o
asmrobot
2019-10-27 c4bd9d8c587bd1401f0fb2f60c34a4964d7afe20
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using RichCreator.Utility;
using RichCreator.Utility.Captures;
using RichCreator.Utility.CV;
using RichCreator.Utility.InputControl;
using RichCreator.Utility.Structs;
using Emgu.CV;
using Emgu.CV.Structure;
using RichCreator.Maps;
using RichCreator.Maps.Lindong;
using RichCreator.StateMachines;
using RichCreator.Utilitys;
using static RichCreator.Utilitys.AttackRectangle;
using Utils = RichCreator.Utilitys.Utils;
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 HouseInfo house;//当前房间
        private ZTPoint miniMapStart;//小地图区域
        private ZTRectangle GameRect;//游戏区域
        private Int32 preHouseIndex = 0;//上一房间编号
        private MoveState moveState;//移动状态
        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 captureScreen = 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;
        //取消令牌
        private CancellationToken cancellationToken = CancellationToken.None;
        #region Find Door Info
        //门坐标
        private ZTPoint stateDoorPosition;
        //角色位置
        private ZTPoint stateRolePosition;
        //离开的门朝向
        private Direction stateDoorLevelDirect = Direction.None;
        //定位点方框
        private MultiList<ZTRectangle, Int32> stateLocationRectangle = new MultiList<ZTRectangle, int>();
 
 
        
       
        #endregion
 
 
        public KillMonsterStateMachine(HouseInfo house, ZTPoint miniMapStart, ZTRectangle gameRect, Int32 preHouseIndex, Int32 runningStep, CancellationToken cancellationToken)
        {
            this.runningStep = runningStep;
            this.house = house;
            this.miniMapStart = miniMapStart;
            this.GameRect = gameRect;
            this.preHouseIndex = preHouseIndex;
            this.cancellationToken = cancellationToken;
            moveState = new MoveState(this.GameRect, this.house);
            outOfBounds = new OutOfBounds(this.GameRect, moveState);
            hsvImage = new Image<Hsv, byte>(gameRect.End.X - gameRect.Start.X + 1, gameRect.End.Y - gameRect.Start.Y + 1);
        }
 
 
 
        private void SetState(KillMonsterStates current, bool capture)
        {
            currentState = current;
            captureScreen = 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);
            }
 
 
            while (true)
            {
                if (cancellationToken.IsCancellationRequested)
                {
                    G.Instance.DebugWriter("取消刷图");
                    this.moveState.StopMove();
                    return ZTResult.Cancel;
                }
 
                if (DateTime.Now > expireTime)
                {
                    G.Instance.DebugWriter("刷图超时");
                    this.moveState.StopMove();
                    return ZTResult.Timeout;
                }
 
                if (captureScreen)
                {
                    using (bitmap = ScreenCapture.Instance.CaptureScreen())
                    {
                        if (image != null)
                        {
                            image.Dispose();
                        }
                        image = new Image<Rgb, byte>(bitmap);
                        image = image.GetSubRect(new System.Drawing.Rectangle(GameRect.Start.X, GameRect.Start.Y, GameRect.End.X - GameRect.Start.X + 1, GameRect.End.Y - GameRect.Start.Y + 1));
                        imageIsChange = true;
                    }
                }
                
                switch (currentState)
                {
                    case KillMonsterStates.Start:
                        //开始
                        SingleEntryHouseSkill.ReleaseSkill(this.house.Index, this.preHouseIndex, this.moveState);
                        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, this.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, this.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 stateLocationRectangle, hsvImage, this.GameRect))
                        {
                            //找不到定位点
                            G.Instance.InfoWriter("找不到定位点");
                            SetState(KillMonsterStates.IsLastHouse, true);
                            break;
                        }
 
 
 
 
                        this.stateRolePosition = DnfCVHelper.FindRole(hsvImage, this.GameRect);
                        if (this.stateRolePosition == ZTPoint.Empty)
                        {
                            SetState(KillMonsterStates.FindRoleMove, false);
                        }
                        else
                        {
                            if (this.moveState.IsFindRoleMoving)
                            {
                                this.moveState.StopMove();
                            }
                            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, this.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.FindDoor, false);
                        //todo: PickupThing();
                        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.moveState.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()
        {
            this.moveState.FindRoleMove();
            SetState(KillMonsterStates.FindRole, true);
 
            //if (this.stateMonsters.Length > 0)
            //{
            //    this.moveState.StopMove();
            //    G.Instance.DebugWriter("找不到角色,Send X");
            //    G.Instance.InputControl.PressKey(1000, HIDCode.X);
            //    SetState(KillMonsterStates.FindMonster, true);
            //    return;
            //}
            //else
            //{
            //    this.moveState.FindRoleMove();
            //    SetState(KillMonsterStates.IsLastHouse, 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, stateRolePosition);
            if (thingItemPosition != ZTPoint.Empty)
            {
                if (this.moveState.IsMoving && !this.moveState.IsPickupMoving)
                {
                    this.moveState.StopMove();
                }
 
                this.moveState.PickupMove(this.stateRolePosition, thingItemPosition);
                //return new KillMonsterStateResult(STATE_FindMonster, true);
            }
 
            if (this.moveState.IsPickupMoving)
            {
                this.moveState.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, this.GameRect);
            if (this.stateDoorPosition != ZTPoint.Empty)
            {
                //找到门,向门移动  
                if (this.moveState.IsFindDoorMoving)
                {
                    this.moveState.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 (stateRolePosition.Y < limitLine)
                    {
                        //下移
                        this.moveState.SyncMove(new ZTPoint(0, limitLine - stateRolePosition.Y));
                    }
 
                    //垂直对齐
                    diff = stateDoorPosition.X - stateRolePosition.X;
                    this.moveState.SyncMove(new ZTPoint(diff, 0));
 
                    //移动y,进入
                    this.moveState.SyncMove(new ZTPoint(0, this.GameRect.Start.Y - stateRolePosition.Y));
                    break;
 
                case Direction.Right:
                    //门在右侧
                    limitLine = stateDoorPosition.X - XLevelOffset;
                    if (stateRolePosition.X > limitLine)
                    {
                        //如果角色位于门右侧,先向左移
                        this.moveState.SyncMove(new ZTPoint(limitLine - stateRolePosition.X, 0));
                    }
 
                    //水平对齐
                    diff = stateDoorPosition.Y - stateRolePosition.Y;
                    this.moveState.SyncMove(new ZTPoint(0, diff));
 
                    //移动x,进入
                    this.moveState.SyncMove(new ZTPoint(this.GameRect.End.X - stateRolePosition.X, 0));
                    break;
 
                case Direction.Bottom:
                    //门在下方
                    limitLine = stateDoorPosition.Y - YLevelOffset;
                    if (stateRolePosition.Y > limitLine)
                    {
                        //如果角色在门下方,先向上移
                        this.moveState.SyncMove(new ZTPoint(0, limitLine - stateRolePosition.Y));
                    }
 
                    //垂直对齐
                    diff = stateDoorPosition.X - stateRolePosition.X;
                    this.moveState.SyncMove(new ZTPoint(diff, 0));
 
                    //移动y,进入
                    this.moveState.SyncMove(new ZTPoint(0, this.GameRect.End.Y - stateRolePosition.Y));
                    break;
 
                case Direction.Left:
                    //门在左侧
                    limitLine = stateDoorPosition.X + XLevelOffset;
                    if (stateRolePosition.X < limitLine)
                    {
                        //如果角色位于门左侧,先向右移
                        this.moveState.SyncMove(new ZTPoint(limitLine - stateRolePosition.X, 0));
                    }
 
                    //水平对齐
                    diff = stateDoorPosition.Y - stateRolePosition.Y;
                    this.moveState.SyncMove(new ZTPoint(0, diff));
 
                    //移动x,进入
                    this.moveState.SyncMove(new ZTPoint(this.GameRect.Start.X - stateRolePosition.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, stateRolePosition, out areaID))
            {
                this.outOfBounds.MoveToCommonBound(areaID);
            }
            else
            {
                this.moveState.FindDoorMove(stateRolePosition);
            }
            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(this.GameRect, stateRolePosition, 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.moveState.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 (stateRolePosition == 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:" + stateRolePosition.ToString());
                    this.moveState.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 = stateRolePosition;
                FindRoleLastNoMoveStart = false;
            }
 
            G.Instance.DebugWriter("attack move :" + attackMoveDistance.ToString() + ",role:" + stateRolePosition.ToString() + ",monster1:" + stateMonsters[0].ToString() + ",skill:" + attackSkill.Key.ToString());
            this.moveState.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, this.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 = this.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(this.GameRect))
            {
                number = RandomUtils.G(5, 8);
                willPosition = this.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;
            if (!LindongCVHelper.GetCurrentHouseIndex(out houseIndex, image, this.miniMapStart))
            {
                //得不到房间
                if (!FuncUtils.TimeoutCancelableWrap(30 * 1000, cancellationToken, () =>
                {
                    using (bitmap = ScreenCapture.Instance.CaptureScreen())
                    {
                        image = new Image<Rgb, byte>(bitmap);
                        image = image.GetSubRect(new System.Drawing.Rectangle(GameRect.Start.X, GameRect.Start.Y, GameRect.End.X - GameRect.Start.X + 1, GameRect.End.Y - GameRect.Start.Y + 1));
                        return LindongCVHelper.GetCurrentHouseIndex(out houseIndex, image, this.miniMapStart);
                    }
                }, 50))
                {
                    throw new Exception("找不到默认房间");
                }
            }
            if (houseIndex != this.house.Index)
            {
                this.moveState.StopMove();
                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
            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
        }
    }
}