work on well of souls and yolo detection
This commit is contained in:
parent
3456e0d62a
commit
40d30115bf
41 changed files with 3031 additions and 148 deletions
529
src/Poe2Trade.Bot/BossRunExecutor.cs
Normal file
529
src/Poe2Trade.Bot/BossRunExecutor.cs
Normal file
|
|
@ -0,0 +1,529 @@
|
|||
using System.Diagnostics;
|
||||
using Poe2Trade.Core;
|
||||
using Poe2Trade.Game;
|
||||
using Poe2Trade.GameLog;
|
||||
using Poe2Trade.Inventory;
|
||||
using Poe2Trade.Screen;
|
||||
using Serilog;
|
||||
|
||||
namespace Poe2Trade.Bot;
|
||||
|
||||
public class BossRunExecutor
|
||||
{
|
||||
private static readonly string WellOfSoulsTemplate = Path.Combine("assets", "well-of-souls.png");
|
||||
private static readonly string BlackCathedralTemplate = Path.Combine("assets", "black-cathedral.png");
|
||||
private static readonly string InvitationTemplate = Path.Combine("assets", "invitation.png");
|
||||
|
||||
private BossRunState _state = BossRunState.Idle;
|
||||
private bool _stopped;
|
||||
private readonly IGameController _game;
|
||||
private readonly IScreenReader _screen;
|
||||
private readonly IInventoryManager _inventory;
|
||||
private readonly IClientLogWatcher _logWatcher;
|
||||
private readonly SavedSettings _config;
|
||||
private readonly BossDetector _bossDetector;
|
||||
|
||||
public event Action<BossRunState>? StateChanged;
|
||||
|
||||
public BossRunExecutor(IGameController game, IScreenReader screen,
|
||||
IInventoryManager inventory, IClientLogWatcher logWatcher, SavedSettings config,
|
||||
BossDetector bossDetector)
|
||||
{
|
||||
_game = game;
|
||||
_screen = screen;
|
||||
_inventory = inventory;
|
||||
_logWatcher = logWatcher;
|
||||
_config = config;
|
||||
_bossDetector = bossDetector;
|
||||
}
|
||||
|
||||
public BossRunState State => _state;
|
||||
|
||||
private void SetState(BossRunState s)
|
||||
{
|
||||
_state = s;
|
||||
StateChanged?.Invoke(s);
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
_stopped = true;
|
||||
Log.Information("Boss run executor stop requested");
|
||||
}
|
||||
|
||||
public async Task RunBossLoop()
|
||||
{
|
||||
_stopped = false;
|
||||
_bossDetector.SetBoss("kulemak");
|
||||
Log.Information("Starting boss run loop ({Count} invitations)", _config.Kulemak.InvitationCount);
|
||||
|
||||
if (!await Prepare())
|
||||
{
|
||||
SetState(BossRunState.Failed);
|
||||
await RecoverToHideout();
|
||||
SetState(BossRunState.Idle);
|
||||
return;
|
||||
}
|
||||
|
||||
var completed = 0;
|
||||
for (var i = 0; i < _config.Kulemak.InvitationCount; i++)
|
||||
{
|
||||
if (_stopped) break;
|
||||
|
||||
Log.Information("=== Boss run {N}/{Total} ===", i + 1, _config.Kulemak.InvitationCount);
|
||||
|
||||
if (!await TravelToZone())
|
||||
{
|
||||
Log.Error("Failed to travel to zone");
|
||||
await RecoverToHideout();
|
||||
break;
|
||||
}
|
||||
if (_stopped) break;
|
||||
|
||||
var entrance = await WalkToEntrance();
|
||||
if (entrance == null)
|
||||
{
|
||||
Log.Error("Failed to find Black Cathedral entrance");
|
||||
await RecoverToHideout();
|
||||
break;
|
||||
}
|
||||
if (_stopped) break;
|
||||
|
||||
if (!await UseInvitation(entrance.X, entrance.Y))
|
||||
{
|
||||
Log.Error("Failed to use invitation");
|
||||
await RecoverToHideout();
|
||||
break;
|
||||
}
|
||||
if (_stopped) break;
|
||||
|
||||
await Fight();
|
||||
if (_stopped) break;
|
||||
|
||||
await Loot();
|
||||
if (_stopped) break;
|
||||
|
||||
if (!await ReturnHome())
|
||||
{
|
||||
Log.Error("Failed to return home");
|
||||
await RecoverToHideout();
|
||||
break;
|
||||
}
|
||||
if (_stopped) break;
|
||||
|
||||
await StoreLoot();
|
||||
completed++;
|
||||
|
||||
if (_stopped) break;
|
||||
}
|
||||
|
||||
Log.Information("Boss run loop finished: {Completed}/{Total} runs completed", completed, _config.Kulemak.InvitationCount);
|
||||
SetState(BossRunState.Complete);
|
||||
await Helpers.Sleep(1000);
|
||||
SetState(BossRunState.Idle);
|
||||
}
|
||||
|
||||
private async Task<bool> Prepare()
|
||||
{
|
||||
SetState(BossRunState.Preparing);
|
||||
Log.Information("Preparing: depositing inventory and grabbing invitations");
|
||||
|
||||
await _game.FocusGame();
|
||||
await Helpers.Sleep(Delays.PostFocus);
|
||||
|
||||
// Open stash
|
||||
var stashPos = await _inventory.FindAndClickNameplate("Stash");
|
||||
if (stashPos == null)
|
||||
{
|
||||
Log.Error("Could not find Stash nameplate");
|
||||
return false;
|
||||
}
|
||||
await Helpers.Sleep(Delays.PostStashOpen);
|
||||
|
||||
// Click loot tab and deposit all inventory items
|
||||
var (lootTab, lootFolder) = ResolveTabPath(_config.Kulemak.LootTabPath);
|
||||
if (lootTab != null)
|
||||
{
|
||||
await _inventory.ClickStashTab(lootTab, lootFolder);
|
||||
|
||||
// Deposit all inventory items via ctrl+click
|
||||
var scanResult = await _screen.Grid.Scan("inventory");
|
||||
if (scanResult.Occupied.Count > 0)
|
||||
{
|
||||
Log.Information("Depositing {Count} inventory items to loot tab", scanResult.Occupied.Count);
|
||||
await _game.KeyDown(InputSender.VK.SHIFT);
|
||||
await _game.HoldCtrl();
|
||||
foreach (var cell in scanResult.Occupied)
|
||||
{
|
||||
var center = _screen.Grid.GetCellCenter(GridLayouts.Inventory, cell.Row, cell.Col);
|
||||
await _game.LeftClickAt(center.X, center.Y);
|
||||
await Helpers.Sleep(Delays.ClickInterval);
|
||||
}
|
||||
await _game.ReleaseCtrl();
|
||||
await _game.KeyUp(InputSender.VK.SHIFT);
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning("Loot tab path not configured or not found, skipping deposit");
|
||||
}
|
||||
|
||||
// Click invitation tab and grab invitations
|
||||
var (invTab, invFolder) = ResolveTabPath(_config.Kulemak.InvitationTabPath);
|
||||
if (invTab != null)
|
||||
{
|
||||
await _inventory.ClickStashTab(invTab, invFolder);
|
||||
|
||||
// Determine layout name based on tab config
|
||||
var layoutName = (invTab.GridCols == 24, invFolder != null) switch
|
||||
{
|
||||
(true, true) => "stash24_folder",
|
||||
(true, false) => "stash24",
|
||||
(false, true) => "stash12_folder",
|
||||
(false, false) => "stash12",
|
||||
};
|
||||
|
||||
await _inventory.GrabItemsFromStash(layoutName, _config.Kulemak.InvitationCount, InvitationTemplate);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning("Invitation tab path not configured or not found, skipping grab");
|
||||
}
|
||||
|
||||
// Close stash
|
||||
await _game.PressEscape();
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
|
||||
Log.Information("Preparation complete");
|
||||
return true;
|
||||
}
|
||||
|
||||
private async Task<bool> TravelToZone()
|
||||
{
|
||||
SetState(BossRunState.TravelingToZone);
|
||||
Log.Information("Traveling to Well of Souls via waypoint");
|
||||
|
||||
await _game.FocusGame();
|
||||
await Helpers.Sleep(Delays.PostFocus);
|
||||
|
||||
// Find and click Waypoint
|
||||
var wpPos = await _inventory.FindAndClickNameplate("Waypoint");
|
||||
if (wpPos == null)
|
||||
{
|
||||
Log.Error("Could not find Waypoint nameplate");
|
||||
return false;
|
||||
}
|
||||
await Helpers.Sleep(1000);
|
||||
|
||||
// Template match well-of-souls.png and click
|
||||
var match = await _screen.TemplateMatch(WellOfSoulsTemplate);
|
||||
if (match == null)
|
||||
{
|
||||
Log.Error("Could not find Well of Souls on waypoint map");
|
||||
await _game.PressEscape();
|
||||
return false;
|
||||
}
|
||||
|
||||
Log.Information("Found Well of Souls at ({X},{Y}), clicking", match.X, match.Y);
|
||||
await _game.LeftClickAt(match.X, match.Y);
|
||||
|
||||
// Wait for area transition
|
||||
var arrived = await _inventory.WaitForAreaTransition(_config.TravelTimeoutMs);
|
||||
if (!arrived)
|
||||
{
|
||||
Log.Error("Timed out waiting for Well of Souls transition");
|
||||
return false;
|
||||
}
|
||||
|
||||
await Helpers.Sleep(Delays.PostTravel);
|
||||
Log.Information("Arrived at Well of Souls");
|
||||
return true;
|
||||
}
|
||||
|
||||
private async Task<TemplateMatchResult?> WalkToEntrance()
|
||||
{
|
||||
SetState(BossRunState.WalkingToEntrance);
|
||||
Log.Information("Walking to Black Cathedral entrance (W+D)");
|
||||
|
||||
return await WalkAndMatch(BlackCathedralTemplate, InputSender.VK.W, InputSender.VK.D, 15000);
|
||||
}
|
||||
|
||||
private async Task<bool> UseInvitation(int x, int y)
|
||||
{
|
||||
SetState(BossRunState.UsingInvitation);
|
||||
Log.Information("Using invitation at ({X},{Y})", x, y);
|
||||
|
||||
// Hover first so the game registers the target, then use invitation
|
||||
await _game.MoveMouseTo(x, y);
|
||||
await Helpers.Sleep(500);
|
||||
await _game.CtrlLeftClickAt(x, y);
|
||||
await Helpers.Sleep(1000);
|
||||
|
||||
// Find "NEW" text — pick the leftmost instance
|
||||
var ocr = await _screen.Ocr();
|
||||
var newWords = ocr.Lines
|
||||
.SelectMany(l => l.Words)
|
||||
.Where(w => w.Text.Equals("NEW", StringComparison.OrdinalIgnoreCase)
|
||||
|| w.Text.Equals("New", StringComparison.Ordinal))
|
||||
.OrderBy(w => w.X)
|
||||
.ToList();
|
||||
|
||||
if (newWords.Count == 0)
|
||||
{
|
||||
Log.Error("Could not find 'NEW' text for instance selection");
|
||||
return false;
|
||||
}
|
||||
|
||||
var target = newWords[0];
|
||||
var clickX = target.X + target.Width / 2;
|
||||
var clickY = target.Y + target.Height / 2;
|
||||
Log.Information("Found {Count} 'NEW' matches, clicking leftmost at ({X},{Y})", newWords.Count, clickX, clickY);
|
||||
await _game.MoveMouseTo(clickX, clickY);
|
||||
await Helpers.Sleep(500);
|
||||
await _game.LeftClickAt(clickX, clickY);
|
||||
|
||||
// Wait for area transition into boss arena
|
||||
var arrived = await _inventory.WaitForAreaTransition(_config.TravelTimeoutMs);
|
||||
if (!arrived)
|
||||
{
|
||||
Log.Error("Timed out waiting for boss arena transition");
|
||||
return false;
|
||||
}
|
||||
|
||||
await Helpers.Sleep(Delays.PostTravel);
|
||||
Log.Information("Entered boss arena");
|
||||
return true;
|
||||
}
|
||||
|
||||
private async Task Fight()
|
||||
{
|
||||
SetState(BossRunState.Fighting);
|
||||
Log.Information("[PLACEHOLDER] Fight phase - waiting for manual combat");
|
||||
// Placeholder: user handles combat manually for now
|
||||
await Helpers.Sleep(1000);
|
||||
}
|
||||
|
||||
private async Task Loot()
|
||||
{
|
||||
SetState(BossRunState.Looting);
|
||||
Log.Information("[PLACEHOLDER] Loot phase - waiting for manual looting");
|
||||
// Placeholder: user handles looting manually for now
|
||||
await Helpers.Sleep(1000);
|
||||
}
|
||||
|
||||
private async Task<bool> ReturnHome()
|
||||
{
|
||||
SetState(BossRunState.Returning);
|
||||
Log.Information("Returning home");
|
||||
|
||||
await _game.FocusGame();
|
||||
await Helpers.Sleep(Delays.PostFocus);
|
||||
|
||||
// Walk away from loot (hold S briefly)
|
||||
await _game.KeyDown(InputSender.VK.S);
|
||||
await Helpers.Sleep(1000);
|
||||
await _game.KeyUp(InputSender.VK.S);
|
||||
await Helpers.Sleep(300);
|
||||
|
||||
// Press + to open portal
|
||||
await _game.PressPlus();
|
||||
await Helpers.Sleep(1500);
|
||||
|
||||
// Find "The Ardura Caravan" and click it
|
||||
var caravanPos = await _inventory.FindAndClickNameplate("The Ardura Caravan", maxRetries: 5, retryDelayMs: 1500);
|
||||
if (caravanPos == null)
|
||||
{
|
||||
Log.Error("Could not find 'The Ardura Caravan' portal");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Wait for area transition to caravan
|
||||
var arrivedCaravan = await _inventory.WaitForAreaTransition(_config.TravelTimeoutMs);
|
||||
if (!arrivedCaravan)
|
||||
{
|
||||
Log.Error("Timed out waiting for caravan transition");
|
||||
return false;
|
||||
}
|
||||
await Helpers.Sleep(Delays.PostTravel);
|
||||
|
||||
// /hideout to go home
|
||||
var arrivedHome = await _inventory.WaitForAreaTransition(
|
||||
_config.TravelTimeoutMs, () => _game.GoToHideout());
|
||||
if (!arrivedHome)
|
||||
{
|
||||
Log.Error("Timed out going to hideout");
|
||||
return false;
|
||||
}
|
||||
|
||||
await Helpers.Sleep(Delays.PostTravel);
|
||||
_inventory.SetLocation(true);
|
||||
Log.Information("Arrived at hideout");
|
||||
return true;
|
||||
}
|
||||
|
||||
private async Task StoreLoot()
|
||||
{
|
||||
SetState(BossRunState.StoringLoot);
|
||||
Log.Information("Storing loot");
|
||||
|
||||
await _game.FocusGame();
|
||||
await Helpers.Sleep(Delays.PostFocus);
|
||||
|
||||
// Open stash
|
||||
var stashPos = await _inventory.FindAndClickNameplate("Stash");
|
||||
if (stashPos == null)
|
||||
{
|
||||
Log.Warning("Could not find Stash, skipping loot storage");
|
||||
return;
|
||||
}
|
||||
await Helpers.Sleep(Delays.PostStashOpen);
|
||||
|
||||
// Click loot tab
|
||||
var (lootTab, lootFolder) = ResolveTabPath(_config.Kulemak.LootTabPath);
|
||||
if (lootTab != null)
|
||||
await _inventory.ClickStashTab(lootTab, lootFolder);
|
||||
|
||||
// Deposit all inventory items
|
||||
var scanResult = await _screen.Grid.Scan("inventory");
|
||||
if (scanResult.Occupied.Count > 0)
|
||||
{
|
||||
Log.Information("Depositing {Count} items to loot tab", scanResult.Occupied.Count);
|
||||
await _game.KeyDown(InputSender.VK.SHIFT);
|
||||
await _game.HoldCtrl();
|
||||
foreach (var cell in scanResult.Occupied)
|
||||
{
|
||||
var center = _screen.Grid.GetCellCenter(GridLayouts.Inventory, cell.Row, cell.Col);
|
||||
await _game.LeftClickAt(center.X, center.Y);
|
||||
await Helpers.Sleep(Delays.ClickInterval);
|
||||
}
|
||||
await _game.ReleaseCtrl();
|
||||
await _game.KeyUp(InputSender.VK.SHIFT);
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
}
|
||||
|
||||
// Close stash
|
||||
await _game.PressEscape();
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
|
||||
Log.Information("Loot stored");
|
||||
}
|
||||
|
||||
private async Task<TemplateMatchResult?> WalkAndMatch(string templatePath, int vk1, int vk2,
|
||||
int timeoutMs = 15000, int closeRadius = 350)
|
||||
{
|
||||
const int screenCx = 2560 / 2;
|
||||
const int screenCy = 1440 / 2;
|
||||
|
||||
await _game.KeyDown(vk1);
|
||||
await _game.KeyDown(vk2);
|
||||
try
|
||||
{
|
||||
var sw = Stopwatch.StartNew();
|
||||
bool spotted = false;
|
||||
while (sw.ElapsedMilliseconds < timeoutMs)
|
||||
{
|
||||
if (_stopped) return null;
|
||||
var match = await _screen.TemplateMatch(templatePath);
|
||||
if (match == null)
|
||||
{
|
||||
await Helpers.Sleep(500);
|
||||
continue;
|
||||
}
|
||||
|
||||
var dx = match.X - screenCx;
|
||||
var dy = match.Y - screenCy;
|
||||
var dist = Math.Sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (!spotted)
|
||||
{
|
||||
Log.Information("Template spotted at ({X},{Y}), dist={Dist:F0}px from center, approaching...",
|
||||
match.X, match.Y, dist);
|
||||
spotted = true;
|
||||
}
|
||||
|
||||
if (dist <= closeRadius)
|
||||
{
|
||||
Log.Information("Close enough at ({X},{Y}), dist={Dist:F0}px, stopping", match.X, match.Y, dist);
|
||||
|
||||
// Stop, settle, re-match for accurate position
|
||||
await _game.KeyUp(vk2);
|
||||
await _game.KeyUp(vk1);
|
||||
await Helpers.Sleep(300);
|
||||
|
||||
var fresh = await _screen.TemplateMatch(templatePath);
|
||||
if (fresh != null)
|
||||
{
|
||||
Log.Information("Final position at ({X},{Y})", fresh.X, fresh.Y);
|
||||
return fresh;
|
||||
}
|
||||
Log.Warning("Re-match failed, using last known position");
|
||||
return match;
|
||||
}
|
||||
|
||||
await Helpers.Sleep(200);
|
||||
}
|
||||
Log.Error("WalkAndMatch timed out after {Ms}ms (spotted={Spotted})", timeoutMs, spotted);
|
||||
return null;
|
||||
}
|
||||
finally
|
||||
{
|
||||
await _game.KeyUp(vk2);
|
||||
await _game.KeyUp(vk1);
|
||||
}
|
||||
}
|
||||
|
||||
private (StashTabInfo? Tab, StashTabInfo? Folder) ResolveTabPath(string tabPath)
|
||||
{
|
||||
if (string.IsNullOrEmpty(tabPath) || _config.StashCalibration == null)
|
||||
return (null, null);
|
||||
|
||||
var parts = tabPath.Split('/');
|
||||
if (parts.Length == 1)
|
||||
{
|
||||
// Simple tab name
|
||||
var tab = _config.StashCalibration.Tabs.FirstOrDefault(t => t.Name == parts[0]);
|
||||
return (tab, null);
|
||||
}
|
||||
|
||||
if (parts.Length == 2)
|
||||
{
|
||||
// Folder/SubTab
|
||||
var folder = _config.StashCalibration.Tabs.FirstOrDefault(t => t.Name == parts[0] && t.IsFolder);
|
||||
if (folder == null) return (null, null);
|
||||
var subTab = folder.SubTabs.FirstOrDefault(t => t.Name == parts[1]);
|
||||
return (subTab, folder);
|
||||
}
|
||||
|
||||
return (null, null);
|
||||
}
|
||||
|
||||
private async Task RecoverToHideout()
|
||||
{
|
||||
try
|
||||
{
|
||||
Log.Information("Recovering: escaping and going to hideout");
|
||||
await _game.FocusGame();
|
||||
await _game.PressEscape();
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
await _game.PressEscape();
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
|
||||
var arrived = await _inventory.WaitForAreaTransition(
|
||||
_config.TravelTimeoutMs, () => _game.GoToHideout());
|
||||
if (arrived)
|
||||
{
|
||||
_inventory.SetLocation(true);
|
||||
Log.Information("Recovery: arrived at hideout");
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning("Recovery: timed out going to hideout");
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Error(ex, "Recovery failed");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -44,7 +44,9 @@ public class BotOrchestrator : IAsyncDisposable
|
|||
public GameStateDetector GameState { get; }
|
||||
public HudReader HudReader { get; }
|
||||
public EnemyDetector EnemyDetector { get; }
|
||||
public BossDetector BossDetector { get; }
|
||||
public FrameSaver FrameSaver { get; }
|
||||
public BossRunExecutor BossRunExecutor { get; }
|
||||
private readonly Dictionary<string, ScrapExecutor> _scrapExecutors = new();
|
||||
|
||||
// Events
|
||||
|
|
@ -72,6 +74,7 @@ public class BotOrchestrator : IAsyncDisposable
|
|||
GameState = new GameStateDetector();
|
||||
HudReader = new HudReader();
|
||||
EnemyDetector = new EnemyDetector();
|
||||
BossDetector = new BossDetector();
|
||||
FrameSaver = new FrameSaver();
|
||||
|
||||
// Register on shared pipeline
|
||||
|
|
@ -79,12 +82,15 @@ public class BotOrchestrator : IAsyncDisposable
|
|||
pipelineService.Pipeline.AddConsumer(GameState);
|
||||
pipelineService.Pipeline.AddConsumer(HudReader);
|
||||
pipelineService.Pipeline.AddConsumer(EnemyDetector);
|
||||
pipelineService.Pipeline.AddConsumer(BossDetector);
|
||||
pipelineService.Pipeline.AddConsumer(FrameSaver);
|
||||
|
||||
// Pass shared pipeline to NavigationExecutor
|
||||
Navigation = new NavigationExecutor(game, pipelineService.Pipeline, minimapCapture,
|
||||
enemyDetector: EnemyDetector);
|
||||
|
||||
BossRunExecutor = new BossRunExecutor(game, screen, inventory, logWatcher, store.Settings, BossDetector);
|
||||
|
||||
logWatcher.AreaEntered += _ => Navigation.Reset();
|
||||
logWatcher.Start(); // start early so area events fire even before Bot.Start()
|
||||
_paused = store.Settings.Paused;
|
||||
|
|
@ -182,6 +188,11 @@ public class BotOrchestrator : IAsyncDisposable
|
|||
return;
|
||||
}
|
||||
}
|
||||
if (BossRunExecutor.State != BossRunState.Idle)
|
||||
{
|
||||
State = BossRunExecutor.State.ToString();
|
||||
return;
|
||||
}
|
||||
if (Navigation.State != NavigationState.Idle)
|
||||
{
|
||||
State = Navigation.State.ToString();
|
||||
|
|
@ -264,26 +275,61 @@ public class BotOrchestrator : IAsyncDisposable
|
|||
{
|
||||
LogWatcher.Start();
|
||||
await Game.FocusGame();
|
||||
await Screen.Warmup();
|
||||
|
||||
BossRunExecutor.StateChanged += _ => UpdateExecutorState();
|
||||
Navigation.StateChanged += _ => UpdateExecutorState();
|
||||
_started = true;
|
||||
|
||||
Emit("info", "Starting map exploration...");
|
||||
State = "Exploring";
|
||||
_ = Navigation.RunExploreLoop().ContinueWith(t =>
|
||||
if (Config.MapType == MapType.Kulemak)
|
||||
{
|
||||
if (t.IsFaulted)
|
||||
// Boss run needs hideout first
|
||||
var inHideout = LogWatcher.CurrentArea.Contains("hideout", StringComparison.OrdinalIgnoreCase);
|
||||
if (!inHideout)
|
||||
{
|
||||
Log.Error(t.Exception!, "Explore loop failed");
|
||||
Emit("error", $"Explore loop failed: {t.Exception?.InnerException?.Message}");
|
||||
Emit("info", "Sending /hideout command...");
|
||||
var arrivedHome = await Inventory.WaitForAreaTransition(Config.TravelTimeoutMs, () => Game.GoToHideout());
|
||||
if (!arrivedHome)
|
||||
Log.Warning("Timed out waiting for hideout transition on startup");
|
||||
}
|
||||
else
|
||||
Inventory.SetLocation(true);
|
||||
|
||||
Emit("info", "Starting boss run loop...");
|
||||
State = "Preparing";
|
||||
_ = BossRunExecutor.RunBossLoop().ContinueWith(t =>
|
||||
{
|
||||
Emit("info", "Exploration finished");
|
||||
}
|
||||
State = "Idle";
|
||||
StatusUpdated?.Invoke();
|
||||
});
|
||||
if (t.IsFaulted)
|
||||
{
|
||||
Log.Error(t.Exception!, "Boss run loop failed");
|
||||
Emit("error", $"Boss run failed: {t.Exception?.InnerException?.Message}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Emit("info", "Boss run loop finished");
|
||||
}
|
||||
State = "Idle";
|
||||
StatusUpdated?.Invoke();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Emit("info", "Starting map exploration...");
|
||||
State = "Exploring";
|
||||
_ = Navigation.RunExploreLoop().ContinueWith(t =>
|
||||
{
|
||||
if (t.IsFaulted)
|
||||
{
|
||||
Log.Error(t.Exception!, "Explore loop failed");
|
||||
Emit("error", $"Explore loop failed: {t.Exception?.InnerException?.Message}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Emit("info", "Exploration finished");
|
||||
}
|
||||
State = "Idle";
|
||||
StatusUpdated?.Invoke();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public async ValueTask DisposeAsync()
|
||||
|
|
|
|||
|
|
@ -34,6 +34,16 @@ public class SavedSettings
|
|||
public MapType MapType { get; set; } = MapType.TrialOfChaos;
|
||||
public StashCalibration? StashCalibration { get; set; }
|
||||
public StashCalibration? ShopCalibration { get; set; }
|
||||
public bool ShowHudDebug { get; set; }
|
||||
public KulemakSettings Kulemak { get; set; } = new();
|
||||
}
|
||||
|
||||
public class KulemakSettings
|
||||
{
|
||||
public bool Enabled { get; set; }
|
||||
public string InvitationTabPath { get; set; } = "";
|
||||
public string LootTabPath { get; set; } = "";
|
||||
public int InvitationCount { get; set; } = 15;
|
||||
}
|
||||
|
||||
public class ConfigStore
|
||||
|
|
@ -129,6 +139,33 @@ public class ConfigStore
|
|||
try
|
||||
{
|
||||
var raw = File.ReadAllText(_filePath);
|
||||
|
||||
// Migrate: BossRun was removed from BotMode, now it's MapType.Kulemak
|
||||
if (raw.Contains("\"bossRun\"") || raw.Contains("\"BossRun\""))
|
||||
{
|
||||
const System.Text.RegularExpressions.RegexOptions ic =
|
||||
System.Text.RegularExpressions.RegexOptions.IgnoreCase;
|
||||
|
||||
// Mode enum: bossRun → mapping
|
||||
using var doc = JsonDocument.Parse(raw);
|
||||
if (doc.RootElement.TryGetProperty("Mode", out var modeProp) &&
|
||||
modeProp.GetString()?.Equals("bossRun", StringComparison.OrdinalIgnoreCase) == true)
|
||||
{
|
||||
raw = System.Text.RegularExpressions.Regex.Replace(
|
||||
raw, @"""Mode""\s*:\s*""bossRun""", @"""Mode"": ""mapping""", ic);
|
||||
raw = System.Text.RegularExpressions.Regex.Replace(
|
||||
raw, @"""MapType""\s*:\s*""[^""]*""", @"""MapType"": ""kulemak""", ic);
|
||||
Log.Information("Migrated config: Mode bossRun -> mapping + MapType kulemak");
|
||||
}
|
||||
|
||||
// MapType enum value: bossRun → kulemak
|
||||
raw = System.Text.RegularExpressions.Regex.Replace(
|
||||
raw, @"""MapType""\s*:\s*""bossRun""", @"""MapType"": ""kulemak""", ic);
|
||||
|
||||
// Settings property name: BossRun → Kulemak
|
||||
raw = raw.Replace("\"BossRun\":", "\"Kulemak\":");
|
||||
}
|
||||
|
||||
var parsed = JsonSerializer.Deserialize<SavedSettings>(raw, JsonOptions);
|
||||
if (parsed == null) return new SavedSettings();
|
||||
|
||||
|
|
|
|||
|
|
@ -75,11 +75,27 @@ public enum BotMode
|
|||
Mapping
|
||||
}
|
||||
|
||||
public enum BossRunState
|
||||
{
|
||||
Idle,
|
||||
Preparing,
|
||||
TravelingToZone,
|
||||
WalkingToEntrance,
|
||||
UsingInvitation,
|
||||
Fighting,
|
||||
Looting,
|
||||
Returning,
|
||||
StoringLoot,
|
||||
Complete,
|
||||
Failed
|
||||
}
|
||||
|
||||
public enum MapType
|
||||
{
|
||||
TrialOfChaos,
|
||||
Temple,
|
||||
Endgame
|
||||
Endgame,
|
||||
Kulemak
|
||||
}
|
||||
|
||||
public enum GameUiState
|
||||
|
|
|
|||
|
|
@ -77,4 +77,10 @@ public class GameController : IGameController
|
|||
public Task ToggleMinimap() => _input.PressKey(InputSender.VK.TAB);
|
||||
public Task KeyDown(int vkCode) => _input.KeyDown(vkCode);
|
||||
public Task KeyUp(int vkCode) => _input.KeyUp(vkCode);
|
||||
public Task PressPlus() => _input.PressKey(0xBB); // VK_OEM_PLUS
|
||||
public Task PressKey(int vkCode) => _input.PressKey(vkCode);
|
||||
public void LeftMouseDown() => _input.LeftMouseDown();
|
||||
public void LeftMouseUp() => _input.LeftMouseUp();
|
||||
public void RightMouseDown() => _input.RightMouseDown();
|
||||
public void RightMouseUp() => _input.RightMouseUp();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -22,4 +22,10 @@ public interface IGameController
|
|||
Task ToggleMinimap();
|
||||
Task KeyDown(int vkCode);
|
||||
Task KeyUp(int vkCode);
|
||||
Task PressPlus();
|
||||
Task PressKey(int vkCode);
|
||||
void LeftMouseDown();
|
||||
void LeftMouseUp();
|
||||
void RightMouseDown();
|
||||
void RightMouseUp();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@ public class InputSender
|
|||
public const int W = 0x57;
|
||||
public const int S = 0x53;
|
||||
public const int D = 0x44;
|
||||
public const int Z = 0x5A;
|
||||
}
|
||||
|
||||
public async Task PressKey(int vkCode)
|
||||
|
|
@ -142,6 +143,11 @@ public class InputSender
|
|||
await Helpers.RandomDelay(5, 15);
|
||||
}
|
||||
|
||||
public void LeftMouseDown() => SendMouseInput(0, 0, 0, InputNative.MOUSEEVENTF_LEFTDOWN);
|
||||
public void LeftMouseUp() => SendMouseInput(0, 0, 0, InputNative.MOUSEEVENTF_LEFTUP);
|
||||
public void RightMouseDown() => SendMouseInput(0, 0, 0, InputNative.MOUSEEVENTF_RIGHTDOWN);
|
||||
public void RightMouseUp() => SendMouseInput(0, 0, 0, InputNative.MOUSEEVENTF_RIGHTUP);
|
||||
|
||||
public void MoveMouseInstant(int x, int y) => MoveMouseRaw(x, y);
|
||||
|
||||
public async Task MoveMouseFast(int x, int y)
|
||||
|
|
|
|||
|
|
@ -19,4 +19,6 @@ public interface IInventoryManager
|
|||
Task DepositItemsToStash(List<PlacedItem> items);
|
||||
Task<bool> SalvageItems(List<PlacedItem> items);
|
||||
(bool[,] Grid, List<PlacedItem> Items, int Free) GetInventoryState();
|
||||
Task ClickStashTab(StashTabInfo tab, StashTabInfo? parentFolder = null);
|
||||
Task GrabItemsFromStash(string layoutName, int maxItems, string? templatePath = null);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -155,6 +155,7 @@ public class InventoryManager : IInventoryManager
|
|||
|
||||
private async Task CtrlClickItems(List<PlacedItem> items, GridLayout layout, int clickDelayMs = Delays.ClickInterval)
|
||||
{
|
||||
await _game.KeyDown(Game.InputSender.VK.SHIFT);
|
||||
await _game.HoldCtrl();
|
||||
foreach (var item in items)
|
||||
{
|
||||
|
|
@ -163,6 +164,7 @@ public class InventoryManager : IInventoryManager
|
|||
await Helpers.Sleep(clickDelayMs);
|
||||
}
|
||||
await _game.ReleaseCtrl();
|
||||
await _game.KeyUp(Game.InputSender.VK.SHIFT);
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
}
|
||||
|
||||
|
|
@ -208,13 +210,31 @@ public class InventoryManager : IInventoryManager
|
|||
for (var attempt = 1; attempt <= maxRetries; attempt++)
|
||||
{
|
||||
Log.Information("Searching for nameplate '{Name}' (attempt {Attempt}/{Max})", name, attempt, maxRetries);
|
||||
var pos = await _screen.FindTextOnScreen(name, fuzzy: true);
|
||||
|
||||
// Move mouse to bottom-left so it doesn't cover nameplates
|
||||
_game.MoveMouseInstant(0, 1440);
|
||||
await Helpers.Sleep(100);
|
||||
|
||||
// Nameplates hidden by default — capture clean reference
|
||||
using var reference = _screen.CaptureRawBitmap();
|
||||
|
||||
// Hold Alt to show nameplates, capture, then release
|
||||
await _game.KeyDown(Game.InputSender.VK.MENU);
|
||||
await Helpers.Sleep(50);
|
||||
using var current = _screen.CaptureRawBitmap();
|
||||
await _game.KeyUp(Game.InputSender.VK.MENU);
|
||||
|
||||
// Diff OCR — only processes the bright nameplate regions
|
||||
var result = await _screen.NameplateDiffOcr(reference, current);
|
||||
var pos = FindWordInOcrResult(result, name, fuzzy: true);
|
||||
if (pos.HasValue)
|
||||
{
|
||||
Log.Information("Clicking nameplate '{Name}' at ({X},{Y})", name, pos.Value.X, pos.Value.Y);
|
||||
await _game.LeftClickAt(pos.Value.X, pos.Value.Y);
|
||||
return pos;
|
||||
}
|
||||
|
||||
Log.Debug("Nameplate '{Name}' not found in diff OCR (attempt {Attempt}), text: {Text}", name, attempt, result.Text);
|
||||
if (attempt < maxRetries)
|
||||
await Helpers.Sleep(retryDelayMs);
|
||||
}
|
||||
|
|
@ -223,6 +243,73 @@ public class InventoryManager : IInventoryManager
|
|||
return null;
|
||||
}
|
||||
|
||||
private static (int X, int Y)? FindWordInOcrResult(OcrResponse result, string needle, bool fuzzy)
|
||||
{
|
||||
var lower = needle.ToLowerInvariant();
|
||||
|
||||
// Multi-word: match against full line text
|
||||
if (lower.Contains(' '))
|
||||
{
|
||||
foreach (var line in result.Lines)
|
||||
{
|
||||
if (line.Words.Count == 0) continue;
|
||||
if (line.Text.Contains(needle, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
var first = line.Words[0];
|
||||
var last = line.Words[^1];
|
||||
return ((first.X + last.X + last.Width) / 2, (first.Y + last.Y + last.Height) / 2);
|
||||
}
|
||||
if (fuzzy)
|
||||
{
|
||||
var sim = BigramSimilarity(Normalize(needle), Normalize(line.Text));
|
||||
if (sim >= 0.55)
|
||||
{
|
||||
var first = line.Words[0];
|
||||
var last = line.Words[^1];
|
||||
return ((first.X + last.X + last.Width) / 2, (first.Y + last.Y + last.Height) / 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Single word
|
||||
foreach (var line in result.Lines)
|
||||
foreach (var word in line.Words)
|
||||
{
|
||||
if (word.Text.Contains(needle, StringComparison.OrdinalIgnoreCase))
|
||||
return (word.X + word.Width / 2, word.Y + word.Height / 2);
|
||||
if (fuzzy && BigramSimilarity(Normalize(needle), Normalize(word.Text)) >= 0.55)
|
||||
return (word.X + word.Width / 2, word.Y + word.Height / 2);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private static string Normalize(string s) =>
|
||||
new(s.ToLowerInvariant().Where(char.IsLetterOrDigit).ToArray());
|
||||
|
||||
private static double BigramSimilarity(string a, string b)
|
||||
{
|
||||
if (a.Length < 2 || b.Length < 2) return a == b ? 1 : 0;
|
||||
var bigramsA = new Dictionary<(char, char), int>();
|
||||
for (var i = 0; i < a.Length - 1; i++)
|
||||
{
|
||||
var bg = (a[i], a[i + 1]);
|
||||
bigramsA[bg] = bigramsA.GetValueOrDefault(bg) + 1;
|
||||
}
|
||||
var matches = 0;
|
||||
for (var i = 0; i < b.Length - 1; i++)
|
||||
{
|
||||
var bg = (b[i], b[i + 1]);
|
||||
if (bigramsA.TryGetValue(bg, out var count) && count > 0)
|
||||
{
|
||||
matches++;
|
||||
bigramsA[bg] = count - 1;
|
||||
}
|
||||
}
|
||||
return 2.0 * matches / (a.Length - 1 + b.Length - 1);
|
||||
}
|
||||
|
||||
public async Task<bool> WaitForAreaTransition(int timeoutMs, Func<Task>? triggerAction = null)
|
||||
{
|
||||
var tcs = new TaskCompletionSource<bool>(TaskCreationOptions.RunContinuationsAsynchronously);
|
||||
|
|
@ -254,4 +341,64 @@ public class InventoryManager : IInventoryManager
|
|||
{
|
||||
return (Tracker.GetGrid(), Tracker.GetItems(), Tracker.FreeCells);
|
||||
}
|
||||
|
||||
public async Task ClickStashTab(StashTabInfo tab, StashTabInfo? parentFolder = null)
|
||||
{
|
||||
if (parentFolder != null)
|
||||
{
|
||||
Log.Information("Clicking folder '{Folder}' at ({X},{Y})", parentFolder.Name, parentFolder.ClickX, parentFolder.ClickY);
|
||||
await _game.LeftClickAt(parentFolder.ClickX, parentFolder.ClickY);
|
||||
await Helpers.Sleep(200);
|
||||
}
|
||||
|
||||
Log.Information("Clicking tab '{Tab}' at ({X},{Y})", tab.Name, tab.ClickX, tab.ClickY);
|
||||
await _game.LeftClickAt(tab.ClickX, tab.ClickY);
|
||||
await Helpers.Sleep(Delays.PostStashOpen);
|
||||
}
|
||||
|
||||
public async Task GrabItemsFromStash(string layoutName, int maxItems, string? templatePath = null)
|
||||
{
|
||||
Log.Information("Grabbing up to {Max} items from stash layout '{Layout}' (template={Template})",
|
||||
maxItems, layoutName, templatePath ?? "none");
|
||||
|
||||
var layout = GridLayouts.All[layoutName];
|
||||
|
||||
if (templatePath != null)
|
||||
{
|
||||
// Template matching mode: repeatedly find and click matching items
|
||||
var grabbed = 0;
|
||||
await _game.HoldCtrl();
|
||||
while (grabbed < maxItems)
|
||||
{
|
||||
var match = await _screen.TemplateMatch(templatePath, layout.Region);
|
||||
if (match == null) break;
|
||||
|
||||
Log.Information("Template match at ({X},{Y}), grabbing", match.X, match.Y);
|
||||
await _game.LeftClickAt(match.X, match.Y);
|
||||
await Helpers.Sleep(Delays.ClickInterval);
|
||||
grabbed++;
|
||||
}
|
||||
await _game.ReleaseCtrl();
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
Log.Information("Grabbed {Count} matching items from stash", grabbed);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Grid scan mode: grab all occupied cells
|
||||
var result = await _screen.Grid.Scan(layoutName);
|
||||
var grabbed = 0;
|
||||
await _game.HoldCtrl();
|
||||
foreach (var cell in result.Occupied)
|
||||
{
|
||||
if (grabbed >= maxItems) break;
|
||||
var center = _screen.Grid.GetCellCenter(layout, cell.Row, cell.Col);
|
||||
await _game.LeftClickAt(center.X, center.Y);
|
||||
await Helpers.Sleep(Delays.ClickInterval);
|
||||
grabbed++;
|
||||
}
|
||||
await _game.ReleaseCtrl();
|
||||
await Helpers.Sleep(Delays.PostEscape);
|
||||
Log.Information("Grabbed {Count} items from stash", grabbed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
78
src/Poe2Trade.Screen/BossDetector.cs
Normal file
78
src/Poe2Trade.Screen/BossDetector.cs
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
using Poe2Trade.Core;
|
||||
using Serilog;
|
||||
using Region = Poe2Trade.Core.Region;
|
||||
|
||||
namespace Poe2Trade.Screen;
|
||||
|
||||
public class BossDetector : IFrameConsumer, IDisposable
|
||||
{
|
||||
private const int DetectEveryNFrames = 6;
|
||||
private const int MinConsecutiveFrames = 2;
|
||||
|
||||
private readonly PythonDetectBridge _bridge = new();
|
||||
private volatile BossSnapshot _latest = new([], 0, 0);
|
||||
private int _frameCounter;
|
||||
private int _consecutiveDetections;
|
||||
private string _modelName = "boss-kulemak";
|
||||
|
||||
public bool Enabled { get; set; }
|
||||
public BossSnapshot Latest => _latest;
|
||||
public event Action<BossSnapshot>? BossDetected;
|
||||
|
||||
public void SetBoss(string bossName)
|
||||
{
|
||||
_modelName = $"boss-{bossName}";
|
||||
_consecutiveDetections = 0;
|
||||
}
|
||||
|
||||
public void Process(ScreenFrame frame)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
if (++_frameCounter % DetectEveryNFrames != 0) return;
|
||||
|
||||
try
|
||||
{
|
||||
// Use full frame — model was trained on full 2560x1440 screenshots
|
||||
var fullRegion = new Region(0, 0, frame.Width, frame.Height);
|
||||
using var bgr = frame.CropBgr(fullRegion);
|
||||
var result = _bridge.Detect(bgr, conf: 0.60f, imgsz: 1280, model: _modelName);
|
||||
|
||||
var bosses = new List<DetectedBoss>(result.Count);
|
||||
foreach (var det in result.Detections)
|
||||
{
|
||||
bosses.Add(new DetectedBoss(
|
||||
det.ClassName,
|
||||
det.Confidence,
|
||||
det.X,
|
||||
det.Y,
|
||||
det.Width,
|
||||
det.Height,
|
||||
det.Cx,
|
||||
det.Cy));
|
||||
}
|
||||
|
||||
var snapshot = new BossSnapshot(
|
||||
bosses.AsReadOnly(),
|
||||
DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
|
||||
result.InferenceMs);
|
||||
|
||||
_latest = snapshot;
|
||||
if (bosses.Count > 0)
|
||||
{
|
||||
_consecutiveDetections++;
|
||||
if (_consecutiveDetections >= MinConsecutiveFrames)
|
||||
BossDetected?.Invoke(snapshot);
|
||||
}
|
||||
else
|
||||
{
|
||||
_consecutiveDetections = 0;
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Debug(ex, "BossDetector YOLO failed");
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose() => _bridge.Dispose();
|
||||
}
|
||||
|
|
@ -10,3 +10,14 @@ public record DetectionSnapshot(
|
|||
IReadOnlyList<DetectedEnemy> Enemies,
|
||||
long Timestamp,
|
||||
float InferenceMs);
|
||||
|
||||
public record DetectedBoss(
|
||||
string ClassName,
|
||||
float Confidence,
|
||||
int X, int Y, int Width, int Height,
|
||||
int Cx, int Cy);
|
||||
|
||||
public record BossSnapshot(
|
||||
IReadOnlyList<DetectedBoss> Bosses,
|
||||
long Timestamp,
|
||||
float InferenceMs);
|
||||
|
|
|
|||
|
|
@ -16,6 +16,7 @@ public class FrameSaver : IFrameConsumer
|
|||
|
||||
private const int JpegQuality = 95;
|
||||
private const int MinSaveIntervalMs = 1000;
|
||||
private const int BurstIntervalMs = 200;
|
||||
private const int MinRedPixels = 50;
|
||||
private const int ThumbSize = 64;
|
||||
private const double MovementThreshold = 8.0; // mean absolute diff on 64x64 grayscale
|
||||
|
|
@ -26,6 +27,7 @@ public class FrameSaver : IFrameConsumer
|
|||
private Mat? _prevThumb;
|
||||
|
||||
public bool Enabled { get; set; }
|
||||
public bool BurstMode { get; set; }
|
||||
public int SavedCount => _savedCount;
|
||||
|
||||
public FrameSaver(string outputDir = "training-data/raw")
|
||||
|
|
@ -35,10 +37,11 @@ public class FrameSaver : IFrameConsumer
|
|||
|
||||
public void Process(ScreenFrame frame)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
if (!Enabled && !BurstMode) return;
|
||||
|
||||
var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
if (now - _lastSaveTime < MinSaveIntervalMs) return;
|
||||
var interval = BurstMode ? BurstIntervalMs : MinSaveIntervalMs;
|
||||
if (now - _lastSaveTime < interval) return;
|
||||
|
||||
if (GameplayRegion.X + GameplayRegion.Width > frame.Width ||
|
||||
GameplayRegion.Y + GameplayRegion.Height > frame.Height)
|
||||
|
|
@ -46,10 +49,12 @@ public class FrameSaver : IFrameConsumer
|
|||
|
||||
try
|
||||
{
|
||||
using var bgr = frame.CropBgr(GameplayRegion);
|
||||
|
||||
if (!HasHealthBars(bgr)) return;
|
||||
if (!HasSceneChanged(bgr)) return;
|
||||
if (!BurstMode)
|
||||
{
|
||||
using var bgr = frame.CropBgr(GameplayRegion);
|
||||
if (!HasHealthBars(bgr)) return;
|
||||
if (!HasSceneChanged(bgr)) return;
|
||||
}
|
||||
|
||||
if (!Directory.Exists(_outputDir))
|
||||
Directory.CreateDirectory(_outputDir);
|
||||
|
|
|
|||
|
|
@ -1,5 +1,3 @@
|
|||
using System.Drawing;
|
||||
using System.Text.RegularExpressions;
|
||||
using OpenCvSharp;
|
||||
using Poe2Trade.Core;
|
||||
using Serilog;
|
||||
|
|
@ -7,38 +5,41 @@ using Region = Poe2Trade.Core.Region;
|
|||
|
||||
namespace Poe2Trade.Screen;
|
||||
|
||||
public record HudValues(int Current, int Max);
|
||||
|
||||
public record HudSnapshot
|
||||
{
|
||||
public HudValues? Life { get; init; }
|
||||
public HudValues? Mana { get; init; }
|
||||
public HudValues? EnergyShield { get; init; }
|
||||
public HudValues? Spirit { get; init; }
|
||||
public float LifePct { get; init; }
|
||||
public float ShieldPct { get; init; }
|
||||
public float ManaPct { get; init; }
|
||||
public long Timestamp { get; init; }
|
||||
|
||||
public float LifePct => Life is { Max: > 0 } l ? (float)l.Current / l.Max : 1f;
|
||||
public float ManaPct => Mana is { Max: > 0 } m ? (float)m.Current / m.Max : 1f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads life/mana/ES/spirit values from HUD globe text via OCR.
|
||||
/// Throttled to ~1 read per second (every 30 frames at 30fps).
|
||||
/// Reads life/mana/shield fill levels by sampling pixel colors on the globes.
|
||||
/// Finds the highest Y where the fill color appears — the fill drains from top down.
|
||||
/// Samples a horizontal band (±SampleHalfWidth) at each Y for robustness against the frame ornaments.
|
||||
/// </summary>
|
||||
public class HudReader : IFrameConsumer
|
||||
{
|
||||
private static readonly Regex ValuePattern = new(@"(\d+)\s*/\s*(\d+)", RegexOptions.Compiled);
|
||||
// Globe centers at 2560x1440
|
||||
private const int LifeX = 167;
|
||||
private const int ManaX = 2394;
|
||||
private const int GlobeTop = 1185;
|
||||
private const int GlobeBottom = 1411;
|
||||
|
||||
// Crop regions for HUD text at 2560x1440 — placeholders, need calibration
|
||||
private static readonly Region LifeRegion = new(100, 1340, 200, 40);
|
||||
private static readonly Region ManaRegion = new(2260, 1340, 200, 40);
|
||||
private static readonly Region EsRegion = new(100, 1300, 200, 40);
|
||||
private static readonly Region SpiritRegion = new(2260, 1300, 200, 40);
|
||||
// Shield ring: circle centered at (168, 1294), radius 130
|
||||
private const int ShieldCX = 170;
|
||||
private const int ShieldCY = 1298;
|
||||
private const int ShieldRadius = 130;
|
||||
|
||||
private const int OcrEveryNFrames = 30;
|
||||
// Sample a horizontal band of pixels at each Y level
|
||||
private const int SampleHalfWidth = 8;
|
||||
// Minimum pixels in the band that must match to count as "filled"
|
||||
private const int MinHits = 2;
|
||||
|
||||
private readonly PythonOcrBridge _ocr = new();
|
||||
private volatile HudSnapshot _current = new() { Timestamp = 0 };
|
||||
private const int MinChannel = 60;
|
||||
private const float DominanceRatio = 1.2f;
|
||||
|
||||
private volatile HudSnapshot _current = new();
|
||||
private int _frameCounter;
|
||||
|
||||
public HudSnapshot Current => _current;
|
||||
|
|
@ -47,64 +48,128 @@ public class HudReader : IFrameConsumer
|
|||
|
||||
public void Process(ScreenFrame frame)
|
||||
{
|
||||
if (++_frameCounter % OcrEveryNFrames != 0) return;
|
||||
if (++_frameCounter % 2 != 0) return;
|
||||
|
||||
try
|
||||
{
|
||||
var life = ReadValue(frame, LifeRegion);
|
||||
var mana = ReadValue(frame, ManaRegion);
|
||||
var es = ReadValue(frame, EsRegion);
|
||||
var spirit = ReadValue(frame, SpiritRegion);
|
||||
var manaPct = SampleFillLevel(frame, ManaX, IsManaPixel);
|
||||
var shieldPct = SampleShieldRing(frame);
|
||||
|
||||
// If life globe is cyan (1-life build), life = 0
|
||||
var redFill = SampleFillLevel(frame, LifeX, IsLifePixel);
|
||||
var cyanFill = SampleFillLevel(frame, LifeX, IsCyanPixel);
|
||||
var lifePct = cyanFill > redFill ? 0f : redFill;
|
||||
|
||||
var snapshot = new HudSnapshot
|
||||
{
|
||||
Life = life,
|
||||
Mana = mana,
|
||||
EnergyShield = es,
|
||||
Spirit = spirit,
|
||||
LifePct = lifePct,
|
||||
ManaPct = manaPct,
|
||||
ShieldPct = shieldPct,
|
||||
Timestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
|
||||
};
|
||||
|
||||
_current = snapshot;
|
||||
Updated?.Invoke(snapshot);
|
||||
|
||||
if (snapshot.LifePct < 0.3f)
|
||||
if (lifePct < 0.3f)
|
||||
LowLife?.Invoke(snapshot);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Debug(ex, "HudReader OCR failed");
|
||||
Log.Debug(ex, "HudReader sample failed");
|
||||
}
|
||||
}
|
||||
|
||||
private HudValues? ReadValue(ScreenFrame frame, Region region)
|
||||
/// <summary>
|
||||
/// Scan from top to bottom to find the first Y row where the fill color appears.
|
||||
/// Fill % = 1 - (firstFilledY - GlobeTop) / (GlobeBottom - GlobeTop).
|
||||
/// At each Y, sample a horizontal band of pixels and require MinHits matches.
|
||||
/// </summary>
|
||||
private static float SampleFillLevel(ScreenFrame frame, int centerX, Func<Vec4b, bool> colorTest)
|
||||
{
|
||||
// Bounds check
|
||||
if (region.X + region.Width > frame.Width || region.Y + region.Height > frame.Height)
|
||||
return null;
|
||||
if (centerX >= frame.Width || GlobeBottom >= frame.Height) return 0f;
|
||||
|
||||
using var bgr = frame.CropBgr(region);
|
||||
using var gray = new Mat();
|
||||
Cv2.CvtColor(bgr, gray, ColorConversionCodes.BGR2GRAY);
|
||||
int height = GlobeBottom - GlobeTop;
|
||||
if (height <= 0) return 0f;
|
||||
|
||||
// Threshold for white text on dark background
|
||||
using var thresh = new Mat();
|
||||
Cv2.Threshold(gray, thresh, 180, 255, ThresholdTypes.Binary);
|
||||
int xMin = Math.Max(0, centerX - SampleHalfWidth);
|
||||
int xMax = Math.Min(frame.Width - 1, centerX + SampleHalfWidth);
|
||||
|
||||
// Convert to Bitmap for OCR bridge
|
||||
var bytes = thresh.ToBytes(".png");
|
||||
using var ms = new System.IO.MemoryStream(bytes);
|
||||
using var bitmap = new Bitmap(ms);
|
||||
// Scan from top down — find first row with enough matching pixels
|
||||
for (int y = GlobeTop; y <= GlobeBottom; y++)
|
||||
{
|
||||
int hits = 0;
|
||||
for (int x = xMin; x <= xMax; x++)
|
||||
{
|
||||
if (colorTest(frame.PixelAt(x, y)))
|
||||
hits++;
|
||||
if (hits >= MinHits) break;
|
||||
}
|
||||
|
||||
var result = _ocr.OcrFromBitmap(bitmap);
|
||||
if (string.IsNullOrWhiteSpace(result.Text)) return null;
|
||||
if (hits >= MinHits)
|
||||
{
|
||||
// Fill level = how far down from top this first row is
|
||||
// If found at GlobeTop → 100%, at GlobeBottom → 0%
|
||||
return 1f - (float)(y - GlobeTop) / height;
|
||||
}
|
||||
}
|
||||
|
||||
var match = ValuePattern.Match(result.Text);
|
||||
if (!match.Success) return null;
|
||||
|
||||
return new HudValues(
|
||||
int.Parse(match.Groups[1].Value),
|
||||
int.Parse(match.Groups[2].Value)
|
||||
);
|
||||
return 0f; // no fill found
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sample the shield ring — right semicircle (12 o'clock to 6 o'clock) around the life globe.
|
||||
/// Scans from bottom (6 o'clock) upward along the arc, tracking contiguous cyan fill.
|
||||
/// </summary>
|
||||
private static float SampleShieldRing(ScreenFrame frame)
|
||||
{
|
||||
int yTop = ShieldCY - ShieldRadius;
|
||||
int yBot = ShieldCY + ShieldRadius;
|
||||
if (yBot >= frame.Height) return 0f;
|
||||
|
||||
int r2 = ShieldRadius * ShieldRadius;
|
||||
|
||||
// Scan from top (12 o'clock) down along the right arc
|
||||
// When we find the first cyan row, convert Y to arc fraction
|
||||
for (int y = yTop; y <= yBot; y++)
|
||||
{
|
||||
int dy = y - ShieldCY;
|
||||
int dx = (int)Math.Sqrt(r2 - dy * dy);
|
||||
int arcX = ShieldCX + dx;
|
||||
|
||||
if (arcX >= frame.Width) continue;
|
||||
|
||||
int hits = 0;
|
||||
for (int x = Math.Max(0, arcX - 3); x <= Math.Min(frame.Width - 1, arcX + 3); x++)
|
||||
{
|
||||
if (IsCyanPixel(frame.PixelAt(x, y)))
|
||||
hits++;
|
||||
if (hits >= MinHits) break;
|
||||
}
|
||||
|
||||
if (hits >= MinHits)
|
||||
{
|
||||
// Convert Y to angle on the semicircle: θ = arcsin((y - cy) / r)
|
||||
// Arc fraction from top = (θ + π/2) / π
|
||||
// Fill = 1 - arc_fraction
|
||||
var theta = Math.Asin(Math.Clamp((double)(y - ShieldCY) / ShieldRadius, -1, 1));
|
||||
var arcFraction = (theta + Math.PI / 2) / Math.PI;
|
||||
return (float)(1.0 - arcFraction);
|
||||
}
|
||||
}
|
||||
|
||||
return 0f;
|
||||
}
|
||||
|
||||
// B=0, G=1, R=2, A=3
|
||||
private static bool IsLifePixel(Vec4b px) =>
|
||||
px[2] > MinChannel && px[2] > px[1] * DominanceRatio && px[2] > px[0] * DominanceRatio;
|
||||
|
||||
private static bool IsManaPixel(Vec4b px) =>
|
||||
px[0] > MinChannel && px[0] > px[1] * DominanceRatio && px[0] > px[2] * DominanceRatio;
|
||||
|
||||
private static bool IsCyanPixel(Vec4b px) =>
|
||||
px[0] > MinChannel && px[1] > MinChannel
|
||||
&& px[0] > px[2] * DominanceRatio
|
||||
&& px[1] > px[2] * DominanceRatio;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -17,6 +17,8 @@ public interface IScreenReader : IDisposable
|
|||
Task Snapshot();
|
||||
Task<DiffOcrResponse> DiffOcr(string? savePath = null, Region? region = null);
|
||||
Task<TemplateMatchResult?> TemplateMatch(string templatePath, Region? region = null);
|
||||
Task<OcrResponse> NameplateDiffOcr(System.Drawing.Bitmap reference, System.Drawing.Bitmap current);
|
||||
System.Drawing.Bitmap CaptureRawBitmap();
|
||||
Task SaveScreenshot(string path);
|
||||
Task SaveRegion(Region region, string path);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -35,7 +35,7 @@ class PythonDetectBridge : IDisposable
|
|||
/// <summary>
|
||||
/// Run YOLO detection on a BGR Mat. Returns parsed detection results.
|
||||
/// </summary>
|
||||
public DetectResponse Detect(Mat bgrMat, float conf = 0.3f, float iou = 0.45f, int imgsz = 640)
|
||||
public DetectResponse Detect(Mat bgrMat, float conf = 0.3f, float iou = 0.45f, int imgsz = 640, string? model = null)
|
||||
{
|
||||
EnsureRunning();
|
||||
|
||||
|
|
@ -49,6 +49,7 @@ class PythonDetectBridge : IDisposable
|
|||
["conf"] = conf,
|
||||
["iou"] = iou,
|
||||
["imgsz"] = imgsz,
|
||||
["model"] = model,
|
||||
};
|
||||
|
||||
return SendRequest(req);
|
||||
|
|
|
|||
|
|
@ -1,6 +1,10 @@
|
|||
using System.Drawing;
|
||||
using System.Drawing.Imaging;
|
||||
using System.Runtime.InteropServices;
|
||||
using Poe2Trade.Core;
|
||||
using OpenCvSharp.Extensions;
|
||||
using Serilog;
|
||||
using Region = Poe2Trade.Core.Region;
|
||||
|
||||
namespace Poe2Trade.Screen;
|
||||
|
||||
|
|
@ -178,6 +182,144 @@ public class ScreenReader : IScreenReader
|
|||
return Task.CompletedTask;
|
||||
}
|
||||
|
||||
// -- Nameplate diff OCR --
|
||||
|
||||
public Bitmap CaptureRawBitmap() => ScreenCapture.CaptureOrLoad(null, null);
|
||||
|
||||
public Task<OcrResponse> NameplateDiffOcr(Bitmap reference, Bitmap current)
|
||||
{
|
||||
int w = Math.Min(reference.Width, current.Width);
|
||||
int h = Math.Min(reference.Height, current.Height);
|
||||
|
||||
var refData = reference.LockBits(new Rectangle(0, 0, w, h), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
|
||||
var curData = current.LockBits(new Rectangle(0, 0, w, h), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
|
||||
byte[] refPx = new byte[refData.Stride * h];
|
||||
byte[] curPx = new byte[curData.Stride * h];
|
||||
Marshal.Copy(refData.Scan0, refPx, 0, refPx.Length);
|
||||
Marshal.Copy(curData.Scan0, curPx, 0, curPx.Length);
|
||||
int stride = refData.Stride;
|
||||
reference.UnlockBits(refData);
|
||||
current.UnlockBits(curData);
|
||||
|
||||
// Build a binary mask of pixels that got significantly brighter (nameplates are bright text)
|
||||
const int brightThresh = 30;
|
||||
bool[] mask = new bool[w * h];
|
||||
Parallel.For(0, h, y =>
|
||||
{
|
||||
int rowOff = y * stride;
|
||||
for (int x = 0; x < w; x++)
|
||||
{
|
||||
int i = rowOff + x * 4;
|
||||
int brighter = (curPx[i] - refPx[i]) + (curPx[i + 1] - refPx[i + 1]) + (curPx[i + 2] - refPx[i + 2]);
|
||||
if (brighter > brightThresh)
|
||||
mask[y * w + x] = true;
|
||||
}
|
||||
});
|
||||
|
||||
// Find connected clusters via row-scan: collect bounding boxes of bright regions
|
||||
var boxes = FindBrightClusters(mask, w, h, minWidth: 40, minHeight: 10, maxGap: 8);
|
||||
Log.Information("NameplateDiff: found {Count} bright clusters", boxes.Count);
|
||||
|
||||
if (boxes.Count == 0)
|
||||
return Task.FromResult(new OcrResponse { Text = "", Lines = [] });
|
||||
|
||||
// OCR each cluster crop, accumulate results with screen-space coordinates
|
||||
var allLines = new List<OcrLine>();
|
||||
var allText = new List<string>();
|
||||
|
||||
foreach (var box in boxes)
|
||||
{
|
||||
// Pad the crop slightly
|
||||
int pad = 4;
|
||||
int cx = Math.Max(0, box.X - pad);
|
||||
int cy = Math.Max(0, box.Y - pad);
|
||||
int cw = Math.Min(w - cx, box.Width + pad * 2);
|
||||
int ch = Math.Min(h - cy, box.Height + pad * 2);
|
||||
|
||||
using var crop = current.Clone(new Rectangle(cx, cy, cw, ch), PixelFormat.Format32bppArgb);
|
||||
var ocrResult = _pythonBridge.OcrFromBitmap(crop);
|
||||
|
||||
// Offset word coordinates to screen space
|
||||
foreach (var line in ocrResult.Lines)
|
||||
{
|
||||
foreach (var word in line.Words)
|
||||
{
|
||||
word.X += cx;
|
||||
word.Y += cy;
|
||||
}
|
||||
allLines.Add(line);
|
||||
allText.Add(line.Text);
|
||||
}
|
||||
}
|
||||
|
||||
return Task.FromResult(new OcrResponse
|
||||
{
|
||||
Text = string.Join("\n", allText),
|
||||
Lines = allLines,
|
||||
});
|
||||
}
|
||||
|
||||
private static List<Rectangle> FindBrightClusters(bool[] mask, int w, int h, int minWidth, int minHeight, int maxGap)
|
||||
{
|
||||
// Row density
|
||||
int[] rowCounts = new int[h];
|
||||
for (int y = 0; y < h; y++)
|
||||
for (int x = 0; x < w; x++)
|
||||
if (mask[y * w + x]) rowCounts[y]++;
|
||||
|
||||
// Find horizontal bands of bright rows
|
||||
int rowThresh = 3;
|
||||
var bands = new List<(int Top, int Bottom)>();
|
||||
int bandStart = -1, lastActive = -1;
|
||||
for (int y = 0; y < h; y++)
|
||||
{
|
||||
if (rowCounts[y] >= rowThresh)
|
||||
{
|
||||
if (bandStart < 0) bandStart = y;
|
||||
lastActive = y;
|
||||
}
|
||||
else if (bandStart >= 0 && y - lastActive > maxGap)
|
||||
{
|
||||
if (lastActive - bandStart + 1 >= minHeight)
|
||||
bands.Add((bandStart, lastActive));
|
||||
bandStart = -1;
|
||||
}
|
||||
}
|
||||
if (bandStart >= 0 && lastActive - bandStart + 1 >= minHeight)
|
||||
bands.Add((bandStart, lastActive));
|
||||
|
||||
// For each band, find column extents to get individual nameplate boxes
|
||||
var boxes = new List<Rectangle>();
|
||||
foreach (var (top, bottom) in bands)
|
||||
{
|
||||
int[] colCounts = new int[w];
|
||||
for (int y = top; y <= bottom; y++)
|
||||
for (int x = 0; x < w; x++)
|
||||
if (mask[y * w + x]) colCounts[x]++;
|
||||
|
||||
int colThresh = 1;
|
||||
int colStart = -1, lastCol = -1;
|
||||
for (int x = 0; x < w; x++)
|
||||
{
|
||||
if (colCounts[x] >= colThresh)
|
||||
{
|
||||
if (colStart < 0) colStart = x;
|
||||
lastCol = x;
|
||||
}
|
||||
else if (colStart >= 0 && x - lastCol > maxGap)
|
||||
{
|
||||
if (lastCol - colStart + 1 >= minWidth)
|
||||
boxes.Add(new Rectangle(colStart, top, lastCol - colStart + 1, bottom - top + 1));
|
||||
colStart = -1;
|
||||
}
|
||||
}
|
||||
if (colStart >= 0 && lastCol - colStart + 1 >= minWidth)
|
||||
boxes.Add(new Rectangle(colStart, top, lastCol - colStart + 1, bottom - top + 1));
|
||||
}
|
||||
|
||||
return boxes;
|
||||
}
|
||||
|
||||
public void Dispose() => _pythonBridge.Dispose();
|
||||
|
||||
// -- OCR text matching --
|
||||
|
|
|
|||
|
|
@ -27,27 +27,56 @@ class TemplateMatchHandler
|
|||
else
|
||||
screenMat.CopyTo(screenBgr);
|
||||
|
||||
// Template must fit within screenshot
|
||||
if (template.Rows > screenBgr.Rows || template.Cols > screenBgr.Cols)
|
||||
// Try exact size first (fast path)
|
||||
var exact = MatchAtScale(screenBgr, template, region, 1.0, threshold);
|
||||
if (exact is { Confidence: > 0.95 })
|
||||
return exact;
|
||||
|
||||
// Multi-scale: resize template from 50% to 150% in steps of 10%
|
||||
TemplateMatchResult? best = exact;
|
||||
for (var pct = 50; pct <= 150; pct += 10)
|
||||
{
|
||||
var scale = pct / 100.0;
|
||||
if (pct == 100) continue; // already tried
|
||||
|
||||
var match = MatchAtScale(screenBgr, template, region, scale, threshold);
|
||||
if (match != null && (best == null || match.Confidence > best.Confidence))
|
||||
{
|
||||
best = match;
|
||||
if (best.Confidence > 0.95) break;
|
||||
}
|
||||
}
|
||||
|
||||
return best;
|
||||
}
|
||||
|
||||
private static TemplateMatchResult? MatchAtScale(Mat screen, Mat template,
|
||||
Region? region, double scale, double threshold)
|
||||
{
|
||||
using var scaled = scale == 1.0 ? template.Clone()
|
||||
: template.Resize(new OpenCvSharp.Size(
|
||||
Math.Max(1, (int)(template.Cols * scale)),
|
||||
Math.Max(1, (int)(template.Rows * scale))));
|
||||
|
||||
if (scaled.Rows > screen.Rows || scaled.Cols > screen.Cols)
|
||||
return null;
|
||||
|
||||
using var result = new Mat();
|
||||
Cv2.MatchTemplate(screenBgr, template, result, TemplateMatchModes.CCoeffNormed);
|
||||
|
||||
Cv2.MatchTemplate(screen, scaled, result, TemplateMatchModes.CCoeffNormed);
|
||||
Cv2.MinMaxLoc(result, out _, out double maxVal, out _, out OpenCvSharp.Point maxLoc);
|
||||
|
||||
if (maxVal < threshold)
|
||||
return null;
|
||||
|
||||
int offsetX = region?.X ?? 0;
|
||||
int offsetY = region?.Y ?? 0;
|
||||
var offsetX = region?.X ?? 0;
|
||||
var offsetY = region?.Y ?? 0;
|
||||
|
||||
return new TemplateMatchResult
|
||||
{
|
||||
X = offsetX + maxLoc.X + template.Cols / 2,
|
||||
Y = offsetY + maxLoc.Y + template.Rows / 2,
|
||||
Width = template.Cols,
|
||||
Height = template.Rows,
|
||||
X = offsetX + maxLoc.X + scaled.Cols / 2,
|
||||
Y = offsetY + maxLoc.Y + scaled.Rows / 2,
|
||||
Width = scaled.Cols,
|
||||
Height = scaled.Rows,
|
||||
Confidence = maxVal,
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -103,6 +103,7 @@ public class MapRequirementsConverter : IValueConverter
|
|||
MapType.TrialOfChaos => "Trial Token x1",
|
||||
MapType.Temple => "Identity Scroll x20",
|
||||
MapType.Endgame => "Identity Scroll x20",
|
||||
MapType.Kulemak => "Invitation x1",
|
||||
_ => "",
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -181,13 +181,16 @@ public sealed class D2dOverlay
|
|||
private OverlayState BuildState(double fps, RenderTiming timing)
|
||||
{
|
||||
var detection = _bot.EnemyDetector.Latest;
|
||||
var bossDetection = _bot.BossDetector.Latest;
|
||||
return new OverlayState(
|
||||
Enemies: detection.Enemies,
|
||||
Bosses: bossDetection.Bosses,
|
||||
InferenceMs: detection.InferenceMs,
|
||||
Hud: _bot.HudReader.Current,
|
||||
NavState: _bot.Navigation.State,
|
||||
NavPosition: _bot.Navigation.Position,
|
||||
IsExploring: _bot.Navigation.IsExploring,
|
||||
ShowHudDebug: _bot.Store.Settings.ShowHudDebug,
|
||||
Fps: fps,
|
||||
Timing: timing);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,11 +24,13 @@ public sealed class D2dRenderContext : IDisposable
|
|||
// Pre-created brushes
|
||||
public ID2D1SolidColorBrush Red { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush Yellow { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush Cyan { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush Green { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush White { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush Gray { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush LifeBrush { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush ManaBrush { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush ShieldBrush { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush BarBgBrush { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush LabelBgBrush { get; private set; } = null!;
|
||||
public ID2D1SolidColorBrush DebugTextBrush { get; private set; } = null!;
|
||||
|
|
@ -79,11 +81,13 @@ public sealed class D2dRenderContext : IDisposable
|
|||
{
|
||||
Red = RenderTarget.CreateSolidColorBrush(new Color4(1f, 0f, 0f, 1f));
|
||||
Yellow = RenderTarget.CreateSolidColorBrush(new Color4(1f, 1f, 0f, 1f));
|
||||
Cyan = RenderTarget.CreateSolidColorBrush(new Color4(0f, 1f, 1f, 1f));
|
||||
Green = RenderTarget.CreateSolidColorBrush(new Color4(0.31f, 1f, 0.31f, 1f)); // 80,255,80
|
||||
White = RenderTarget.CreateSolidColorBrush(new Color4(1f, 1f, 1f, 1f));
|
||||
Gray = RenderTarget.CreateSolidColorBrush(new Color4(0.5f, 0.5f, 0.5f, 1f));
|
||||
LifeBrush = RenderTarget.CreateSolidColorBrush(new Color4(200 / 255f, 40 / 255f, 40 / 255f, 1f));
|
||||
ManaBrush = RenderTarget.CreateSolidColorBrush(new Color4(40 / 255f, 80 / 255f, 200 / 255f, 1f));
|
||||
ShieldBrush = RenderTarget.CreateSolidColorBrush(new Color4(100 / 255f, 180 / 255f, 220 / 255f, 1f));
|
||||
BarBgBrush = RenderTarget.CreateSolidColorBrush(new Color4(20 / 255f, 20 / 255f, 20 / 255f, 140 / 255f));
|
||||
LabelBgBrush = RenderTarget.CreateSolidColorBrush(new Color4(0f, 0f, 0f, 160 / 255f));
|
||||
DebugTextBrush = RenderTarget.CreateSolidColorBrush(new Color4(80 / 255f, 1f, 80 / 255f, 1f));
|
||||
|
|
@ -95,11 +99,13 @@ public sealed class D2dRenderContext : IDisposable
|
|||
{
|
||||
Red?.Dispose();
|
||||
Yellow?.Dispose();
|
||||
Cyan?.Dispose();
|
||||
Green?.Dispose();
|
||||
White?.Dispose();
|
||||
Gray?.Dispose();
|
||||
LifeBrush?.Dispose();
|
||||
ManaBrush?.Dispose();
|
||||
ShieldBrush?.Dispose();
|
||||
BarBgBrush?.Dispose();
|
||||
LabelBgBrush?.Dispose();
|
||||
DebugTextBrush?.Dispose();
|
||||
|
|
|
|||
|
|
@ -5,11 +5,13 @@ namespace Poe2Trade.Ui.Overlay;
|
|||
|
||||
public record OverlayState(
|
||||
IReadOnlyList<DetectedEnemy> Enemies,
|
||||
IReadOnlyList<DetectedBoss> Bosses,
|
||||
float InferenceMs,
|
||||
HudSnapshot? Hud,
|
||||
NavigationState NavState,
|
||||
MapPosition NavPosition,
|
||||
bool IsExploring,
|
||||
bool ShowHudDebug,
|
||||
double Fps,
|
||||
RenderTiming? Timing);
|
||||
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ internal sealed class D2dDebugTextLayer : ID2dOverlayLayer, IDisposable
|
|||
UpdateCache(ctx, _left, ref lc, $"Pos: ({state.NavPosition.X:F0}, {state.NavPosition.Y:F0})", ctx.DebugTextBrush);
|
||||
UpdateCache(ctx, _left, ref lc, $"Enemies: {state.Enemies.Count} YOLO: {state.InferenceMs:F1}ms", ctx.DebugTextBrush);
|
||||
if (state.Hud is { Timestamp: > 0 } hud)
|
||||
UpdateCache(ctx, _left, ref lc, $"HP: {hud.LifePct:P0} MP: {hud.ManaPct:P0}", ctx.DebugTextBrush);
|
||||
UpdateCache(ctx, _left, ref lc, $"HP: {hud.LifePct:P0} ES: {hud.ShieldPct:P0} MP: {hud.ManaPct:P0}", ctx.DebugTextBrush);
|
||||
|
||||
// Right column: timing
|
||||
if (state.Timing != null)
|
||||
|
|
|
|||
|
|
@ -11,8 +11,13 @@ internal sealed class D2dEnemyBoxLayer : ID2dOverlayLayer, IDisposable
|
|||
private readonly IDWriteTextLayout[] _confirmedLabels = new IDWriteTextLayout[101];
|
||||
private readonly IDWriteTextLayout[] _unconfirmedLabels = new IDWriteTextLayout[101];
|
||||
|
||||
// Boss labels: cached by "classname NN%" string
|
||||
private readonly Dictionary<string, IDWriteTextLayout> _bossLabels = new();
|
||||
private readonly D2dRenderContext _ctx;
|
||||
|
||||
public D2dEnemyBoxLayer(D2dRenderContext ctx)
|
||||
{
|
||||
_ctx = ctx;
|
||||
for (int i = 0; i <= 100; i++)
|
||||
{
|
||||
var text = $"{i}%";
|
||||
|
|
@ -41,18 +46,43 @@ internal sealed class D2dEnemyBoxLayer : ID2dOverlayLayer, IDisposable
|
|||
var labelX = enemy.X;
|
||||
var labelY = enemy.Y - m.Height - 2;
|
||||
|
||||
// Background behind label
|
||||
rt.FillRectangle(
|
||||
new RectangleF(labelX - 1, labelY - 1, m.Width + 2, m.Height + 2),
|
||||
ctx.LabelBgBrush);
|
||||
|
||||
rt.DrawTextLayout(new System.Numerics.Vector2(labelX, labelY), layout, textBrush);
|
||||
}
|
||||
|
||||
// Boss bounding boxes (cyan)
|
||||
foreach (var boss in state.Bosses)
|
||||
{
|
||||
var rect = new RectangleF(boss.X, boss.Y, boss.Width, boss.Height);
|
||||
rt.DrawRectangle(rect, ctx.Cyan, 3f);
|
||||
|
||||
var pct = Math.Clamp((int)(boss.Confidence * 100), 0, 100);
|
||||
var key = $"{boss.ClassName} {pct}%";
|
||||
if (!_bossLabels.TryGetValue(key, out var layout))
|
||||
{
|
||||
layout = _ctx.CreateTextLayout(key, _ctx.LabelFormat);
|
||||
_bossLabels[key] = layout;
|
||||
}
|
||||
|
||||
var m = layout.Metrics;
|
||||
var labelX = boss.X;
|
||||
var labelY = boss.Y - m.Height - 2;
|
||||
|
||||
rt.FillRectangle(
|
||||
new RectangleF(labelX - 1, labelY - 1, m.Width + 2, m.Height + 2),
|
||||
ctx.LabelBgBrush);
|
||||
|
||||
rt.DrawTextLayout(new System.Numerics.Vector2(labelX, labelY), layout, ctx.Cyan);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
foreach (var l in _confirmedLabels) l?.Dispose();
|
||||
foreach (var l in _unconfirmedLabels) l?.Dispose();
|
||||
foreach (var l in _bossLabels.Values) l?.Dispose();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,15 +7,20 @@ namespace Poe2Trade.Ui.Overlay.Layers;
|
|||
|
||||
internal sealed class D2dHudInfoLayer : ID2dOverlayLayer, IDisposable
|
||||
{
|
||||
private const float BarWidth = 200;
|
||||
private const float BarWidth = 160;
|
||||
private const float BarHeight = 16;
|
||||
private const float BarY = 1300;
|
||||
private const float LifeBarX = 1130;
|
||||
private const float ManaBarX = 1230;
|
||||
private const float BarGap = 8;
|
||||
private const float BarY = 1416; // near bottom of 1440
|
||||
|
||||
// 3 bars centered: total = 160*3 + 8*2 = 496, start = (2560-496)/2 = 1032
|
||||
private const float LifeBarX = 1032;
|
||||
private const float ShieldBarX = LifeBarX + BarWidth + BarGap;
|
||||
private const float ManaBarX = ShieldBarX + BarWidth + BarGap;
|
||||
|
||||
// Cached bar value layouts
|
||||
private string? _lifeLabel;
|
||||
private IDWriteTextLayout? _lifeLayout;
|
||||
private string? _shieldLabel;
|
||||
private IDWriteTextLayout? _shieldLayout;
|
||||
private string? _manaLabel;
|
||||
private IDWriteTextLayout? _manaLayout;
|
||||
|
||||
|
|
@ -23,14 +28,24 @@ internal sealed class D2dHudInfoLayer : ID2dOverlayLayer, IDisposable
|
|||
{
|
||||
if (state.Hud == null || state.Hud.Timestamp == 0) return;
|
||||
|
||||
DrawBar(ctx, LifeBarX, BarY, state.Hud.LifePct, ctx.LifeBrush, state.Hud.Life,
|
||||
DrawBar(ctx, LifeBarX, BarY, state.Hud.LifePct, ctx.LifeBrush,
|
||||
ref _lifeLabel, ref _lifeLayout);
|
||||
DrawBar(ctx, ManaBarX, BarY, state.Hud.ManaPct, ctx.ManaBrush, state.Hud.Mana,
|
||||
DrawBar(ctx, ShieldBarX, BarY, state.Hud.ShieldPct, ctx.ShieldBrush,
|
||||
ref _shieldLabel, ref _shieldLayout);
|
||||
DrawBar(ctx, ManaBarX, BarY, state.Hud.ManaPct, ctx.ManaBrush,
|
||||
ref _manaLabel, ref _manaLayout);
|
||||
|
||||
// DEBUG: draw sampling lines
|
||||
if (state.ShowHudDebug)
|
||||
{
|
||||
DrawShieldArc(ctx);
|
||||
DrawSampleLine(ctx, 167, 1185, 1411, ctx.LifeBrush); // life
|
||||
DrawSampleLine(ctx, 2394, 1185, 1411, ctx.ManaBrush); // mana
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawBar(D2dRenderContext ctx, float x, float y, float pct,
|
||||
ID2D1SolidColorBrush fillBrush, Screen.HudValues? values,
|
||||
ID2D1SolidColorBrush fillBrush,
|
||||
ref string? cachedLabel, ref IDWriteTextLayout? cachedLayout)
|
||||
{
|
||||
var rt = ctx.RenderTarget;
|
||||
|
|
@ -42,31 +57,57 @@ internal sealed class D2dHudInfoLayer : ID2dOverlayLayer, IDisposable
|
|||
rt.DrawRectangle(outer, ctx.Gray, 1f);
|
||||
|
||||
// Fill
|
||||
var fillWidth = BarWidth * Math.Clamp(pct, 0, 1);
|
||||
var clamped = Math.Clamp(pct, 0, 1);
|
||||
var fillWidth = BarWidth * clamped;
|
||||
if (fillWidth > 0)
|
||||
rt.FillRectangle(new RectangleF(x, y, fillWidth, BarHeight), fillBrush);
|
||||
|
||||
// Value text
|
||||
if (values != null)
|
||||
// Percentage text
|
||||
var label = $"{clamped:P0}";
|
||||
if (label != cachedLabel)
|
||||
{
|
||||
var label = $"{values.Current}/{values.Max}";
|
||||
if (label != cachedLabel)
|
||||
{
|
||||
cachedLayout?.Dispose();
|
||||
cachedLabel = label;
|
||||
cachedLayout = ctx.CreateTextLayout(label, ctx.BarValueFormat);
|
||||
}
|
||||
|
||||
var m = cachedLayout!.Metrics;
|
||||
var textX = x + (BarWidth - m.Width) / 2;
|
||||
var textY = y + (BarHeight - m.Height) / 2;
|
||||
rt.DrawTextLayout(new System.Numerics.Vector2(textX, textY), cachedLayout, ctx.White);
|
||||
cachedLayout?.Dispose();
|
||||
cachedLabel = label;
|
||||
cachedLayout = ctx.CreateTextLayout(label, ctx.BarValueFormat);
|
||||
}
|
||||
|
||||
var m = cachedLayout!.Metrics;
|
||||
var textX = x + (BarWidth - m.Width) / 2;
|
||||
var textY = y + (BarHeight - m.Height) / 2;
|
||||
rt.DrawTextLayout(new System.Numerics.Vector2(textX, textY), cachedLayout, ctx.White);
|
||||
}
|
||||
|
||||
private static void DrawShieldArc(D2dRenderContext ctx)
|
||||
{
|
||||
const float cx = 170, cy = 1298, r = 130;
|
||||
var rt = ctx.RenderTarget;
|
||||
|
||||
// Draw dots along the right semicircle (-90° to +90°)
|
||||
for (int deg = -90; deg <= 90; deg += 2)
|
||||
{
|
||||
var rad = deg * Math.PI / 180.0;
|
||||
var x = (float)(cx + r * Math.Cos(rad));
|
||||
var y = (float)(cy + r * Math.Sin(rad));
|
||||
rt.FillRectangle(new RectangleF(x - 1, y - 1, 3, 3), ctx.Yellow);
|
||||
}
|
||||
|
||||
// Draw center cross
|
||||
rt.FillRectangle(new RectangleF(cx - 3, cy - 1, 7, 3), ctx.Yellow);
|
||||
rt.FillRectangle(new RectangleF(cx - 1, cy - 3, 3, 7), ctx.Yellow);
|
||||
}
|
||||
|
||||
private static void DrawSampleLine(D2dRenderContext ctx, float x, float yTop, float yBot, ID2D1SolidColorBrush brush)
|
||||
{
|
||||
ctx.RenderTarget.DrawLine(
|
||||
new System.Numerics.Vector2(x, yTop),
|
||||
new System.Numerics.Vector2(x, yBot),
|
||||
brush, 2f);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_lifeLayout?.Dispose();
|
||||
_shieldLayout?.Dispose();
|
||||
_manaLayout?.Dispose();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,6 +12,11 @@ public partial class DebugViewModel : ObservableObject
|
|||
|
||||
[ObservableProperty] private string _findText = "";
|
||||
[ObservableProperty] private string _debugResult = "";
|
||||
[ObservableProperty]
|
||||
[NotifyPropertyChangedFor(nameof(BurstCaptureLabel))]
|
||||
private bool _isBurstCapturing;
|
||||
|
||||
public string BurstCaptureLabel => IsBurstCapturing ? "Stop Capture" : "Burst Capture";
|
||||
[ObservableProperty] private string _selectedGridLayout = "inventory";
|
||||
[ObservableProperty] private decimal? _clickX;
|
||||
[ObservableProperty] private decimal? _clickY;
|
||||
|
|
@ -148,6 +153,15 @@ public partial class DebugViewModel : ObservableObject
|
|||
}
|
||||
}
|
||||
|
||||
[RelayCommand]
|
||||
private void DetectionStatus()
|
||||
{
|
||||
var enemy = _bot.EnemyDetector.Latest;
|
||||
var boss = _bot.BossDetector.Latest;
|
||||
DebugResult = $"Enemy: enabled={_bot.EnemyDetector.Enabled}, count={enemy.Enemies.Count}, ms={enemy.InferenceMs:F1}\n" +
|
||||
$"Boss: enabled={_bot.BossDetector.Enabled}, count={boss.Bosses.Count}, ms={boss.InferenceMs:F1}";
|
||||
}
|
||||
|
||||
[RelayCommand]
|
||||
private void SaveMinimapDebug()
|
||||
{
|
||||
|
|
@ -187,6 +201,116 @@ public partial class DebugViewModel : ObservableObject
|
|||
catch (Exception ex) { DebugResult = $"Failed: {ex.Message}"; }
|
||||
}
|
||||
|
||||
[RelayCommand]
|
||||
private async Task AttackTest()
|
||||
{
|
||||
const int VK_Q = 0x51;
|
||||
const int DurationMs = 30_000;
|
||||
const int PollMs = 100;
|
||||
const float ManaLow = 0.50f;
|
||||
const float ManaResume = 0.75f;
|
||||
const float ManaQThreshold = 0.60f;
|
||||
const int QPhaseStableMs = 2_000;
|
||||
const int QCooldownMs = 5_000;
|
||||
|
||||
var rng = new Random();
|
||||
try
|
||||
{
|
||||
DebugResult = "Attack test: focusing game...";
|
||||
await _bot.Game.FocusGame();
|
||||
await _bot.Game.MoveMouseTo(1280, 720);
|
||||
await Task.Delay(300);
|
||||
|
||||
var holding = true;
|
||||
_bot.Game.LeftMouseDown();
|
||||
_bot.Game.RightMouseDown();
|
||||
|
||||
var sw = System.Diagnostics.Stopwatch.StartNew();
|
||||
var manaStableStart = (long?)null;
|
||||
var qPhase = false;
|
||||
long lastQTime = -QCooldownMs;
|
||||
|
||||
while (sw.ElapsedMilliseconds < DurationMs)
|
||||
{
|
||||
var mana = _bot.HudReader.Current.ManaPct;
|
||||
var elapsed = sw.ElapsedMilliseconds;
|
||||
|
||||
// Mana management
|
||||
if (holding && mana < ManaLow)
|
||||
{
|
||||
_bot.Game.LeftMouseUp();
|
||||
_bot.Game.RightMouseUp();
|
||||
holding = false;
|
||||
DebugResult = $"Attack test: mana low ({mana:P0}), waiting...";
|
||||
await Task.Delay(50 + rng.Next(100));
|
||||
}
|
||||
else if (!holding && mana >= ManaResume)
|
||||
{
|
||||
await Task.Delay(50 + rng.Next(100));
|
||||
_bot.Game.LeftMouseDown();
|
||||
_bot.Game.RightMouseDown();
|
||||
holding = true;
|
||||
DebugResult = $"Attack test: mana recovered ({mana:P0}), attacking...";
|
||||
}
|
||||
|
||||
// Track Q phase activation
|
||||
if (!qPhase)
|
||||
{
|
||||
if (mana > ManaQThreshold)
|
||||
{
|
||||
manaStableStart ??= elapsed;
|
||||
if (elapsed - manaStableStart.Value >= QPhaseStableMs)
|
||||
{
|
||||
qPhase = true;
|
||||
DebugResult = "Attack test: Q phase activated";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
manaStableStart = null;
|
||||
}
|
||||
}
|
||||
|
||||
// Press Q+E periodically
|
||||
if (qPhase && holding && elapsed - lastQTime >= QCooldownMs)
|
||||
{
|
||||
await _bot.Game.PressKey(VK_Q);
|
||||
await Task.Delay(100 + rng.Next(100));
|
||||
_bot.Game.LeftMouseUp();
|
||||
_bot.Game.RightMouseUp();
|
||||
await Task.Delay(200 + rng.Next(100));
|
||||
_bot.Game.LeftMouseDown();
|
||||
_bot.Game.RightMouseDown();
|
||||
lastQTime = elapsed;
|
||||
}
|
||||
|
||||
await Task.Delay(PollMs + rng.Next(100));
|
||||
}
|
||||
|
||||
DebugResult = "Attack test: completed (30s)";
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
DebugResult = $"Attack test failed: {ex.Message}";
|
||||
Log.Error(ex, "Attack test failed");
|
||||
}
|
||||
finally
|
||||
{
|
||||
_bot.Game.LeftMouseUp();
|
||||
_bot.Game.RightMouseUp();
|
||||
}
|
||||
}
|
||||
|
||||
[RelayCommand]
|
||||
private void ToggleBurstCapture()
|
||||
{
|
||||
IsBurstCapturing = !IsBurstCapturing;
|
||||
_bot.FrameSaver.BurstMode = IsBurstCapturing;
|
||||
DebugResult = IsBurstCapturing
|
||||
? "Burst capture ON — saving every 200ms to training-data/raw/"
|
||||
: $"Burst capture OFF — {_bot.FrameSaver.SavedCount} frames saved";
|
||||
}
|
||||
|
||||
[RelayCommand]
|
||||
private async Task ClickSalvage()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -194,11 +194,12 @@ public partial class MainWindowViewModel : ObservableObject
|
|||
{
|
||||
Log.Information("END pressed — emergency stop");
|
||||
await _bot.Navigation.Stop();
|
||||
_bot.BossRunExecutor.Stop();
|
||||
_bot.Pause();
|
||||
Avalonia.Threading.Dispatcher.UIThread.Post(() =>
|
||||
{
|
||||
IsPaused = true;
|
||||
State = "Stopped (F12)";
|
||||
State = "Stopped (END)";
|
||||
});
|
||||
}
|
||||
f12WasDown = endDown;
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
using System.Collections.ObjectModel;
|
||||
using Timer = System.Timers.Timer;
|
||||
using Avalonia.Threading;
|
||||
using CommunityToolkit.Mvvm.ComponentModel;
|
||||
|
|
@ -19,16 +20,33 @@ public partial class MappingViewModel : ObservableObject, IDisposable
|
|||
[ObservableProperty] private int _enemiesDetected;
|
||||
[ObservableProperty] private float _inferenceMs;
|
||||
[ObservableProperty] private bool _hasModel;
|
||||
[ObservableProperty] private bool _isKulemak;
|
||||
[ObservableProperty] private bool _kulemakEnabled;
|
||||
[ObservableProperty] private string _invitationTabPath = "";
|
||||
[ObservableProperty] private string _lootTabPath = "";
|
||||
[ObservableProperty] private decimal? _invitationCount = 15;
|
||||
|
||||
public static MapType[] MapTypes { get; } = [MapType.TrialOfChaos, MapType.Temple, MapType.Endgame];
|
||||
public static MapType[] MapTypes { get; } = [MapType.TrialOfChaos, MapType.Temple, MapType.Endgame, MapType.Kulemak];
|
||||
public ObservableCollection<string> StashTabPaths { get; } = [];
|
||||
|
||||
private static readonly string ModelPath = Path.GetFullPath("tools/python-detect/models/enemy-v1.pt");
|
||||
private static readonly string ModelsDir = Path.GetFullPath("tools/python-detect/models");
|
||||
|
||||
private static bool AnyModelExists() =>
|
||||
Directory.Exists(ModelsDir) && Directory.GetFiles(ModelsDir, "*.pt").Length > 0;
|
||||
|
||||
public MappingViewModel(BotOrchestrator bot)
|
||||
{
|
||||
_bot = bot;
|
||||
_selectedMapType = bot.Config.MapType;
|
||||
_hasModel = File.Exists(ModelPath);
|
||||
_isKulemak = _selectedMapType == MapType.Kulemak;
|
||||
_hasModel = AnyModelExists();
|
||||
|
||||
// Load Kulemak settings
|
||||
_kulemakEnabled = bot.Config.Kulemak.Enabled;
|
||||
_invitationTabPath = bot.Config.Kulemak.InvitationTabPath;
|
||||
_lootTabPath = bot.Config.Kulemak.LootTabPath;
|
||||
_invitationCount = bot.Config.Kulemak.InvitationCount;
|
||||
LoadStashTabPaths();
|
||||
|
||||
_bot.EnemyDetector.DetectionUpdated += OnDetectionUpdated;
|
||||
|
||||
|
|
@ -40,6 +58,47 @@ public partial class MappingViewModel : ObservableObject, IDisposable
|
|||
partial void OnSelectedMapTypeChanged(MapType value)
|
||||
{
|
||||
_bot.Store.UpdateSettings(s => s.MapType = value);
|
||||
IsKulemak = value == MapType.Kulemak;
|
||||
}
|
||||
|
||||
partial void OnKulemakEnabledChanged(bool value)
|
||||
{
|
||||
_bot.Store.UpdateSettings(s => s.Kulemak.Enabled = value);
|
||||
}
|
||||
|
||||
partial void OnInvitationTabPathChanged(string value)
|
||||
{
|
||||
_bot.Store.UpdateSettings(s => s.Kulemak.InvitationTabPath = value);
|
||||
}
|
||||
|
||||
partial void OnLootTabPathChanged(string value)
|
||||
{
|
||||
_bot.Store.UpdateSettings(s => s.Kulemak.LootTabPath = value);
|
||||
}
|
||||
|
||||
partial void OnInvitationCountChanged(decimal? value)
|
||||
{
|
||||
_bot.Store.UpdateSettings(s => s.Kulemak.InvitationCount = (int)(value ?? 15));
|
||||
}
|
||||
|
||||
private void LoadStashTabPaths()
|
||||
{
|
||||
StashTabPaths.Clear();
|
||||
StashTabPaths.Add(""); // empty = not configured
|
||||
var s = _bot.Store.Settings;
|
||||
if (s.StashCalibration == null) return;
|
||||
foreach (var tab in s.StashCalibration.Tabs)
|
||||
{
|
||||
if (tab.IsFolder)
|
||||
{
|
||||
foreach (var sub in tab.SubTabs)
|
||||
StashTabPaths.Add($"{tab.Name}/{sub.Name}");
|
||||
}
|
||||
else
|
||||
{
|
||||
StashTabPaths.Add(tab.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
partial void OnIsFrameSaverEnabledChanged(bool value)
|
||||
|
|
@ -50,6 +109,7 @@ public partial class MappingViewModel : ObservableObject, IDisposable
|
|||
partial void OnIsDetectionEnabledChanged(bool value)
|
||||
{
|
||||
_bot.EnemyDetector.Enabled = value;
|
||||
_bot.BossDetector.Enabled = value;
|
||||
}
|
||||
|
||||
private void OnDetectionUpdated(DetectionSnapshot snapshot)
|
||||
|
|
@ -64,7 +124,7 @@ public partial class MappingViewModel : ObservableObject, IDisposable
|
|||
private void RefreshStats()
|
||||
{
|
||||
FramesSaved = _bot.FrameSaver.SavedCount;
|
||||
HasModel = File.Exists(ModelPath);
|
||||
HasModel = AnyModelExists();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
|
|
|
|||
|
|
@ -19,6 +19,7 @@ public partial class SettingsViewModel : ObservableObject
|
|||
[ObservableProperty] private decimal? _waitForMoreItemsMs = 20000;
|
||||
[ObservableProperty] private decimal? _betweenTradesDelayMs = 5000;
|
||||
[ObservableProperty] private bool _headless = true;
|
||||
[ObservableProperty] private bool _showHudDebug;
|
||||
[ObservableProperty] private bool _isSaved;
|
||||
[ObservableProperty] private string _calibrationStatus = "";
|
||||
[ObservableProperty] private string _stashCalibratedAt = "";
|
||||
|
|
@ -44,6 +45,7 @@ public partial class SettingsViewModel : ObservableObject
|
|||
WaitForMoreItemsMs = s.WaitForMoreItemsMs;
|
||||
BetweenTradesDelayMs = s.BetweenTradesDelayMs;
|
||||
Headless = s.Headless;
|
||||
ShowHudDebug = s.ShowHudDebug;
|
||||
}
|
||||
|
||||
private void LoadTabs()
|
||||
|
|
@ -94,6 +96,7 @@ public partial class SettingsViewModel : ObservableObject
|
|||
s.WaitForMoreItemsMs = (int)(WaitForMoreItemsMs ?? 20000);
|
||||
s.BetweenTradesDelayMs = (int)(BetweenTradesDelayMs ?? 5000);
|
||||
s.Headless = Headless;
|
||||
s.ShowHudDebug = ShowHudDebug;
|
||||
});
|
||||
|
||||
IsSaved = true;
|
||||
|
|
@ -206,4 +209,5 @@ public partial class SettingsViewModel : ObservableObject
|
|||
partial void OnWaitForMoreItemsMsChanged(decimal? value) => IsSaved = false;
|
||||
partial void OnBetweenTradesDelayMsChanged(decimal? value) => IsSaved = false;
|
||||
partial void OnHeadlessChanged(bool value) => IsSaved = false;
|
||||
partial void OnShowHudDebugChanged(bool value) => IsSaved = false;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -233,6 +233,36 @@
|
|||
</StackPanel>
|
||||
</Border>
|
||||
|
||||
<!-- Kulemak Settings (visible when Kulemak selected) -->
|
||||
<Border IsVisible="{Binding IsKulemak}" Background="#161b22"
|
||||
BorderBrush="#30363d" BorderThickness="1"
|
||||
CornerRadius="8" Padding="10">
|
||||
<StackPanel Spacing="8">
|
||||
<TextBlock Text="KULEMAK" FontSize="11" FontWeight="SemiBold"
|
||||
Foreground="#8b949e" />
|
||||
<CheckBox IsChecked="{Binding KulemakEnabled}" Content="Enabled"
|
||||
Foreground="#e6edf3" />
|
||||
<DockPanel>
|
||||
<TextBlock Text="Invitation Tab" FontSize="11" Foreground="#8b949e"
|
||||
Width="140" VerticalAlignment="Center" />
|
||||
<ComboBox ItemsSource="{Binding StashTabPaths}"
|
||||
SelectedItem="{Binding InvitationTabPath}" />
|
||||
</DockPanel>
|
||||
<DockPanel>
|
||||
<TextBlock Text="Loot Tab" FontSize="11" Foreground="#8b949e"
|
||||
Width="140" VerticalAlignment="Center" />
|
||||
<ComboBox ItemsSource="{Binding StashTabPaths}"
|
||||
SelectedItem="{Binding LootTabPath}" />
|
||||
</DockPanel>
|
||||
<DockPanel>
|
||||
<TextBlock Text="Invitations per batch" FontSize="11" Foreground="#8b949e"
|
||||
Width="140" VerticalAlignment="Center" />
|
||||
<NumericUpDown Value="{Binding InvitationCount}"
|
||||
Minimum="1" Maximum="60" Increment="1" Width="100" />
|
||||
</DockPanel>
|
||||
</StackPanel>
|
||||
</Border>
|
||||
|
||||
<!-- Training Data -->
|
||||
<Border Background="#161b22" BorderBrush="#30363d" BorderThickness="1"
|
||||
CornerRadius="8" Padding="10">
|
||||
|
|
@ -298,6 +328,10 @@
|
|||
<Button Content="ANGE" Command="{Binding ClickAngeCommand}" />
|
||||
<Button Content="STASH" Command="{Binding ClickStashCommand}" />
|
||||
<Button Content="SALVAGE" Command="{Binding ClickSalvageCommand}" />
|
||||
<Button Content="Attack Test" Command="{Binding AttackTestCommand}" />
|
||||
<Button Content="Detection?" Command="{Binding DetectionStatusCommand}" />
|
||||
<Button Content="{Binding BurstCaptureLabel}"
|
||||
Command="{Binding ToggleBurstCaptureCommand}" />
|
||||
</StackPanel>
|
||||
</StackPanel>
|
||||
</Border>
|
||||
|
|
@ -408,6 +442,8 @@
|
|||
|
||||
<CheckBox IsChecked="{Binding Headless}" Content="Headless browser"
|
||||
Foreground="#e6edf3" Margin="0,4,0,0" />
|
||||
<CheckBox IsChecked="{Binding ShowHudDebug}" Content="Show HUD debug overlay"
|
||||
Foreground="#e6edf3" />
|
||||
|
||||
<StackPanel Orientation="Horizontal" Spacing="8" Margin="0,2,0,0">
|
||||
<Button Content="Save Settings" Command="{Binding SaveSettingsCommand}" />
|
||||
|
|
@ -564,6 +600,7 @@
|
|||
</ItemsControl>
|
||||
</StackPanel>
|
||||
</Border>
|
||||
|
||||
</StackPanel>
|
||||
</ScrollViewer>
|
||||
</TabItem>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue