minimap work
This commit is contained in:
parent
802f1030d5
commit
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7 changed files with 312 additions and 118 deletions
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@ -1,7 +1,6 @@
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using OpenCvSharp;
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using Serilog;
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using Region = Poe2Trade.Core.Region;
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using Point = OpenCvSharp.Point;
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using Size = OpenCvSharp.Size;
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namespace Poe2Trade.Navigation;
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@ -10,13 +9,12 @@ public class MinimapCapture : IDisposable
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{
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private readonly MinimapConfig _config;
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private readonly IScreenCapture _backend;
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private Mat? _circularMask;
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private readonly Queue<Mat> _frameBuffer = new();
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public MinimapCapture(MinimapConfig config)
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{
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_config = config;
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_backend = CreateBackend();
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BuildCircularMask();
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}
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private static IScreenCapture CreateBackend()
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@ -48,14 +46,6 @@ public class MinimapCapture : IDisposable
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return new GdiCapture();
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}
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private void BuildCircularMask()
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{
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var size = _config.CaptureSize;
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_circularMask = new Mat(size, size, MatType.CV_8UC1, Scalar.Black);
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var center = new Point(size / 2, size / 2);
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Cv2.Circle(_circularMask, center, _config.FogRadius, Scalar.White, -1);
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}
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public MinimapFrame? CaptureFrame()
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{
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var region = _config.CaptureRegion;
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@ -64,63 +54,207 @@ public class MinimapCapture : IDisposable
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if (bgr == null || bgr.Empty())
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return null;
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// Apply circular mask to ignore area outside fog-of-war circle
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using var masked = new Mat();
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Cv2.BitwiseAnd(bgr, bgr, masked, _circularMask!);
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// Convert to HSV
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// --- 1. HSV + extract S/V channels ---
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using var hsv = new Mat();
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Cv2.CvtColor(masked, hsv, ColorConversionCodes.BGR2HSV);
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// Classify explored areas
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using var exploredMask = new Mat();
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Cv2.InRange(hsv, _config.ExploredLoHSV, _config.ExploredHiHSV, exploredMask);
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// Classify walls: dark pixels within the circular mask
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Cv2.CvtColor(bgr, hsv, ColorConversionCodes.BGR2HSV);
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using var satChan = new Mat();
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using var valueChan = new Mat();
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Cv2.ExtractChannel(hsv, valueChan, 2); // V channel
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using var darkMask = new Mat();
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Cv2.Threshold(valueChan, darkMask, _config.WallMaxValue, 255, ThresholdTypes.BinaryInv);
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// Apply morphological close to connect wall fragments
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using var wallKernel = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(3, 3));
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using var wallMask = new Mat();
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Cv2.MorphologyEx(darkMask, wallMask, MorphTypes.Close, wallKernel);
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// Only within circular mask
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Cv2.BitwiseAnd(wallMask, _circularMask!, wallMask);
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// Don't count explored pixels as wall
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using var notExplored = new Mat();
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Cv2.BitwiseNot(exploredMask, notExplored);
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Cv2.BitwiseAnd(wallMask, notExplored, wallMask);
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Cv2.ExtractChannel(hsv, satChan, 1); // S
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Cv2.ExtractChannel(hsv, valueChan, 2); // V
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// Build classified mat: Unknown=0, Explored=1, Wall=2
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var classified = new Mat(_config.CaptureSize, _config.CaptureSize, MatType.CV_8UC1, Scalar.Black);
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classified.SetTo(new Scalar((byte)MapCell.Explored), exploredMask);
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classified.SetTo(new Scalar((byte)MapCell.Wall), wallMask);
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// Ensure only within circular mask
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Cv2.BitwiseAnd(classified, _circularMask!, classified);
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// Detect player marker (orange X)
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// --- 2. Player mask (orange marker) ---
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using var playerMask = new Mat();
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Cv2.InRange(hsv, _config.PlayerLoHSV, _config.PlayerHiHSV, playerMask);
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var playerOffset = FindCentroid(playerMask);
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// Convert to grayscale for phase correlation
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var gray = new Mat();
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Cv2.CvtColor(masked, gray, ColorConversionCodes.BGR2GRAY);
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// Apply circular mask to gray too
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Cv2.BitwiseAnd(gray, _circularMask!, gray);
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// --- 3. Wall mask: bright OR saturated → structure lines ---
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using var wallMask = BuildWallMask(satChan, valueChan, playerMask);
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// --- 4. Explored mask: brightness above fog-of-war, minus walls/player ---
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using var exploredMask = BuildExploredMask(valueChan, wallMask, playerMask);
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// --- 5. Build raw classified mat ---
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var classified = new Mat(_config.CaptureSize, _config.CaptureSize, MatType.CV_8UC1, Scalar.Black);
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classified.SetTo(new Scalar((byte)MapCell.Explored), exploredMask);
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classified.SetTo(new Scalar((byte)MapCell.Wall), wallMask);
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// --- 6. Temporal smoothing: majority vote ---
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var smoothed = TemporalSmooth(classified); // classified goes into ring buffer
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// --- 7. Gray for phase correlation (walls zeroed out — structural noise) ---
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var grayForCorr = new Mat();
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Cv2.CvtColor(bgr, grayForCorr, ColorConversionCodes.BGR2GRAY);
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grayForCorr.SetTo(Scalar.Black, wallMask);
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return new MinimapFrame(
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GrayMat: gray,
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ClassifiedMat: classified,
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GrayMat: grayForCorr,
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ClassifiedMat: smoothed,
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PlayerOffset: playerOffset,
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Timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
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);
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}
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private Mat BuildWallMask(Mat satChan, Mat valueChan, Mat playerMask)
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{
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// Wall = bright OR saturated pixels (minimap structure lines, icons)
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using var highV = new Mat();
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Cv2.Threshold(valueChan, highV, _config.WallMinValue, 255, ThresholdTypes.Binary);
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using var highS = new Mat();
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Cv2.Threshold(satChan, highS, _config.WallMinSat, 255, ThresholdTypes.Binary);
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var wallMask = new Mat();
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Cv2.BitwiseOr(highV, highS, wallMask);
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// Dilate to connect wall line fragments
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using var kernel = Cv2.GetStructuringElement(MorphShapes.Ellipse, new Size(3, 3));
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Cv2.Dilate(wallMask, wallMask, kernel);
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// Subtract player (bright/saturated marker would otherwise be classified as wall)
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using var notPlayer = new Mat();
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Cv2.BitwiseNot(playerMask, notPlayer);
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Cv2.BitwiseAnd(wallMask, notPlayer, wallMask);
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FilterSmallComponents(wallMask, _config.WallMinArea);
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return wallMask;
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}
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private Mat BuildExploredMask(Mat valueChan, Mat wallMask, Mat playerMask)
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{
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// Explored = any pixel above fog-of-war darkness, minus walls and player
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var exploredMask = new Mat();
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Cv2.Threshold(valueChan, exploredMask, _config.FloorMinValue, 255, ThresholdTypes.Binary);
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using var notWall = new Mat();
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Cv2.BitwiseNot(wallMask, notWall);
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Cv2.BitwiseAnd(exploredMask, notWall, exploredMask);
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using var notPlayer = new Mat();
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Cv2.BitwiseNot(playerMask, notPlayer);
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Cv2.BitwiseAnd(exploredMask, notPlayer, exploredMask);
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return exploredMask;
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}
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private static void FilterSmallComponents(Mat mask, int minArea)
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{
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if (minArea <= 0) return;
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using var labels = new Mat();
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using var stats = new Mat();
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using var centroids = new Mat();
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var numLabels = Cv2.ConnectedComponentsWithStats(mask, labels, stats, centroids);
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if (numLabels <= 1) return; // only background
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// Clear mask, then re-add only components meeting min area
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mask.SetTo(Scalar.Black);
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for (var i = 1; i < numLabels; i++)
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{
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var area = stats.At<int>(i, 4); // CC_STAT_AREA
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if (area < minArea) continue;
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using var comp = new Mat();
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Cv2.Compare(labels, new Scalar(i), comp, CmpType.EQ);
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mask.SetTo(new Scalar(255), comp);
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}
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}
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private Mat TemporalSmooth(Mat classified)
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{
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// Add raw frame to ring buffer (takes ownership)
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_frameBuffer.Enqueue(classified);
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while (_frameBuffer.Count > _config.TemporalFrameCount)
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_frameBuffer.Dequeue().Dispose();
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// Not enough frames yet — return as-is
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if (_frameBuffer.Count < 2)
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return classified.Clone();
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var size = classified.Size();
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using var wallCount = new Mat(size, MatType.CV_8UC1, Scalar.Black);
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using var exploredCount = new Mat(size, MatType.CV_8UC1, Scalar.Black);
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foreach (var frame in _frameBuffer)
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{
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using var isWall = new Mat();
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Cv2.Compare(frame, new Scalar((byte)MapCell.Wall), isWall, CmpType.EQ);
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Cv2.Add(wallCount, new Scalar(1), wallCount, isWall);
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using var isExplored = new Mat();
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Cv2.Compare(frame, new Scalar((byte)MapCell.Explored), isExplored, CmpType.EQ);
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Cv2.Add(exploredCount, new Scalar(1), exploredCount, isExplored);
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}
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// Apply vote thresholds
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using var wallPass = new Mat();
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Cv2.Threshold(wallCount, wallPass,
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_config.WallTemporalThreshold - 0.5, 255, ThresholdTypes.Binary);
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using var exploredPass = new Mat();
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Cv2.Threshold(exploredCount, exploredPass,
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_config.ExploredTemporalThreshold - 0.5, 255, ThresholdTypes.Binary);
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// Build smoothed result (explored wins over wall)
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var result = new Mat(size, MatType.CV_8UC1, Scalar.Black);
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result.SetTo(new Scalar((byte)MapCell.Wall), wallPass);
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result.SetTo(new Scalar((byte)MapCell.Explored), exploredPass);
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return result;
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}
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/// <summary>
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/// Save debug images: raw capture, HSV mask, classified result.
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/// Call once to diagnose color ranges.
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/// Capture a single frame and return the requested pipeline stage as PNG bytes.
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/// </summary>
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public byte[]? CaptureStage(MinimapDebugStage stage)
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{
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var region = _config.CaptureRegion;
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using var bgr = _backend.CaptureRegion(region);
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if (bgr == null || bgr.Empty()) return null;
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if (stage == MinimapDebugStage.Raw) return EncodePng(bgr);
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using var hsv = new Mat();
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Cv2.CvtColor(bgr, hsv, ColorConversionCodes.BGR2HSV);
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if (stage is MinimapDebugStage.Hue or MinimapDebugStage.Saturation or MinimapDebugStage.Value)
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{
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var channels = Cv2.Split(hsv);
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var idx = stage switch { MinimapDebugStage.Hue => 0, MinimapDebugStage.Saturation => 1, _ => 2 };
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var result = EncodePng(channels[idx]);
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foreach (var c in channels) c.Dispose();
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return result;
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}
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using var satChan = new Mat();
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using var valueChan = new Mat();
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Cv2.ExtractChannel(hsv, satChan, 1);
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Cv2.ExtractChannel(hsv, valueChan, 2);
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using var playerMask = new Mat();
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Cv2.InRange(hsv, _config.PlayerLoHSV, _config.PlayerHiHSV, playerMask);
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if (stage == MinimapDebugStage.Player) return EncodePng(playerMask);
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using var wallMask = BuildWallMask(satChan, valueChan, playerMask);
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if (stage == MinimapDebugStage.Walls) return EncodePng(wallMask);
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using var exploredMask = BuildExploredMask(valueChan, wallMask, playerMask);
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if (stage == MinimapDebugStage.Explored) return EncodePng(exploredMask);
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// Classified
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using var classified = new Mat(_config.CaptureSize, _config.CaptureSize, MatType.CV_8UC3, Scalar.Black);
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classified.SetTo(new Scalar(104, 64, 31), exploredMask);
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classified.SetTo(new Scalar(26, 45, 61), wallMask);
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classified.SetTo(new Scalar(0, 165, 255), playerMask);
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return EncodePng(classified);
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}
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private static byte[] EncodePng(Mat mat)
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{
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Cv2.ImEncode(".png", mat, out var buf);
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return buf;
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}
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/// <summary>
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/// Save debug images for tuning thresholds.
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/// </summary>
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public void SaveDebugCapture(string dir = "debug-minimap")
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{
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@ -129,29 +263,37 @@ public class MinimapCapture : IDisposable
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using var bgr = _backend.CaptureRegion(region);
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if (bgr == null || bgr.Empty()) return;
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using var masked = new Mat();
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Cv2.BitwiseAnd(bgr, bgr, masked, _circularMask!);
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using var hsv = new Mat();
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Cv2.CvtColor(masked, hsv, ColorConversionCodes.BGR2HSV);
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Cv2.CvtColor(bgr, hsv, ColorConversionCodes.BGR2HSV);
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using var exploredMask = new Mat();
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Cv2.InRange(hsv, _config.ExploredLoHSV, _config.ExploredHiHSV, exploredMask);
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using var satChan = new Mat();
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using var valueChan = new Mat();
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Cv2.ExtractChannel(hsv, satChan, 1);
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Cv2.ExtractChannel(hsv, valueChan, 2);
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using var playerMask = new Mat();
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Cv2.InRange(hsv, _config.PlayerLoHSV, _config.PlayerHiHSV, playerMask);
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// Save raw, masked, explored filter, player filter
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Cv2.ImWrite(Path.Combine(dir, "1-raw.png"), bgr);
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Cv2.ImWrite(Path.Combine(dir, "2-masked.png"), masked);
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Cv2.ImWrite(Path.Combine(dir, "3-explored.png"), exploredMask);
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Cv2.ImWrite(Path.Combine(dir, "4-player.png"), playerMask);
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using var wallMask = BuildWallMask(satChan, valueChan, playerMask);
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using var exploredMask = BuildExploredMask(valueChan, wallMask, playerMask);
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// Save HSV channels separately for tuning
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// Colorized classified
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using var classified = new Mat(_config.CaptureSize, _config.CaptureSize, MatType.CV_8UC3, Scalar.Black);
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classified.SetTo(new Scalar(104, 64, 31), exploredMask); // blue
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classified.SetTo(new Scalar(26, 45, 61), wallMask); // brown
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classified.SetTo(new Scalar(0, 165, 255), playerMask); // orange
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Cv2.ImWrite(Path.Combine(dir, "01-raw.png"), bgr);
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Cv2.ImWrite(Path.Combine(dir, "02-walls.png"), wallMask);
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Cv2.ImWrite(Path.Combine(dir, "03-explored.png"), exploredMask);
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Cv2.ImWrite(Path.Combine(dir, "04-player.png"), playerMask);
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Cv2.ImWrite(Path.Combine(dir, "05-classified.png"), classified);
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// HSV channels
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var channels = Cv2.Split(hsv);
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Cv2.ImWrite(Path.Combine(dir, "5-hue.png"), channels[0]);
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Cv2.ImWrite(Path.Combine(dir, "6-sat.png"), channels[1]);
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Cv2.ImWrite(Path.Combine(dir, "7-val.png"), channels[2]);
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Cv2.ImWrite(Path.Combine(dir, "06-hue.png"), channels[0]);
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Cv2.ImWrite(Path.Combine(dir, "07-sat.png"), channels[1]);
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Cv2.ImWrite(Path.Combine(dir, "08-val.png"), channels[2]);
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foreach (var c in channels) c.Dispose();
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Log.Information("Debug minimap images saved to {Dir}", Path.GetFullPath(dir));
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@ -170,7 +312,8 @@ public class MinimapCapture : IDisposable
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public void Dispose()
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{
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_circularMask?.Dispose();
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_backend.Dispose();
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while (_frameBuffer.Count > 0)
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_frameBuffer.Dequeue().Dispose();
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}
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}
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@ -58,61 +58,70 @@ public class NavigationExecutor : IDisposable
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await _game.ToggleMinimap();
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await Helpers.Sleep(300);
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var lastMoveTime = long.MinValue;
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while (!_stopped)
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{
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var frameStart = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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try
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{
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// 1. Capture frame
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// 1. Capture + track every frame (~30 fps)
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SetState(NavigationState.Capturing);
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using var frame = _capture.CaptureFrame();
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if (frame == null)
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{
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Log.Warning("Failed to capture minimap frame");
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await Helpers.Sleep(200);
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await Helpers.Sleep(_config.CaptureIntervalMs);
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continue;
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}
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// 2. Track position via phase correlation
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SetState(NavigationState.Processing);
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var pos = _tracker.UpdatePosition(frame.GrayMat);
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// 3. Stitch into world map
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_worldMap.StitchFrame(frame.ClassifiedMat, pos);
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// 4. Check if stuck
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if (_tracker.IsStuck)
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// 2. Movement decisions at slower rate
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var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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if (now - lastMoveTime >= _config.MovementWaitMs)
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{
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SetState(NavigationState.Stuck);
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Log.Information("Stuck detected, clicking random direction");
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await ClickRandomDirection();
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await Helpers.Sleep(_config.MovementWaitMs);
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continue;
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lastMoveTime = now;
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if (_tracker.IsStuck)
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{
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SetState(NavigationState.Stuck);
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Log.Information("Stuck detected, clicking random direction");
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await ClickRandomDirection();
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}
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else
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{
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SetState(NavigationState.Planning);
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var direction = _worldMap.FindNearestUnexplored(pos);
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if (direction == null)
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{
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Log.Information("Map fully explored");
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SetState(NavigationState.Completed);
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break;
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}
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SetState(NavigationState.Moving);
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await ClickToMove(direction.Value.dirX, direction.Value.dirY);
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}
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}
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// 5. Find best exploration direction
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SetState(NavigationState.Planning);
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var direction = _worldMap.FindNearestUnexplored(pos);
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if (direction == null)
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{
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Log.Information("Map fully explored");
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SetState(NavigationState.Completed);
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break;
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}
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// 6. Click to move in that direction
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SetState(NavigationState.Moving);
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await ClickToMove(direction.Value.dirX, direction.Value.dirY);
|
||||
|
||||
// 7. Wait for character to walk
|
||||
await Helpers.Sleep(_config.MovementWaitMs);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Error(ex, "Error in explore loop");
|
||||
SetState(NavigationState.Failed);
|
||||
await Helpers.Sleep(1000);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Sleep remainder of frame interval
|
||||
var elapsed = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - frameStart;
|
||||
var sleepMs = _config.CaptureIntervalMs - (int)elapsed;
|
||||
if (sleepMs > 0)
|
||||
await Helpers.Sleep(sleepMs);
|
||||
}
|
||||
|
||||
if (_state != NavigationState.Completed)
|
||||
|
|
@ -149,16 +158,20 @@ public class NavigationExecutor : IDisposable
|
|||
|
||||
/// <summary>
|
||||
/// Capture one frame, track position, stitch into world map.
|
||||
/// Returns viewport PNG bytes, or null on failure.
|
||||
/// Returns PNG bytes for the requested debug stage (or world map viewport by default).
|
||||
/// </summary>
|
||||
public byte[]? ProcessFrame()
|
||||
public byte[]? ProcessFrame(MinimapDebugStage stage = MinimapDebugStage.WorldMap)
|
||||
{
|
||||
using var frame = _capture.CaptureFrame();
|
||||
if (frame == null) return null;
|
||||
|
||||
var pos = _tracker.UpdatePosition(frame.GrayMat);
|
||||
_worldMap.StitchFrame(frame.ClassifiedMat, pos);
|
||||
return _worldMap.GetViewportSnapshot(pos);
|
||||
|
||||
if (stage == MinimapDebugStage.WorldMap)
|
||||
return _worldMap.GetViewportSnapshot(pos);
|
||||
|
||||
return _capture.CaptureStage(stage);
|
||||
}
|
||||
|
||||
public void SaveDebugCapture() => _capture.SaveDebugCapture();
|
||||
|
|
|
|||
|
|
@ -24,6 +24,19 @@ public enum MapCell : byte
|
|||
Wall = 2
|
||||
}
|
||||
|
||||
public enum MinimapDebugStage
|
||||
{
|
||||
WorldMap,
|
||||
Raw,
|
||||
Walls,
|
||||
Explored,
|
||||
Player,
|
||||
Classified,
|
||||
Hue,
|
||||
Saturation,
|
||||
Value
|
||||
}
|
||||
|
||||
public record MinimapFrame(
|
||||
Mat GrayMat,
|
||||
Mat ClassifiedMat,
|
||||
|
|
@ -52,20 +65,27 @@ public class MinimapConfig
|
|||
|
||||
public int CaptureSize { get; set; } = 300;
|
||||
|
||||
// Fog-of-war circle radius within the captured frame
|
||||
public int FogRadius { get; set; } = 120;
|
||||
|
||||
// HSV range for explored areas (purple/violet minimap lines)
|
||||
// OpenCV H: 0-180, purple ≈ 120-170
|
||||
public Scalar ExploredLoHSV { get; set; } = new(120, 40, 40);
|
||||
public Scalar ExploredHiHSV { get; set; } = new(170, 255, 255);
|
||||
|
||||
// HSV range for player marker (orange X)
|
||||
public Scalar PlayerLoHSV { get; set; } = new(5, 80, 80);
|
||||
public Scalar PlayerHiHSV { get; set; } = new(25, 255, 255);
|
||||
|
||||
// HSV range for walls (dark pixels) — set very low to avoid game-world noise
|
||||
public int WallMaxValue { get; set; } = 20;
|
||||
// Wall detection: bright OR saturated pixels (minimap structure lines, icons)
|
||||
public int WallMinValue { get; set; } = 200;
|
||||
public int WallMinSat { get; set; } = 150;
|
||||
|
||||
// Floor detection: minimum V to distinguish explored floor from fog-of-war
|
||||
public int FloorMinValue { get; set; } = 15;
|
||||
|
||||
// Connected components: minimum area to keep (kills speckle)
|
||||
public int WallMinArea { get; set; } = 30;
|
||||
|
||||
// Temporal smoothing: majority vote over ring buffer
|
||||
public int TemporalFrameCount { get; set; } = 5;
|
||||
public int WallTemporalThreshold { get; set; } = 3;
|
||||
public int ExploredTemporalThreshold { get; set; } = 2;
|
||||
|
||||
// Capture rate (~30 fps)
|
||||
public int CaptureIntervalMs { get; set; } = 33;
|
||||
|
||||
// Movement
|
||||
public int ClickRadius { get; set; } = 100;
|
||||
|
|
|
|||
|
|
@ -32,13 +32,23 @@ public class PositionTracker : IDisposable
|
|||
return Position;
|
||||
}
|
||||
|
||||
// Convert to float64 for phase correlation
|
||||
// Convert to float64
|
||||
using var prev64 = new Mat();
|
||||
using var curr64 = new Mat();
|
||||
_prevGray.ConvertTo(prev64, MatType.CV_64F);
|
||||
currentGray.ConvertTo(curr64, MatType.CV_64F);
|
||||
|
||||
var shift = Cv2.PhaseCorrelate(prev64, curr64, _hanningWindow, out var confidence);
|
||||
// High-pass filter: removes slow lighting changes, keeps edges/structure
|
||||
using var prevBlur = new Mat();
|
||||
using var currBlur = new Mat();
|
||||
Cv2.GaussianBlur(prev64, prevBlur, new OpenCvSharp.Size(21, 21), 0);
|
||||
Cv2.GaussianBlur(curr64, currBlur, new OpenCvSharp.Size(21, 21), 0);
|
||||
using var prevHp = new Mat();
|
||||
using var currHp = new Mat();
|
||||
Cv2.Subtract(prev64, prevBlur, prevHp);
|
||||
Cv2.Subtract(curr64, currBlur, currHp);
|
||||
|
||||
var shift = Cv2.PhaseCorrelate(prevHp, currHp, _hanningWindow, out var confidence);
|
||||
|
||||
if (confidence < _config.ConfidenceThreshold)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -63,7 +63,7 @@ public class WorldMap : IDisposable
|
|||
var bestAngle = double.NaN;
|
||||
var bestScore = 0;
|
||||
const int sectorCount = 16;
|
||||
var fogRadius = _config.FogRadius;
|
||||
var fogRadius = _config.CaptureSize / 2;
|
||||
|
||||
for (var sector = 0; sector < sectorCount; sector++)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -51,6 +51,9 @@ public partial class MainWindowViewModel : ObservableObject
|
|||
[ObservableProperty] private Bitmap? _inventoryImage;
|
||||
[ObservableProperty] private Bitmap? _minimapImage;
|
||||
[ObservableProperty] private string _navigationStateText = "";
|
||||
[ObservableProperty] private MinimapDebugStage _selectedMinimapStage = MinimapDebugStage.WorldMap;
|
||||
|
||||
public static MinimapDebugStage[] MinimapStages { get; } = Enum.GetValues<MinimapDebugStage>();
|
||||
|
||||
[ObservableProperty] private string _newUrl = "";
|
||||
[ObservableProperty] private string _newLinkName = "";
|
||||
|
|
@ -198,7 +201,7 @@ public partial class MainWindowViewModel : ObservableObject
|
|||
f12WasDown = f12Down;
|
||||
|
||||
// Minimap capture + display
|
||||
var bytes = _bot.Navigation.ProcessFrame();
|
||||
var bytes = _bot.Navigation.ProcessFrame(SelectedMinimapStage);
|
||||
if (bytes != null)
|
||||
{
|
||||
var bmp = new Bitmap(new MemoryStream(bytes));
|
||||
|
|
|
|||
|
|
@ -113,10 +113,15 @@
|
|||
<DockPanel>
|
||||
<StackPanel DockPanel.Dock="Top" Orientation="Horizontal" Margin="0,0,0,4">
|
||||
<TextBlock Text="MINIMAP" FontSize="11" FontWeight="SemiBold"
|
||||
Foreground="#8b949e" />
|
||||
Foreground="#8b949e" VerticalAlignment="Center" />
|
||||
<TextBlock Text="{Binding NavigationStateText}"
|
||||
FontSize="11" Foreground="#58a6ff" Margin="8,0,0,0" />
|
||||
FontSize="11" Foreground="#58a6ff" Margin="8,0,0,0"
|
||||
VerticalAlignment="Center" />
|
||||
</StackPanel>
|
||||
<ComboBox DockPanel.Dock="Top"
|
||||
ItemsSource="{x:Static vm:MainWindowViewModel.MinimapStages}"
|
||||
SelectedItem="{Binding SelectedMinimapStage}"
|
||||
FontSize="11" Margin="0,0,0,4" />
|
||||
<Grid>
|
||||
<Image Source="{Binding MinimapImage}" Stretch="Uniform"
|
||||
RenderOptions.BitmapInterpolationMode="None" />
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue