boss ready
BIN
assets/resurrect.png
Normal file
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After Width: | Height: | Size: 9.4 KiB |
BIN
assets/unique-boss-present2.png
Normal file
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After Width: | Height: | Size: 5.4 KiB |
BIN
assets/unique-boss-present3.png
Normal file
|
After Width: | Height: | Size: 6.4 MiB |
|
Before Width: | Height: | Size: 8.3 MiB After Width: | Height: | Size: 7.6 MiB |
|
Before Width: | Height: | Size: 6.8 MiB After Width: | Height: | Size: 6.4 MiB |
|
Before Width: | Height: | Size: 297 KiB After Width: | Height: | Size: 323 KiB |
|
Before Width: | Height: | Size: 639 KiB After Width: | Height: | Size: 338 KiB |
|
|
@ -18,13 +18,16 @@ public class BossRunExecutor : GameExecutor
|
|||
private static readonly string CathedralWellTemplate = Path.Combine("assets", "black-cathedral-well.png");
|
||||
private static readonly string ReturnTheRingTemplate = Path.Combine("assets", "return-the-ring.png");
|
||||
private static readonly string BossHealthbarTemplate = Path.Combine("assets", "unique-boss-present.png");
|
||||
private static readonly string BossHealthbarTemplate2 = Path.Combine("assets", "unique-boss-present2.png");
|
||||
private static readonly string BossHealthbarTemplate3 = Path.Combine("assets", "unique-boss-present3.png");
|
||||
private static readonly string NewInstanceTemplate = Path.Combine("assets", "new.png");
|
||||
private static readonly string ResurrectTemplate = Path.Combine("assets", "resurrect.png");
|
||||
|
||||
private BossRunState _state = BossRunState.Idle;
|
||||
private readonly IClientLogWatcher _logWatcher;
|
||||
private readonly BossDetector _bossDetector;
|
||||
private readonly HudReader _hudReader;
|
||||
private readonly NavigationExecutor _nav;
|
||||
private readonly CombatManager _combat;
|
||||
|
||||
public event Action<BossRunState>? StateChanged;
|
||||
|
||||
|
|
@ -35,7 +38,7 @@ public class BossRunExecutor : GameExecutor
|
|||
{
|
||||
_logWatcher = logWatcher;
|
||||
_bossDetector = bossDetector;
|
||||
_hudReader = hudReader;
|
||||
_combat = new CombatManager(game, hudReader, new FlaskManager(game, hudReader));
|
||||
_nav = nav;
|
||||
}
|
||||
|
||||
|
|
@ -56,8 +59,10 @@ public class BossRunExecutor : GameExecutor
|
|||
public async Task RunBossLoop()
|
||||
{
|
||||
_stopped = false;
|
||||
Log.Information("Starting boss run loop ({Count} invitations)", _config.Kulemak.InvitationCount);
|
||||
var runCount = _config.Kulemak.RunCount;
|
||||
Log.Information("Starting boss run loop ({Count} runs)", runCount);
|
||||
|
||||
// First run: deposit inventory and grab 1 invitation
|
||||
if (!await Prepare())
|
||||
{
|
||||
SetState(BossRunState.Failed);
|
||||
|
|
@ -67,11 +72,11 @@ public class BossRunExecutor : GameExecutor
|
|||
}
|
||||
|
||||
var completed = 0;
|
||||
for (var i = 0; i < _config.Kulemak.InvitationCount; i++)
|
||||
for (var i = 0; i < runCount; i++)
|
||||
{
|
||||
if (_stopped) break;
|
||||
|
||||
Log.Information("=== Boss run {N}/{Total} ===", i + 1, _config.Kulemak.InvitationCount);
|
||||
Log.Information("=== Boss run {N}/{Total} ===", i + 1, runCount);
|
||||
|
||||
if (!await TravelToZone())
|
||||
{
|
||||
|
|
@ -113,13 +118,14 @@ public class BossRunExecutor : GameExecutor
|
|||
}
|
||||
if (_stopped) break;
|
||||
|
||||
await StoreLoot();
|
||||
bool isLastRun = i == runCount - 1 || _stopped;
|
||||
await StoreLoot(grabInvitation: !isLastRun);
|
||||
completed++;
|
||||
|
||||
if (_stopped) break;
|
||||
}
|
||||
|
||||
Log.Information("Boss run loop finished: {Completed}/{Total} runs completed", completed, _config.Kulemak.InvitationCount);
|
||||
Log.Information("Boss run loop finished: {Completed}/{Total} runs completed", completed, runCount);
|
||||
SetState(BossRunState.Complete);
|
||||
await Helpers.Sleep(1000);
|
||||
SetState(BossRunState.Idle);
|
||||
|
|
@ -186,7 +192,7 @@ public class BossRunExecutor : GameExecutor
|
|||
(false, false) => "stash12",
|
||||
};
|
||||
|
||||
await _inventory.GrabItemsFromStash(layoutName, _config.Kulemak.InvitationCount, InvitationTemplate);
|
||||
await _inventory.GrabItemsFromStash(layoutName, 1, InvitationTemplate);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -310,7 +316,7 @@ public class BossRunExecutor : GameExecutor
|
|||
Log.Information("Fight phase starting");
|
||||
|
||||
// Wait for arena to settle
|
||||
await Helpers.Sleep(5500);
|
||||
await Helpers.Sleep(4500);
|
||||
if (_stopped) return;
|
||||
|
||||
// Find and click the cathedral door
|
||||
|
|
@ -336,7 +342,7 @@ public class BossRunExecutor : GameExecutor
|
|||
const double wellWorldX = -496;
|
||||
const double wellWorldY = -378;
|
||||
|
||||
await WalkToWorldPosition(fightWorldX, fightWorldY);
|
||||
await WalkToWorldPosition(fightWorldX, fightWorldY, cancelWhen: IsBossAlive);
|
||||
if (_stopped) return;
|
||||
|
||||
// 3x fight-then-well loop
|
||||
|
|
@ -356,14 +362,17 @@ public class BossRunExecutor : GameExecutor
|
|||
Log.Information("Fight area updated to ({X:F0},{Y:F0})", fightWorldX, fightWorldY);
|
||||
}
|
||||
|
||||
// Wait for death animation before looking for well
|
||||
await Helpers.Sleep(3000);
|
||||
|
||||
// Walk to well and click the closest match to screen center
|
||||
Log.Information("Phase {Phase} done, walking to well", phase);
|
||||
await WalkToWorldPosition(wellWorldX, wellWorldY);
|
||||
await ClickClosestTemplateToCenter(CathedralWellTemplate);
|
||||
await Helpers.Sleep(2000);
|
||||
await Helpers.Sleep(200);
|
||||
|
||||
// Walk back to fight position for next phase
|
||||
await WalkToWorldPosition(fightWorldX, fightWorldY);
|
||||
await WalkToWorldPosition(fightWorldX, fightWorldY, cancelWhen: IsBossAlive);
|
||||
}
|
||||
|
||||
// 4th fight - no well after
|
||||
|
|
@ -372,7 +381,10 @@ public class BossRunExecutor : GameExecutor
|
|||
await AttackBossUntilGone();
|
||||
if (_stopped) return;
|
||||
|
||||
// Return the ring
|
||||
// Walk to ring area and return it
|
||||
await WalkToWorldPosition(-440, -330);
|
||||
if (_stopped) return;
|
||||
|
||||
Log.Information("Looking for Return the Ring...");
|
||||
var ring = await _screen.TemplateMatch(ReturnTheRingTemplate);
|
||||
if (ring == null)
|
||||
|
|
@ -419,13 +431,39 @@ public class BossRunExecutor : GameExecutor
|
|||
|
||||
/// <summary>
|
||||
/// Check top-of-screen region for the unique boss healthbar frame.
|
||||
/// Uses lower threshold (0.5) to tolerate partial overlay from YOLO bounding boxes.
|
||||
/// Healthbar spans (750,16) to (1818,112). Uses lower threshold (0.5) to tolerate YOLO overlay.
|
||||
/// </summary>
|
||||
private async Task<bool> IsBossAlive()
|
||||
{
|
||||
var topRegion = new Region(800, 0, 960, 120);
|
||||
var matches = await _screen.TemplateMatchAll(BossHealthbarTemplate, topRegion, threshold: 0.5);
|
||||
return matches.Count > 0;
|
||||
var topRegion = new Region(750, 16, 1068, 96);
|
||||
|
||||
// Check all three healthbar templates — boss is alive if ANY matches
|
||||
var m1 = await _screen.TemplateMatchAll(BossHealthbarTemplate, topRegion, threshold: 0.5);
|
||||
if (m1.Count > 0) return true;
|
||||
|
||||
var m2 = await _screen.TemplateMatchAll(BossHealthbarTemplate2, topRegion, threshold: 0.5);
|
||||
if (m2.Count > 0) return true;
|
||||
|
||||
var m3 = await _screen.TemplateMatchAll(BossHealthbarTemplate3, topRegion, threshold: 0.5);
|
||||
if (m3.Count > 0) return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check for the "Resurrect at Checkpoint" button — means we died.
|
||||
/// If found, click it, wait for respawn, and return true.
|
||||
/// </summary>
|
||||
private async Task<bool> CheckDeath()
|
||||
{
|
||||
var match = await _screen.TemplateMatch(ResurrectTemplate);
|
||||
if (match == null) return false;
|
||||
|
||||
Log.Warning("Death detected! Clicking resurrect at ({X},{Y})", match.X, match.Y);
|
||||
await _combat.ReleaseAll();
|
||||
await _game.LeftClickAt(match.X, match.Y);
|
||||
await Helpers.Sleep(3000); // wait for respawn + loading
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -435,13 +473,13 @@ public class BossRunExecutor : GameExecutor
|
|||
{
|
||||
Log.Information("Waiting for boss healthbar to appear...");
|
||||
var sw = Stopwatch.StartNew();
|
||||
|
||||
const int screenCx = 1280;
|
||||
const int screenCy = 720;
|
||||
var atkX = 1280;
|
||||
var atkY = 720;
|
||||
|
||||
while (sw.ElapsedMilliseconds < timeoutMs)
|
||||
{
|
||||
if (_stopped) return false;
|
||||
if (await CheckDeath()) continue;
|
||||
|
||||
if (await IsBossAlive())
|
||||
{
|
||||
|
|
@ -449,19 +487,14 @@ public class BossRunExecutor : GameExecutor
|
|||
return true;
|
||||
}
|
||||
|
||||
// Attack at center while waiting — boss often spawns on top of us
|
||||
var targetX = screenCx + Rng.Next(-30, 31);
|
||||
var targetY = screenCy + Rng.Next(-30, 31);
|
||||
await _game.MoveMouseFast(targetX, targetY);
|
||||
|
||||
_game.LeftMouseDown();
|
||||
await Helpers.Sleep(Rng.Next(20, 35));
|
||||
_game.LeftMouseUp();
|
||||
_game.RightMouseDown();
|
||||
await Helpers.Sleep(Rng.Next(20, 35));
|
||||
_game.RightMouseUp();
|
||||
|
||||
await Helpers.Sleep(Rng.Next(50, 80));
|
||||
// Attack toward YOLO-detected boss if available, otherwise last known position
|
||||
var snapshot = _bossDetector.Latest;
|
||||
if (snapshot.Bosses.Count > 0)
|
||||
{
|
||||
atkX = snapshot.Bosses[0].Cx;
|
||||
atkY = snapshot.Bosses[0].Cy;
|
||||
}
|
||||
await _combat.Tick(atkX, atkY);
|
||||
}
|
||||
|
||||
Log.Warning("WaitForBossSpawn timed out after {Ms}ms", timeoutMs);
|
||||
|
|
@ -490,11 +523,9 @@ public class BossRunExecutor : GameExecutor
|
|||
await Helpers.Sleep(200);
|
||||
|
||||
var sw = Stopwatch.StartNew();
|
||||
var consecutiveMisses = 0;
|
||||
var lastCheckMs = 0L;
|
||||
var holding = false;
|
||||
var manaStableCount = 0;
|
||||
|
||||
await _combat.Reset();
|
||||
Log.Information("Boss is alive, engaging");
|
||||
|
||||
try
|
||||
|
|
@ -520,82 +551,22 @@ public class BossRunExecutor : GameExecutor
|
|||
lastBossWorldPos = (bossWorldX, bossWorldY);
|
||||
}
|
||||
|
||||
// Re-check healthbar every ~1.5s, need 5 consecutive misses (~7.5s) to confirm phase end
|
||||
if (sw.ElapsedMilliseconds - lastCheckMs > 1500)
|
||||
// Re-check healthbar every ~0.5s, first miss = phase over
|
||||
if (sw.ElapsedMilliseconds - lastCheckMs > 500)
|
||||
{
|
||||
if (await CheckDeath()) continue;
|
||||
|
||||
var bossAlive = await IsBossAlive();
|
||||
lastCheckMs = sw.ElapsedMilliseconds;
|
||||
|
||||
if (!bossAlive)
|
||||
{
|
||||
consecutiveMisses++;
|
||||
Log.Information("Healthbar not found ({Misses}/5 consecutive misses, {Ms}ms elapsed)",
|
||||
consecutiveMisses, sw.ElapsedMilliseconds);
|
||||
if (consecutiveMisses >= 5)
|
||||
{
|
||||
Log.Information("Boss phase over after {Ms}ms", sw.ElapsedMilliseconds);
|
||||
Log.Information("Healthbar not found, boss phase over after {Ms}ms", sw.ElapsedMilliseconds);
|
||||
return lastBossWorldPos;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (consecutiveMisses > 0)
|
||||
Log.Information("Healthbar found again, resetting miss count (was {Misses})", consecutiveMisses);
|
||||
consecutiveMisses = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Check mana to decide hold vs click
|
||||
var mana = _hudReader.Current.ManaPct;
|
||||
|
||||
if (!holding)
|
||||
{
|
||||
// Ramp up: click cycle until mana is stable above 80%
|
||||
if (mana >= 0.80f)
|
||||
manaStableCount++;
|
||||
else
|
||||
manaStableCount = 0;
|
||||
|
||||
var targetX = atkX + Rng.Next(-30, 31);
|
||||
var targetY = atkY + Rng.Next(-30, 31);
|
||||
await _game.MoveMouseFast(targetX, targetY);
|
||||
|
||||
_game.LeftMouseDown();
|
||||
await Helpers.Sleep(Rng.Next(20, 35));
|
||||
_game.LeftMouseUp();
|
||||
_game.RightMouseDown();
|
||||
await Helpers.Sleep(Rng.Next(20, 35));
|
||||
_game.RightMouseUp();
|
||||
|
||||
await Helpers.Sleep(Rng.Next(50, 80));
|
||||
|
||||
// After 5 consecutive checks above 80%, switch to hold
|
||||
if (manaStableCount >= 5)
|
||||
{
|
||||
Log.Information("Mana stable at {Mana:P0}, switching to hold attack", mana);
|
||||
_game.LeftMouseDown();
|
||||
_game.RightMouseDown();
|
||||
holding = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Holding: nudge mouse toward boss and monitor mana
|
||||
var targetX = atkX + Rng.Next(-30, 31);
|
||||
var targetY = atkY + Rng.Next(-30, 31);
|
||||
await _game.MoveMouseFast(targetX, targetY);
|
||||
|
||||
if (mana < 0.30f)
|
||||
{
|
||||
Log.Information("Mana dropped to {Mana:P0}, releasing to recover", mana);
|
||||
_game.LeftMouseUp();
|
||||
_game.RightMouseUp();
|
||||
holding = false;
|
||||
manaStableCount = 0;
|
||||
}
|
||||
|
||||
await Helpers.Sleep(Rng.Next(80, 120));
|
||||
}
|
||||
await _combat.Tick(atkX, atkY);
|
||||
}
|
||||
|
||||
Log.Warning("AttackBossUntilGone timed out after {Ms}ms", timeoutMs);
|
||||
|
|
@ -603,34 +574,26 @@ public class BossRunExecutor : GameExecutor
|
|||
}
|
||||
finally
|
||||
{
|
||||
if (holding)
|
||||
{
|
||||
_game.LeftMouseUp();
|
||||
_game.RightMouseUp();
|
||||
}
|
||||
await _combat.ReleaseAll();
|
||||
}
|
||||
}
|
||||
|
||||
private async Task AttackAtPosition(int x, int y, int durationMs)
|
||||
{
|
||||
await _combat.Reset();
|
||||
var sw = Stopwatch.StartNew();
|
||||
|
||||
try
|
||||
{
|
||||
while (sw.ElapsedMilliseconds < durationMs)
|
||||
{
|
||||
if (_stopped) return;
|
||||
|
||||
var targetX = x + Rng.Next(-20, 21);
|
||||
var targetY = y + Rng.Next(-20, 21);
|
||||
await _game.MoveMouseFast(targetX, targetY);
|
||||
|
||||
_game.LeftMouseDown();
|
||||
await Helpers.Sleep(Rng.Next(20, 35));
|
||||
_game.LeftMouseUp();
|
||||
_game.RightMouseDown();
|
||||
await Helpers.Sleep(Rng.Next(20, 35));
|
||||
_game.RightMouseUp();
|
||||
|
||||
await Helpers.Sleep(Rng.Next(50, 80));
|
||||
if (await CheckDeath()) continue;
|
||||
await _combat.Tick(x, y, jitter: 20);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
await _combat.ReleaseAll();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -665,7 +628,8 @@ public class BossRunExecutor : GameExecutor
|
|||
/// <summary>
|
||||
/// Walk to a world position using WASD keys, checking minimap position each iteration.
|
||||
/// </summary>
|
||||
private async Task WalkToWorldPosition(double worldX, double worldY, int timeoutMs = 10000, double arrivalDist = 15)
|
||||
private async Task WalkToWorldPosition(double worldX, double worldY, int timeoutMs = 10000,
|
||||
double arrivalDist = 15, Func<Task<bool>>? cancelWhen = null)
|
||||
{
|
||||
Log.Information("Walking to world ({X:F0},{Y:F0})", worldX, worldY);
|
||||
|
||||
|
|
@ -682,6 +646,12 @@ public class BossRunExecutor : GameExecutor
|
|||
{
|
||||
if (_stopped) break;
|
||||
|
||||
if (cancelWhen != null && await cancelWhen())
|
||||
{
|
||||
Log.Information("Walk cancelled early (cancel condition met)");
|
||||
break;
|
||||
}
|
||||
|
||||
var pos = _nav.WorldPosition;
|
||||
var dx = worldX - pos.X;
|
||||
var dy = worldY - pos.Y;
|
||||
|
|
@ -795,7 +765,7 @@ public class BossRunExecutor : GameExecutor
|
|||
return true;
|
||||
}
|
||||
|
||||
private async Task StoreLoot()
|
||||
private async Task StoreLoot(bool grabInvitation = false)
|
||||
{
|
||||
SetState(BossRunState.StoringLoot);
|
||||
Log.Information("Storing loot");
|
||||
|
|
@ -812,12 +782,11 @@ public class BossRunExecutor : GameExecutor
|
|||
}
|
||||
await Helpers.Sleep(Delays.PostStashOpen);
|
||||
|
||||
// Click loot tab
|
||||
// Click loot tab and deposit all inventory items
|
||||
var (lootTab, lootFolder) = ResolveTabPath(_config.Kulemak.LootTabPath);
|
||||
if (lootTab != null)
|
||||
await _inventory.ClickStashTab(lootTab, lootFolder);
|
||||
|
||||
// Deposit all inventory items
|
||||
var scanResult = await _screen.Grid.Scan("inventory");
|
||||
if (scanResult.Occupied.Count > 0)
|
||||
{
|
||||
|
|
@ -835,6 +804,25 @@ public class BossRunExecutor : GameExecutor
|
|||
await Helpers.Sleep(Delays.PostEscape);
|
||||
}
|
||||
|
||||
// Grab 1 invitation for the next run while stash is still open
|
||||
if (grabInvitation)
|
||||
{
|
||||
var (invTab, invFolder) = ResolveTabPath(_config.Kulemak.InvitationTabPath);
|
||||
if (invTab != null)
|
||||
{
|
||||
await _inventory.ClickStashTab(invTab, invFolder);
|
||||
var layoutName = (invTab.GridCols == 24, invFolder != null) switch
|
||||
{
|
||||
(true, true) => "stash24_folder",
|
||||
(true, false) => "stash24",
|
||||
(false, true) => "stash12_folder",
|
||||
(false, false) => "stash12",
|
||||
};
|
||||
await _inventory.GrabItemsFromStash(layoutName, 1, InvitationTemplate);
|
||||
Log.Information("Grabbed 1 invitation for next run");
|
||||
}
|
||||
}
|
||||
|
||||
// Close stash
|
||||
await _game.PressEscape();
|
||||
_inventory.ResetStashTabState();
|
||||
|
|
|
|||
|
|
@ -46,6 +46,7 @@ public class BotOrchestrator : IAsyncDisposable
|
|||
public EnemyDetector EnemyDetector { get; }
|
||||
public BossDetector BossDetector { get; }
|
||||
public FrameSaver FrameSaver { get; }
|
||||
public LootDebugDetector LootDebugDetector { get; }
|
||||
public BossRunExecutor BossRunExecutor { get; }
|
||||
private readonly Dictionary<string, ScrapExecutor> _scrapExecutors = new();
|
||||
|
||||
|
|
@ -77,6 +78,7 @@ public class BotOrchestrator : IAsyncDisposable
|
|||
EnemyDetector.Enabled = true;
|
||||
BossDetector = new BossDetector();
|
||||
FrameSaver = new FrameSaver();
|
||||
LootDebugDetector = new LootDebugDetector(screen);
|
||||
|
||||
// Register on shared pipeline
|
||||
pipelineService.Pipeline.AddConsumer(minimapCapture);
|
||||
|
|
|
|||
154
src/Poe2Trade.Bot/CombatManager.cs
Normal file
|
|
@ -0,0 +1,154 @@
|
|||
using System.Diagnostics;
|
||||
using Poe2Trade.Core;
|
||||
using Poe2Trade.Game;
|
||||
using Poe2Trade.Screen;
|
||||
using Serilog;
|
||||
|
||||
namespace Poe2Trade.Bot;
|
||||
|
||||
/// <summary>
|
||||
/// Manages the attack state machine (click → hold) with mana monitoring and flask usage.
|
||||
/// Call <see cref="Tick"/> each combat loop iteration, <see cref="Reset"/> between phases,
|
||||
/// and <see cref="ReleaseAll"/> when done.
|
||||
/// </summary>
|
||||
public class CombatManager
|
||||
{
|
||||
private static readonly Random Rng = new();
|
||||
|
||||
// Orbit: cycle W→D→S→A to dodge in a small circle
|
||||
private static readonly int[] OrbitKeys =
|
||||
[InputSender.VK.W, InputSender.VK.D, InputSender.VK.S, InputSender.VK.A];
|
||||
private const int OrbitStepMs = 400; // time per direction
|
||||
|
||||
private readonly IGameController _game;
|
||||
private readonly HudReader _hudReader;
|
||||
private readonly FlaskManager _flasks;
|
||||
|
||||
private bool _holding;
|
||||
private int _manaStableCount;
|
||||
private readonly Stopwatch _orbitSw = Stopwatch.StartNew();
|
||||
private int _orbitIndex = -1;
|
||||
private long _lastOrbitMs;
|
||||
|
||||
public bool IsHolding => _holding;
|
||||
|
||||
public CombatManager(IGameController game, HudReader hudReader, FlaskManager flasks)
|
||||
{
|
||||
_game = game;
|
||||
_hudReader = hudReader;
|
||||
_flasks = flasks;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// One combat iteration: flask check, mana-based click/hold, mouse jitter toward target.
|
||||
/// </summary>
|
||||
public async Task Tick(int x, int y, int jitter = 30)
|
||||
{
|
||||
await _flasks.Tick();
|
||||
await UpdateOrbit();
|
||||
|
||||
var mana = _hudReader.Current.ManaPct;
|
||||
|
||||
if (!_holding)
|
||||
{
|
||||
if (mana >= 0.80f)
|
||||
_manaStableCount++;
|
||||
else
|
||||
_manaStableCount = 0;
|
||||
|
||||
var targetX = x + Rng.Next(-jitter, jitter + 1);
|
||||
var targetY = y + Rng.Next(-jitter, jitter + 1);
|
||||
await _game.MoveMouseFast(targetX, targetY);
|
||||
|
||||
_game.LeftMouseDown();
|
||||
await Helpers.Sleep(Rng.Next(20, 35));
|
||||
_game.LeftMouseUp();
|
||||
_game.RightMouseDown();
|
||||
await Helpers.Sleep(Rng.Next(20, 35));
|
||||
_game.RightMouseUp();
|
||||
|
||||
await Helpers.Sleep(Rng.Next(50, 80));
|
||||
|
||||
if (_manaStableCount >= 5)
|
||||
{
|
||||
Log.Information("Mana stable at {Mana:P0}, switching to hold attack", mana);
|
||||
_game.LeftMouseDown();
|
||||
_game.RightMouseDown();
|
||||
_holding = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var targetX = x + Rng.Next(-jitter, jitter + 1);
|
||||
var targetY = y + Rng.Next(-jitter, jitter + 1);
|
||||
await _game.MoveMouseFast(targetX, targetY);
|
||||
|
||||
if (mana < 0.30f)
|
||||
{
|
||||
Log.Information("Mana dropped to {Mana:P0}, releasing to recover", mana);
|
||||
_game.LeftMouseUp();
|
||||
_game.RightMouseUp();
|
||||
_holding = false;
|
||||
_manaStableCount = 0;
|
||||
}
|
||||
|
||||
await Helpers.Sleep(Rng.Next(80, 120));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cycle WASD directions to orbit in a small circle while attacking.
|
||||
/// </summary>
|
||||
private async Task UpdateOrbit()
|
||||
{
|
||||
var now = _orbitSw.ElapsedMilliseconds;
|
||||
if (now - _lastOrbitMs < OrbitStepMs) return;
|
||||
_lastOrbitMs = now;
|
||||
|
||||
// Release previous direction
|
||||
if (_orbitIndex >= 0)
|
||||
await _game.KeyUp(OrbitKeys[_orbitIndex]);
|
||||
|
||||
// Advance to next direction
|
||||
_orbitIndex = (_orbitIndex + 1) % OrbitKeys.Length;
|
||||
await _game.KeyDown(OrbitKeys[_orbitIndex]);
|
||||
}
|
||||
|
||||
private async Task ReleaseOrbit()
|
||||
{
|
||||
if (_orbitIndex >= 0)
|
||||
{
|
||||
await _game.KeyUp(OrbitKeys[_orbitIndex]);
|
||||
_orbitIndex = -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset state for a new combat phase (releases held buttons if any).
|
||||
/// </summary>
|
||||
public async Task Reset()
|
||||
{
|
||||
if (_holding)
|
||||
{
|
||||
_game.LeftMouseUp();
|
||||
_game.RightMouseUp();
|
||||
}
|
||||
_holding = false;
|
||||
_manaStableCount = 0;
|
||||
await ReleaseOrbit();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Release any held mouse buttons and movement keys. Call in finally blocks.
|
||||
/// </summary>
|
||||
public async Task ReleaseAll()
|
||||
{
|
||||
if (_holding)
|
||||
{
|
||||
_game.LeftMouseUp();
|
||||
_game.RightMouseUp();
|
||||
_holding = false;
|
||||
}
|
||||
await ReleaseOrbit();
|
||||
}
|
||||
}
|
||||
56
src/Poe2Trade.Bot/FlaskManager.cs
Normal file
|
|
@ -0,0 +1,56 @@
|
|||
using System.Diagnostics;
|
||||
using Poe2Trade.Game;
|
||||
using Poe2Trade.Screen;
|
||||
using Serilog;
|
||||
|
||||
namespace Poe2Trade.Bot;
|
||||
|
||||
/// <summary>
|
||||
/// Monitors life/mana and presses flask keys when they drop below thresholds.
|
||||
/// Call <see cref="Tick"/> from any combat loop iteration.
|
||||
/// </summary>
|
||||
public class FlaskManager
|
||||
{
|
||||
private const float LifeThreshold = 0.50f;
|
||||
private const float ManaThreshold = 0.50f;
|
||||
private const long CooldownMs = 4000;
|
||||
|
||||
// VK codes for number keys 1 and 2
|
||||
private const int VK_1 = 0x31;
|
||||
private const int VK_2 = 0x32;
|
||||
|
||||
private readonly IGameController _game;
|
||||
private readonly HudReader _hudReader;
|
||||
private readonly Stopwatch _sw = Stopwatch.StartNew();
|
||||
private long _lastLifeFlaskMs = -CooldownMs;
|
||||
private long _lastManaFlaskMs = -CooldownMs;
|
||||
|
||||
public FlaskManager(IGameController game, HudReader hudReader)
|
||||
{
|
||||
_game = game;
|
||||
_hudReader = hudReader;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check life/mana and press flask keys if needed. Call every loop iteration.
|
||||
/// </summary>
|
||||
public async Task Tick()
|
||||
{
|
||||
var hud = _hudReader.Current;
|
||||
var now = _sw.ElapsedMilliseconds;
|
||||
|
||||
if (hud.LifePct < LifeThreshold && now - _lastLifeFlaskMs >= CooldownMs)
|
||||
{
|
||||
Log.Debug("Life flask: {Life:P0} < {Threshold:P0}", hud.LifePct, LifeThreshold);
|
||||
await _game.PressKey(VK_1);
|
||||
_lastLifeFlaskMs = now;
|
||||
}
|
||||
|
||||
if (hud.ManaPct < ManaThreshold && now - _lastManaFlaskMs >= CooldownMs)
|
||||
{
|
||||
Log.Debug("Mana flask: {Mana:P0} < {Threshold:P0}", hud.ManaPct, ManaThreshold);
|
||||
await _game.PressKey(VK_2);
|
||||
_lastManaFlaskMs = now;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -44,6 +44,7 @@ public class KulemakSettings
|
|||
public string InvitationTabPath { get; set; } = "";
|
||||
public string LootTabPath { get; set; } = "";
|
||||
public int InvitationCount { get; set; } = 15;
|
||||
public int RunCount { get; set; } = 15;
|
||||
}
|
||||
|
||||
public class ConfigStore
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ namespace Poe2Trade.Core;
|
|||
public static class Delays
|
||||
{
|
||||
public const int PostFocus = 300;
|
||||
public const int PostTravel = 1500;
|
||||
public const int PostTravel = 3000;
|
||||
public const int PostStashOpen = 1000;
|
||||
public const int ClickInterval = 150;
|
||||
public const int PostEscape = 500;
|
||||
|
|
|
|||
71
src/Poe2Trade.Screen/LootDebugDetector.cs
Normal file
|
|
@ -0,0 +1,71 @@
|
|||
using Serilog;
|
||||
|
||||
namespace Poe2Trade.Screen;
|
||||
|
||||
/// <summary>
|
||||
/// Debug-only: periodically captures the screen, runs loot label detection,
|
||||
/// and exposes the latest results for overlay rendering.
|
||||
/// </summary>
|
||||
public class LootDebugDetector : IDisposable
|
||||
{
|
||||
private readonly IScreenReader _screen;
|
||||
private volatile List<LootLabel> _latest = [];
|
||||
private Timer? _timer;
|
||||
private volatile bool _enabled;
|
||||
private int _running; // guard against overlapping ticks
|
||||
|
||||
public LootDebugDetector(IScreenReader screen)
|
||||
{
|
||||
_screen = screen;
|
||||
}
|
||||
|
||||
public IReadOnlyList<LootLabel> Latest => _latest;
|
||||
|
||||
public bool Enabled
|
||||
{
|
||||
get => _enabled;
|
||||
set
|
||||
{
|
||||
if (_enabled == value) return;
|
||||
_enabled = value;
|
||||
if (value)
|
||||
_timer = new Timer(_ => Tick(), null, 0, 500);
|
||||
else
|
||||
{
|
||||
_timer?.Dispose();
|
||||
_timer = null;
|
||||
_latest = [];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Tick()
|
||||
{
|
||||
if (!_enabled) return;
|
||||
if (Interlocked.CompareExchange(ref _running, 1, 0) != 0) return;
|
||||
|
||||
try
|
||||
{
|
||||
using var frame = _screen.CaptureRawBitmap();
|
||||
var labels = _screen.DetectLootLabels(frame, frame);
|
||||
_latest = labels;
|
||||
if (labels.Count > 0)
|
||||
Log.Information("[LootDebug] Detected {Count} labels", labels.Count);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Warning("[LootDebug] Detection failed: {Error}", ex.Message);
|
||||
_latest = [];
|
||||
}
|
||||
finally
|
||||
{
|
||||
Interlocked.Exchange(ref _running, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_timer?.Dispose();
|
||||
_timer = null;
|
||||
}
|
||||
}
|
||||
|
|
@ -202,11 +202,20 @@ public class ScreenReader : IScreenReader
|
|||
|
||||
public Bitmap CaptureRawBitmap() => ScreenCapture.CaptureOrLoad(null, null);
|
||||
|
||||
// Nameplate search region — skip top HUD, bottom bar, and side margins
|
||||
private const int NpTop = 120, NpBottom = 1080, NpMargin = 300;
|
||||
|
||||
public Task<OcrResponse> NameplateDiffOcr(Bitmap reference, Bitmap current)
|
||||
{
|
||||
int w = Math.Min(reference.Width, current.Width);
|
||||
int h = Math.Min(reference.Height, current.Height);
|
||||
|
||||
// Clamp search region to image bounds
|
||||
int scanY0 = Math.Min(NpTop, h);
|
||||
int scanY1 = Math.Min(NpBottom, h);
|
||||
int scanX0 = Math.Min(NpMargin, w);
|
||||
int scanX1 = Math.Max(scanX0, w - NpMargin);
|
||||
|
||||
var refData = reference.LockBits(new Rectangle(0, 0, w, h), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
|
||||
var curData = current.LockBits(new Rectangle(0, 0, w, h), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
|
||||
byte[] refPx = new byte[refData.Stride * h];
|
||||
|
|
@ -218,74 +227,100 @@ public class ScreenReader : IScreenReader
|
|||
current.UnlockBits(curData);
|
||||
|
||||
// Build a binary mask of pixels that got significantly brighter (nameplates are bright text)
|
||||
// Only scan within the play-area region to skip UI and reduce work
|
||||
const int brightThresh = 30;
|
||||
bool[] mask = new bool[w * h];
|
||||
Parallel.For(0, h, y =>
|
||||
int scanW = scanX1 - scanX0;
|
||||
int scanH = scanY1 - scanY0;
|
||||
bool[] mask = new bool[scanW * scanH];
|
||||
Parallel.For(0, scanH, sy =>
|
||||
{
|
||||
int y = sy + scanY0;
|
||||
int rowOff = y * stride;
|
||||
for (int x = 0; x < w; x++)
|
||||
for (int sx = 0; sx < scanW; sx++)
|
||||
{
|
||||
int x = sx + scanX0;
|
||||
int i = rowOff + x * 4;
|
||||
int brighter = (curPx[i] - refPx[i]) + (curPx[i + 1] - refPx[i + 1]) + (curPx[i + 2] - refPx[i + 2]);
|
||||
if (brighter > brightThresh)
|
||||
mask[y * w + x] = true;
|
||||
mask[sy * scanW + sx] = true;
|
||||
}
|
||||
});
|
||||
|
||||
// Find connected clusters via row-scan: collect bounding boxes of bright regions
|
||||
var boxes = FindBrightClusters(mask, w, h, minWidth: 40, minHeight: 10, maxGap: 8);
|
||||
var boxes = FindBrightClusters(mask, scanW, scanH, minWidth: 40, minHeight: 10, maxGap: 8);
|
||||
|
||||
// Offset cluster boxes back to full-image coordinates
|
||||
for (int i = 0; i < boxes.Count; i++)
|
||||
{
|
||||
var b = boxes[i];
|
||||
boxes[i] = new Rectangle(b.X + scanX0, b.Y + scanY0, b.Width, b.Height);
|
||||
}
|
||||
Log.Information("NameplateDiff: found {Count} bright clusters", boxes.Count);
|
||||
|
||||
if (boxes.Count == 0)
|
||||
return Task.FromResult(new OcrResponse { Text = "", Lines = [] });
|
||||
|
||||
// OCR each cluster crop, accumulate results with screen-space coordinates
|
||||
var allLines = new List<OcrLine>();
|
||||
var allText = new List<string>();
|
||||
// Collect valid cluster crops and stitch into a single image for one OCR call
|
||||
const int pad = 4;
|
||||
const int sep = 20; // black separator between crops to prevent cross-detection
|
||||
var crops = new List<(int screenX, int screenY, int cropW, int cropH, int stitchY)>();
|
||||
|
||||
for (int bi = 0; bi < boxes.Count; bi++)
|
||||
int maxCropW = 0;
|
||||
int totalH = 0;
|
||||
foreach (var box in boxes)
|
||||
{
|
||||
var box = boxes[bi];
|
||||
// Pad the crop slightly
|
||||
int pad = 4;
|
||||
int cx = Math.Max(0, box.X - pad);
|
||||
int cy = Math.Max(0, box.Y - pad);
|
||||
int cw = Math.Min(w - cx, box.Width + pad * 2);
|
||||
int ch = Math.Min(h - cy, box.Height + pad * 2);
|
||||
|
||||
using var crop = current.Clone(new Rectangle(cx, cy, cw, ch), PixelFormat.Format32bppArgb);
|
||||
var clusterSw = System.Diagnostics.Stopwatch.StartNew();
|
||||
crops.Add((cx, cy, cw, ch, totalH));
|
||||
maxCropW = Math.Max(maxCropW, cw);
|
||||
totalH += ch + sep;
|
||||
}
|
||||
|
||||
if (crops.Count == 0)
|
||||
return Task.FromResult(new OcrResponse { Text = "", Lines = [] });
|
||||
|
||||
totalH -= sep; // no separator after last crop
|
||||
|
||||
// Stitch all crops vertically into one image
|
||||
using var stitched = new Bitmap(maxCropW, totalH, PixelFormat.Format32bppArgb);
|
||||
using (var g = System.Drawing.Graphics.FromImage(stitched))
|
||||
{
|
||||
g.Clear(System.Drawing.Color.Black);
|
||||
foreach (var (sx, sy, cw, ch, sY) in crops)
|
||||
g.DrawImage(current, new Rectangle(0, sY, cw, ch), new Rectangle(sx, sy, cw, ch), GraphicsUnit.Pixel);
|
||||
}
|
||||
|
||||
// Single OCR call for all clusters
|
||||
var ocrSw = System.Diagnostics.Stopwatch.StartNew();
|
||||
OcrResponse ocrResult;
|
||||
try
|
||||
{
|
||||
ocrResult = _pythonBridge.OcrFromBitmap(crop);
|
||||
ocrResult = _pythonBridge.OcrFromBitmap(stitched);
|
||||
}
|
||||
catch (TimeoutException)
|
||||
{
|
||||
Log.Warning("NameplateDiffOcr: cluster {I}/{Count} OCR timed out, skipping", bi + 1, boxes.Count);
|
||||
continue;
|
||||
Log.Warning("NameplateDiffOcr: batch OCR timed out ({Count} clusters)", crops.Count);
|
||||
return Task.FromResult(new OcrResponse { Text = "", Lines = [] });
|
||||
}
|
||||
Log.Debug("NameplateDiffOcr: cluster {I}/{Count} ({W}x{H}) OCR took {Ms}ms",
|
||||
bi + 1, boxes.Count, cw, ch, clusterSw.ElapsedMilliseconds);
|
||||
Log.Information("NameplateDiffOcr: batch OCR {Count} clusters in {Ms}ms",
|
||||
crops.Count, ocrSw.ElapsedMilliseconds);
|
||||
|
||||
// Offset word coordinates to screen space
|
||||
// Map OCR results back to screen coordinates
|
||||
foreach (var line in ocrResult.Lines)
|
||||
{
|
||||
foreach (var word in line.Words)
|
||||
{
|
||||
word.X += cx;
|
||||
word.Y += cy;
|
||||
}
|
||||
allLines.Add(line);
|
||||
allText.Add(line.Text);
|
||||
// Find which crop this word belongs to by Y position
|
||||
var crop = crops.Last(c => word.Y >= c.stitchY);
|
||||
word.X += crop.screenX;
|
||||
word.Y = word.Y - crop.stitchY + crop.screenY;
|
||||
}
|
||||
}
|
||||
|
||||
return Task.FromResult(new OcrResponse
|
||||
{
|
||||
Text = string.Join("\n", allText),
|
||||
Lines = allLines,
|
||||
});
|
||||
return Task.FromResult(ocrResult);
|
||||
}
|
||||
|
||||
private static List<Rectangle> FindBrightClusters(bool[] mask, int w, int h, int minWidth, int minHeight, int maxGap)
|
||||
|
|
@ -358,21 +393,29 @@ public class ScreenReader : IScreenReader
|
|||
|
||||
public void SetLootBaseline(Bitmap frame) { }
|
||||
|
||||
// Detection parameters
|
||||
// -- Loot detection constants --
|
||||
private const int CannyLow = 20, CannyHigh = 80;
|
||||
// Shape constraints
|
||||
private const int LabelMinW = 80, LabelMaxW = 500;
|
||||
// Shape constraints (passes 1 & 2)
|
||||
private const int LabelMinW = 100, LabelMaxW = 500;
|
||||
private const int LabelMinH = 15, LabelMaxH = 100;
|
||||
private const double LabelMinAspect = 1.3, LabelMaxAspect = 10.0;
|
||||
// Strict pass: well-formed rectangle contours
|
||||
private const double MinRectangularity = 0.5;
|
||||
private const float StrictMinBS = 200f;
|
||||
private const float StrictMinEdgeDensity = 25f;
|
||||
// Relaxed pass: any contour bbox in play area (catches VFX-broken borders)
|
||||
// Pass 1: strict (well-formed bordered rectangles)
|
||||
private const double MinRectangularity = 0.7;
|
||||
private const double StrictMinBS = 255;
|
||||
// Pass 2: relaxed (play-area contours, VFX-tolerant)
|
||||
private const int RelaxedMinW = 100;
|
||||
private const float RelaxedMinBS = 250f;
|
||||
private const float RelaxedMinEdgeDensity = 25f;
|
||||
private const double RelaxedMinBS = 265;
|
||||
private const double RelaxedBrightPctThreshold = 8;
|
||||
private const double RelaxedBgDarkPctThreshold = 50;
|
||||
private const double MaxGreenPct = 5;
|
||||
// Pass 3: yellow text clusters (borderless labels)
|
||||
private const int YellowHueMin = 10, YellowHueMax = 35;
|
||||
private const int YellowMinSat = 120, YellowMinVal = 120;
|
||||
private const double YellowTextPctThreshold = 25;
|
||||
private const int TextClusterMinWidth = 100;
|
||||
private const double TextClusterMinAspect = 1.5;
|
||||
private const double TextClusterContainmentThreshold = 0.5;
|
||||
// Play area bounds
|
||||
private const double UiMarginTop = 0.08;
|
||||
private const double UiMarginBottom = 0.82;
|
||||
// Post-processing
|
||||
|
|
@ -381,9 +424,10 @@ public class ScreenReader : IScreenReader
|
|||
private const double NmsIouThresh = 0.4;
|
||||
|
||||
/// <summary>
|
||||
/// Two-pass loot label detection:
|
||||
/// 1. Strict: polygon-approximated rectangle contours (high precision)
|
||||
/// 2. Relaxed: any contour bbox in play area (catches VFX-broken borders)
|
||||
/// Three-pass loot label detection:
|
||||
/// 1. Strict: polygon-approximated rectangle contours (bordered labels)
|
||||
/// 2. Relaxed: contour bbox with label-like content OR bright text on dark background
|
||||
/// 3. Yellow text clusters: morphological detection of gold/yellow text without background box
|
||||
/// Results merged, horizontal fragments joined, then NMS.
|
||||
/// </summary>
|
||||
public List<LootLabel> DetectLootLabels(Bitmap reference, Bitmap current)
|
||||
|
|
@ -402,57 +446,59 @@ public class ScreenReader : IScreenReader
|
|||
using var hsv = new Mat();
|
||||
Cv2.CvtColor(mat, hsv, ColorConversionCodes.BGR2HSV);
|
||||
|
||||
// Edge detection
|
||||
// Split HSV channels once for reuse
|
||||
Cv2.Split(hsv, out Mat[] hsvChannels);
|
||||
using var hChan = hsvChannels[0];
|
||||
using var sChan = hsvChannels[1];
|
||||
using var vChan = hsvChannels[2];
|
||||
|
||||
// ── Passes 1 & 2: Edge-based detection ──
|
||||
using var edges = new Mat();
|
||||
Cv2.Canny(gray, edges, CannyLow, CannyHigh);
|
||||
|
||||
using var dilateKernel = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(3, 3));
|
||||
using var dilated = new Mat();
|
||||
Cv2.Dilate(edges, dilated, dilateKernel, iterations: 1);
|
||||
Cv2.Dilate(edges, edges, dilateKernel, iterations: 1);
|
||||
|
||||
Cv2.FindContours(dilated, out var contours, out _, RetrievalModes.Tree, ContourApproximationModes.ApproxSimple);
|
||||
Cv2.FindContours(edges, out var contours, out _, RetrievalModes.Tree, ContourApproximationModes.ApproxSimple);
|
||||
|
||||
var strict = new List<LabelCandidate>();
|
||||
var relaxed = new List<LabelCandidate>();
|
||||
|
||||
foreach (var contour in contours)
|
||||
{
|
||||
var box = Cv2.BoundingRect(contour);
|
||||
var bbox = Cv2.BoundingRect(contour);
|
||||
int x = bbox.X, y = bbox.Y, w = bbox.Width, h = bbox.Height;
|
||||
|
||||
// Common shape gate
|
||||
if (box.Width <= LabelMinW || box.Width >= LabelMaxW) continue;
|
||||
if (box.Height <= LabelMinH || box.Height >= LabelMaxH) continue;
|
||||
double aspect = (double)box.Width / Math.Max(box.Height, 1);
|
||||
if (aspect <= LabelMinAspect || aspect >= LabelMaxAspect) continue;
|
||||
if (w < LabelMinW || w > LabelMaxW || h < LabelMinH || h > LabelMaxH) continue;
|
||||
double aspect = (double)w / Math.Max(h, 1);
|
||||
if (aspect < LabelMinAspect || aspect > LabelMaxAspect) continue;
|
||||
|
||||
// Content metrics
|
||||
using var roiHsv = new Mat(hsv, box);
|
||||
var meanHsv = Cv2.Mean(roiHsv);
|
||||
float meanVal = (float)meanHsv[2];
|
||||
float meanSat = (float)meanHsv[1];
|
||||
float bs = meanVal + meanSat;
|
||||
|
||||
using var roiGray = new Mat(gray, box);
|
||||
using var roiEdges = new Mat();
|
||||
Cv2.Canny(roiGray, roiEdges, 50, 150);
|
||||
float ed = (float)Cv2.Mean(roiEdges)[0];
|
||||
|
||||
// Strict pass: well-formed polygon (4-8 vertices)
|
||||
var peri = Cv2.ArcLength(contour, true);
|
||||
var approx = Cv2.ApproxPolyDP(contour, 0.02 * peri, true);
|
||||
// Content metrics (mean brightness + saturation)
|
||||
using var roiV = new Mat(vChan, bbox);
|
||||
using var roiS = new Mat(sChan, bbox);
|
||||
double meanVal = Cv2.Mean(roiV).Val0;
|
||||
double meanSat = Cv2.Mean(roiS).Val0;
|
||||
double bs = meanVal + meanSat;
|
||||
|
||||
// Pass 1: strict – well-formed polygon (4-8 vertices)
|
||||
var approx = Cv2.ApproxPolyDP(contour, Cv2.ArcLength(contour, true) * 0.02, true);
|
||||
if (approx.Length >= 4 && approx.Length <= 8)
|
||||
{
|
||||
double contourArea = Cv2.ContourArea(approx);
|
||||
double rect = contourArea / Math.Max(box.Width * box.Height, 1);
|
||||
if (rect >= MinRectangularity && bs >= StrictMinBS && ed >= StrictMinEdgeDensity)
|
||||
strict.Add(new LabelCandidate(box.X, box.Y, box.Width, box.Height, meanVal, meanSat));
|
||||
double rectangularity = contourArea / Math.Max(w * h, 1);
|
||||
if (rectangularity >= MinRectangularity && bs >= StrictMinBS)
|
||||
strict.Add(new LabelCandidate(x, y, w, h, (float)meanVal, (float)meanSat));
|
||||
}
|
||||
|
||||
// Relaxed pass: any contour bbox in play area
|
||||
bool inPlay = box.Y > playTop && box.Y + box.Height < playBot;
|
||||
if (inPlay && box.Width >= RelaxedMinW && bs >= RelaxedMinBS && ed >= RelaxedMinEdgeDensity)
|
||||
relaxed.Add(new LabelCandidate(box.X, box.Y, box.Width, box.Height, meanVal, meanSat));
|
||||
// Pass 2: relaxed – play area, bs OR bright-on-dark
|
||||
bool inPlay = y > playTop && (y + h) < playBot;
|
||||
if (!inPlay || w < RelaxedMinW) continue;
|
||||
|
||||
bool passesBs = bs >= RelaxedMinBS;
|
||||
bool passesTextOnDark = !passesBs && CheckBrightTextOnDark(mat, vChan, sChan, bbox);
|
||||
|
||||
if (passesBs || passesTextOnDark)
|
||||
relaxed.Add(new LabelCandidate(x, y, w, h, (float)meanVal, (float)meanSat));
|
||||
}
|
||||
|
||||
// Merge strict + relaxed (strict wins on overlap)
|
||||
|
|
@ -466,6 +512,14 @@ public class ScreenReader : IScreenReader
|
|||
// Join horizontal fragments
|
||||
merged = MergeHorizontal(merged, MergeGap, MergeYTolerance);
|
||||
|
||||
// ── Pass 3: Yellow text cluster detection (borderless labels) ──
|
||||
var textClusters = DetectYellowTextClusters(mat, hChan, sChan, vChan, playTop, playBot);
|
||||
foreach (var tc in textClusters)
|
||||
{
|
||||
if (!ContainedByAny(tc, merged, TextClusterContainmentThreshold))
|
||||
merged.Add(tc);
|
||||
}
|
||||
|
||||
// Build LootLabels with color classification
|
||||
var scored = new List<(LootLabel Label, float Score)>();
|
||||
foreach (var c in merged)
|
||||
|
|
@ -487,7 +541,6 @@ public class ScreenReader : IScreenReader
|
|||
{
|
||||
current.Save("debug_loot_capture.png", System.Drawing.Imaging.ImageFormat.Png);
|
||||
Cv2.ImWrite("debug_loot_edges.png", edges);
|
||||
Cv2.ImWrite("debug_loot_dilated.png", dilated);
|
||||
using var debugMat = mat.Clone();
|
||||
foreach (var label in labels)
|
||||
Cv2.Rectangle(debugMat,
|
||||
|
|
@ -500,8 +553,8 @@ public class ScreenReader : IScreenReader
|
|||
Log.Warning(ex, "Failed to save debug images");
|
||||
}
|
||||
|
||||
Log.Information("DetectLootLabels: strict={Strict} relaxed={Relaxed} merged={Merged} final={Final}",
|
||||
strict.Count, relaxed.Count, merged.Count, labels.Count);
|
||||
Log.Information("DetectLootLabels: strict={Strict} relaxed={Relaxed} yellow={Yellow} final={Final}",
|
||||
strict.Count, relaxed.Count, textClusters.Count, labels.Count);
|
||||
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;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -71,6 +71,7 @@ public sealed class D2dOverlay
|
|||
using var ctx = new D2dRenderContext(hwnd, Width, Height);
|
||||
|
||||
_layers.Add(new D2dEnemyBoxLayer(ctx));
|
||||
_layers.Add(new D2dLootLabelLayer(ctx));
|
||||
_layers.Add(new D2dHudInfoLayer());
|
||||
_layers.Add(new D2dDebugTextLayer());
|
||||
|
||||
|
|
@ -182,6 +183,9 @@ public sealed class D2dOverlay
|
|||
{
|
||||
var detection = _bot.EnemyDetector.Latest;
|
||||
var bossDetection = _bot.BossDetector.Latest;
|
||||
|
||||
var showLoot = _bot.LootDebugDetector.Enabled;
|
||||
|
||||
return new OverlayState(
|
||||
Enemies: detection.Enemies,
|
||||
Bosses: bossDetection.Bosses,
|
||||
|
|
@ -192,6 +196,8 @@ public sealed class D2dOverlay
|
|||
NavPosition: _bot.Navigation.WorldPosition,
|
||||
IsExploring: _bot.Navigation.IsExploring,
|
||||
ShowHudDebug: _bot.Store.Settings.ShowHudDebug,
|
||||
ShowLootDebug: showLoot,
|
||||
LootLabels: _bot.LootDebugDetector.Latest,
|
||||
Fps: fps,
|
||||
Timing: timing);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,6 +13,8 @@ public record OverlayState(
|
|||
MapPosition NavPosition,
|
||||
bool IsExploring,
|
||||
bool ShowHudDebug,
|
||||
bool ShowLootDebug,
|
||||
IReadOnlyList<LootLabel> LootLabels,
|
||||
double Fps,
|
||||
RenderTiming? Timing);
|
||||
|
||||
|
|
|
|||
61
src/Poe2Trade.Ui/Overlay/Layers/D2dLootLabelLayer.cs
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
using System.Drawing;
|
||||
using Vortice.Direct2D1;
|
||||
using Vortice.DirectWrite;
|
||||
using Vortice.Mathematics;
|
||||
|
||||
namespace Poe2Trade.Ui.Overlay.Layers;
|
||||
|
||||
internal sealed class D2dLootLabelLayer : ID2dOverlayLayer, IDisposable
|
||||
{
|
||||
private readonly D2dRenderContext _ctx;
|
||||
private readonly Dictionary<string, IDWriteTextLayout> _labelCache = new();
|
||||
private ID2D1SolidColorBrush? _fillBrush;
|
||||
|
||||
public D2dLootLabelLayer(D2dRenderContext ctx)
|
||||
{
|
||||
_ctx = ctx;
|
||||
_fillBrush = ctx.RenderTarget.CreateSolidColorBrush(new Color4(0f, 1f, 0f, 0.15f));
|
||||
}
|
||||
|
||||
public void Draw(D2dRenderContext ctx, OverlayState state)
|
||||
{
|
||||
if (!state.ShowLootDebug || state.LootLabels.Count == 0) return;
|
||||
|
||||
var rt = ctx.RenderTarget;
|
||||
|
||||
foreach (var label in state.LootLabels)
|
||||
{
|
||||
float x = label.CenterX - label.Width / 2f;
|
||||
float y = label.CenterY - label.Height / 2f;
|
||||
float w = label.Width;
|
||||
float h = label.Height;
|
||||
var rect = new RectangleF(x, y, w, h);
|
||||
|
||||
rt.FillRectangle(rect, _fillBrush!);
|
||||
rt.DrawRectangle(rect, ctx.Green, 3f);
|
||||
|
||||
// Label: "tier (R,G,B)"
|
||||
var key = $"{label.Tier} ({label.AvgR},{label.AvgG},{label.AvgB})";
|
||||
if (!_labelCache.TryGetValue(key, out var layout))
|
||||
{
|
||||
layout = _ctx.CreateTextLayout(key, _ctx.LabelFormat);
|
||||
_labelCache[key] = layout;
|
||||
}
|
||||
|
||||
var m = layout.Metrics;
|
||||
var labelX = x;
|
||||
var labelY = y - m.Height - 2;
|
||||
|
||||
rt.FillRectangle(
|
||||
new RectangleF(labelX - 1, labelY - 1, m.Width + 2, m.Height + 2),
|
||||
ctx.LabelBgBrush);
|
||||
|
||||
rt.DrawTextLayout(new System.Numerics.Vector2(labelX, labelY), layout, ctx.Green);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
foreach (var l in _labelCache.Values) l?.Dispose();
|
||||
}
|
||||
}
|
||||
|
|
@ -20,6 +20,12 @@ public partial class DebugViewModel : ObservableObject
|
|||
[ObservableProperty] private string _selectedGridLayout = "inventory";
|
||||
[ObservableProperty] private decimal? _clickX;
|
||||
[ObservableProperty] private decimal? _clickY;
|
||||
[ObservableProperty] private bool _showLootDebug;
|
||||
|
||||
partial void OnShowLootDebugChanged(bool value)
|
||||
{
|
||||
_bot.LootDebugDetector.Enabled = value;
|
||||
}
|
||||
|
||||
public string[] GridLayoutNames { get; } =
|
||||
[
|
||||
|
|
|
|||
|
|
@ -24,6 +24,7 @@ public partial class MappingViewModel : ObservableObject, IDisposable
|
|||
[ObservableProperty] private string _invitationTabPath = "";
|
||||
[ObservableProperty] private string _lootTabPath = "";
|
||||
[ObservableProperty] private decimal? _invitationCount = 15;
|
||||
[ObservableProperty] private decimal? _runCount = 15;
|
||||
|
||||
public static MapType[] MapTypes { get; } = [MapType.TrialOfChaos, MapType.Temple, MapType.Endgame, MapType.Kulemak];
|
||||
public ObservableCollection<string> StashTabPaths { get; } = [];
|
||||
|
|
@ -45,6 +46,7 @@ public partial class MappingViewModel : ObservableObject, IDisposable
|
|||
_invitationTabPath = bot.Config.Kulemak.InvitationTabPath;
|
||||
_lootTabPath = bot.Config.Kulemak.LootTabPath;
|
||||
_invitationCount = bot.Config.Kulemak.InvitationCount;
|
||||
_runCount = bot.Config.Kulemak.RunCount;
|
||||
LoadStashTabPaths();
|
||||
|
||||
_bot.EnemyDetector.DetectionUpdated += OnDetectionUpdated;
|
||||
|
|
@ -80,6 +82,11 @@ public partial class MappingViewModel : ObservableObject, IDisposable
|
|||
_bot.Store.UpdateSettings(s => s.Kulemak.InvitationCount = (int)(value ?? 15));
|
||||
}
|
||||
|
||||
partial void OnRunCountChanged(decimal? value)
|
||||
{
|
||||
_bot.Store.UpdateSettings(s => s.Kulemak.RunCount = (int)(value ?? 15));
|
||||
}
|
||||
|
||||
private void LoadStashTabPaths()
|
||||
{
|
||||
StashTabPaths.Clear();
|
||||
|
|
|
|||
|
|
@ -255,10 +255,10 @@
|
|||
SelectedItem="{Binding LootTabPath}" />
|
||||
</DockPanel>
|
||||
<DockPanel>
|
||||
<TextBlock Text="Invitations per batch" FontSize="11" Foreground="#8b949e"
|
||||
<TextBlock Text="Runs" FontSize="11" Foreground="#8b949e"
|
||||
Width="140" VerticalAlignment="Center" />
|
||||
<NumericUpDown Value="{Binding InvitationCount}"
|
||||
Minimum="1" Maximum="60" Increment="1" Width="100" />
|
||||
<NumericUpDown Value="{Binding RunCount}"
|
||||
Minimum="1" Maximum="999" Increment="1" Width="100" />
|
||||
</DockPanel>
|
||||
</StackPanel>
|
||||
</Border>
|
||||
|
|
@ -334,6 +334,17 @@
|
|||
</StackPanel>
|
||||
</Border>
|
||||
|
||||
<!-- Debug overlays -->
|
||||
<Border Background="#161b22" BorderBrush="#30363d" BorderThickness="1"
|
||||
CornerRadius="8" Padding="8">
|
||||
<StackPanel Spacing="6">
|
||||
<TextBlock Text="DEBUG OVERLAYS" FontSize="11" FontWeight="SemiBold"
|
||||
Foreground="#8b949e" />
|
||||
<ToggleSwitch IsChecked="{Binding ShowLootDebug}"
|
||||
Content="Loot Labels" Foreground="#e6edf3" />
|
||||
</StackPanel>
|
||||
</Border>
|
||||
|
||||
<!-- Row 2: Find text -->
|
||||
<Border Background="#161b22" BorderBrush="#30363d" BorderThickness="1"
|
||||
CornerRadius="8" Padding="8">
|
||||
|
|
|
|||