poe2-bot/src/Poe2Trade.Navigation/MinimapCapture.cs
2026-02-13 11:23:30 -05:00

176 lines
6.2 KiB
C#

using OpenCvSharp;
using Serilog;
using Region = Poe2Trade.Core.Region;
using Point = OpenCvSharp.Point;
using Size = OpenCvSharp.Size;
namespace Poe2Trade.Navigation;
public class MinimapCapture : IDisposable
{
private readonly MinimapConfig _config;
private readonly IScreenCapture _backend;
private Mat? _circularMask;
public MinimapCapture(MinimapConfig config)
{
_config = config;
_backend = CreateBackend();
BuildCircularMask();
}
private static IScreenCapture CreateBackend()
{
// WGC primary → DXGI fallback → GDI last resort
try
{
var wgc = new WgcCapture();
Log.Information("Screen capture: WGC (Windows Graphics Capture)");
return wgc;
}
catch (Exception ex)
{
Log.Warning(ex, "WGC unavailable, trying DXGI Desktop Duplication");
}
try
{
var dxgi = new DesktopDuplication();
Log.Information("Screen capture: DXGI Desktop Duplication");
return dxgi;
}
catch (Exception ex)
{
Log.Warning(ex, "DXGI unavailable, falling back to GDI");
}
Log.Information("Screen capture: GDI (CopyFromScreen)");
return new GdiCapture();
}
private void BuildCircularMask()
{
var size = _config.CaptureSize;
_circularMask = new Mat(size, size, MatType.CV_8UC1, Scalar.Black);
var center = new Point(size / 2, size / 2);
Cv2.Circle(_circularMask, center, _config.FogRadius, Scalar.White, -1);
}
public MinimapFrame? CaptureFrame()
{
var region = _config.CaptureRegion;
using var bgr = _backend.CaptureRegion(region);
if (bgr == null || bgr.Empty())
return null;
// Apply circular mask to ignore area outside fog-of-war circle
using var masked = new Mat();
Cv2.BitwiseAnd(bgr, bgr, masked, _circularMask!);
// Convert to HSV
using var hsv = new Mat();
Cv2.CvtColor(masked, hsv, ColorConversionCodes.BGR2HSV);
// Classify explored areas
using var exploredMask = new Mat();
Cv2.InRange(hsv, _config.ExploredLoHSV, _config.ExploredHiHSV, exploredMask);
// Classify walls: dark pixels within the circular mask
using var valueChan = new Mat();
Cv2.ExtractChannel(hsv, valueChan, 2); // V channel
using var darkMask = new Mat();
Cv2.Threshold(valueChan, darkMask, _config.WallMaxValue, 255, ThresholdTypes.BinaryInv);
// Apply morphological close to connect wall fragments
using var wallKernel = Cv2.GetStructuringElement(MorphShapes.Rect, new Size(3, 3));
using var wallMask = new Mat();
Cv2.MorphologyEx(darkMask, wallMask, MorphTypes.Close, wallKernel);
// Only within circular mask
Cv2.BitwiseAnd(wallMask, _circularMask!, wallMask);
// Don't count explored pixels as wall
using var notExplored = new Mat();
Cv2.BitwiseNot(exploredMask, notExplored);
Cv2.BitwiseAnd(wallMask, notExplored, wallMask);
// Build classified mat: Unknown=0, Explored=1, Wall=2
var classified = new Mat(_config.CaptureSize, _config.CaptureSize, MatType.CV_8UC1, Scalar.Black);
classified.SetTo(new Scalar((byte)MapCell.Explored), exploredMask);
classified.SetTo(new Scalar((byte)MapCell.Wall), wallMask);
// Ensure only within circular mask
Cv2.BitwiseAnd(classified, _circularMask!, classified);
// Detect player marker (orange X)
using var playerMask = new Mat();
Cv2.InRange(hsv, _config.PlayerLoHSV, _config.PlayerHiHSV, playerMask);
var playerOffset = FindCentroid(playerMask);
// Convert to grayscale for phase correlation
var gray = new Mat();
Cv2.CvtColor(masked, gray, ColorConversionCodes.BGR2GRAY);
// Apply circular mask to gray too
Cv2.BitwiseAnd(gray, _circularMask!, gray);
return new MinimapFrame(
GrayMat: gray,
ClassifiedMat: classified,
PlayerOffset: playerOffset,
Timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
);
}
/// <summary>
/// Save debug images: raw capture, HSV mask, classified result.
/// Call once to diagnose color ranges.
/// </summary>
public void SaveDebugCapture(string dir = "debug-minimap")
{
Directory.CreateDirectory(dir);
var region = _config.CaptureRegion;
using var bgr = _backend.CaptureRegion(region);
if (bgr == null || bgr.Empty()) return;
using var masked = new Mat();
Cv2.BitwiseAnd(bgr, bgr, masked, _circularMask!);
using var hsv = new Mat();
Cv2.CvtColor(masked, hsv, ColorConversionCodes.BGR2HSV);
using var exploredMask = new Mat();
Cv2.InRange(hsv, _config.ExploredLoHSV, _config.ExploredHiHSV, exploredMask);
using var playerMask = new Mat();
Cv2.InRange(hsv, _config.PlayerLoHSV, _config.PlayerHiHSV, playerMask);
// Save raw, masked, explored filter, player filter
Cv2.ImWrite(Path.Combine(dir, "1-raw.png"), bgr);
Cv2.ImWrite(Path.Combine(dir, "2-masked.png"), masked);
Cv2.ImWrite(Path.Combine(dir, "3-explored.png"), exploredMask);
Cv2.ImWrite(Path.Combine(dir, "4-player.png"), playerMask);
// Save HSV channels separately for tuning
var channels = Cv2.Split(hsv);
Cv2.ImWrite(Path.Combine(dir, "5-hue.png"), channels[0]);
Cv2.ImWrite(Path.Combine(dir, "6-sat.png"), channels[1]);
Cv2.ImWrite(Path.Combine(dir, "7-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) // not enough pixels
return new Point2d(0, 0);
var cx = moments.M10 / moments.M00 - _config.CaptureSize / 2.0;
var cy = moments.M01 / moments.M00 - _config.CaptureSize / 2.0;
return new Point2d(cx, cy);
}
public void Dispose()
{
_circularMask?.Dispose();
_backend.Dispose();
}
}