using RichCreator.Utility;
using RichCreator.Utility.Captures;
using RichCreator.Utility.CV;
using RichCreator.Utility.InputControl;
using RichCreator.Utility.Structs;
using RichCreator.Utility.Utilitys;
using Emgu.CV;
using Emgu.CV.Structure;
using RichCreator.Jobs;
using RichCreator.Jobs.StateMachines;
using System;
using System.Collections.Generic;
using System.Threading;
namespace RichCreator.Maps
{
///
/// 凛冬地图
///
public class LindongMap : MapInfo
{
///
/// 地图的所有房间
/// NextIndex=-1,完成
/// NextIndex=-2,出错
///
internal static MapHouse[] Houses = new MapHouse[] {
new MapHouse (){ Index=0 ,NextIndex=1 , OpenStatusDetectIndex=1 , HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Right } },
new MapHouse (){ Index=1 ,NextIndex=5 , OpenStatusDetectIndex=5 , HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Bottom } },
new MapHouse (){ Index=2 ,NextIndex=1 , OpenStatusDetectIndex=1 , HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Left } },
new MapHouse (){ Index=3 ,NextIndex=2 , OpenStatusDetectIndex=2 , HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Left } },
new MapHouse (){ Index=4 ,NextIndex=8 , OpenStatusDetectIndex=8 , HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Bottom } },
new MapHouse (){ Index=5 ,NextIndex=4 , OpenStatusDetectIndex=4 , HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Left } },
new MapHouse (){ Index=6 ,NextIndex=5 , OpenStatusDetectIndex=5 , HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Left } },
new MapHouse (){ Index=7 ,NextIndex=6 , OpenStatusDetectIndex=6 , HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Left } },
new MapHouse (){ Index=8 ,NextIndex=12 ,OpenStatusDetectIndex=12, HouseCenterMoveLine=-148,IsEnd=false,DoorDirection=new[]{Direction.Right,Direction.Bottom } },
new MapHouse (){ Index=9 ,NextIndex=10, OpenStatusDetectIndex=10, HouseCenterMoveLine=-300,IsEnd=false,DoorDirection=new[]{Direction.Right,Direction.Bottom } },
new MapHouse (){ Index=10,NextIndex=14, OpenStatusDetectIndex=14, HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Bottom } },
new MapHouse (){ Index=11,NextIndex=10, OpenStatusDetectIndex=10, HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Left } },
new MapHouse (){ Index=12,NextIndex=13, OpenStatusDetectIndex=12, HouseCenterMoveLine=-220,IsEnd=false,DoorDirection=new[]{Direction.Right } },
new MapHouse (){ Index=13,NextIndex=14, OpenStatusDetectIndex=14, HouseCenterMoveLine=-320,IsEnd=false,DoorDirection=new[]{Direction.Right } },
new MapHouse (){ Index=14,NextIndex=15, OpenStatusDetectIndex=-1, HouseCenterMoveLine=-320,IsEnd=false,DoorDirection=new[]{Direction.Right } },
new MapHouse (){ Index=15,NextIndex=-1, OpenStatusDetectIndex=-1, HouseCenterMoveLine=-250,IsEnd=true, DoorDirection=new[]{Direction.Right } },
new MapHouse (){ Index=16,NextIndex=12, OpenStatusDetectIndex=12, HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Up } },
new MapHouse (){ Index=17,NextIndex=13, OpenStatusDetectIndex=13, HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Up } },
new MapHouse (){ Index=18,NextIndex=14, OpenStatusDetectIndex=14, HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Up } },
new MapHouse (){ Index=19,NextIndex=15, OpenStatusDetectIndex=15, HouseCenterMoveLine=-250,IsEnd=false,DoorDirection=new[]{Direction.Up } }
};
static LindongMap()
{
//1
SkillQueue queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.G);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[2].Skills = queue;
//2
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.W);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[1].Skills = queue;
//3
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.Q);
//queue.EnQueue(false, HIDCode.T);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[5].Skills = queue;
//4
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[4].Skills = queue;
//5
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.W);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[8].Skills = queue;
//6
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.R);
//queue.EnQueue(false, HIDCode.T);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[9].Skills = queue;
//7
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.Q);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[10].Skills = queue;
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.R);
//queue.EnQueue(false, HIDCode.T);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[12].Skills = queue;
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.Q);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[13].Skills = queue;
//8
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.W);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[14].Skills = queue;
//9
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.H);
//queue.EnQueue(false, HIDCode.Y);
//queue.EnQueue(false, HIDCode.T);
//queue.EnQueue(false, HIDCode.R);
//queue.EnQueue(false, HIDCode.F);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[15].Skills = queue;
//10
queue = new SkillQueue();
//queue.EnQueue(false, HIDCode.W);
//queue.EnQueue(false, HIDCode.E);
queue.EnQueue(false, HIDCode.A);
queue.EnQueue(false, HIDCode.D);
queue.EnQueue(false, HIDCode.X);
Houses[18].Skills = queue;
}
///
/// 游戏区域
///
public ZTRectangle GameRect { get; set; }
///
/// 小地图区域
///
public ZTPoint MinimapPoint = ZTPoint.Empty;
//小地图距游戏区域的偏移
private ZTPoint minimapPointOffset = new ZTPoint(1201, 47);
public CancellationToken cancellationToken { get; set; }
private Int32 runningStep = RunningStep.None;
public override ZTResult Start(ZTRectangle gameRect, CancellationToken cancelToken,Int32 runningStep)
{
this.runningStep = runningStep;
this.GameRect = gameRect;
this.cancellationToken = cancelToken;
this.MinimapPoint = gameRect.Start.Add(minimapPointOffset);
WindowUtils.SetDnfToTop();
if (runningStep < RunningStep.War)
{
if (!MoveToSunan())
{
return ZTResult.Failed;
}
if (!MoveToShikongzhimen())
{
return ZTResult.Failed;
}
if (!MoveToChoiceTaskPage())
{
return ZTResult.Failed;
}
if (!IntoTaskRoom())
{
return ZTResult.Failed;
}
G.Instance.InfoWriter("成功进入副本");
}
while (true)
{
//重复刷,直到疲劳值不够了
if (this.cancellationToken.IsCancellationRequested)
{
return ZTResult.Cancel;
}
DateTime startHouse = DateTime.Now;
ZTResult killResult = KillMonster();
if (killResult==ZTResult.Success)
{
//捡东西
G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.V);
Thread.Sleep(1000);
for (int i = 0; i < 5; i++)
{
G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.X);
Thread.Sleep(RandomUtils.KeyPressDuration * 3);
}
//卖装备并关闭商店
SaleEquipment( this.cancellationToken);
Int32 houseTotalSecond = (Int32)(DateTime.Now - startHouse).TotalSeconds;
//查询疲劳值
G.Instance.InfoWriter("单次刷图成功,用时:"+(houseTotalSecond/60)+"分"+(houseTotalSecond%60)+"秒");
Int32 pilaozhi =DnfCVHelper.GetPiLaoZhi(this.GameRect);
G.Instance.InfoWriter("疲劳值:" + pilaozhi);
if (pilaozhi <= 0)
{
ExitToTown();
return ZTResult.Success;
}
ReplayGame();
continue;
}
else
{
return killResult;
}
}
}
///
/// esc退到城镇
///
private void ExitToTown()
{
G.Instance.DebugWriter("返回城镇");
ZTPoint point = new ZTPoint(this.GameRect.End.X - 124, this.GameRect.Start.Y + 146);
G.Instance.InputControl.MoveToAndClick(point);
Thread.Sleep(5000);
}
///
/// 点击再次挑战
///
private void ReplayGame()
{
G.Instance.DebugWriter("重新挑战");
ZTPoint point = new ZTPoint(this.GameRect.End.X - 132, this.GameRect.Start.Y + 90);
G.Instance.InputControl.MoveToAndClick(point);
}
///
/// 刷房间
///
///
private ZTResult KillMonster()
{
bool ret = false;
//查找顶端凛冬文字
bool findResult = FuncUtils.TimeoutCancelableWrap(2 * 60 * 1000, cancellationToken, () => {
using (Image image = ScreenCapture.Instance.CaptureScreenReturnImage())
{
return LindongCVHelper.ExistLingdongText(image, this.GameRect);
}
}, 10);
if (!findResult)
{
G.Instance.InfoWriter("未找到进入凛冬的文字");
return ZTResult.Failed;
}
G.Instance.InfoWriter("进入凛冬");
Int32 preHouseIndex = -1;
Int32 houseIndex = -1;
//技能加成
G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.Space);
//循环刷房间
while (true)
{
preHouseIndex = houseIndex;
//看房间号
ret=FuncUtils.TimeoutCancelableWrap(3 * 1000, this.cancellationToken, () => {
Image image = ScreenCapture.Instance.CaptureScreenReturnImage();
return LindongCVHelper.GetCurrentHouseIndex(out houseIndex, image, this.MinimapPoint);
}, 1);
if (!ret)
{
G.Instance.InfoWriter("未找到人物所在房间");
return ZTResult.Failed;
}
G.Instance.InfoWriter("进入房间->" + houseIndex.ToString());
DateTime roomStartTime = DateTime.Now;
KillMonsterStateMachine kmsm = new KillMonsterStateMachine(Houses[houseIndex], this.MinimapPoint, this.GameRect, preHouseIndex,this.runningStep);
ZTResult smresult = kmsm.Work(cancellationToken, 5 * 60 * 1000);
Int32 roomTotalSecond = (Int32)(DateTime.Now - roomStartTime).TotalSeconds;
G.Instance.InfoWriter("房间刷完,用时:" + (roomTotalSecond / 60) + "分" + (roomTotalSecond % 60) + "秒");
runningStep = RunningStep.None;
if (smresult == ZTResult.Success)
{
if (houseIndex == 15)
{
//所有房间刷完
return ZTResult.Success;
}
//刷其它房间
continue;
}
else
{
return smresult;
}
}
}
///
/// 步行到素喃
///
///
private bool MoveToSunan()
{
bool result = FuncUtils.NoChangeRetryCallWrap(
() =>
{
CloseAllAlertWindow(this.cancellationToken, this.GameRect);
//向下走出赛丽亚的房间 ,走向素喃
G.Instance.InputControl.PressKey(2000, HIDCode.DownArrow);
},
() =>
{
G.Instance.InfoWriter("检测是否进入素喃");
result = FuncUtils.TimeoutCancelableWrap(10000, this.cancellationToken, () => {
return LindongCVHelper.IsInSunan(this.GameRect);
});
if (!result)
{
G.Instance.InfoWriter("进入素喃失败");
return false;
}
G.Instance.InfoWriter("进入素喃成功");
return true;
},
() =>
{
return DnfCVHelper.IsInSaiLiYaHouse(this.GameRect);
});
return result;
}
///
/// 步行至时空之门
///
///
private bool MoveToShikongzhimen()
{
bool result=FuncUtils.NoChangeRetryCallWrap(() =>
{
//打开地图
ZTPoint mapButtonPosition = new ZTPoint(this.GameRect.End.X - 14, this.GameRect.Start.Y + 16);
G.Instance.InputControl.MoveToAndClick(mapButtonPosition);
Thread.Sleep(1000);
//点到副本之前的地图
ZTPoint mapPrePosition = new ZTPoint(this.GameRect.Start.X + 382, this.GameRect.Start.Y + 252);
G.Instance.InputControl.MoveToAndClick(mapPrePosition);
//关闭地图框
CloseAllAlertWindow(this.cancellationToken, this.GameRect);
},
() =>
{
//检测是否进入时空之门
return FuncUtils.TimeoutCancelableWrap(15000, this.cancellationToken, () =>
{
CloseAllAlertWindow(this.cancellationToken, this.GameRect);
return LindongCVHelper.IsInShikongzhimen(this.GameRect);
});
},
() =>
{
//检测是否还在素喃
return FuncUtils.TimeoutCancelableWrap(3000, this.cancellationToken, () => {
CloseAllAlertWindow(this.cancellationToken, this.GameRect);
return LindongCVHelper.IsInSunan(this.GameRect);
});
});
Thread.Sleep(5000);
return result;
}
///
/// 步行到任务选择和正式开打页面
///
///
private bool MoveToChoiceTaskPage()
{
bool result = false;
//右走进选择副本界面
G.Instance.InputControl.PressKey(1500, HIDCode.LeftArrow);
G.Instance.InfoWriter("检测是否打开选择副本界面");
result = FuncUtils.TimeoutCancelableWrap(10000, this.cancellationToken, () => {
Image image = ScreenCapture.Instance.CaptureScreenReturnImage();
return LindongCVHelper.IsInChoiceTaskPage(image, this.GameRect);
});
if (!result)
{
G.Instance.InfoWriter("进入打开选择副本界面失败");
return false;
}
G.Instance.InfoWriter("打开选择副本界面成功");
return true;
}
///
/// 进入指定房间
///
///
private bool IntoTaskRoom()
{
bool result = false;
//选择凛冬
G.Instance.InfoWriter("开始选择凛冬");
Int32 nandu = 0;
if (!SelectLindong(out nandu))
{
G.Instance.InfoWriter("选择凛冬失败");
return false;
}
G.Instance.InfoWriter("选择凛冬成功,难度:"+nandu);
if (nandu != 4)
{
G.Instance.InfoWriter("开始选择难度");
result=SelectNandu(nandu);
if (!result)
{
G.Instance.InfoWriter("选择难度失败");
return false;
}
G.Instance.InfoWriter("选择难度成功");
}
//开始
G.Instance.InputControl.PressKey(80, HIDCode.Space);
return true;
}
///
/// 关闭所有弹出窗
///
///
///
///
private void CloseAllAlertWindow(CancellationToken cancelToken, ZTRectangle gameRect)
{
while (!cancelToken.IsCancellationRequested)
{
//G.Instance.InputControl.MoveTo(gameRect.Start.X,gameRect.Start.Y, false, false, false);
//Thread.Sleep(10);
//截图
Image image = ScreenCapture.Instance.CaptureScreenReturnImage();
ZTRectangle closeButtonRect = ZTRectangle.Empty;
if (!DnfCVHelper.GetAlertWindow(out closeButtonRect, image, gameRect))
{
return;
}
G.Instance.InputControl.MoveToAndClick(closeButtonRect.GetCenterPoint());
Thread.Sleep(500);
}
}
///
/// 选择凛冬
///
///
private bool SelectLindong(out Int32 nandu)
{
Image image = ScreenCapture.Instance.CaptureScreenReturnImage();
if (LindongCVHelper.GetChoiceLingdongNandu(out nandu, image, this.GameRect))
{
return true;
}
G.Instance.InputControl.MoveToAndClick(new ZTPoint(this.GameRect.Start.X + 508, this.GameRect.Start.Y + 552));
Thread.Sleep(5000);
image = ScreenCapture.Instance.CaptureScreenReturnImage();
if (LindongCVHelper.GetChoiceLingdongNandu(out nandu, image, this.GameRect))
{
return true;
}
return false;
}
///
/// 选择难度
///
///
///
///
private bool SelectNandu(Int32 nandu)
{
Int32 count = 4 - nandu;
for (int i = 0; i < Math.Abs(count); i++)
{
if (count < 0)
{
G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.LeftArrow);
}
else
{
G.Instance.InputControl.PressKey(RandomUtils.KeyPressDuration, HIDCode.RightArrow);
}
Thread.Sleep(400);
}
Image image = ScreenCapture.Instance.CaptureScreenReturnImage();
if (!LindongCVHelper.GetChoiceLingdongNandu(out nandu, image, this.GameRect))
{
return false;
}
if (nandu == 4)
{
return true;
}
return false;
}
///
/// 出售装备
///
///
private bool SaleEquipment(CancellationToken cancelToken)
{
//卖装备并关闭商店
ZTRectangle closeButtonRect = ZTRectangle.Empty;
ZTRectangle saleButtonRect = ZTRectangle.Empty;
if (!DnfCVHelper.HasSaleButton(out saleButtonRect, out closeButtonRect, this.GameRect))
{
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, cancelToken, () => {
Int32 status = 0;
if (DnfCVHelper.GetEquipmentSelectStatus(out equipmentTextRect, out status, this.GameRect))
{
if (status == 1)
{
return true;
}
G.Instance.InputControl.MoveToAndClick(equipmentTextRect.GetCenterPoint());
}
return false;
});
if (!result)
{
//todo:remove
G.Instance.InfoWriter("装备文字未取到");
return false;
}
//开始点,每格步进30
ZTPoint startPoint = new ZTPoint( equipmentTextRect.End.X-30,equipmentTextRect.End.Y+9);
List 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 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;
}
}
}