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 { /// /// 杀怪状态机 /// 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 image = null; //图像是否改变 private bool imageIsChange = false; //色彩hsv private Image 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(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; } /// /// 状态机开始 /// /// /// /// /// 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 locationRectangles = new MultiList(); 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(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 /// /// 让主角移动(原:有怪攻击一下,无怪移动一下) /// 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); } /// /// 拾取物品 /// 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(); } } /// /// 查找门, 是否找到门 /// 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); } } /// /// 向门移动, 进门 /// 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; } /// /// 找门移动 /// 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; /// /// 判断使用何技能,计算攻击移动距离, 是否需要移动 /// 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); } } /// /// 调整朝向, 释放技能 /// 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); } /// /// 攻击移动 /// 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 /// /// 得到最近的物品 /// /// /// public ZTPoint GetNearlyThingItem(Image image, ZTPoint rolePosition) { List 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; } /// /// 牌的位置 /// 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), }; /// /// 翻牌 /// 1-4 /// 5-8 /// /// 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)); } } /// /// 是否改变房间 /// /// /// 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; } /// /// 杀怪状态 /// 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 } } }