import json import os import random import sys import time import math import ctypes import cv2 import numpy as np import win32gui import win32api import win32con # 开启 DPI 意识 try: ctypes.windll.shcore.SetProcessDpiAwareness(1) except Exception: ctypes.windll.user32.SetProcessDPIAware() from hardware_control import hw_ctrl from game_state import parse_game_state from stuck_handler import StuckHandler # 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 WIN_TITLE = "魔兽世界" def _config_base(): if getattr(sys, 'frozen', False): return os.path.dirname(sys.executable) return os.path.dirname(os.path.abspath(__file__)) class CursorManager: """通过图像识别判断鼠标图标类型""" def __init__(self): self.templates = {} self.handle_cache = {} self._load_templates() def _load_templates(self): # 强制使用纯相对路径,由 Python 自动处理 CWD,完美避开中文路径编码问题 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) if os.path.exists(path): try: # 使用 numpy 读取二进制流再解码 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: 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 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: return 'Other', 0.0 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 AutoBot: def __init__(self, waypoints=None, attack_loop_path=None, skinning_wait_sec=None, enable_mouse_loot=True): self.last_tab_time = 0 self.last_interaction_time = 0 self.last_target_hp = 0 self._has_braked_for_target = False self._was_in_combat_or_target = False self.is_running = True self.attack_loop_config = load_attack_loop(attack_loop_path) self.tab_no_target_count = 0 # 连续按 Tab 仍无目标的次数,满 5 次则转向 self.stuck_handler = StuckHandler() self.target_acquired_time = None # 本次获得目标的时间(目前仅用于调试/保留接口) self.last_turn_end_time = 0 # 最近一次结束 A/D 转向的时间,供卡死检测排除 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() 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 if self.enable_mouse_loot: self.mouse_sweep_loot() else: hw_ctrl.press(KEY_LOOT) time.sleep(0.5) # 2. 剥皮动作 hw_ctrl.press(KEY_LOOT) time.sleep(self.skinning_wait_sec + 0.5) 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 = "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:生成拟人化半椭圆 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 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)) # 根据类型等待 ws = 1.3 if ctype_name == 'LootAll' else self.skinning_wait_sec time.sleep(ws) # 等待指针恢复 w_start = time.time() while time.time() - w_start < 0.8: _, ch, _ = win32gui.GetCursorInfo() check_name, _ = self.cursor_mgr.get_type(ch) if check_name == 'Point': break time.sleep(0.1) time.sleep(random.uniform(0.1, 0.2)) elif score > 0.4: print(f">>> [扫雷] 疑似图标: {ctype_name} (得分: {score:.3f} < 门槛 0.7)") win32api.SetCursorPos((center_x, center_y)) return True except Exception as e: print(f">>> [扫雷拾取] 出错: {e}") return False 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']) 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']) time.sleep(0.2) # 每次攻击前选中目标 # hw_ctrl.press(KEY_LOOT) for step in cfg['steps']: key = step.get('key') or KEY_ATTACK delay = float(step.get('delay', 0.5)) hw_ctrl.press(key) 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) time.sleep(0.5) def execute_logic(self, state): current_time = time.time() target_hp = state.get('target_hp', 0) effective_target = bool(state['target'] and target_hp > 0) in_combat_or_target = bool(state['combat'] or effective_target) if in_combat_or_target: self.target_acquired_time = (self.target_acquired_time or current_time) self.tab_no_target_count = 0 if effective_target: is_new_target = (target_hp > self.last_target_hp + 5) if is_new_target: self._has_braked_for_target = False # 1. 刹车逻辑 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. 交互逻辑 cooldown = 2.0 if not state['combat'] else 6.0 if is_new_target or (current_time - self.last_interaction_time > cooldown): hw_ctrl.press(KEY_LOOT) self.last_interaction_time = current_time self.last_target_hp = target_hp if state['combat']: self.execute_combat_logic(state) self._was_in_combat_or_target = True return else: if self._was_in_combat_or_target: self.execute_disengage_loot() self._was_in_combat_or_target = False self.last_tab_time = current_time + 1.0 self.last_target_hp = 0 self._has_braked_for_target = False return self._was_in_combat_or_target = False self.last_target_hp = 0 self._has_braked_for_target = False self.tab_no_target_count = min(self.tab_no_target_count, 5) if self.tab_no_target_count >= 5: turn_key = random.choice(["a", "d"]) hw_ctrl.keyDown(turn_key) time.sleep(random.uniform(0.3, 0.6)) hw_ctrl.keyUp(turn_key) self.tab_no_target_count = 0 self.last_tab_time = current_time self.last_turn_end_time = current_time elif current_time - self.last_tab_time > random.uniform(0.8, 1.5): hw_ctrl.press(KEY_TAB) self.last_tab_time = current_time self.tab_no_target_count += 1 # 在 main 循环中使用:从 game_state 获取 state if __name__ == "__main__": bot = AutoBot() try: while True: state = parse_game_state() if state: target_hp = state.get('target_hp') if target_hp is not None: hp_part = f"血量:{state['hp']}% 目标血:{target_hp}% | 法力:{state['mp']}% | " else: hp_part = f"血量:{state['hp']}% | 法力:{state['mp']}% | " print( f"\r[状态] {hp_part}" f"战斗:{'YES' if state['combat'] else 'NO '} | " f"目标:{'YES' if state['target'] else 'NO '}", end="" ) bot.execute_logic(state) time.sleep(0.1) except KeyboardInterrupt: print("\n已停止。")