initial BFS movement
This commit is contained in:
parent
25257e1517
commit
490fb8bdba
7 changed files with 258 additions and 101 deletions
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@ -236,6 +236,32 @@ public class BotOrchestrator : IAsyncDisposable
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Log.Information("Bot started");
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}
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public async Task StartMapping()
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{
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LogWatcher.Start();
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await Game.FocusGame();
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Navigation.StateChanged += _ => UpdateExecutorState();
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_started = true;
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Emit("info", "Starting map exploration...");
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State = "Exploring";
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_ = Navigation.RunExploreLoop().ContinueWith(t =>
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{
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if (t.IsFaulted)
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{
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Log.Error(t.Exception!, "Explore loop failed");
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Emit("error", $"Explore loop failed: {t.Exception?.InnerException?.Message}");
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}
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else
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{
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Emit("info", "Exploration finished");
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}
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State = "Idle";
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StatusUpdated?.Invoke();
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});
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}
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public async ValueTask DisposeAsync()
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{
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Log.Information("Shutting down bot...");
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@ -75,4 +75,6 @@ public class GameController : IGameController
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public Task HoldCtrl() => _input.KeyDown(InputSender.VK.CONTROL);
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public Task ReleaseCtrl() => _input.KeyUp(InputSender.VK.CONTROL);
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public Task ToggleMinimap() => _input.PressKey(InputSender.VK.TAB);
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public Task KeyDown(int vkCode) => _input.KeyDown(vkCode);
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public Task KeyUp(int vkCode) => _input.KeyUp(vkCode);
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}
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@ -20,4 +20,6 @@ public interface IGameController
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Task HoldCtrl();
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Task ReleaseCtrl();
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Task ToggleMinimap();
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Task KeyDown(int vkCode);
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Task KeyUp(int vkCode);
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}
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@ -31,6 +31,9 @@ public class InputSender
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public const int A = 0x41;
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public const int C = 0x43;
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public const int I = 0x49;
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public const int W = 0x57;
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public const int S = 0x53;
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public const int D = 0x44;
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}
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public async Task PressKey(int vkCode)
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@ -58,19 +58,19 @@ public class NavigationExecutor : IDisposable
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_stopped = false;
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Log.Information("Starting explore loop");
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// Open minimap overlay (Tab)
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await _game.ToggleMinimap();
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await Helpers.Sleep(300);
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var lastMoveTime = long.MinValue;
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var lastMoveTime = 0L;
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var lastClickTime = 0L;
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var heldKeys = new HashSet<int>(); // currently held WASD keys
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try
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{
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while (!_stopped)
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{
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var frameStart = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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try
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{
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// 1. Capture + track every frame (~30 fps)
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// 1. Capture + track every frame
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SetState(NavigationState.Capturing);
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using var frame = _capture.CaptureFrame();
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if (frame == null)
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@ -85,7 +85,7 @@ public class NavigationExecutor : IDisposable
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if (_worldMap.LastMatchSucceeded)
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_capture.CommitWallColors();
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// Stuck detection: position hasn't moved enough over several frames
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// Stuck detection
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if (_lastPosition != null)
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{
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var dx = pos.X - _lastPosition.X;
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@ -97,21 +97,22 @@ public class NavigationExecutor : IDisposable
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}
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_lastPosition = pos;
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// 2. Movement decisions at slower rate
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// 2. Movement decisions (faster re-evaluation when stuck)
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var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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if (now - lastMoveTime >= _config.MovementWaitMs)
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var moveInterval = _stuckCounter >= _config.StuckFrameCount
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? 200
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: _config.MovementWaitMs;
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if (now - lastMoveTime >= moveInterval)
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{
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lastMoveTime = now;
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if (_stuckCounter >= _config.StuckFrameCount)
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{
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SetState(NavigationState.Stuck);
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Log.Information("Stuck detected, clicking random direction");
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await ClickRandomDirection();
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}
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else
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{
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SetState(NavigationState.Planning);
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// BFS finds path through explored cells to nearest frontier
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var direction = _worldMap.FindNearestUnexplored(pos);
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if (direction == null)
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@ -122,8 +123,23 @@ public class NavigationExecutor : IDisposable
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}
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SetState(NavigationState.Moving);
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await ClickToMove(direction.Value.dirX, direction.Value.dirY);
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await UpdateWasdKeys(heldKeys, direction.Value.dirX, direction.Value.dirY);
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if (_stuckCounter >= _config.StuckFrameCount)
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_stuckCounter = 0; // reset after re-routing
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}
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// 3. Occasional combat clicks near screen center
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if (now - lastClickTime >= 1000 + Rng.Next(1000))
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{
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lastClickTime = now;
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var cx = 1280 + Rng.Next(-150, 150);
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var cy = 720 + Rng.Next(-150, 150);
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await _game.LeftClickAt(cx, cy);
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await Helpers.Sleep(100 + Rng.Next(100));
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cx = 1280 + Rng.Next(-150, 150);
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cy = 720 + Rng.Next(-150, 150);
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await _game.RightClickAt(cx, cy);
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}
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}
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catch (Exception ex)
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@ -140,6 +156,13 @@ public class NavigationExecutor : IDisposable
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if (sleepMs > 0)
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await Helpers.Sleep(sleepMs);
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}
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}
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finally
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{
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// Always release held keys
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foreach (var key in heldKeys)
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await _game.KeyUp(key);
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}
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if (_state != NavigationState.Completed)
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SetState(NavigationState.Idle);
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@ -147,6 +170,39 @@ public class NavigationExecutor : IDisposable
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Log.Information("Explore loop ended");
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}
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/// <summary>
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/// Convert a direction vector to WASD key holds. Releases keys no longer needed,
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/// presses new ones. Supports diagonal movement (two keys at once).
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/// </summary>
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private async Task UpdateWasdKeys(HashSet<int> held, double dirX, double dirY)
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{
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var wanted = new HashSet<int>();
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// Threshold for diagonal: if both components are significant, hold both keys
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const double threshold = 0.3;
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if (dirY < -threshold) wanted.Add(InputSender.VK.W); // up
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if (dirY > threshold) wanted.Add(InputSender.VK.S); // down
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if (dirX < -threshold) wanted.Add(InputSender.VK.A); // left
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if (dirX > threshold) wanted.Add(InputSender.VK.D); // right
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// If direction is too weak, default to W
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if (wanted.Count == 0) wanted.Add(InputSender.VK.W);
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// Release keys no longer wanted
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foreach (var key in held.Except(wanted).ToList())
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{
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await _game.KeyUp(key);
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held.Remove(key);
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}
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// Press newly wanted keys
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foreach (var key in wanted.Except(held).ToList())
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{
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await _game.KeyDown(key);
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held.Add(key);
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}
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}
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private async Task ClickToMove(double dirX, double dirY)
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{
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// Player is at minimap center on screen; click offset from center
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@ -169,6 +225,7 @@ public class NavigationExecutor : IDisposable
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await ClickToMove(Math.Cos(angle), Math.Sin(angle));
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}
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public bool IsExploring => _state != NavigationState.Idle && _state != NavigationState.Completed && _state != NavigationState.Failed;
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public MapPosition Position => _worldMap.Position;
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public byte[] GetMapSnapshot() => _worldMap.GetMapSnapshot();
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public byte[] GetViewportSnapshot(int viewSize = 400) => _worldMap.GetViewportSnapshot(_worldMap.Position, viewSize);
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@ -323,57 +323,119 @@ public class WorldMap : IDisposable
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return totalBlocks > 0 ? (double)cleanBlocks / totalBlocks : 1.0;
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}
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public (double dirX, double dirY)? FindNearestUnexplored(MapPosition pos, int searchRadius = 200)
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/// <summary>
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/// BFS through walkable (Explored) cells to find the nearest frontier
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/// (Explored cell adjacent to Unknown/Fog). Returns direction toward the
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/// first step on the shortest path, respecting walls.
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/// </summary>
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public (double dirX, double dirY)? FindNearestUnexplored(MapPosition pos, int searchRadius = 400)
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{
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var cx = (int)Math.Round(pos.X);
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var cy = (int)Math.Round(pos.Y);
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var bestAngle = double.NaN;
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var bestScore = 0;
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const int sectorCount = 16;
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var fogRadius = _config.CaptureSize / 2;
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// BFS at half resolution for speed (step=2 → ~200x200 effective grid for r=400)
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const int step = 2;
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var size = _config.CanvasSize;
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var rr = searchRadius / step;
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var gridW = 2 * rr + 1;
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for (var sector = 0; sector < sectorCount; sector++)
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// Visited grid + parent tracking (encode parent as single int)
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var visited = new bool[gridW * gridW];
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var parentX = new short[gridW * gridW];
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var parentY = new short[gridW * gridW];
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var queue = new Queue<(int gx, int gy)>(4096);
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var startGx = rr;
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var startGy = rr;
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visited[startGy * gridW + startGx] = true;
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parentX[startGy * gridW + startGx] = -1;
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parentY[startGy * gridW + startGx] = -1;
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queue.Enqueue((startGx, startGy));
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// 8-connected neighbors
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ReadOnlySpan<int> dxs = [-1, 0, 1, -1, 1, -1, 0, 1];
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ReadOnlySpan<int> dys = [-1, -1, -1, 0, 0, 1, 1, 1];
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int foundGx = -1, foundGy = -1;
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while (queue.Count > 0)
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{
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var angle = 2 * Math.PI * sector / sectorCount;
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var score = 0;
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var (gx, gy) = queue.Dequeue();
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for (var r = fogRadius - 20; r <= fogRadius + searchRadius; r += 5)
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// Map grid coords back to canvas coords
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var wx = cx + (gx - rr) * step;
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var wy = cy + (gy - rr) * step;
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// Check if this explored cell borders Unknown/Fog (= frontier)
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if (gx != startGx || gy != startGy) // skip player cell
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{
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for (var spread = -15; spread <= 15; spread += 5)
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for (var d = 0; d < 8; d++)
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{
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var sampleAngle = angle + spread * Math.PI / 180;
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var sx = cx + (int)(r * Math.Cos(sampleAngle));
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var sy = cy + (int)(r * Math.Sin(sampleAngle));
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if (sx < 0 || sx >= _config.CanvasSize || sy < 0 || sy >= _config.CanvasSize)
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continue;
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var cell = _canvas.At<byte>(sy, sx);
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if (cell == (byte)MapCell.Fog)
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score += 2; // prefer visible fog (we know there's unexplored area)
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else if (cell == (byte)MapCell.Unknown)
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score++;
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var nx = wx + dxs[d] * step;
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var ny = wy + dys[d] * step;
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if (nx < 0 || nx >= size || ny < 0 || ny >= size) continue;
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var neighbor = _canvas.At<byte>(ny, nx);
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if (neighbor == (byte)MapCell.Unknown || neighbor == (byte)MapCell.Fog)
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{
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foundGx = gx;
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foundGy = gy;
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goto Found;
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}
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}
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}
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if (score > bestScore)
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// Expand to walkable neighbors
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for (var d = 0; d < 8; d++)
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{
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bestScore = score;
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bestAngle = angle;
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var ngx = gx + dxs[d];
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var ngy = gy + dys[d];
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if (ngx < 0 || ngx >= gridW || ngy < 0 || ngy >= gridW) continue;
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var idx = ngy * gridW + ngx;
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if (visited[idx]) continue;
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var nwx = cx + (ngx - rr) * step;
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var nwy = cy + (ngy - rr) * step;
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if (nwx < 0 || nwx >= size || nwy < 0 || nwy >= size) continue;
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var cell = _canvas.At<byte>(nwy, nwx);
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if (cell != (byte)MapCell.Explored) continue; // only walk through explored
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visited[idx] = true;
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parentX[idx] = (short)gx;
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parentY[idx] = (short)gy;
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queue.Enqueue((ngx, ngy));
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}
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}
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if (bestScore == 0 || double.IsNaN(bestAngle))
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{
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Log.Information("No unexplored area found within search radius");
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Log.Information("BFS: no reachable frontier within {Radius}px", searchRadius);
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return null;
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Found:
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// Trace back to first step from start
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var traceX = foundGx;
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var traceY = foundGy;
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while (true)
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{
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var idx = traceY * gridW + traceX;
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var px = parentX[idx];
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var py = parentY[idx];
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if (px == startGx && py == startGy)
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break; // traceX/traceY is the first step
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traceX = px;
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traceY = py;
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}
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var dirX = Math.Cos(bestAngle);
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var dirY = Math.Sin(bestAngle);
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Log.Debug("Best exploration direction: angle={Angle:F1}deg score={Score}",
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bestAngle * 180 / Math.PI, bestScore);
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var dirX = (double)(traceX - startGx);
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var dirY = (double)(traceY - startGy);
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var len = Math.Sqrt(dirX * dirX + dirY * dirY);
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if (len < 0.001) return (1, 0); // shouldn't happen
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dirX /= len;
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dirY /= len;
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var dist = Math.Sqrt((foundGx - startGx) * (foundGx - startGx) + (foundGy - startGy) * (foundGy - startGy)) * step;
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Log.Debug("BFS: frontier at {Dist:F0}px, first step dir=({Dx:F2},{Dy:F2})", dist, dirX, dirY);
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return (dirX, dirY);
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}
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@ -34,7 +34,7 @@ public partial class MainWindowViewModel : ObservableObject
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[DllImport("user32.dll")]
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private static extern short GetAsyncKeyState(int vKey);
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private const int VK_F12 = 0x7B;
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private const int VK_END = 0x23;
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[ObservableProperty]
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private string _state = "Idle";
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@ -130,6 +130,9 @@ public partial class MainWindowViewModel : ObservableObject
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{
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try
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{
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if (_bot.Mode == BotMode.Mapping)
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await _bot.StartMapping();
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else
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await _bot.Start([]);
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IsStarted = true;
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}
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@ -186,10 +189,10 @@ public partial class MainWindowViewModel : ObservableObject
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try
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{
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// F12 hotkey — edge-detect (trigger once per press)
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var f12Down = (GetAsyncKeyState(VK_F12) & 0x8000) != 0;
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if (f12Down && !f12WasDown)
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var endDown = (GetAsyncKeyState(VK_END) & 0x8000) != 0;
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if (endDown && !f12WasDown)
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{
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Log.Information("F12 pressed — emergency stop");
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Log.Information("END pressed — emergency stop");
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await _bot.Navigation.Stop();
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_bot.Pause();
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Avalonia.Threading.Dispatcher.UIThread.Post(() =>
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@ -198,10 +201,12 @@ public partial class MainWindowViewModel : ObservableObject
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State = "Stopped (F12)";
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});
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}
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f12WasDown = f12Down;
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f12WasDown = endDown;
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// Minimap capture + display
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var bytes = _bot.Navigation.ProcessFrame(SelectedMinimapStage);
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// Minimap display: if explore loop owns capture, just render viewport
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var bytes = _bot.Navigation.IsExploring
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? _bot.Navigation.GetViewportSnapshot()
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: _bot.Navigation.ProcessFrame(SelectedMinimapStage);
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if (bytes != null)
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{
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var bmp = new Bitmap(new MemoryStream(bytes));
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