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wow/game_state.py

222 lines
6.9 KiB
Python
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import json
import os
import sys
import time
import ctypes
import pyautogui
import pygetwindow as gw
from PIL import Image
# 解决 Windows 高 DPI 缩放问题
try:
ctypes.windll.shcore.SetProcessDpiAwareness(1)
except Exception:
pass
# 默认布局参数(与 LogicBeacon锚点 + 9 个数据块 对齐,需盖住第 9、10 格)
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_DEFAULTS = {
"pixel_size": 17,
"block_start_x": 30,
"scan_region_width": 190,
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"scan_region_height": 15,
"offset_left": 20,
"offset_top": 45,
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# 巡逻上马coordinate_patrol与 GUI「参数配置」一致
"mount_key": "x",
"mount_hold_sec": 1.6,
"mount_retry_after_sec": 2.0,
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}
SCREENSHOT_DIR = 'screenshot'
CONFIG_FILE = 'game_state_config.json'
def _config_base():
if getattr(sys, 'frozen', False):
return os.path.dirname(sys.executable)
return os.path.dirname(os.path.abspath(__file__))
def _get_config_path():
base = _config_base()
p = os.path.join(base, CONFIG_FILE)
if os.path.exists(p):
return p
if getattr(sys, 'frozen', False) and getattr(sys, '_MEIPASS', ''):
p2 = os.path.join(sys._MEIPASS, CONFIG_FILE)
if os.path.exists(p2):
return p2
return p
def load_layout_config():
"""加载 game_state_config.json返回布局参数字典"""
path = _get_config_path()
cfg = dict(_DEFAULTS)
if os.path.exists(path):
try:
with open(path, 'r', encoding='utf-8') as f:
loaded = json.load(f)
for k in _DEFAULTS:
if k in loaded:
cfg[k] = loaded[k]
except Exception:
pass
cfg['center_offset'] = cfg['pixel_size'] // 2
return cfg
def _tri_state_from_r(channel_byte):
"""Lua SetColorTexture 的 R 通道 0 / 0.5 / 1.0 → 与最近档位对齐(抗截图量化误差)"""
v = channel_byte / 255.0
return min((0.0, 0.5, 1.0), key=lambda t: abs(t - v))
def _tri_state_label(value, low_mid_high):
"""将 0 / 0.5 / 1.0 三档转为对应中文说明(抗浮点误差)"""
v = float(value) if value is not None else 0.0
if v < 0.25:
return low_mid_high[0]
if v < 0.75:
return low_mid_high[1]
return low_mid_high[2]
def format_game_state_line(state):
"""单行状态文字(中文),供 CLI 与 GUI 共用。"""
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']}%"
combat_txt = '战斗中' if state['combat'] else '未战斗'
target_txt = '有敌对目标' if state['target'] else '无有效目标'
flight_txt = _tri_state_label(
state.get('flight', 0),
('地面', '待起飞', '飞行中'),
)
mounted_txt = '已上马' if state.get('mounted') else '未上马'
flyable_txt = '区域可飞' if state.get('flyable') else '区域不可飞'
follow_txt = _tri_state_label(
state.get('follow', 0),
('未跟随', '需补跟随', '跟随中'),
)
return (
f"{hp_part} | "
f"{combat_txt} {target_txt} | "
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}° | "
f"{flight_txt} {mounted_txt} {flyable_txt} {follow_txt}"
)
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def save_layout_config(cfg):
"""保存布局配置到 game_state_config.json"""
path = _get_config_path()
out = {k: cfg[k] for k in _DEFAULTS if k in cfg}
with open(path, 'w', encoding='utf-8') as f:
json.dump(out, f, indent=2, ensure_ascii=False)
return path
def get_wow_info():
windows = gw.getWindowsWithTitle('魔兽世界')
if not windows:
return None
wow = windows[0]
cfg = load_layout_config()
return {
"left": wow.left + cfg['offset_left'],
"top": wow.top + cfg['offset_top'],
"layout": cfg,
}
def parse_game_state():
pos = get_wow_info()
if not pos:
return None
cfg = pos['layout']
w = cfg['scan_region_width']
h = cfg['scan_region_height']
pixel_size = cfg['pixel_size']
block_start_x = cfg['block_start_x']
center_offset = cfg['center_offset']
# 截图并保存到 screenshot 文件夹
screenshot = pyautogui.screenshot(region=(pos['left'], pos['top'], w, h))
os.makedirs(SCREENSHOT_DIR, exist_ok=True)
screenshot.save(os.path.join(SCREENSHOT_DIR, 'game_state.png'))
# 每 pixel_size 一格 → … x, y, 飞行块(pixels[9]), 跟随(pixels[10])
CHANNEL_NAMES = (
'hp', 'mp', 'combat', 'target', 'logistics_death', 'x', 'y',
'flight_block', 'follow',
)
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for idx, name in enumerate(CHANNEL_NAMES):
left = block_start_x + idx * pixel_size
box = (left, 0, left + pixel_size, pixel_size)
crop = screenshot.crop(box)
crop.save(os.path.join(SCREENSHOT_DIR, f'game_state_{name}.png'))
# 每格取中心像素,避免裁到边缘混合色
def get_val(idx):
sample_x = block_start_x + (idx * pixel_size) + center_offset
sample_y = center_offset
return screenshot.getpixel((sample_x, sample_y))
state = {}
# idx 0=血(红), 1=法(蓝), 2=战斗(绿), 3=目标(红)
hp_px = get_val(0)
state['hp'] = round(hp_px[0] / 255 * 100)
state['target_hp'] = round(hp_px[1] / 255 * 100)
mp_px = get_val(1)
state['mp'] = round(mp_px[2] / 255 * 100)
cb_px = get_val(2)
state['combat'] = cb_px[1] > 150 # 绿色通道
tg_px = get_val(3)
state['target'] = tg_px[0] > 150 # 红色通道
# 第 5 像素:后勤与死亡 (R=空格数, G=耐久比例, B=死亡状态)
p5 = get_val(4)
state['free_slots'] = p5[0]
state['durability'] = round(p5[1] / 255.0, 3)
state['death_state'] = 0 if p5[2] < 50 else (1 if p5[2] < 200 else 2) # 0存活 1尸体 2灵魂
# 第 6 像素x 坐标
p6 = get_val(5)
state['x'] = round((p6[0] + p6[1]/100), 2)
raw_deg = (p6[2] / 255) * 360.0
state['facing'] = (360.0 - raw_deg) % 360.0
# 第 7 像素y 坐标
p7 = get_val(6)
state['y'] = round((p7[0] + p7[1]/100), 2)
# 第 9 像素Lua pixels[9]R=飞行信号G=上马B=可飞区域
p9 = get_val(7)
state['flight'] = _tri_state_from_r(p9[0])
state['mounted'] = p9[1] > 127
state['flyable'] = p9[2] > 127
# 第 10 像素Lua pixels[10]R=跟随信号
p10 = get_val(8)
state['follow'] = _tri_state_from_r(p10[0])
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return state
if __name__ == "__main__":
print("开始监控魔兽状态... (Ctrl+C 退出)")
try:
while True:
state = parse_game_state()
if state:
print(f"\r[状态] {format_game_state_line(state)}", end="")
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time.sleep(0.5)
except KeyboardInterrupt:
print("\n已停止。")