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235
auto_bot_move.py
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235
auto_bot_move.py
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import json
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import os
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import random
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import sys
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import time
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import pydirectinput
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from game_state import parse_game_state
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from coordinate_patrol import CoordinatePatrol
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from death_manager import DeathManager
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from logistics_manager import LogisticsManager
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# 定义按键常量
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KEY_TAB = '3'
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KEY_LOOT = '4' # 假设你在游戏里设置了互动按键为 F
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KEY_ATTACK = '2' # 假设你的主攻击技能是 1
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# 巡逻点配置文件
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WAYPOINTS_FILE = 'waypoints.json'
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# 默认巡逻航点(waypoints.json 不存在或无效时使用)
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DEFAULT_WAYPOINTS = [(23.8, 71.0), (27.0, 79.0), (31.0, 72.0)]
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def _config_base():
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"""打包成 exe 时,优先从 exe 同目录读配置,否则用内嵌资源目录。"""
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if getattr(sys, 'frozen', False):
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exe_dir = os.path.dirname(sys.executable)
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if os.path.exists(exe_dir):
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return exe_dir
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return getattr(sys, '_MEIPASS', exe_dir)
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return os.path.dirname(os.path.abspath(__file__))
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def get_config_path(filename):
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"""解析配置文件路径:先 exe 同目录,再打包内嵌目录。"""
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base = _config_base()
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p = os.path.join(base, filename)
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if os.path.exists(p):
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return p
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if getattr(sys, 'frozen', False):
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meipass = getattr(sys, '_MEIPASS', '')
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if meipass:
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p2 = os.path.join(meipass, filename)
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if os.path.exists(p2):
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return p2
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return os.path.join(base, filename)
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def load_waypoints(path=None):
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path = path or get_config_path(WAYPOINTS_FILE)
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if os.path.exists(path):
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with open(path, 'r', encoding='utf-8') as f:
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return json.load(f)
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return []
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def load_attack_loop(path):
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"""从 JSON 加载攻击循环配置。支持 hp_below_percent/hp_key、mp_below_percent/mp_key(0=不启用)"""
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if not path or not os.path.exists(path):
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return None
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try:
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with open(path, 'r', encoding='utf-8') as f:
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cfg = json.load(f)
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steps = cfg.get('steps') or []
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trigger = float(cfg.get('trigger_chance', 0.3))
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hp_below = int(cfg.get('hp_below_percent', 0)) or 0
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mp_below = int(cfg.get('mp_below_percent', 0)) or 0
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return {
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'trigger_chance': trigger,
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'steps': steps,
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'hp_below_percent': hp_below,
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'hp_key': (cfg.get('hp_key') or '').strip() or None,
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'mp_below_percent': mp_below,
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'mp_key': (cfg.get('mp_key') or '').strip() or None,
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}
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except Exception:
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return None
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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):
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self.last_tab_time = 0
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self.is_running = True
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self.is_moving = False
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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
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# 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
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self._was_in_combat_or_target = False
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self.skinning_wait_sec = float(skinning_wait_sec) if skinning_wait_sec is not None else 1.5
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self.attack_loop_config = load_attack_loop(attack_loop_path)
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if waypoints is None:
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path = waypoints_path or get_config_path(WAYPOINTS_FILE)
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waypoints = load_waypoints(path) or DEFAULT_WAYPOINTS
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self.patrol_controller = CoordinatePatrol(waypoints)
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self.death_manager = DeathManager(self.patrol_controller)
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vendor_file = vendor_path or get_config_path('vendor.json')
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self.logistics_manager = LogisticsManager(vendor_file)
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def execute_disengage_loot(self):
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"""从有战斗/目标切换到完全脱战的瞬间,执行拾取 + 剥皮。"""
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try:
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# 拾取
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pydirectinput.press(KEY_LOOT)
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time.sleep(0.5)
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# 剥皮
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pydirectinput.press(KEY_LOOT)
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time.sleep(self.skinning_wait_sec)
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except Exception:
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pass
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def execute_combat_logic(self, state):
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if self.attack_loop_config:
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cfg = self.attack_loop_config
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if random.random() >= cfg['trigger_chance']:
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return
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hp = state.get('hp')
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if hp is not None and cfg.get('hp_below_percent') and cfg.get('hp_key') and hp < cfg['hp_below_percent']:
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pydirectinput.press(cfg['hp_key'])
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time.sleep(0.2)
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mp = state.get('mp')
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if mp is not None and cfg.get('mp_below_percent') and cfg.get('mp_key') and mp < cfg['mp_below_percent']:
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pydirectinput.press(cfg['mp_key'])
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time.sleep(0.2)
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# 每次攻击前选中目标
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pydirectinput.press(KEY_LOOT)
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for step in cfg['steps']:
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key = step.get('key') or KEY_ATTACK
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delay = float(step.get('delay', 0.5))
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pydirectinput.press(key)
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time.sleep(delay)
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return
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# 默认:模拟手动按键的节奏
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if random.random() < 0.3:
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pydirectinput.press(KEY_ATTACK)
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def execute_logic(self, state):
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death = state.get('death_state', 0)
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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
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if death == 1:
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self.patrol_controller.stop_all()
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self.is_moving = False
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self.patrol_controller.reset_stuck()
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self.death_manager.on_death(state)
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return
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if death == 2:
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self.death_manager.run_to_corpse(state)
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return
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# 2. 后勤检查(脱战时):空格或耐久不足则回城
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self.logistics_manager.check_logistics(state)
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if self.logistics_manager.is_returning:
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if self.is_moving:
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self.patrol_controller.stop_all()
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self.is_moving = False
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self.patrol_controller.reset_stuck()
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self.logistics_manager.run_route1_round(parse_game_state, self.patrol_controller)
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return
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# 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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in_combat_or_target = bool(state['combat'] or state['target'])
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if in_combat_or_target:
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if self.target_acquired_time is None:
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self.target_acquired_time = time.time()
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if self.is_moving:
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self.patrol_controller.stop_all()
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self.is_moving = False
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self.patrol_controller.reset_stuck()
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# 跑向怪阶段的卡死检测:只在目标血量为 100% 时认为是在“刚刚开怪、接近怪物”,避免残血目标也触发跑向怪卡死逻辑
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target_hp = state.get('target_hp')
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if target_hp is not None and target_hp >= 100:
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try:
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if self.patrol_controller.stuck_handler.check_stuck(
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state, self.patrol_controller.last_turn_end_time
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):
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print(">>> [战斗] 跑向怪时可能卡住障碍物,执行脱困")
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self.patrol_controller.stop_all()
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self.patrol_controller.stuck_handler.resolve_stuck()
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self.patrol_controller.reset_stuck()
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return
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except Exception:
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pass
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self.execute_combat_logic(state)
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self._was_in_combat_or_target = True
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return
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else:
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# 从“有战斗/目标”切换到“完全脱战”的瞬间:尝试智能接回前方最近巡逻点
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if self._was_in_combat_or_target:
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# 执行脱战拾取
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self.execute_disengage_loot()
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x, y = state.get('x'), state.get('y')
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if x is not None and y is not None:
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try:
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current_pos = (float(x), float(y))
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# max_ahead: 前方查看 10 个点;max_dist: 最大允许接入距离 10
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self.patrol_controller.snap_to_forward_waypoint(
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current_pos, max_ahead=10, max_dist=10.0, skip_current=True
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)
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except Exception:
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pass
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self.target_acquired_time = None # 脱战/无目标时清零,下次获得目标再计时
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self._was_in_combat_or_target = False
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# 4. 没战斗没目标:巡逻(卡死检测在 patrol_controller.navigate 内)
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self.is_moving = True
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self.patrol_controller.navigate(state)
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# 5. 顺便每隔几秒按一下 Tab(主动找怪)
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if not state['target'] and (time.time() - self.last_tab_time > 2.0):
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pydirectinput.press(KEY_TAB)
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self.last_tab_time = time.time()
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# 在 main 循环中使用:从 game_state 获取 state
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if __name__ == "__main__":
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bot = AutoBotMove()
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try:
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while True:
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state = parse_game_state()
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if state:
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death_txt = ('存活', '尸体', '灵魂')[state.get('death_state', 0)]
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target_hp = state.get('target_hp')
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if target_hp is not None:
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hp_part = f"血:{state['hp']}% 目标血:{target_hp}% 法:{state['mp']}%"
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else:
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hp_part = f"血:{state['hp']}% 法:{state['mp']}%"
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print(
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f"\r[状态] {hp_part} | "
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f"战斗:{'Y' if state['combat'] else 'N'} 目标:{'Y' if state['target'] else 'N'} | "
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f"空格:{state.get('free_slots', 0)} 耐久:{state.get('durability', 0):.0%} {death_txt} | "
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f"x:{state['x']} y:{state['y']} 朝向:{state['facing']:.1f}°",
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end=""
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)
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bot.execute_logic(state)
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time.sleep(0.1)
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except KeyboardInterrupt:
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print("\n已停止。")
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