started adding navigation

This commit is contained in:
Boki 2026-02-13 10:43:35 -05:00
parent 32781b1462
commit 468e0a7246
20 changed files with 844 additions and 31 deletions

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using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
using OpenCvSharp;
using OpenCvSharp.Extensions;
using Serilog;
using Region = Poe2Trade.Core.Region;
using Point = OpenCvSharp.Point;
using Size = OpenCvSharp.Size;
namespace Poe2Trade.Navigation;
public class MinimapCapture : IDisposable
{
private readonly MinimapConfig _config;
private Mat? _circularMask;
[DllImport("user32.dll")]
private static extern int GetSystemMetrics(int nIndex);
public MinimapCapture(MinimapConfig config)
{
_config = config;
BuildCircularMask();
}
private void BuildCircularMask()
{
var size = _config.CaptureSize;
_circularMask = new Mat(size, size, MatType.CV_8UC1, Scalar.Black);
var center = new Point(size / 2, size / 2);
Cv2.Circle(_circularMask, center, _config.FogRadius, Scalar.White, -1);
}
public MinimapFrame? CaptureFrame()
{
var region = _config.CaptureRegion;
using var bitmap = CaptureScreen(region);
using var bgr = BitmapConverter.ToMat(bitmap);
if (bgr.Empty())
return null;
// Apply circular mask to ignore area outside fog-of-war circle
using var masked = new Mat();
Cv2.BitwiseAnd(bgr, bgr, masked, _circularMask!);
// Convert to HSV
using var hsv = new Mat();
Cv2.CvtColor(masked, hsv, ColorConversionCodes.BGR2HSV);
// Classify explored areas
using var exploredMask = new Mat();
Cv2.InRange(hsv, _config.ExploredLoHSV, _config.ExploredHiHSV, exploredMask);
// Classify walls: dark pixels within the circular mask
using var valueChan = new Mat();
Cv2.ExtractChannel(hsv, valueChan, 2); // V channel
using var darkMask = new Mat();
Cv2.Threshold(valueChan, darkMask, _config.WallMaxValue, 255, ThresholdTypes.BinaryInv);
// Apply morphological close to connect wall fragments
using var wallKernel = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(3, 3));
using var wallMask = new Mat();
Cv2.MorphologyEx(darkMask, wallMask, MorphTypes.Close, wallKernel);
// Only within circular mask
Cv2.BitwiseAnd(wallMask, _circularMask!, wallMask);
// Build classified mat: Unknown=0, Explored=1, Wall=2
var classified = new Mat(_config.CaptureSize, _config.CaptureSize, MatType.CV_8UC1, Scalar.Black);
classified.SetTo(new Scalar((byte)MapCell.Explored), exploredMask);
classified.SetTo(new Scalar((byte)MapCell.Wall), wallMask);
// Ensure only within circular mask
Cv2.BitwiseAnd(classified, _circularMask!, classified);
// Detect player marker (orange X)
using var playerMask = new Mat();
Cv2.InRange(hsv, _config.PlayerLoHSV, _config.PlayerHiHSV, playerMask);
var playerOffset = FindCentroid(playerMask);
// Convert to grayscale for phase correlation
var gray = new Mat();
Cv2.CvtColor(masked, gray, ColorConversionCodes.BGR2GRAY);
// Apply circular mask to gray too
Cv2.BitwiseAnd(gray, _circularMask!, gray);
return new MinimapFrame(
GrayMat: gray,
ClassifiedMat: classified,
PlayerOffset: playerOffset,
Timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
);
}
private Point2d FindCentroid(Mat mask)
{
var moments = Cv2.Moments(mask, true);
if (moments.M00 < 10) // not enough pixels
return new Point2d(0, 0);
var cx = moments.M10 / moments.M00 - _config.CaptureSize / 2.0;
var cy = moments.M01 / moments.M00 - _config.CaptureSize / 2.0;
return new Point2d(cx, cy);
}
private static Bitmap CaptureScreen(Region region)
{
var bitmap = new Bitmap(region.Width, region.Height, PixelFormat.Format32bppArgb);
using var g = Graphics.FromImage(bitmap);
g.CopyFromScreen(region.X, region.Y, 0, 0,
new System.Drawing.Size(region.Width, region.Height),
CopyPixelOperation.SourceCopy);
return bitmap;
}
public void Dispose()
{
_circularMask?.Dispose();
}
}

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using Poe2Trade.Core;
using Poe2Trade.Game;
using Serilog;
namespace Poe2Trade.Navigation;
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 static readonly Random Rng = new();
public event Action<NavigationState>? StateChanged;
public NavigationState State => _state;
public NavigationExecutor(IGameController game, MinimapConfig? config = null)
{
_game = game;
_config = config ?? new MinimapConfig();
_capture = new MinimapCapture(_config);
_tracker = new PositionTracker(_config);
_worldMap = new WorldMap(_config);
}
private void SetState(NavigationState s)
{
_state = s;
StateChanged?.Invoke(s);
}
public Task Stop()
{
_stopped = true;
SetState(NavigationState.Idle);
Log.Information("Navigation executor stopped");
return Task.CompletedTask;
}
public void Reset()
{
_tracker.Reset();
_worldMap.Reset();
_stopped = false;
SetState(NavigationState.Idle);
}
public async Task RunExploreLoop()
{
_stopped = false;
Log.Information("Starting explore loop");
// Open minimap overlay (Tab)
await _game.ToggleMinimap();
await Helpers.Sleep(300);
while (!_stopped)
{
try
{
// 1. Capture frame
SetState(NavigationState.Capturing);
using var frame = _capture.CaptureFrame();
if (frame == null)
{
Log.Warning("Failed to capture minimap frame");
await Helpers.Sleep(200);
continue;
}
// 2. Track position via phase correlation
SetState(NavigationState.Processing);
var pos = _tracker.UpdatePosition(frame.GrayMat);
// 3. Stitch into world map
_worldMap.StitchFrame(frame.ClassifiedMat, pos);
// 4. Check if stuck
if (_tracker.IsStuck)
{
SetState(NavigationState.Stuck);
Log.Information("Stuck detected, clicking random direction");
await ClickRandomDirection();
await Helpers.Sleep(_config.MovementWaitMs);
continue;
}
// 5. Find best exploration direction
SetState(NavigationState.Planning);
var direction = _worldMap.FindNearestUnexplored(pos);
if (direction == null)
{
Log.Information("Map fully explored");
SetState(NavigationState.Completed);
break;
}
// 6. Click to move in that direction
SetState(NavigationState.Moving);
await ClickToMove(direction.Value.dirX, direction.Value.dirY);
// 7. Wait for character to walk
await Helpers.Sleep(_config.MovementWaitMs);
}
catch (Exception ex)
{
Log.Error(ex, "Error in explore loop");
SetState(NavigationState.Failed);
await Helpers.Sleep(1000);
}
}
if (_state != NavigationState.Completed)
SetState(NavigationState.Idle);
Log.Information("Explore loop ended");
}
private async Task ClickToMove(double dirX, double dirY)
{
// Player is at minimap center on screen; click offset from center
var len = Math.Sqrt(dirX * dirX + dirY * dirY);
if (len < 0.001) return;
var nx = dirX / len;
var ny = dirY / len;
var clickX = _config.MinimapCenterX + (int)(nx * _config.ClickRadius);
var clickY = _config.MinimapCenterY + (int)(ny * _config.ClickRadius);
Log.Debug("Click to move: ({X}, {Y}) dir=({Dx:F2}, {Dy:F2})", clickX, clickY, nx, ny);
await _game.LeftClickAt(clickX, clickY);
}
private async Task ClickRandomDirection()
{
var angle = Rng.NextDouble() * 2 * Math.PI;
await ClickToMove(Math.Cos(angle), Math.Sin(angle));
}
public MapPosition Position => _tracker.Position;
public byte[] GetMapSnapshot() => _worldMap.GetMapSnapshot();
public byte[] GetViewportSnapshot(int viewSize = 400) => _worldMap.GetViewportSnapshot(_tracker.Position, viewSize);
public void Dispose()
{
_capture.Dispose();
_tracker.Dispose();
_worldMap.Dispose();
}
}

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using Poe2Trade.Core;
using OpenCvSharp;
namespace Poe2Trade.Navigation;
public enum NavigationState
{
Idle,
Capturing,
Processing,
Planning,
Moving,
Stuck,
Completed,
Failed
}
public record MapPosition(double X, double Y);
public enum MapCell : byte
{
Unknown = 0,
Explored = 1,
Wall = 2
}
public record MinimapFrame(
Mat GrayMat,
Mat ClassifiedMat,
Point2d PlayerOffset,
long Timestamp
) : IDisposable
{
public void Dispose()
{
GrayMat.Dispose();
ClassifiedMat.Dispose();
}
}
public class MinimapConfig
{
// Minimap center on screen (2560x1440)
public int MinimapCenterX { get; set; } = 1280;
public int MinimapCenterY { get; set; } = 700;
// Capture region: 300x300 centered at minimap center
public Region CaptureRegion => new(
MinimapCenterX - CaptureSize / 2,
MinimapCenterY - CaptureSize / 2,
CaptureSize, CaptureSize);
public int CaptureSize { get; set; } = 300;
// Fog-of-war circle radius within the captured frame
public int FogRadius { get; set; } = 120;
// HSV range for explored areas (blue/teal)
public Scalar ExploredLoHSV { get; set; } = new(85, 30, 30);
public Scalar ExploredHiHSV { get; set; } = new(145, 255, 255);
// HSV range for player marker (orange X)
public Scalar PlayerLoHSV { get; set; } = new(5, 100, 100);
public Scalar PlayerHiHSV { get; set; } = new(25, 255, 255);
// HSV range for walls (dark pixels)
public int WallMaxValue { get; set; } = 40;
// Movement
public int ClickRadius { get; set; } = 100;
public int MovementWaitMs { get; set; } = 600;
// World map canvas
public int CanvasSize { get; set; } = 4000;
// Phase correlation confidence threshold
public double ConfidenceThreshold { get; set; } = 0.15;
// Stuck detection
public double StuckThreshold { get; set; } = 2.0;
public int StuckFrameCount { get; set; } = 5;
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0-windows10.0.19041.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="OpenCvSharp4" Version="4.11.0.*" />
<PackageReference Include="OpenCvSharp4.Extensions" Version="4.11.0.*" />
<PackageReference Include="OpenCvSharp4.runtime.win" Version="4.11.0.*" />
<PackageReference Include="System.Drawing.Common" Version="8.0.12" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Poe2Trade.Core\Poe2Trade.Core.csproj" />
<ProjectReference Include="..\Poe2Trade.Game\Poe2Trade.Game.csproj" />
<ProjectReference Include="..\Poe2Trade.Screen\Poe2Trade.Screen.csproj" />
</ItemGroup>
</Project>

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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 for phase correlation
using var prev64 = new Mat();
using var curr64 = new Mat();
_prevGray.ConvertTo(prev64, MatType.CV_64F);
currentGray.ConvertTo(curr64, MatType.CV_64F);
var shift = Cv2.PhaseCorrelate(prev64, curr64, _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();
}
}

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using OpenCvSharp;
using Serilog;
namespace Poe2Trade.Navigation;
public class WorldMap : IDisposable
{
private readonly MinimapConfig _config;
private readonly Mat _canvas;
public WorldMap(MinimapConfig config)
{
_config = config;
_canvas = new Mat(config.CanvasSize, config.CanvasSize, MatType.CV_8UC1, Scalar.Black);
}
public void StitchFrame(Mat classifiedMat, MapPosition position)
{
var halfSize = _config.CaptureSize / 2;
var canvasX = (int)Math.Round(position.X) - halfSize;
var canvasY = (int)Math.Round(position.Y) - halfSize;
// Clamp to canvas bounds
var srcX = Math.Max(0, -canvasX);
var srcY = Math.Max(0, -canvasY);
var dstX = Math.Max(0, canvasX);
var dstY = Math.Max(0, canvasY);
var w = Math.Min(_config.CaptureSize - srcX, _config.CanvasSize - dstX);
var h = Math.Min(_config.CaptureSize - srcY, _config.CanvasSize - dstY);
if (w <= 0 || h <= 0) return;
var srcRect = new Rect(srcX, srcY, w, h);
var dstRect = new Rect(dstX, dstY, w, h);
var srcRoi = new Mat(classifiedMat, srcRect);
var dstRoi = new Mat(_canvas, dstRect);
// Only paste non-Unknown pixels; don't overwrite Explored with Wall
for (var row = 0; row < h; row++)
{
for (var col = 0; col < w; col++)
{
var srcVal = srcRoi.At<byte>(row, col);
if (srcVal == (byte)MapCell.Unknown) continue;
var dstVal = dstRoi.At<byte>(row, col);
// Don't overwrite Explored with Wall (Explored is more reliable)
if (dstVal == (byte)MapCell.Explored && srcVal == (byte)MapCell.Wall)
continue;
dstRoi.Set(row, col, srcVal);
}
}
}
public (double dirX, double dirY)? FindNearestUnexplored(MapPosition pos, int searchRadius = 200)
{
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;
var fogRadius = _config.FogRadius;
for (var sector = 0; sector < sectorCount; sector++)
{
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)
{
var sampleAngle = angle + spread * Math.PI / 180;
var sx = cx + (int)(r * Math.Cos(sampleAngle));
var sy = cy + (int)(r * Math.Sin(sampleAngle));
if (sx < 0 || sx >= _config.CanvasSize || sy < 0 || sy >= _config.CanvasSize)
continue;
if (_canvas.At<byte>(sy, sx) == (byte)MapCell.Unknown)
score++;
}
}
if (score > bestScore)
{
bestScore = score;
bestAngle = angle;
}
}
if (bestScore == 0 || double.IsNaN(bestAngle))
{
Log.Information("No unexplored area found within search radius");
return null;
}
var dirX = Math.Cos(bestAngle);
var dirY = Math.Sin(bestAngle);
Log.Debug("Best exploration direction: angle={Angle:F1}deg score={Score}",
bestAngle * 180 / Math.PI, bestScore);
return (dirX, dirY);
}
public byte[] GetMapSnapshot()
{
Cv2.ImEncode(".png", _canvas, out var buf);
return buf;
}
public byte[] GetViewportSnapshot(MapPosition center, int viewSize = 400)
{
var cx = (int)Math.Round(center.X);
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
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
else if (v == (byte)MapCell.Wall)
colored.Set(r, c, new Vec3b(26, 45, 61)); // BGR #3d2d1a
}
// 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.ImEncode(".png", colored, out var buf);
return buf;
}
public void Reset()
{
_canvas.SetTo(Scalar.Black);
}
public void Dispose()
{
_canvas.Dispose();
}
}