import json import os import random import time import pydirectinput 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 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): self.last_tab_time = 0 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 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) time.sleep(0.5) def execute_logic(self, state): current_time = time.time() # --- 场景 1:没有目标,按 Tab 选怪;连续 5 次无目标则随机左/右转再重试 --- if not state['target']: self.execute_disengage_loot() self.target_acquired_time = None # 脱战/无目标时清零 self.stuck_handler.reset() # 避免脱战期间保留上次站桩的计时,导致重新选到目标立刻误判卡死 self.tab_no_target_count = min(self.tab_no_target_count, 5) if self.tab_no_target_count >= 5: # 随机左转或右转一段时间,再重新获取目标 turn_key = random.choice(["a", "d"]) # a=左转, d=右转 pydirectinput.keyDown(turn_key) time.sleep(random.uniform(0.3, 0.6)) pydirectinput.keyUp(turn_key) self.tab_no_target_count = 0 self.last_tab_time = current_time self.last_turn_end_time = current_time # 供卡死检测排除刚转向的一小段时间 elif current_time - self.last_tab_time > random.uniform(0.5, 1.2): pydirectinput.press(KEY_TAB) self.last_tab_time = current_time self.tab_no_target_count += 1 else: self.tab_no_target_count = 0 # 有目标时清零 # 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 >= 100: try: if self.stuck_handler.check_stuck(state, self.last_turn_end_time): print(">>> [自动打怪] 可能卡住障碍物,执行脱困") self.stuck_handler.resolve_stuck() self.stuck_handler.reset() return except Exception: pass # --- 场景 2:有目标且不在战斗中,按交互键 --- if state['target'] and not state['combat']: if random.random() < 0.3: # 只有 30% 的循环频率触发按键,模拟真人频率 pydirectinput.press(KEY_LOOT) # --- 场景 3:有目标且在战斗中,自动按技能 --- elif state['target'] and state['combat']: self.execute_combat_logic(state) # --- 场景 3:脱战且有可拾取物(需要你在 Lua 增加拾取位,见下文) --- # if not state['in_combat'] and state['has_loot']: # pydirectinput.press(KEY_LOOT) # 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。")