poe2-bot/src/Automata.Navigation/MinimapCapture.cs
2026-02-28 15:13:31 -05:00

446 lines
17 KiB
C#

using OpenCvSharp;
using Automata.Screen;
using Serilog;
using Region = Automata.Core.Region;
using Size = OpenCvSharp.Size;
namespace Automata.Navigation;
public class MinimapCapture : IFrameConsumer, IDisposable
{
private readonly MinimapConfig _config;
private readonly WallColorTracker _colorTracker;
private readonly IScreenCapture _backend; // kept for debug capture paths
private readonly IconDetector? _iconDetector;
private int _modeCheckCounter = 9; // trigger mode detection on first frame
private MinimapMode _detectedMode = MinimapMode.Overlay;
private int _pendingModeCount; // consecutive detections of a different mode
private MinimapMode _pendingMode;
private MinimapFrame? _lastFrame;
public MinimapMode DetectedMode => _detectedMode;
public MinimapFrame? LastFrame => _lastFrame;
/// <summary>
/// Atomically take ownership of the last frame (sets _lastFrame to null).
/// Caller is responsible for disposing the returned frame.
/// </summary>
public MinimapFrame? TakeFrame() => Interlocked.Exchange(ref _lastFrame, null);
public event Action<MinimapMode>? ModeChanged;
public MinimapCapture(MinimapConfig config, IScreenCapture backend, string? assetsDir = null)
{
_config = config;
_colorTracker = new WallColorTracker(config.WallLoHSV, config.WallHiHSV);
_backend = backend;
// Load icon templates if assets directory provided and contains templates
if (assetsDir != null && File.Exists(Path.Combine(assetsDir, "door.png")))
{
try { _iconDetector = new IconDetector(assetsDir); }
catch (Exception ex) { Log.Warning(ex, "Failed to load icon templates, icon detection disabled"); }
}
}
/// <summary>
/// IFrameConsumer entry point — called by FramePipeline with the shared screen frame.
/// </summary>
public void Process(ScreenFrame screen)
{
// Auto-detect minimap mode by checking orange player dot at both positions.
// null = not in gameplay (loading/menu) → skip frame entirely.
// Require 3 consecutive detections of a new mode to avoid transient flips.
if (++_modeCheckCounter >= 10)
{
_modeCheckCounter = 0;
var detected = DetectMinimapMode(screen);
if (detected == null)
{
_pendingModeCount = 0;
_lastFrame = null;
return; // not in gameplay — skip frame
}
if (detected != _detectedMode)
{
if (detected == _pendingMode)
_pendingModeCount++;
else
{
_pendingMode = detected.Value;
_pendingModeCount = 1;
}
if (_pendingModeCount >= 3)
{
var oldMode = _detectedMode;
var oldRegion = _detectedMode == MinimapMode.Overlay ? _config.OverlayRegion : _config.CornerRegion;
_detectedMode = detected.Value;
var newRegion = _detectedMode == MinimapMode.Overlay ? _config.OverlayRegion : _config.CornerRegion;
Log.Information("MODE SWITCH: {Old} → {New} | oldRegion=({OX},{OY},{OW}x{OH}) newRegion=({NX},{NY},{NW}x{NH})",
oldMode, _detectedMode,
oldRegion.X, oldRegion.Y, oldRegion.Width, oldRegion.Height,
newRegion.X, newRegion.Y, newRegion.Width, newRegion.Height);
ResetAdaptation();
_pendingModeCount = 0;
ModeChanged?.Invoke(_detectedMode);
}
}
else
{
_pendingModeCount = 0;
}
}
var region = _detectedMode == MinimapMode.Overlay
? _config.OverlayRegion
: _config.CornerRegion;
using var bgr = screen.CropBgr(region);
if (bgr.Empty())
return;
var frame = ProcessBgr(bgr);
if (frame == null) return;
Log.Debug("Process: mode={Mode} cropSize={W}x{H} classifiedSize={CW}x{CH} wallSize={WW}x{WH}",
_detectedMode, bgr.Width, bgr.Height,
frame.ClassifiedMat.Width, frame.ClassifiedMat.Height,
frame.WallMask.Width, frame.WallMask.Height);
var old = Interlocked.Exchange(ref _lastFrame, frame);
old?.Dispose();
}
private MinimapFrame? ProcessBgr(Mat bgr)
{
using var hsv = new Mat();
Cv2.CvtColor(bgr, hsv, ColorConversionCodes.BGR2HSV);
// Player mask (orange marker)
using var playerMask = new Mat();
Cv2.InRange(hsv, _config.PlayerLoHSV, _config.PlayerHiHSV, playerMask);
var playerOffset = FindCentroid(playerMask);
// Wall mask: target #A2AEE5 blue-lavender structure lines (range adapts per-map)
var wallMask = BuildWallMask(hsv, playerMask, sample: true);
// Build classified mat (use actual frame size — differs between overlay and corner)
var frameSize = bgr.Width;
var classified = new Mat(frameSize, frameSize, MatType.CV_8UC1, Scalar.Black);
{
using var fogMask = BuildFogMask(hsv, wallMask, playerMask);
classified.SetTo(new Scalar((byte)MapCell.Fog), fogMask);
classified.SetTo(new Scalar((byte)MapCell.Wall), wallMask);
}
// Icon detection (overlay mode only — corner has different scale)
List<Point>? checkpointsOff = null;
List<Point>? checkpointsOn = null;
if (_detectedMode == MinimapMode.Overlay && _iconDetector != null)
{
using var grayForIcons = new Mat();
Cv2.CvtColor(bgr, grayForIcons, ColorConversionCodes.BGR2GRAY);
// Doors: stamp as Wall in classified + wallMask (fills gap so BFS blocks doors)
var doors = _iconDetector.DetectDoors(grayForIcons);
if (doors.Count > 0)
{
var doorSize = _iconDetector.DoorSize;
const int pad = 2;
foreach (var d in doors)
{
var rx = Math.Max(0, d.X - doorSize.Width / 2 - pad);
var ry = Math.Max(0, d.Y - doorSize.Height / 2 - pad);
var rw = Math.Min(doorSize.Width + 2 * pad, frameSize - rx);
var rh = Math.Min(doorSize.Height + 2 * pad, frameSize - ry);
if (rw <= 0 || rh <= 0) continue;
var rect = new Rect(rx, ry, rw, rh);
using var classRoi = new Mat(classified, rect);
classRoi.SetTo(new Scalar((byte)MapCell.Wall));
using var wallRoi = new Mat(wallMask, rect);
wallRoi.SetTo(new Scalar(255));
}
Log.Debug("Icons: {Count} doors stamped as wall", doors.Count);
}
// Checkpoints: don't stamp — just pass positions into MinimapFrame
checkpointsOff = _iconDetector.DetectCheckpointsOff(grayForIcons);
checkpointsOn = _iconDetector.DetectCheckpointsOn(grayForIcons);
if (checkpointsOff.Count > 0 || checkpointsOn.Count > 0)
Log.Debug("Icons: {Off} checkpoints-off, {On} checkpoints-on", checkpointsOff.Count, checkpointsOn.Count);
}
// Gray for correlation tracking (player zeroed)
var grayForCorr = new Mat();
Cv2.CvtColor(bgr, grayForCorr, ColorConversionCodes.BGR2GRAY);
grayForCorr.SetTo(Scalar.Black, playerMask);
// Corner mode: rescale classified + wall mask to match overlay scale
if (_detectedMode == MinimapMode.Corner && Math.Abs(_config.CornerScale - 1.0) > 0.01)
{
var scaledSize = (int)Math.Round(frameSize * _config.CornerScale);
var scaledClassified = new Mat();
Cv2.Resize(classified, scaledClassified, new Size(scaledSize, scaledSize),
interpolation: InterpolationFlags.Nearest);
classified.Dispose();
classified = scaledClassified;
var scaledWalls = new Mat();
Cv2.Resize(wallMask, scaledWalls, new Size(scaledSize, scaledSize),
interpolation: InterpolationFlags.Nearest);
wallMask.Dispose();
wallMask = scaledWalls;
var scaledGray = new Mat();
Cv2.Resize(grayForCorr, scaledGray, new Size(scaledSize, scaledSize),
interpolation: InterpolationFlags.Linear);
grayForCorr.Dispose();
grayForCorr = scaledGray;
}
return new MinimapFrame(
GrayMat: grayForCorr,
WallMask: wallMask,
ClassifiedMat: classified,
PlayerOffset: playerOffset,
Timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
CheckpointsOff: checkpointsOff,
CheckpointsOn: checkpointsOn
);
}
/// <summary>
/// Detect minimap mode by sampling the orange player dot (#DE581B) at both
/// the overlay center and corner center. Returns null if neither is found
/// (loading screen, menu, map transition).
/// </summary>
private MinimapMode? DetectMinimapMode(ScreenFrame screen)
{
if (IsOrangeDot(screen, _config.OverlayCenterX, _config.OverlayCenterY))
return MinimapMode.Overlay;
if (IsOrangeDot(screen, _config.CornerCenterX, _config.CornerCenterY))
return MinimapMode.Corner;
return null;
}
private static bool IsOrangeDot(ScreenFrame screen, int cx, int cy)
{
if (cx < 2 || cy < 2 || cx + 2 >= screen.Width || cy + 2 >= screen.Height)
return false;
double bSum = 0, gSum = 0, rSum = 0;
var count = 0;
for (var dy = -2; dy <= 2; dy++)
for (var dx = -2; dx <= 2; dx++)
{
var px = screen.PixelAt(cx + dx, cy + dy);
bSum += px.Item0;
gSum += px.Item1;
rSum += px.Item2;
count++;
}
var r = rSum / count;
var g = gSum / count;
var b = bSum / count;
// #DE581B → R=222, G=88, B=27
const int tol = 60;
return Math.Abs(r - 222) < tol && Math.Abs(g - 88) < tol && Math.Abs(b - 27) < tol;
}
private Mat BuildWallMask(Mat hsv, Mat playerMask, bool sample = false)
{
var isCorner = _detectedMode == MinimapMode.Corner;
var lo = isCorner ? _config.CornerWallLoHSV : (_colorTracker.AdaptedLo ?? _config.WallLoHSV);
var hi = isCorner ? _config.CornerWallHiHSV : (_colorTracker.AdaptedHi ?? _config.WallHiHSV);
var wallMask = new Mat();
Cv2.InRange(hsv, lo, hi, wallMask);
using var notPlayer = new Mat();
Cv2.BitwiseNot(playerMask, notPlayer);
Cv2.BitwiseAnd(wallMask, notPlayer, wallMask);
// Overlay mode: exclude game text labels bleeding through the minimap.
// Text color #E0E0F6 → HSV(120, 23, 246): same blue hue as walls but
// much lower saturation. AA edges blend with the background pushing S
// above the wall floor. Detect the text core, dilate to cover the AA
// fringe, then subtract from wall mask before morphology amplifies it.
if (!isCorner)
{
using var textMask = new Mat();
Cv2.InRange(hsv, new Scalar(0, 0, 200), new Scalar(180, 50, 255), textMask);
using var textKernel = Cv2.GetStructuringElement(MorphShapes.Ellipse, new Size(11, 11));
Cv2.Dilate(textMask, textMask, textKernel);
using var notText = new Mat();
Cv2.BitwiseNot(textMask, notText);
Cv2.BitwiseAnd(wallMask, notText, wallMask);
}
if (sample && !isCorner)
_colorTracker.SampleFrame(hsv, wallMask);
using var kernel = Cv2.GetStructuringElement(MorphShapes.Ellipse, new Size(3, 3));
Cv2.MorphologyEx(wallMask, wallMask, MorphTypes.Close, kernel); // fill 1-2px gaps
Cv2.Dilate(wallMask, wallMask, kernel);
FilterSmallComponents(wallMask, _config.WallMinArea);
return wallMask;
}
private Mat BuildFogMask(Mat hsv, Mat wallMask, Mat playerMask)
{
using var allBlue = new Mat();
Cv2.InRange(hsv, _config.FogLoHSV, _config.FogHiHSV, allBlue);
using var notPlayer = new Mat();
Cv2.BitwiseNot(playerMask, notPlayer);
Cv2.BitwiseAnd(allBlue, notPlayer, allBlue);
var fogMask = new Mat();
using var notWalls = new Mat();
Cv2.BitwiseNot(wallMask, notWalls);
Cv2.BitwiseAnd(allBlue, notWalls, fogMask);
FilterSmallComponents(fogMask, _config.FogMinArea);
return fogMask;
}
private static void FilterSmallComponents(Mat mask, int minArea)
{
if (minArea <= 0) return;
using var labels = new Mat();
using var stats = new Mat();
using var centroids = new Mat();
var numLabels = Cv2.ConnectedComponentsWithStats(mask, labels, stats, centroids);
if (numLabels <= 1) return;
mask.SetTo(Scalar.Black);
for (var i = 1; i < numLabels; i++)
{
var area = stats.At<int>(i, 4);
if (area < minArea) continue;
using var comp = new Mat();
Cv2.Compare(labels, new Scalar(i), comp, CmpType.EQ);
mask.SetTo(new Scalar(255), comp);
}
}
/// <summary>
/// Capture a single frame and return the requested pipeline stage as PNG bytes.
/// Uses CaptureRegion directly (debug path, not the pipeline).
/// </summary>
public byte[]? CaptureStage(MinimapDebugStage stage)
{
var region = _detectedMode == MinimapMode.Overlay
? _config.OverlayRegion
: _config.CornerRegion;
using var bgr = _backend.CaptureRegion(region);
if (bgr == null || bgr.Empty()) return null;
if (stage == MinimapDebugStage.Raw) return EncodePng(bgr);
using var hsv = new Mat();
Cv2.CvtColor(bgr, hsv, ColorConversionCodes.BGR2HSV);
if (stage is MinimapDebugStage.Hue or MinimapDebugStage.Saturation or MinimapDebugStage.Value)
{
var channels = Cv2.Split(hsv);
var idx = stage switch { MinimapDebugStage.Hue => 0, MinimapDebugStage.Saturation => 1, _ => 2 };
var result = EncodePng(channels[idx]);
foreach (var c in channels) c.Dispose();
return result;
}
using var playerMask = new Mat();
Cv2.InRange(hsv, _config.PlayerLoHSV, _config.PlayerHiHSV, playerMask);
if (stage == MinimapDebugStage.Player) return EncodePng(playerMask);
using var wallMask = BuildWallMask(hsv, playerMask);
if (stage == MinimapDebugStage.Walls) return EncodePng(wallMask);
using var fogMask = BuildFogMask(hsv, wallMask, playerMask);
if (stage == MinimapDebugStage.Fog) return EncodePng(fogMask);
using var classified = new Mat(bgr.Height, bgr.Width, MatType.CV_8UC3, Scalar.Black);
classified.SetTo(new Scalar(180, 140, 70), fogMask);
classified.SetTo(new Scalar(26, 45, 61), wallMask);
classified.SetTo(new Scalar(0, 165, 255), playerMask);
return EncodePng(classified);
}
private static byte[] EncodePng(Mat mat)
{
Cv2.ImEncode(".png", mat, out var buf);
return buf;
}
/// <summary>
/// Save debug images for tuning thresholds.
/// </summary>
public void SaveDebugCapture(string dir = "debug-minimap")
{
Directory.CreateDirectory(dir);
var region = _detectedMode == MinimapMode.Overlay
? _config.OverlayRegion
: _config.CornerRegion;
using var bgr = _backend.CaptureRegion(region);
if (bgr == null || bgr.Empty()) return;
using var hsv = new Mat();
Cv2.CvtColor(bgr, hsv, ColorConversionCodes.BGR2HSV);
using var playerMask = new Mat();
Cv2.InRange(hsv, _config.PlayerLoHSV, _config.PlayerHiHSV, playerMask);
using var wallMask = BuildWallMask(hsv, playerMask);
using var classified = new Mat(bgr.Height, bgr.Width, MatType.CV_8UC3, Scalar.Black);
classified.SetTo(new Scalar(26, 45, 61), wallMask);
classified.SetTo(new Scalar(0, 165, 255), playerMask);
Cv2.ImWrite(Path.Combine(dir, "01-raw.png"), bgr);
Cv2.ImWrite(Path.Combine(dir, "02-walls.png"), wallMask);
Cv2.ImWrite(Path.Combine(dir, "03-player.png"), playerMask);
Cv2.ImWrite(Path.Combine(dir, "04-classified.png"), classified);
var channels = Cv2.Split(hsv);
Cv2.ImWrite(Path.Combine(dir, "05-hue.png"), channels[0]);
Cv2.ImWrite(Path.Combine(dir, "06-sat.png"), channels[1]);
Cv2.ImWrite(Path.Combine(dir, "07-val.png"), channels[2]);
foreach (var c in channels) c.Dispose();
Log.Information("Debug minimap images saved to {Dir}", Path.GetFullPath(dir));
}
private Point2d FindCentroid(Mat mask)
{
var moments = Cv2.Moments(mask, true);
if (moments.M00 < 10)
return new Point2d(0, 0);
var cx = moments.M10 / moments.M00 - mask.Width / 2.0;
var cy = moments.M01 / moments.M00 - mask.Height / 2.0;
return new Point2d(cx, cy);
}
public void CommitWallColors() => _colorTracker.Commit();
public void ResetAdaptation() => _colorTracker.Reset();
public void Dispose()
{
_lastFrame?.Dispose();
_iconDetector?.Dispose();
}
}