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wow/auto_bot_move.py

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import json
import os
import random
import sys
import time
import math
import ctypes
import cv2
import numpy as np
from hardware_control import hw_ctrl
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from game_state import parse_game_state, load_layout_config
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from coordinate_patrol import CoordinatePatrol
from death_manager import DeathManager
from logistics_manager import LogisticsManager
# 定义按键常量
KEY_TAB = '3'
KEY_LOOT = '4' # 假设你在游戏里设置了互动按键为 F
KEY_ATTACK = '2' # 假设你的主攻击技能是 1
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DEFAULT_FOOD_KEY = 'f1' # 面包快捷键
DEFAULT_EAT_HP_THRESHOLD = 30
DEFAULT_EAT_MAX_WAIT_SEC = 30.0
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# 巡逻点配置文件
WAYPOINTS_FILE = 'waypoints.json'
WIN_TITLE = "魔兽世界"
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# 默认巡逻航点waypoints.json 不存在或无效时使用)
DEFAULT_WAYPOINTS = [(23.8, 71.0), (27.0, 79.0), (31.0, 72.0)]
def _config_base():
"""打包成 exe 时,优先从 exe 同目录读配置,否则用内嵌资源目录。"""
if getattr(sys, 'frozen', False):
exe_dir = os.path.dirname(sys.executable)
if os.path.exists(exe_dir):
return exe_dir
return getattr(sys, '_MEIPASS', exe_dir)
return os.path.dirname(os.path.abspath(__file__))
def get_config_path(filename):
"""解析配置文件路径:先 exe 同目录,再打包内嵌目录。"""
base = _config_base()
p = os.path.join(base, filename)
if os.path.exists(p):
return p
if getattr(sys, 'frozen', False):
meipass = getattr(sys, '_MEIPASS', '')
if meipass:
p2 = os.path.join(meipass, filename)
if os.path.exists(p2):
return p2
return os.path.join(base, filename)
def load_waypoints(path=None):
path = path or get_config_path(WAYPOINTS_FILE)
if os.path.exists(path):
with open(path, 'r', encoding='utf-8') as f:
return json.load(f)
return []
def load_attack_loop(path):
"""从 JSON 加载攻击循环配置。支持 hp_below_percent/hp_key、mp_below_percent/mp_key0=不启用)"""
if not path or not os.path.exists(path):
return None
try:
with open(path, 'r', encoding='utf-8') as f:
cfg = json.load(f)
steps = cfg.get('steps') or []
trigger = float(cfg.get('trigger_chance', 0.3))
hp_below = int(cfg.get('hp_below_percent', 0)) or 0
mp_below = int(cfg.get('mp_below_percent', 0)) or 0
return {
'trigger_chance': trigger,
'steps': steps,
'hp_below_percent': hp_below,
'hp_key': (cfg.get('hp_key') or '').strip() or None,
'mp_below_percent': mp_below,
'mp_key': (cfg.get('mp_key') or '').strip() or None,
}
except Exception:
return None
class CursorManager:
"""通过图像识别判断鼠标图标类型"""
def __init__(self):
self.templates = {}
self.handle_cache = {} # 句柄 -> 类型缓存
self._load_templates()
def _load_templates(self):
# 强制使用纯相对路径,不带盘符前缀,由 Python 自动处理 CWD
cursor_dir = os.path.join('images', 'cursor')
files = {
'Point': 'Point.PNG',
'Attack': 'Attack.PNG',
'LootAll': 'LootAll.PNG',
'Skin': 'Skin.PNG'
}
for name, fname in files.items():
path = os.path.join(cursor_dir, fname)
# 记录尝试读取的路径
if os.path.exists(path):
try:
# 使用 np.fromfile 读取为字节流,再解码,完美避开 OpenCV 的 imread 编码 Bug
img_array = np.fromfile(path, dtype=np.uint8)
img = cv2.imdecode(img_array, cv2.IMREAD_UNCHANGED)
if img is not None:
if img.shape[2] == 3:
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
self.templates[name] = img
except Exception as e:
print(f">>> [CursorMgr] 加载 {fname} 失败: {e}")
else:
print(f">>> [CursorMgr] 找不到文件: {path}")
def get_type(self, hcursor):
if not hcursor or hcursor == 0: return 'Other', 0.0
if hcursor in self.handle_cache: return self.handle_cache[hcursor]
res = self._identify(hcursor)
self.handle_cache[hcursor] = res
return res
def _identify(self, hcursor):
import win32ui
try:
# 捕获 48x48 区域,留出缩放空间
width, height = 48, 48
hdc = win32gui.GetDC(0)
dc = win32ui.CreateDCFromHandle(hdc)
memdc = dc.CreateCompatibleDC()
bitmap = win32ui.CreateBitmap()
bitmap.CreateCompatibleBitmap(dc, width, height)
memdc.SelectObject(bitmap)
win32gui.DrawIconEx(memdc.GetSafeHdc(), 0, 0, hcursor, width, height, 0, 0, win32con.DI_NORMAL)
bits = bitmap.GetBitmapBits(True)
target = np.frombuffer(bits, dtype='uint8').reshape(height, width, 4)
memdc.DeleteDC()
win32gui.ReleaseDC(0, hdc)
best_name = 'Other'
max_score = 0.0
# 多尺度匹配:尝试 0.8, 1.0, 1.2 倍缩放,解决 UI 缩放问题
scales = [0.8, 1.0, 1.2]
for name, temp in self.templates.items():
t_h, t_w = temp.shape[:2]
for s in scales:
s_w, s_h = int(t_w * s), int(t_h * s)
if s_w > width or s_h > height: continue
res_temp = cv2.resize(temp, (s_w, s_h))
res = cv2.matchTemplate(target, res_temp, cv2.TM_CCOEFF_NORMED)
_, score, _, _ = cv2.minMaxLoc(res)
if score > max_score:
max_score = score
best_name = name
if max_score > 0.2:
print(f">>>> [雷达识别] 目标: {best_name} | 最高分: {max_score:.3f}")
return best_name, max_score
except Exception as e:
return 'Other', 0.0
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class AutoBotMove:
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def __init__(
self,
waypoints=None,
waypoints_path=None,
vendor_path=None,
attack_loop_path=None,
skinning_wait_sec=None,
food_key=None,
eat_hp_threshold=None,
eat_max_wait_sec=None,
stop_check=None,
resurrection_waypoints_path=None,
release_spirit_key=None,
resurrect_key=None,
enable_mouse_loot=True,
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):
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self.last_tab_time = 0
self.last_interaction_time = 0 # 记录上一次按互动键的时间
self.last_target_hp = 0 # 记录上一次的目标血量
self._has_braked_for_target = False # 是否已经执行过刹车
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self.is_running = True
self.is_moving = False
self.target_acquired_time = None # 本次获得目标的时间,用于仅在做「跑向怪」时做卡死检测
# 记录上一帧是否处于战斗/有目标,用于检测“刚刚脱战”的瞬间
self._was_in_combat_or_target = False
self.skinning_wait_sec = float(skinning_wait_sec) if skinning_wait_sec is not None else 1.5
self.enable_mouse_loot = enable_mouse_loot
self.cursor_mgr = CursorManager()
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self.food_key = (food_key or DEFAULT_FOOD_KEY).strip().lower() or DEFAULT_FOOD_KEY
self.eat_hp_threshold = int(eat_hp_threshold) if eat_hp_threshold is not None else DEFAULT_EAT_HP_THRESHOLD
self.eat_max_wait_sec = float(eat_max_wait_sec) if eat_max_wait_sec is not None else DEFAULT_EAT_MAX_WAIT_SEC
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self.attack_loop_config = load_attack_loop(attack_loop_path)
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self._prev_death_state = 0
self._eating_started_at = None
# stop_check: 返回 True 表示需要立即停止(用于中断阻塞中的后勤/路线导航)
self._stop_check = stop_check if callable(stop_check) else (lambda: False)
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if waypoints is None:
path = waypoints_path or get_config_path(WAYPOINTS_FILE)
waypoints = load_waypoints(path) or DEFAULT_WAYPOINTS
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layout = load_layout_config()
self.patrol_controller = CoordinatePatrol(
waypoints,
mount_key=str(layout.get("mount_key", "x") or "x"),
mount_hold_sec=float(layout.get("mount_hold_sec", 1.6)),
mount_retry_after_sec=float(layout.get("mount_retry_after_sec", 2.0)),
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enable_mount=bool(layout.get("enable_mount", True)),
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)
self.death_manager = DeathManager(
self.patrol_controller, resurrection_waypoints_path,
release_spirit_key=layout.get('release_spirit_key', '9') if release_spirit_key is None else release_spirit_key,
resurrect_key=layout.get('resurrect_key', '0') if resurrect_key is None else resurrect_key,
)
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vendor_file = vendor_path or get_config_path('vendor.json')
self.logistics_manager = LogisticsManager(vendor_file)
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self.logistics_manager.bag_full_hearthstone = bool(layout.get("bag_full_hearthstone", False))
self.logistics_manager.hearthstone_key = str(layout.get("hearthstone_key", "b") or "b")
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def _is_effective_target(self, state) -> bool:
"""
判断当前 `state['target']` 是否是可攻击的有效目标
主要用 `target` 信号 + `target_hp` 是否为合理值过滤掉 OCR/像素误判导致的假目标
"""
if not state.get('target'):
return False
target_hp = state.get('target_hp')
if target_hp is None:
return False
try:
target_hp = int(target_hp)
except (TypeError, ValueError):
return False
# 目标血量为 0 基本可以视为无效/已死/不可交互目标
if target_hp <= 0:
return False
return True
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def _should_stop(self) -> bool:
try:
return bool(self._stop_check())
except Exception:
return False
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def execute_disengage_loot(self):
"""从有战斗/目标切换到完全脱战的瞬间,执行拾取 + 剥皮。"""
try:
# 1. 拟人化鼠标扫雷补漏拾取(根据开关决定是否执行)
if self.enable_mouse_loot:
self.mouse_sweep_loot()
else:
# 关闭扫雷时,执行基础的交互拾取
hw_ctrl.press(KEY_LOOT)
time.sleep(0.5)
# 2. 最后补漏剥皮(针对脚下尸体)
# hw_ctrl.press(KEY_LOOT)
# time.sleep(self.skinning_wait_sec + 0.5)
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except Exception:
pass
def mouse_sweep_loot(self):
"""支持图标识别的高精度扫雷拾取。"""
if random.random() < 0.1: return False
hwnd = win32gui.FindWindow(None, WIN_TITLE)
if not hwnd: return False
try:
rect = win32gui.GetWindowRect(hwnd)
left, top, right, bottom = rect
center_x = left + (right - left) // 2
center_y = top + (bottom - top) // 2
# 1. 强制“角落校准”采样
win32api.SetCursorPos((left + 50, top + 50))
time.sleep(0.2)
_, default_hcursor, _ = win32gui.GetCursorInfo()
# 2. 获取扫瞄路径点位
path_points = []
path_file = get_config_path("loot_path.json")
if os.path.exists(path_file):
with open(path_file, 'r') as f:
path_points = json.load(f)
else:
# 降级方案:生成半椭圆点位
x_scale, y_scale = 1.8, 0.8
for r in range(50, (bottom-top)//2, 40):
angles = range(180, 360, 5) if (r//40)%2==0 else range(360, 180, -5)
for a in angles:
rad = math.radians(a)
path_points.append((int(r * math.cos(rad) * x_scale), int(r * math.sin(rad) * y_scale)))
# 3. 开始沿路径扫瞄
start_time = time.time()
looted_positions = []
for dx, dy in path_points:
if time.time() - start_time > 15.0: break
target_x = center_x + dx + random.randint(-5, 5)
target_y = center_y + dy + random.randint(-5, 5)
if not (left+10 < target_x < right-10 and top+10 < target_y < bottom-10): continue
if any(math.dist((target_x, target_y), pos) < 30 for pos in looted_positions): continue
win32api.SetCursorPos((target_x, target_y))
time.sleep(0.02)
_, hcursor, _ = win32gui.GetCursorInfo()
if hcursor != 0 and hcursor != default_hcursor:
# 识别图标类型
ctype_name, score = self.cursor_mgr.get_type(hcursor)
if score > 0.7 and ctype_name in ['LootAll', 'Skin']:
print(f">>> [扫雷] 识别成功: {ctype_name} (得分: {score:.3f}), 执行右键点击")
hw_ctrl.right_click()
looted_positions.append((target_x, target_y))
# 根据图标类型决定等待时间
wait_sec = 1.3 if ctype_name == 'LootAll' else self.skinning_wait_sec
time.sleep(wait_sec)
# 等待指针恢复
wait_start = time.time()
while time.time() - wait_start < 0.8:
_, curr_h, _ = win32gui.GetCursorInfo()
check_name, _ = self.cursor_mgr.get_type(curr_h)
if check_name == 'Point': break
time.sleep(0.1)
time.sleep(random.uniform(0.1, 0.2))
elif score > 0.4:
# 记录一下高分但未达到门槛的识别,方便调试
print(f">>> [扫雷] 疑似图标: {ctype_name} (得分: {score:.3f} < 门槛 0.7)")
if self._should_stop(): break
win32api.SetCursorPos((center_x, center_y))
return True
except Exception as e:
print(f">>> [扫雷拾取] 出错: {e}")
return False
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def execute_combat_logic(self, state):
if self.attack_loop_config:
cfg = self.attack_loop_config
if random.random() >= cfg['trigger_chance']:
return
hp = state.get('hp')
if hp is not None and cfg.get('hp_below_percent') and cfg.get('hp_key') and hp < cfg['hp_below_percent']:
hw_ctrl.press(cfg['hp_key'])
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time.sleep(0.2)
mp = state.get('mp')
if mp is not None and cfg.get('mp_below_percent') and cfg.get('mp_key') and mp < cfg['mp_below_percent']:
hw_ctrl.press(cfg['mp_key'])
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time.sleep(0.2)
# 每次攻击前选中目标
# hw_ctrl.press(KEY_LOOT)
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for step in cfg['steps']:
key = step.get('key') or KEY_ATTACK
delay = float(step.get('delay', 0.5))
hw_ctrl.press(key)
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time.sleep(delay)
return
# 默认:模拟手动按键的节奏
if random.random() < 0.3:
hw_ctrl.press(KEY_ATTACK)
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def _start_eating(self):
"""开始就地吃面包恢复。"""
self._eating_started_at = time.time()
hw_ctrl.press(self.food_key)
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def _should_keep_eating(self, state) -> bool:
"""
返回 True 表示继续等待回血暂停巡逻与找怪
返回 False 表示结束进食等待
"""
if self._eating_started_at is None:
return False
hp = state.get('hp')
if hp is not None and hp >= 100:
self._eating_started_at = None
return False
if (time.time() - self._eating_started_at) >= self.eat_max_wait_sec:
self._eating_started_at = None
return False
return True
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def execute_logic(self, state):
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if self._should_stop():
# 在停止按钮点击后,确保马上松开移动键,并避免继续执行后勤交互。
self.patrol_controller.stop_all()
self.logistics_manager.is_returning = False
self.is_moving = False
return
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death = state.get('death_state', 0)
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if self._prev_death_state in (1, 2) and death == 0:
self.death_manager.reset_when_alive()
self._prev_death_state = death
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# 1. 死亡状态:尸体(1) 记录坐标并释放灵魂;灵魂(2) 跑尸
if death == 1:
self.patrol_controller.stop_all()
self.is_moving = False
self.patrol_controller.reset_stuck()
self.death_manager.on_death(state)
return
if death == 2:
get_state = (lambda: None if self._should_stop() else parse_game_state())
self.death_manager.run_to_corpse(state, get_state)
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return
# 2. 后勤检查(脱战时):空格或耐久不足则回城
self.logistics_manager.check_logistics(state)
if self.logistics_manager.is_returning:
if self.is_moving:
self.patrol_controller.stop_all()
self.is_moving = False
self.patrol_controller.reset_stuck()
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# 勾选"包满炉石回城":按炉石后触发停止回调
if self.logistics_manager.bag_full_hearthstone:
get_state_fn = (lambda: None if self._should_stop() else parse_game_state())
self.logistics_manager.use_hearthstone_and_stop(get_state=get_state_fn)
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if callable(getattr(self, '_on_hearthstone_stop', None)):
self._on_hearthstone_stop()
return
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# 中断策略:一旦 GUI 停止,后续 get_state 返回 None使 navigate_path 立即退出。
get_state = (lambda: None if self._should_stop() else parse_game_state())
self.logistics_manager.run_route1_round(get_state, self.patrol_controller)
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return
# 3. 战斗/有目标:停止移动,执行攻击逻辑;仅在「跑向怪」短窗口内做卡死检测
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effective_target = self._is_effective_target(state)
# 核心修改:只要还在战斗中,就不算“完全脱战”,即使当前没目标(可能正在 Tab 找下一个)
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in_combat_or_target = bool(state['combat'] or effective_target)
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if in_combat_or_target:
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# 被动进战时立即打断进食等待,转入正常战斗流程
self._eating_started_at = None
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if self.target_acquired_time is None:
self.target_acquired_time = time.time()
if self.is_moving:
self.patrol_controller.stop_all()
self.is_moving = False
self.patrol_controller.reset_stuck()
# 只有在有“活的目标”时才执行攻击和交互
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if effective_target:
target_hp = state.get('target_hp', 0)
if target_hp > 0:
now = time.time()
# 识别是否切换了新目标(血量跳变)
is_new_target = (target_hp > self.last_target_hp + 5)
if is_new_target:
self._has_braked_for_target = False
# 1. 掉血刹车逻辑:第一次发现目标掉血且正在移动,按一下 S 停住
if not self._has_braked_for_target and 0 < target_hp < self.last_target_hp:
hw_ctrl.keyDown('s')
time.sleep(0.05)
hw_ctrl.keyUp('s')
self._has_braked_for_target = True
# 2. 交互键KEY_LOOT按键策略
cooldown = 2.0 if not state['combat'] else 6.0
if is_new_target or (now - self.last_interaction_time > cooldown):
hw_ctrl.press(KEY_LOOT)
self.last_interaction_time = now
self.last_target_hp = target_hp
# 执行正常的攻击循环
self.execute_combat_logic(state)
else:
self.last_target_hp = 0
self._has_braked_for_target = False
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self._was_in_combat_or_target = True
return
else:
# 只有当 state['combat'] 和 effective_target 均为 False 时,才执行脱战逻辑
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if self._was_in_combat_or_target:
# 此时已彻底脱战,执行拾取
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self.execute_disengage_loot()
# 扫尾动作执行完后,本 tick 强制结束,防止立即按下 Tab
self._was_in_combat_or_target = False
self.target_acquired_time = None
self.last_tab_time = time.time() + 1.0 # 给找怪增加 1 秒额外冷却
return
self.target_acquired_time = None
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self._was_in_combat_or_target = False
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# 4. 脱战低血量:就地吃面包(最多等待 30 秒或回满)
hp = state.get('hp')
if self._eating_started_at is None and hp is not None and hp < self.eat_hp_threshold:
if self.is_moving:
self.patrol_controller.stop_all()
self.is_moving = False
self._start_eating()
if self._should_keep_eating(state):
# 进食期间不巡逻、不主动找目标(不按 Tab
return
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# 4. 没战斗没目标:巡逻(卡死检测在 patrol_controller.navigate 内)
self.is_moving = True
self.patrol_controller.navigate(state)
# 5. 顺便每隔几秒按一下 Tab主动找怪
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if not effective_target and (time.time() - self.last_tab_time > 2.0):
hw_ctrl.press(KEY_TAB)
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self.last_tab_time = time.time()
# 在 main 循环中使用:从 game_state 获取 state
if __name__ == "__main__":
bot = AutoBotMove()
try:
while True:
state = parse_game_state()
if state:
death_txt = ('存活', '尸体', '灵魂')[state.get('death_state', 0)]
target_hp = state.get('target_hp')
if target_hp is not None:
hp_part = f"血:{state['hp']}% 目标血:{target_hp}% 法:{state['mp']}%"
else:
hp_part = f"血:{state['hp']}% 法:{state['mp']}%"
print(
f"\r[状态] {hp_part} | "
f"战斗:{'Y' if state['combat'] else 'N'} 目标:{'Y' if state['target'] else 'N'} | "
f"空格:{state.get('free_slots', 0)} 耐久:{state.get('durability', 0):.0%} {death_txt} | "
f"x:{state['x']} y:{state['y']} 朝向:{state['facing']:.1f}°",
end=""
)
bot.execute_logic(state)
time.sleep(0.1)
except KeyboardInterrupt:
print("\n已停止。")