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71
src/Poe2Trade.Screen/LootDebugDetector.cs
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71
src/Poe2Trade.Screen/LootDebugDetector.cs
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@ -0,0 +1,71 @@
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using Serilog;
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namespace Poe2Trade.Screen;
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/// <summary>
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/// Debug-only: periodically captures the screen, runs loot label detection,
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/// and exposes the latest results for overlay rendering.
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/// </summary>
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public class LootDebugDetector : IDisposable
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{
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private readonly IScreenReader _screen;
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private volatile List<LootLabel> _latest = [];
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private Timer? _timer;
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private volatile bool _enabled;
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private int _running; // guard against overlapping ticks
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public LootDebugDetector(IScreenReader screen)
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{
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_screen = screen;
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}
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public IReadOnlyList<LootLabel> Latest => _latest;
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public bool Enabled
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{
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get => _enabled;
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set
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{
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if (_enabled == value) return;
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_enabled = value;
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if (value)
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_timer = new Timer(_ => Tick(), null, 0, 500);
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else
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{
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_timer?.Dispose();
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_timer = null;
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_latest = [];
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}
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}
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}
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private void Tick()
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{
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if (!_enabled) return;
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if (Interlocked.CompareExchange(ref _running, 1, 0) != 0) return;
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try
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{
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using var frame = _screen.CaptureRawBitmap();
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var labels = _screen.DetectLootLabels(frame, frame);
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_latest = labels;
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if (labels.Count > 0)
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Log.Information("[LootDebug] Detected {Count} labels", labels.Count);
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}
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catch (Exception ex)
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{
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Log.Warning("[LootDebug] Detection failed: {Error}", ex.Message);
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_latest = [];
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}
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finally
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{
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Interlocked.Exchange(ref _running, 0);
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}
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}
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public void Dispose()
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{
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_timer?.Dispose();
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_timer = null;
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}
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}
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@ -202,11 +202,20 @@ public class ScreenReader : IScreenReader
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public Bitmap CaptureRawBitmap() => ScreenCapture.CaptureOrLoad(null, null);
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// Nameplate search region — skip top HUD, bottom bar, and side margins
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private const int NpTop = 120, NpBottom = 1080, NpMargin = 300;
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public Task<OcrResponse> NameplateDiffOcr(Bitmap reference, Bitmap current)
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{
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int w = Math.Min(reference.Width, current.Width);
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int h = Math.Min(reference.Height, current.Height);
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// Clamp search region to image bounds
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int scanY0 = Math.Min(NpTop, h);
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int scanY1 = Math.Min(NpBottom, h);
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int scanX0 = Math.Min(NpMargin, w);
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int scanX1 = Math.Max(scanX0, w - NpMargin);
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var refData = reference.LockBits(new Rectangle(0, 0, w, h), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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var curData = current.LockBits(new Rectangle(0, 0, w, h), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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byte[] refPx = new byte[refData.Stride * h];
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@ -218,74 +227,100 @@ public class ScreenReader : IScreenReader
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current.UnlockBits(curData);
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// Build a binary mask of pixels that got significantly brighter (nameplates are bright text)
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// Only scan within the play-area region to skip UI and reduce work
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const int brightThresh = 30;
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bool[] mask = new bool[w * h];
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Parallel.For(0, h, y =>
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int scanW = scanX1 - scanX0;
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int scanH = scanY1 - scanY0;
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bool[] mask = new bool[scanW * scanH];
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Parallel.For(0, scanH, sy =>
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{
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int y = sy + scanY0;
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int rowOff = y * stride;
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for (int x = 0; x < w; x++)
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for (int sx = 0; sx < scanW; sx++)
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{
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int x = sx + scanX0;
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int i = rowOff + x * 4;
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int brighter = (curPx[i] - refPx[i]) + (curPx[i + 1] - refPx[i + 1]) + (curPx[i + 2] - refPx[i + 2]);
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if (brighter > brightThresh)
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mask[y * w + x] = true;
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mask[sy * scanW + sx] = true;
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}
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});
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// Find connected clusters via row-scan: collect bounding boxes of bright regions
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var boxes = FindBrightClusters(mask, w, h, minWidth: 40, minHeight: 10, maxGap: 8);
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var boxes = FindBrightClusters(mask, scanW, scanH, minWidth: 40, minHeight: 10, maxGap: 8);
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// Offset cluster boxes back to full-image coordinates
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for (int i = 0; i < boxes.Count; i++)
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{
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var b = boxes[i];
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boxes[i] = new Rectangle(b.X + scanX0, b.Y + scanY0, b.Width, b.Height);
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}
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Log.Information("NameplateDiff: found {Count} bright clusters", boxes.Count);
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if (boxes.Count == 0)
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return Task.FromResult(new OcrResponse { Text = "", Lines = [] });
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// OCR each cluster crop, accumulate results with screen-space coordinates
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var allLines = new List<OcrLine>();
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var allText = new List<string>();
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// Collect valid cluster crops and stitch into a single image for one OCR call
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const int pad = 4;
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const int sep = 20; // black separator between crops to prevent cross-detection
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var crops = new List<(int screenX, int screenY, int cropW, int cropH, int stitchY)>();
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for (int bi = 0; bi < boxes.Count; bi++)
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int maxCropW = 0;
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int totalH = 0;
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foreach (var box in boxes)
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{
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var box = boxes[bi];
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// Pad the crop slightly
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int pad = 4;
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int cx = Math.Max(0, box.X - pad);
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int cy = Math.Max(0, box.Y - pad);
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int cw = Math.Min(w - cx, box.Width + pad * 2);
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int ch = Math.Min(h - cy, box.Height + pad * 2);
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using var crop = current.Clone(new Rectangle(cx, cy, cw, ch), PixelFormat.Format32bppArgb);
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var clusterSw = System.Diagnostics.Stopwatch.StartNew();
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OcrResponse ocrResult;
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try
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{
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ocrResult = _pythonBridge.OcrFromBitmap(crop);
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}
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catch (TimeoutException)
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{
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Log.Warning("NameplateDiffOcr: cluster {I}/{Count} OCR timed out, skipping", bi + 1, boxes.Count);
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continue;
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}
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Log.Debug("NameplateDiffOcr: cluster {I}/{Count} ({W}x{H}) OCR took {Ms}ms",
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bi + 1, boxes.Count, cw, ch, clusterSw.ElapsedMilliseconds);
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crops.Add((cx, cy, cw, ch, totalH));
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maxCropW = Math.Max(maxCropW, cw);
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totalH += ch + sep;
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}
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// Offset word coordinates to screen space
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foreach (var line in ocrResult.Lines)
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if (crops.Count == 0)
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return Task.FromResult(new OcrResponse { Text = "", Lines = [] });
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totalH -= sep; // no separator after last crop
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// Stitch all crops vertically into one image
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using var stitched = new Bitmap(maxCropW, totalH, PixelFormat.Format32bppArgb);
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using (var g = System.Drawing.Graphics.FromImage(stitched))
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{
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g.Clear(System.Drawing.Color.Black);
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foreach (var (sx, sy, cw, ch, sY) in crops)
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g.DrawImage(current, new Rectangle(0, sY, cw, ch), new Rectangle(sx, sy, cw, ch), GraphicsUnit.Pixel);
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}
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// Single OCR call for all clusters
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var ocrSw = System.Diagnostics.Stopwatch.StartNew();
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OcrResponse ocrResult;
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try
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{
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ocrResult = _pythonBridge.OcrFromBitmap(stitched);
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}
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catch (TimeoutException)
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{
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Log.Warning("NameplateDiffOcr: batch OCR timed out ({Count} clusters)", crops.Count);
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return Task.FromResult(new OcrResponse { Text = "", Lines = [] });
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}
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Log.Information("NameplateDiffOcr: batch OCR {Count} clusters in {Ms}ms",
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crops.Count, ocrSw.ElapsedMilliseconds);
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// Map OCR results back to screen coordinates
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foreach (var line in ocrResult.Lines)
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{
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foreach (var word in line.Words)
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{
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foreach (var word in line.Words)
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{
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word.X += cx;
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word.Y += cy;
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}
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allLines.Add(line);
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allText.Add(line.Text);
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// Find which crop this word belongs to by Y position
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var crop = crops.Last(c => word.Y >= c.stitchY);
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word.X += crop.screenX;
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word.Y = word.Y - crop.stitchY + crop.screenY;
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}
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}
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return Task.FromResult(new OcrResponse
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{
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Text = string.Join("\n", allText),
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Lines = allLines,
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});
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return Task.FromResult(ocrResult);
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}
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private static List<Rectangle> FindBrightClusters(bool[] mask, int w, int h, int minWidth, int minHeight, int maxGap)
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@ -358,21 +393,29 @@ public class ScreenReader : IScreenReader
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public void SetLootBaseline(Bitmap frame) { }
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// Detection parameters
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// -- Loot detection constants --
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private const int CannyLow = 20, CannyHigh = 80;
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// Shape constraints
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private const int LabelMinW = 80, LabelMaxW = 500;
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// Shape constraints (passes 1 & 2)
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private const int LabelMinW = 100, LabelMaxW = 500;
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private const int LabelMinH = 15, LabelMaxH = 100;
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private const double LabelMinAspect = 1.3, LabelMaxAspect = 10.0;
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// Strict pass: well-formed rectangle contours
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private const double MinRectangularity = 0.5;
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private const float StrictMinBS = 200f;
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private const float StrictMinEdgeDensity = 25f;
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// Relaxed pass: any contour bbox in play area (catches VFX-broken borders)
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// Pass 1: strict (well-formed bordered rectangles)
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private const double MinRectangularity = 0.7;
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private const double StrictMinBS = 255;
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// Pass 2: relaxed (play-area contours, VFX-tolerant)
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private const int RelaxedMinW = 100;
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private const float RelaxedMinBS = 250f;
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private const float RelaxedMinEdgeDensity = 25f;
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private const double RelaxedMinBS = 265;
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private const double RelaxedBrightPctThreshold = 8;
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private const double RelaxedBgDarkPctThreshold = 50;
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private const double MaxGreenPct = 5;
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// Pass 3: yellow text clusters (borderless labels)
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private const int YellowHueMin = 10, YellowHueMax = 35;
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private const int YellowMinSat = 120, YellowMinVal = 120;
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private const double YellowTextPctThreshold = 25;
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private const int TextClusterMinWidth = 100;
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private const double TextClusterMinAspect = 1.5;
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private const double TextClusterContainmentThreshold = 0.5;
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// Play area bounds
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private const double UiMarginTop = 0.08;
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private const double UiMarginBottom = 0.82;
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// Post-processing
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@ -381,9 +424,10 @@ public class ScreenReader : IScreenReader
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private const double NmsIouThresh = 0.4;
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/// <summary>
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/// Two-pass loot label detection:
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/// 1. Strict: polygon-approximated rectangle contours (high precision)
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/// 2. Relaxed: any contour bbox in play area (catches VFX-broken borders)
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/// Three-pass loot label detection:
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/// 1. Strict: polygon-approximated rectangle contours (bordered labels)
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/// 2. Relaxed: contour bbox with label-like content OR bright text on dark background
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/// 3. Yellow text clusters: morphological detection of gold/yellow text without background box
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/// Results merged, horizontal fragments joined, then NMS.
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/// </summary>
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public List<LootLabel> DetectLootLabels(Bitmap reference, Bitmap current)
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@ -402,57 +446,59 @@ public class ScreenReader : IScreenReader
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using var hsv = new Mat();
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Cv2.CvtColor(mat, hsv, ColorConversionCodes.BGR2HSV);
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// Edge detection
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// Split HSV channels once for reuse
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Cv2.Split(hsv, out Mat[] hsvChannels);
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using var hChan = hsvChannels[0];
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using var sChan = hsvChannels[1];
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using var vChan = hsvChannels[2];
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// ── Passes 1 & 2: Edge-based detection ──
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using var edges = new Mat();
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Cv2.Canny(gray, edges, CannyLow, CannyHigh);
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using var dilateKernel = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(3, 3));
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using var dilated = new Mat();
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Cv2.Dilate(edges, dilated, dilateKernel, iterations: 1);
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Cv2.Dilate(edges, edges, dilateKernel, iterations: 1);
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Cv2.FindContours(dilated, out var contours, out _, RetrievalModes.Tree, ContourApproximationModes.ApproxSimple);
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Cv2.FindContours(edges, out var contours, out _, RetrievalModes.Tree, ContourApproximationModes.ApproxSimple);
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var strict = new List<LabelCandidate>();
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var relaxed = new List<LabelCandidate>();
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foreach (var contour in contours)
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{
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var box = Cv2.BoundingRect(contour);
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var bbox = Cv2.BoundingRect(contour);
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int x = bbox.X, y = bbox.Y, w = bbox.Width, h = bbox.Height;
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// Common shape gate
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if (box.Width <= LabelMinW || box.Width >= LabelMaxW) continue;
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if (box.Height <= LabelMinH || box.Height >= LabelMaxH) continue;
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double aspect = (double)box.Width / Math.Max(box.Height, 1);
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if (aspect <= LabelMinAspect || aspect >= LabelMaxAspect) continue;
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if (w < LabelMinW || w > LabelMaxW || h < LabelMinH || h > LabelMaxH) continue;
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double aspect = (double)w / Math.Max(h, 1);
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if (aspect < LabelMinAspect || aspect > LabelMaxAspect) continue;
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// Content metrics
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using var roiHsv = new Mat(hsv, box);
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var meanHsv = Cv2.Mean(roiHsv);
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float meanVal = (float)meanHsv[2];
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float meanSat = (float)meanHsv[1];
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float bs = meanVal + meanSat;
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using var roiGray = new Mat(gray, box);
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using var roiEdges = new Mat();
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Cv2.Canny(roiGray, roiEdges, 50, 150);
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float ed = (float)Cv2.Mean(roiEdges)[0];
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// Strict pass: well-formed polygon (4-8 vertices)
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var peri = Cv2.ArcLength(contour, true);
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var approx = Cv2.ApproxPolyDP(contour, 0.02 * peri, true);
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// Content metrics (mean brightness + saturation)
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using var roiV = new Mat(vChan, bbox);
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using var roiS = new Mat(sChan, bbox);
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double meanVal = Cv2.Mean(roiV).Val0;
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double meanSat = Cv2.Mean(roiS).Val0;
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double bs = meanVal + meanSat;
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// Pass 1: strict – well-formed polygon (4-8 vertices)
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var approx = Cv2.ApproxPolyDP(contour, Cv2.ArcLength(contour, true) * 0.02, true);
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if (approx.Length >= 4 && approx.Length <= 8)
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{
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double contourArea = Cv2.ContourArea(approx);
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double rect = contourArea / Math.Max(box.Width * box.Height, 1);
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if (rect >= MinRectangularity && bs >= StrictMinBS && ed >= StrictMinEdgeDensity)
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strict.Add(new LabelCandidate(box.X, box.Y, box.Width, box.Height, meanVal, meanSat));
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double rectangularity = contourArea / Math.Max(w * h, 1);
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if (rectangularity >= MinRectangularity && bs >= StrictMinBS)
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strict.Add(new LabelCandidate(x, y, w, h, (float)meanVal, (float)meanSat));
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}
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// Relaxed pass: any contour bbox in play area
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bool inPlay = box.Y > playTop && box.Y + box.Height < playBot;
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if (inPlay && box.Width >= RelaxedMinW && bs >= RelaxedMinBS && ed >= RelaxedMinEdgeDensity)
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relaxed.Add(new LabelCandidate(box.X, box.Y, box.Width, box.Height, meanVal, meanSat));
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// Pass 2: relaxed – play area, bs OR bright-on-dark
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bool inPlay = y > playTop && (y + h) < playBot;
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if (!inPlay || w < RelaxedMinW) continue;
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bool passesBs = bs >= RelaxedMinBS;
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bool passesTextOnDark = !passesBs && CheckBrightTextOnDark(mat, vChan, sChan, bbox);
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if (passesBs || passesTextOnDark)
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relaxed.Add(new LabelCandidate(x, y, w, h, (float)meanVal, (float)meanSat));
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}
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// Merge strict + relaxed (strict wins on overlap)
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@ -466,6 +512,14 @@ public class ScreenReader : IScreenReader
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// Join horizontal fragments
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merged = MergeHorizontal(merged, MergeGap, MergeYTolerance);
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// ── Pass 3: Yellow text cluster detection (borderless labels) ──
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var textClusters = DetectYellowTextClusters(mat, hChan, sChan, vChan, playTop, playBot);
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foreach (var tc in textClusters)
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{
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if (!ContainedByAny(tc, merged, TextClusterContainmentThreshold))
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merged.Add(tc);
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}
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// Build LootLabels with color classification
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var scored = new List<(LootLabel Label, float Score)>();
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foreach (var c in merged)
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@ -487,7 +541,6 @@ public class ScreenReader : IScreenReader
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{
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current.Save("debug_loot_capture.png", System.Drawing.Imaging.ImageFormat.Png);
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Cv2.ImWrite("debug_loot_edges.png", edges);
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Cv2.ImWrite("debug_loot_dilated.png", dilated);
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using var debugMat = mat.Clone();
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foreach (var label in labels)
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Cv2.Rectangle(debugMat,
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@ -500,8 +553,8 @@ public class ScreenReader : IScreenReader
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Log.Warning(ex, "Failed to save debug images");
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}
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Log.Information("DetectLootLabels: strict={Strict} relaxed={Relaxed} merged={Merged} final={Final}",
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strict.Count, relaxed.Count, merged.Count, labels.Count);
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Log.Information("DetectLootLabels: strict={Strict} relaxed={Relaxed} yellow={Yellow} final={Final}",
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strict.Count, relaxed.Count, textClusters.Count, labels.Count);
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foreach (var label in labels)
|
||||
Log.Information(" Label ({X},{Y}) {W}x{H} color=({R},{G},{B}) tier={Tier}",
|
||||
label.CenterX - label.Width / 2, label.CenterY - label.Height / 2,
|
||||
|
|
@ -526,81 +579,271 @@ public class ScreenReader : IScreenReader
|
|||
return ((byte)mean[2], (byte)mean[1], (byte)mean[0]);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pass 2 helper: verify bright+saturated text on dark background with green fire rejection.
|
||||
/// </summary>
|
||||
private bool CheckBrightTextOnDark(Mat bgrImage, Mat vChan, Mat sChan, Rect bbox)
|
||||
{
|
||||
int area = bbox.Width * bbox.Height;
|
||||
if (area == 0) return false;
|
||||
|
||||
using var roiV = new Mat(vChan, bbox);
|
||||
using var roiS = new Mat(sChan, bbox);
|
||||
|
||||
// Bright + saturated pixels (the text)
|
||||
using var brightMask = new Mat();
|
||||
using var satMask = new Mat();
|
||||
Cv2.Threshold(roiV, brightMask, 150, 255, ThresholdTypes.Binary);
|
||||
Cv2.Threshold(roiS, satMask, 100, 255, ThresholdTypes.Binary);
|
||||
using var brightSat = new Mat();
|
||||
Cv2.BitwiseAnd(brightMask, satMask, brightSat);
|
||||
double brightPct = (double)Cv2.CountNonZero(brightSat) / area * 100;
|
||||
|
||||
if (brightPct < RelaxedBrightPctThreshold)
|
||||
return false;
|
||||
|
||||
// Background darkness: non-text pixels should be dark
|
||||
using var textMask = new Mat();
|
||||
using var bgMask = new Mat();
|
||||
Cv2.Threshold(roiV, textMask, 120, 255, ThresholdTypes.Binary);
|
||||
using var textSatMask = new Mat();
|
||||
Cv2.Threshold(roiS, textSatMask, 100, 255, ThresholdTypes.Binary);
|
||||
Cv2.BitwiseAnd(textMask, textSatMask, textMask);
|
||||
Cv2.BitwiseNot(textMask, bgMask);
|
||||
|
||||
int bgCount = Cv2.CountNonZero(bgMask);
|
||||
if (bgCount == 0) return false;
|
||||
|
||||
using var bgV = new Mat();
|
||||
roiV.CopyTo(bgV, bgMask);
|
||||
using var darkBg = new Mat();
|
||||
Cv2.Threshold(bgV, darkBg, 40, 255, ThresholdTypes.BinaryInv);
|
||||
Cv2.BitwiseAnd(darkBg, bgMask, darkBg);
|
||||
double bgDarkPct = (double)Cv2.CountNonZero(darkBg) / bgCount * 100;
|
||||
|
||||
if (bgDarkPct < RelaxedBgDarkPctThreshold)
|
||||
return false;
|
||||
|
||||
// Green fire rejection
|
||||
return !IsGreenDominant(bgrImage, bbox, area);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pass 3: detect gold/yellow text clusters without background boxes (normal rarity items).
|
||||
/// Uses HSV thresholding, green fire subtraction, and morphological grouping.
|
||||
/// </summary>
|
||||
private List<LabelCandidate> DetectYellowTextClusters(
|
||||
Mat bgrImage, Mat hChan, Mat sChan, Mat vChan,
|
||||
int playTop, int playBot)
|
||||
{
|
||||
var results = new List<LabelCandidate>();
|
||||
|
||||
// Build yellow text mask: H:10-35, S>120, V>120
|
||||
using var hMin = new Mat();
|
||||
using var hMax = new Mat();
|
||||
using var sThresh = new Mat();
|
||||
using var vThresh = new Mat();
|
||||
Cv2.Threshold(hChan, hMin, YellowHueMin - 1, 255, ThresholdTypes.Binary);
|
||||
Cv2.Threshold(hChan, hMax, YellowHueMax, 255, ThresholdTypes.BinaryInv);
|
||||
Cv2.Threshold(sChan, sThresh, YellowMinSat - 1, 255, ThresholdTypes.Binary);
|
||||
Cv2.Threshold(vChan, vThresh, YellowMinVal - 1, 255, ThresholdTypes.Binary);
|
||||
|
||||
using var yellowMask = new Mat();
|
||||
Cv2.BitwiseAnd(hMin, hMax, yellowMask);
|
||||
Cv2.BitwiseAnd(yellowMask, sThresh, yellowMask);
|
||||
Cv2.BitwiseAnd(yellowMask, vThresh, yellowMask);
|
||||
|
||||
// Subtract green fire pixels
|
||||
SubtractGreenFire(bgrImage, yellowMask);
|
||||
|
||||
// Morphological grouping
|
||||
using var kH = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(25, 1));
|
||||
using var dilated = new Mat();
|
||||
Cv2.Dilate(yellowMask, dilated, kH, iterations: 1);
|
||||
|
||||
using var kV = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(1, 8));
|
||||
using var closed = new Mat();
|
||||
Cv2.MorphologyEx(dilated, closed, MorphTypes.Close, kV);
|
||||
|
||||
using var kO = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(40, 5));
|
||||
using var cleaned = new Mat();
|
||||
Cv2.MorphologyEx(closed, cleaned, MorphTypes.Open, kO);
|
||||
|
||||
// Find and filter text clusters
|
||||
Cv2.FindContours(cleaned, out var textContours, out _, RetrievalModes.External, ContourApproximationModes.ApproxSimple);
|
||||
|
||||
foreach (var contour in textContours)
|
||||
{
|
||||
var bbox = Cv2.BoundingRect(contour);
|
||||
int x = bbox.X, y = bbox.Y, w = bbox.Width, h = bbox.Height;
|
||||
|
||||
if (w < TextClusterMinWidth || h < LabelMinH || h > 120) continue;
|
||||
double aspect = (double)w / Math.Max(h, 1);
|
||||
if (aspect < TextClusterMinAspect) continue;
|
||||
|
||||
bool inPlay = y > playTop && (y + h) < playBot;
|
||||
if (!inPlay) continue;
|
||||
|
||||
// Verify yellow text density in the bounding box
|
||||
using var roiYellow = new Mat(yellowMask, bbox);
|
||||
double yellowPct = (double)Cv2.CountNonZero(roiYellow) / (w * h) * 100;
|
||||
|
||||
if (yellowPct >= YellowTextPctThreshold)
|
||||
results.Add(new LabelCandidate(x, y, w, h, (float)(yellowPct * 10), 0));
|
||||
}
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
/// <summary>Check if region is green-fire dominant (G > R+15, G > B+15, G > 80).</summary>
|
||||
private static bool IsGreenDominant(Mat bgrImage, Rect bbox, int area)
|
||||
{
|
||||
using var roiBgr = new Mat(bgrImage, bbox);
|
||||
Cv2.Split(roiBgr, out Mat[] bgr);
|
||||
try
|
||||
{
|
||||
using var gMinusR = new Mat();
|
||||
using var gMinusB = new Mat();
|
||||
Cv2.Subtract(bgr[1], bgr[2], gMinusR);
|
||||
Cv2.Subtract(bgr[1], bgr[0], gMinusB);
|
||||
using var thR = new Mat();
|
||||
using var thB = new Mat();
|
||||
using var thG = new Mat();
|
||||
Cv2.Threshold(gMinusR, thR, 15, 255, ThresholdTypes.Binary);
|
||||
Cv2.Threshold(gMinusB, thB, 15, 255, ThresholdTypes.Binary);
|
||||
Cv2.Threshold(bgr[1], thG, 80, 255, ThresholdTypes.Binary);
|
||||
using var greenMask = new Mat();
|
||||
Cv2.BitwiseAnd(thR, thB, greenMask);
|
||||
Cv2.BitwiseAnd(greenMask, thG, greenMask);
|
||||
double greenPct = (double)Cv2.CountNonZero(greenMask) / area * 100;
|
||||
return greenPct >= MaxGreenPct;
|
||||
}
|
||||
finally
|
||||
{
|
||||
foreach (var ch in bgr) ch.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Zero out green-fire pixels from a mask in-place.</summary>
|
||||
private static void SubtractGreenFire(Mat bgrImage, Mat mask)
|
||||
{
|
||||
Cv2.Split(bgrImage, out Mat[] bgr);
|
||||
try
|
||||
{
|
||||
using var gMinusR = new Mat();
|
||||
using var gMinusB = new Mat();
|
||||
Cv2.Subtract(bgr[1], bgr[2], gMinusR);
|
||||
Cv2.Subtract(bgr[1], bgr[0], gMinusB);
|
||||
using var thR = new Mat();
|
||||
using var thB = new Mat();
|
||||
using var thG = new Mat();
|
||||
Cv2.Threshold(gMinusR, thR, 15, 255, ThresholdTypes.Binary);
|
||||
Cv2.Threshold(gMinusB, thB, 15, 255, ThresholdTypes.Binary);
|
||||
Cv2.Threshold(bgr[1], thG, 80, 255, ThresholdTypes.Binary);
|
||||
using var greenFire = new Mat();
|
||||
Cv2.BitwiseAnd(thR, thB, greenFire);
|
||||
Cv2.BitwiseAnd(greenFire, thG, greenFire);
|
||||
using var notGreen = new Mat();
|
||||
Cv2.BitwiseNot(greenFire, notGreen);
|
||||
Cv2.BitwiseAnd(mask, notGreen, mask);
|
||||
}
|
||||
finally
|
||||
{
|
||||
foreach (var ch in bgr) ch.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
private static bool OverlapsAny(LabelCandidate label, List<LabelCandidate> others, double iouThresh)
|
||||
{
|
||||
foreach (var o in others)
|
||||
{
|
||||
int ix1 = Math.Max(label.X, o.X), iy1 = Math.Max(label.Y, o.Y);
|
||||
int ix2 = Math.Min(label.X + label.W, o.X + o.W);
|
||||
int iy2 = Math.Min(label.Y + label.H, o.Y + o.H);
|
||||
int inter = Math.Max(0, ix2 - ix1) * Math.Max(0, iy2 - iy1);
|
||||
int union = label.W * label.H + o.W * o.H - inter;
|
||||
if (inter / (double)Math.Max(union, 1) > iouThresh)
|
||||
if (ComputeIoU(label, o) > iouThresh)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Merge labels that sit side-by-side on the same line.
|
||||
/// </summary>
|
||||
/// <summary>Check if label is mostly contained inside any existing detection.</summary>
|
||||
private static bool ContainedByAny(LabelCandidate label, List<LabelCandidate> others, double containThresh)
|
||||
{
|
||||
int labelArea = label.W * label.H;
|
||||
if (labelArea == 0) return true;
|
||||
|
||||
foreach (var o in others)
|
||||
{
|
||||
int xx1 = Math.Max(label.X, o.X);
|
||||
int yy1 = Math.Max(label.Y, o.Y);
|
||||
int xx2 = Math.Min(label.X + label.W, o.X + o.W);
|
||||
int yy2 = Math.Min(label.Y + label.H, o.Y + o.H);
|
||||
int inter = Math.Max(0, xx2 - xx1) * Math.Max(0, yy2 - yy1);
|
||||
if ((double)inter / labelArea > containThresh)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static double ComputeIoU(LabelCandidate a, LabelCandidate b)
|
||||
{
|
||||
int xx1 = Math.Max(a.X, b.X);
|
||||
int yy1 = Math.Max(a.Y, b.Y);
|
||||
int xx2 = Math.Min(a.X + a.W, b.X + b.W);
|
||||
int yy2 = Math.Min(a.Y + a.H, b.Y + b.H);
|
||||
int inter = Math.Max(0, xx2 - xx1) * Math.Max(0, yy2 - yy1);
|
||||
int union = a.W * a.H + b.W * b.H - inter;
|
||||
return (double)inter / Math.Max(union, 1);
|
||||
}
|
||||
|
||||
private static List<LabelCandidate> MergeHorizontal(List<LabelCandidate> labels, int gap, int yTol)
|
||||
{
|
||||
if (labels.Count < 2) return labels;
|
||||
|
||||
var used = new bool[labels.Count];
|
||||
var indices = Enumerable.Range(0, labels.Count)
|
||||
var sorted = Enumerable.Range(0, labels.Count)
|
||||
.OrderBy(i => labels[i].Y).ThenBy(i => labels[i].X).ToList();
|
||||
var result = new List<LabelCandidate>();
|
||||
|
||||
for (int ii = 0; ii < indices.Count; ii++)
|
||||
foreach (int i in sorted)
|
||||
{
|
||||
int i = indices[ii];
|
||||
if (used[i]) continue;
|
||||
used[i] = true;
|
||||
|
||||
var a = labels[i];
|
||||
int gx1 = a.X, gy1 = a.Y, gx2 = a.X + a.W, gy2 = a.Y + a.H;
|
||||
double briArea = a.MeanBrightness * a.W * a.H;
|
||||
double satArea = a.MeanSaturation * a.W * a.H;
|
||||
int totalArea = a.W * a.H;
|
||||
int gx1 = labels[i].X, gy1 = labels[i].Y;
|
||||
int gx2 = gx1 + labels[i].W, gy2 = gy1 + labels[i].H;
|
||||
double wBri = labels[i].MeanBrightness * labels[i].W * labels[i].H;
|
||||
double wSat = labels[i].MeanSaturation * labels[i].W * labels[i].H;
|
||||
double area = labels[i].W * labels[i].H;
|
||||
|
||||
bool changed = true;
|
||||
while (changed)
|
||||
{
|
||||
changed = false;
|
||||
for (int jj = 0; jj < indices.Count; jj++)
|
||||
foreach (int j in sorted)
|
||||
{
|
||||
int j = indices[jj];
|
||||
if (used[j]) continue;
|
||||
var b = labels[j];
|
||||
|
||||
double cyA = (gy1 + gy2) / 2.0;
|
||||
double cyB = b.Y + b.H / 2.0;
|
||||
if (Math.Abs(cyA - cyB) > yTol) continue;
|
||||
|
||||
int hGap = Math.Max(b.X - gx2, gx1 - (b.X + b.W));
|
||||
if (hGap > gap) continue;
|
||||
|
||||
int bArea = b.W * b.H;
|
||||
double bArea = b.W * b.H;
|
||||
gx1 = Math.Min(gx1, b.X);
|
||||
gy1 = Math.Min(gy1, b.Y);
|
||||
gx2 = Math.Max(gx2, b.X + b.W);
|
||||
gy2 = Math.Max(gy2, b.Y + b.H);
|
||||
briArea += b.MeanBrightness * bArea;
|
||||
satArea += b.MeanSaturation * bArea;
|
||||
totalArea += bArea;
|
||||
wBri += b.MeanBrightness * bArea;
|
||||
wSat += b.MeanSaturation * bArea;
|
||||
area += bArea;
|
||||
used[j] = true;
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
int w = gx2 - gx1, h = gy2 - gy1;
|
||||
float bri = (float)(briArea / Math.Max(totalArea, 1));
|
||||
float sat = (float)(satArea / Math.Max(totalArea, 1));
|
||||
result.Add(new LabelCandidate(gx1, gy1, w, h, bri, sat));
|
||||
result.Add(new LabelCandidate(gx1, gy1, w, h,
|
||||
(float)(wBri / Math.Max(area, 1)), (float)(wSat / Math.Max(area, 1))));
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue