import json import os import random import sys import time import pydirectinput from game_state import parse_game_state, load_layout_config 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 # 巡逻点配置文件 WAYPOINTS_FILE = 'waypoints.json' # 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_key(0=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 AutoBotMove: def __init__(self, waypoints=None, waypoints_path=None, vendor_path=None, attack_loop_path=None, skinning_wait_sec=None): self.last_tab_time = 0 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.attack_loop_config = load_attack_loop(attack_loop_path) if waypoints is None: path = waypoints_path or get_config_path(WAYPOINTS_FILE) waypoints = load_waypoints(path) or DEFAULT_WAYPOINTS 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)), ) self.death_manager = DeathManager(self.patrol_controller) vendor_file = vendor_path or get_config_path('vendor.json') self.logistics_manager = LogisticsManager(vendor_file) 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: # 拾取 pydirectinput.press(KEY_LOOT) time.sleep(0.5) # 剥皮 pydirectinput.press(KEY_LOOT) time.sleep(self.skinning_wait_sec) except Exception: pass 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']: pydirectinput.press(cfg['hp_key']) 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']: pydirectinput.press(cfg['mp_key']) time.sleep(0.2) # 每次攻击前选中目标 pydirectinput.press(KEY_LOOT) for step in cfg['steps']: key = step.get('key') or KEY_ATTACK delay = float(step.get('delay', 0.5)) pydirectinput.press(key) time.sleep(delay) return # 默认:模拟手动按键的节奏 if random.random() < 0.3: pydirectinput.press(KEY_ATTACK) def execute_logic(self, state): death = state.get('death_state', 0) # 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: self.death_manager.run_to_corpse(state) 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() self.logistics_manager.run_route1_round(parse_game_state, self.patrol_controller) 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 in_combat_or_target = bool(state['combat'] or state['target']) if in_combat_or_target: 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() # 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 target_hp = state.get('target_hp') if target_hp is not None and target_hp >= 100: try: if self.patrol_controller.stuck_handler.check_stuck( state, self.patrol_controller.last_turn_end_time ): print(">>> [战斗] 跑向怪时可能卡住障碍物,执行脱困") self.patrol_controller.stop_all() self.patrol_controller.stuck_handler.resolve_stuck() self.patrol_controller.reset_stuck() return except Exception: pass self.execute_combat_logic(state) self._was_in_combat_or_target = True return else: # 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 if self._was_in_combat_or_target: # 执行脱战拾取 self.execute_disengage_loot() x, y = state.get('x'), state.get('y') if x is not None and y is not None: try: current_pos = (float(x), float(y)) # max_ahead: 前方查看 10 个点;max_dist: 最大允许接入距离 10 self.patrol_controller.snap_to_forward_waypoint( current_pos, max_ahead=10, max_dist=10.0, skip_current=True ) except Exception: pass self.target_acquired_time = None # 脱战/无目标时清零,下次获得目标再计时 self._was_in_combat_or_target = False # 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) if not state['target'] and (time.time() - self.last_tab_time > 2.0): pydirectinput.press(KEY_TAB) 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。")