This commit is contained in:
Boki 2026-02-13 13:01:55 -05:00
parent 6bc3fb6972
commit 40f013d07e
5 changed files with 129 additions and 129 deletions

View file

@ -68,22 +68,27 @@ public class MinimapCapture : IDisposable
var playerOffset = FindCentroid(playerMask);
// --- 3. Wall mask: bright OR saturated → structure lines ---
using var wallMask = BuildWallMask(satChan, valueChan, playerMask);
using var rawWallMask = BuildWallMask(satChan, valueChan, playerMask);
// --- 4. Build classified mat (walls only — explored is tracked by WorldMap) ---
var classified = new Mat(_config.CaptureSize, _config.CaptureSize, MatType.CV_8UC1, Scalar.Black);
classified.SetTo(new Scalar((byte)MapCell.Wall), wallMask);
classified.SetTo(new Scalar((byte)MapCell.Wall), rawWallMask);
// --- 5. Temporal smoothing: majority vote on walls ---
var smoothed = TemporalSmooth(classified); // classified goes into ring buffer
// --- 7. Gray for phase correlation (player zeroed — it stays centered, walls shift with map) ---
// --- 6. Extract smoothed wall mask for tracking (filters transient noise) ---
var stableWallMask = new Mat();
Cv2.Compare(smoothed, new Scalar((byte)MapCell.Wall), stableWallMask, CmpType.EQ);
// --- 7. Gray for optical flow tracking (player zeroed) ---
var grayForCorr = new Mat();
Cv2.CvtColor(bgr, grayForCorr, ColorConversionCodes.BGR2GRAY);
grayForCorr.SetTo(Scalar.Black, playerMask);
return new MinimapFrame(
GrayMat: grayForCorr,
WallMask: stableWallMask,
ClassifiedMat: smoothed,
PlayerOffset: playerOffset,
Timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()

View file

@ -9,10 +9,11 @@ public class NavigationExecutor : IDisposable
private readonly IGameController _game;
private readonly MinimapConfig _config;
private readonly MinimapCapture _capture;
private readonly PositionTracker _tracker;
private readonly WorldMap _worldMap;
private NavigationState _state = NavigationState.Idle;
private bool _stopped;
private int _stuckCounter;
private MapPosition? _lastPosition;
private static readonly Random Rng = new();
public event Action<NavigationState>? StateChanged;
@ -23,7 +24,6 @@ public class NavigationExecutor : IDisposable
_game = game;
_config = config ?? new MinimapConfig();
_capture = new MinimapCapture(_config);
_tracker = new PositionTracker(_config);
_worldMap = new WorldMap(_config);
}
@ -43,9 +43,10 @@ public class NavigationExecutor : IDisposable
public void Reset()
{
_tracker.Reset();
_worldMap.Reset();
_stopped = false;
_stuckCounter = 0;
_lastPosition = null;
SetState(NavigationState.Idle);
}
@ -77,8 +78,19 @@ public class NavigationExecutor : IDisposable
}
SetState(NavigationState.Processing);
var pos = _tracker.UpdatePosition(frame.GrayMat);
_worldMap.StitchFrame(frame.ClassifiedMat, pos);
var pos = _worldMap.MatchAndStitch(frame.ClassifiedMat, frame.WallMask);
// Stuck detection: position hasn't moved enough over several frames
if (_lastPosition != null)
{
var dx = pos.X - _lastPosition.X;
var dy = pos.Y - _lastPosition.Y;
if (Math.Sqrt(dx * dx + dy * dy) < _config.StuckThreshold)
_stuckCounter++;
else
_stuckCounter = 0;
}
_lastPosition = pos;
// 2. Movement decisions at slower rate
var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
@ -86,7 +98,7 @@ public class NavigationExecutor : IDisposable
{
lastMoveTime = now;
if (_tracker.IsStuck)
if (_stuckCounter >= _config.StuckFrameCount)
{
SetState(NavigationState.Stuck);
Log.Information("Stuck detected, clicking random direction");
@ -152,9 +164,9 @@ public class NavigationExecutor : IDisposable
await ClickToMove(Math.Cos(angle), Math.Sin(angle));
}
public MapPosition Position => _tracker.Position;
public MapPosition Position => _worldMap.Position;
public byte[] GetMapSnapshot() => _worldMap.GetMapSnapshot();
public byte[] GetViewportSnapshot(int viewSize = 400) => _worldMap.GetViewportSnapshot(_tracker.Position, viewSize);
public byte[] GetViewportSnapshot(int viewSize = 400) => _worldMap.GetViewportSnapshot(_worldMap.Position, viewSize);
/// <summary>
/// Capture one frame, track position, stitch into world map.
@ -165,8 +177,7 @@ public class NavigationExecutor : IDisposable
using var frame = _capture.CaptureFrame();
if (frame == null) return null;
var pos = _tracker.UpdatePosition(frame.GrayMat);
_worldMap.StitchFrame(frame.ClassifiedMat, pos);
var pos = _worldMap.MatchAndStitch(frame.ClassifiedMat, frame.WallMask);
if (stage == MinimapDebugStage.WorldMap)
return _worldMap.GetViewportSnapshot(pos);
@ -179,7 +190,6 @@ public class NavigationExecutor : IDisposable
public void Dispose()
{
_capture.Dispose();
_tracker.Dispose();
_worldMap.Dispose();
}
}

View file

@ -38,6 +38,7 @@ public enum MinimapDebugStage
public record MinimapFrame(
Mat GrayMat,
Mat WallMask,
Mat ClassifiedMat,
Point2d PlayerOffset,
long Timestamp
@ -46,6 +47,7 @@ public record MinimapFrame(
public void Dispose()
{
GrayMat.Dispose();
WallMask.Dispose();
ClassifiedMat.Dispose();
}
}
@ -92,8 +94,11 @@ public class MinimapConfig
// World map canvas
public int CanvasSize { get; set; } = 4000;
// Phase correlation confidence threshold
public double ConfidenceThreshold { get; set; } = 0.15;
// Template matching: search radius around current position estimate (pixels)
public int MatchSearchRadius { get; set; } = 50;
// Template matching: minimum correlation confidence to accept a match
public double MatchConfidence { get; set; } = 0.3;
// Stuck detection
public double StuckThreshold { get; set; } = 2.0;

View file

@ -1,103 +0,0 @@
using OpenCvSharp;
using Serilog;
namespace Poe2Trade.Navigation;
public class PositionTracker : IDisposable
{
private readonly MinimapConfig _config;
private Mat? _prevGray;
private Mat? _hanningWindow;
private double _worldX;
private double _worldY;
private int _stuckCounter;
public MapPosition Position => new(_worldX, _worldY);
public bool IsStuck => _stuckCounter >= _config.StuckFrameCount;
public PositionTracker(MinimapConfig config)
{
_config = config;
_worldX = config.CanvasSize / 2.0;
_worldY = config.CanvasSize / 2.0;
}
public MapPosition UpdatePosition(Mat currentGray)
{
if (_prevGray == null || _hanningWindow == null)
{
_prevGray = currentGray.Clone();
_hanningWindow = new Mat();
Cv2.CreateHanningWindow(_hanningWindow, currentGray.Size(), MatType.CV_64F);
return Position;
}
// Convert to float64
using var prev64 = new Mat();
using var curr64 = new Mat();
_prevGray.ConvertTo(prev64, MatType.CV_64F);
currentGray.ConvertTo(curr64, MatType.CV_64F);
// High-pass filter: removes slow lighting changes, keeps edges/structure
using var prevBlur = new Mat();
using var currBlur = new Mat();
Cv2.GaussianBlur(prev64, prevBlur, new OpenCvSharp.Size(21, 21), 0);
Cv2.GaussianBlur(curr64, currBlur, new OpenCvSharp.Size(21, 21), 0);
using var prevHp = new Mat();
using var currHp = new Mat();
Cv2.Subtract(prev64, prevBlur, prevHp);
Cv2.Subtract(curr64, currBlur, currHp);
var shift = Cv2.PhaseCorrelate(prevHp, currHp, _hanningWindow, out var confidence);
if (confidence < _config.ConfidenceThreshold)
{
Log.Debug("Phase correlation low confidence: {Confidence:F3}", confidence);
_stuckCounter++;
_prevGray.Dispose();
_prevGray = currentGray.Clone();
return Position;
}
// Negate: minimap scrolls opposite to player movement
var dx = -shift.X;
var dy = -shift.Y;
var displacement = Math.Sqrt(dx * dx + dy * dy);
if (displacement < _config.StuckThreshold)
{
_stuckCounter++;
}
else
{
_stuckCounter = 0;
_worldX += dx;
_worldY += dy;
}
Log.Debug("Position: ({X:F1}, {Y:F1}) dx={Dx:F1} dy={Dy:F1} conf={Conf:F3} stuck={Stuck}",
_worldX, _worldY, dx, dy, confidence, _stuckCounter);
_prevGray.Dispose();
_prevGray = currentGray.Clone();
return Position;
}
public void Reset()
{
_prevGray?.Dispose();
_prevGray = null;
_hanningWindow?.Dispose();
_hanningWindow = null;
_worldX = _config.CanvasSize / 2.0;
_worldY = _config.CanvasSize / 2.0;
_stuckCounter = 0;
Log.Information("Position tracker reset");
}
public void Dispose()
{
_prevGray?.Dispose();
_hanningWindow?.Dispose();
}
}

View file

@ -7,14 +7,100 @@ public class WorldMap : IDisposable
{
private readonly MinimapConfig _config;
private readonly Mat _canvas;
private MapPosition _position;
private int _frameCount;
public MapPosition Position => _position;
public WorldMap(MinimapConfig config)
{
_config = config;
_canvas = new Mat(config.CanvasSize, config.CanvasSize, MatType.CV_8UC1, Scalar.Black);
_position = new MapPosition(config.CanvasSize / 2.0, config.CanvasSize / 2.0);
}
public void StitchFrame(Mat classifiedMat, MapPosition position)
/// <summary>
/// Match current wall mask against the accumulated map to find position,
/// then stitch walls and paint explored area.
/// </summary>
public MapPosition MatchAndStitch(Mat classifiedMat, Mat wallMask)
{
_frameCount++;
// First frame: just stitch at center
if (_frameCount <= 1)
{
Stitch(classifiedMat, _position);
return _position;
}
// Match wallMask against canvas to find best position
var matched = MatchPosition(wallMask, _position);
if (matched != null)
_position = matched;
Stitch(classifiedMat, _position);
return _position;
}
private MapPosition? MatchPosition(Mat wallMask, MapPosition estimate)
{
var frameSize = wallMask.Width;
var searchPad = _config.MatchSearchRadius;
var searchSize = frameSize + 2 * searchPad;
var cx = (int)Math.Round(estimate.X);
var cy = (int)Math.Round(estimate.Y);
// Search region on canvas (centered on estimate)
var sx = cx - searchSize / 2;
var sy = cy - searchSize / 2;
// Clamp to canvas bounds
var sx0 = Math.Max(0, sx);
var sy0 = Math.Max(0, sy);
var sx1 = Math.Min(_config.CanvasSize, sx + searchSize);
var sy1 = Math.Min(_config.CanvasSize, sy + searchSize);
var sw = sx1 - sx0;
var sh = sy1 - sy0;
// Search region must be larger than template
if (sw <= frameSize || sh <= frameSize)
return null;
// Extract search ROI and convert to binary wall mask
using var searchRoi = new Mat(_canvas, new Rect(sx0, sy0, sw, sh));
using var canvasWalls = new Mat();
Cv2.Compare(searchRoi, new Scalar((byte)MapCell.Wall), canvasWalls, CmpType.EQ);
// Check if canvas has enough walls to match against
var canvasWallCount = Cv2.CountNonZero(canvasWalls);
if (canvasWallCount < 50)
return null;
// Template match: find where frame's walls best align with canvas walls
using var result = new Mat();
Cv2.MatchTemplate(canvasWalls, wallMask, result, TemplateMatchModes.CCoeffNormed);
Cv2.MinMaxLoc(result, out _, out var maxVal, out _, out var maxLoc);
if (maxVal < _config.MatchConfidence)
{
Log.Debug("Map match low confidence: {Conf:F3}", maxVal);
return null;
}
// Convert match position to world coordinates
// maxLoc is the top-left of the template in the search ROI
var matchX = sx0 + maxLoc.X + frameSize / 2.0;
var matchY = sy0 + maxLoc.Y + frameSize / 2.0;
Log.Debug("Map match: ({X:F1}, {Y:F1}) conf={Conf:F3} walls={Walls}",
matchX, matchY, maxVal, canvasWallCount);
return new MapPosition(matchX, matchY);
}
private void Stitch(Mat classifiedMat, MapPosition position)
{
var halfSize = _config.CaptureSize / 2;
var canvasX = (int)Math.Round(position.X) - halfSize;
@ -72,7 +158,6 @@ public class WorldMap : IDisposable
var cx = (int)Math.Round(pos.X);
var cy = (int)Math.Round(pos.Y);
// Scan in angular sectors to find direction with most Unknown cells at frontier
var bestAngle = double.NaN;
var bestScore = 0;
const int sectorCount = 16;
@ -83,7 +168,6 @@ public class WorldMap : IDisposable
var angle = 2 * Math.PI * sector / sectorCount;
var score = 0;
// Sample along a cone in this direction, at the fog boundary and beyond
for (var r = fogRadius - 20; r <= fogRadius + searchRadius; r += 5)
{
for (var spread = -15; spread <= 15; spread += 5)
@ -132,28 +216,25 @@ public class WorldMap : IDisposable
var cy = (int)Math.Round(center.Y);
var half = viewSize / 2;
// Clamp viewport to canvas
var x0 = Math.Clamp(cx - half, 0, _config.CanvasSize - viewSize);
var y0 = Math.Clamp(cy - half, 0, _config.CanvasSize - viewSize);
var roi = new Mat(_canvas, new Rect(x0, y0, viewSize, viewSize));
// Colorize: Unknown=#0d1117, Explored=#1f4068, Wall=#3d2d1a
using var colored = new Mat(viewSize, viewSize, MatType.CV_8UC3, new Scalar(23, 17, 13)); // BGR #0d1117
using var colored = new Mat(viewSize, viewSize, MatType.CV_8UC3, new Scalar(23, 17, 13));
for (var r = 0; r < viewSize; r++)
for (var c = 0; c < viewSize; c++)
{
var v = roi.At<byte>(r, c);
if (v == (byte)MapCell.Explored)
colored.Set(r, c, new Vec3b(104, 64, 31)); // BGR #1f4068
colored.Set(r, c, new Vec3b(104, 64, 31));
else if (v == (byte)MapCell.Wall)
colored.Set(r, c, new Vec3b(26, 45, 61)); // BGR #3d2d1a
colored.Set(r, c, new Vec3b(26, 45, 61));
}
// Draw player dot
var px = cx - x0;
var py = cy - y0;
if (px >= 0 && px < viewSize && py >= 0 && py < viewSize)
Cv2.Circle(colored, new Point(px, py), 4, new Scalar(0, 140, 255), -1); // orange
Cv2.Circle(colored, new Point(px, py), 4, new Scalar(0, 140, 255), -1);
Cv2.ImEncode(".png", colored, out var buf);
return buf;
@ -162,6 +243,8 @@ public class WorldMap : IDisposable
public void Reset()
{
_canvas.SetTo(Scalar.Black);
_position = new MapPosition(_config.CanvasSize / 2.0, _config.CanvasSize / 2.0);
_frameCount = 0;
}
public void Dispose()