状态
|
/// </summary>
|
public enum KillMonsterStates : Int32
|
{
|
Start,//开始状态
|
Exit,//完成状态
|
IsLastHouse,//是否最后一个房间
|
HasRewardWindow,//是否有奖励界面
|
TurnAroundCard,//翻牌
|
IsCompletePage,//是否刷完界面
|
IsOtherHouse,//是否进入其它房间
|
FindRole,//找主角
|
FindRoleMove,//让主角移动(原:有怪攻击一下,无怪移动一下)
|
FindMonster,//找怪
|
PickupThing,//拾取物品
|
ToNextGatePoint,//移到进门点
|
FindDoor,//查找门, 是否找到门
|
EntryDoor,//向门移动, 进门
|
FindDoorMove,//找门移动
|
CalcAttackDistance,//判断使用何技能,计算攻击移动距离, 是否需要移动
|
ReleaseSkill,//调整朝向, 释放技能,
|
AttackMove,//攻击移动
|
}
|
}
|
}
|