import json import os import random import sys import time import math import ctypes import cv2 import numpy as np import win32con import win32gui from hardware_control import hw_ctrl 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 DEFAULT_FOOD_KEY = 'f1' # 面包快捷键 DEFAULT_EAT_HP_THRESHOLD = 30 DEFAULT_EAT_MAX_WAIT_SEC = 30.0 # 巡逻点配置文件 WAYPOINTS_FILE = 'waypoints.json' WIN_TITLE = "魔兽世界" # 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)] try: ctypes.windll.shcore.SetProcessDpiAwareness(1) except Exception: ctypes.windll.user32.SetProcessDPIAware() 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 move_cursor_hw(x, y, settle_sec=0.02): hw_ctrl.move_to(int(x), int(y)) if settle_sec > 0: time.sleep(settle_sec) def get_wow_client_rect(hwnd): client_left, client_top, client_right, client_bottom = win32gui.GetClientRect(hwnd) screen_left, screen_top = win32gui.ClientToScreen(hwnd, (client_left, client_top)) screen_right, screen_bottom = win32gui.ClientToScreen(hwnd, (client_right, client_bottom)) return screen_left, screen_top, screen_right, screen_bottom 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 CursorManager: """通过图像识别判断鼠标图标类型""" def __init__(self): self.templates = {} self.handle_cache = {} # 句柄 -> 类型缓存 self.log_path = get_config_path('cursor_recognition.log') self._load_templates() def _load_templates(self): # 强制使用纯相对路径,不带盘符前缀,由 Python 自动处理 CWD cursor_dir = get_config_path(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) # 记录尝试读取的路径 if os.path.exists(path): try: # 使用 np.fromfile 读取为字节流,再解码,完美避开 OpenCV 的 imread 编码 Bug 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 _debug_log(self, message): try: with open(self.log_path, 'a', encoding='utf-8') as f: f.write(f"{time.strftime('%Y-%m-%d %H:%M:%S')} {message}\n") except Exception: pass def _normalize_for_match(self, img): if img is None: return None if len(img.shape) == 2: gray = img elif img.shape[2] == 4: alpha = img[:, :, 3].astype(np.float32) / 255.0 bgr = img[:, :, :3].astype(np.float32) bg = np.full_like(bgr, 255.0) composed = (bgr * alpha[..., None]) + (bg * (1.0 - alpha[..., None])) gray = cv2.cvtColor(composed.astype(np.uint8), cv2.COLOR_BGR2GRAY) else: gray = cv2.cvtColor(img[:, :, :3], cv2.COLOR_BGR2GRAY) return cv2.GaussianBlur(gray, (3, 3), 0) def _edge_map(self, gray): if gray is None: return None return cv2.Canny(gray, 32, 96) def _identify(self, hcursor): import win32ui try: # 捕获 48x48 区域,留出缩放空间 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 # 多尺度匹配:尝试 0.8, 1.0, 1.2 倍缩放,解决 UI 缩放问题 best_scale = 1.0 target_gray = self._normalize_for_match(target) target_edge = self._edge_map(target_gray) target_has_edge = target_edge is not None and np.count_nonzero(target_edge) > 0 scales = [0.55, 0.65, 0.75, 0.85, 0.95, 1.0, 1.1, 1.2, 1.35, 1.5] 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 interp = cv2.INTER_AREA if s < 1.0 else cv2.INTER_CUBIC res_temp = cv2.resize(temp, (s_w, s_h), interpolation=interp) temp_gray = self._normalize_for_match(res_temp) if temp_gray is None: continue gray_res = cv2.matchTemplate(target_gray, temp_gray, cv2.TM_CCOEFF_NORMED) _, gray_score, _, _ = cv2.minMaxLoc(gray_res) score = gray_score temp_edge = self._edge_map(temp_gray) if target_has_edge and temp_edge is not None and np.count_nonzero(temp_edge) > 0: edge_res = cv2.matchTemplate(target_edge, temp_edge, cv2.TM_CCOEFF_NORMED) _, edge_score, _, _ = cv2.minMaxLoc(edge_res) score = max(score, edge_score) if score > max_score: max_score = score best_name = name best_scale = s if max_score > 0.2: self._debug_log(f"best={best_name} score={max_score:.3f} scale={best_scale:.2f}") print(f">>>> [雷达识别] 目标: {best_name} | 最高分: {max_score:.3f}") return best_name, max_score except Exception as e: return 'Other', 0.0 class AutoBotMove: def __init__( self, waypoints=None, waypoints_path=None, vendor_path=None, attack_loop_path=None, skinning_wait_sec=None, food_key=None, eat_hp_threshold=None, eat_max_wait_sec=None, stop_check=None, resurrection_waypoints_path=None, release_spirit_key=None, resurrect_key=None, enable_mouse_loot=True, ): self.last_tab_time = 0 self.last_interaction_time = 0 # 记录上一次按互动键的时间 self.last_target_hp = 0 # 记录上一次的目标血量 self._has_braked_for_target = False # 是否已经执行过刹车 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.enable_mouse_loot = enable_mouse_loot self.cursor_mgr = CursorManager() self.food_key = (food_key or DEFAULT_FOOD_KEY).strip().lower() or DEFAULT_FOOD_KEY self.eat_hp_threshold = int(eat_hp_threshold) if eat_hp_threshold is not None else DEFAULT_EAT_HP_THRESHOLD self.eat_max_wait_sec = float(eat_max_wait_sec) if eat_max_wait_sec is not None else DEFAULT_EAT_MAX_WAIT_SEC self.attack_loop_config = load_attack_loop(attack_loop_path) self._prev_death_state = 0 self._eating_started_at = None self.last_target_damage_time = None self.last_attack_scan_time = 0.0 self.attack_stall_scan_threshold = 2.0 self.attack_scan_retry_sec = 2.0 self.attack_stall_s_hold_sec = 0.5 self.min_effective_target_damage_pct = 5 self._last_mouse_path_scale_signature = None # stop_check: 返回 True 表示需要立即停止(用于中断阻塞中的后勤/路线导航) self._stop_check = stop_check if callable(stop_check) else (lambda: False) 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)), enable_mount=bool(layout.get("enable_mount", True)), ) self.death_manager = DeathManager( self.patrol_controller, resurrection_waypoints_path, release_spirit_key=layout.get('release_spirit_key', '9') if release_spirit_key is None else release_spirit_key, resurrect_key=layout.get('resurrect_key', '0') if resurrect_key is None else resurrect_key, ) vendor_file = vendor_path or get_config_path('vendor.json') self.logistics_manager = LogisticsManager(vendor_file) self.logistics_manager.bag_full_hearthstone = bool(layout.get("bag_full_hearthstone", False)) self.logistics_manager.hearthstone_key = str(layout.get("hearthstone_key", "b") or "b") def _is_effective_target(self, state) -> bool: """ 判断当前 `state['target']` 是否是“可攻击的有效目标”。 主要用 `target` 信号 + `target_hp` 是否为合理值,过滤掉 OCR/像素误判导致的假目标。 """ if not state.get('target'): return False target_hp = state.get('target_hp') if target_hp is None: return False try: target_hp = int(target_hp) except (TypeError, ValueError): return False # 目标血量为 0 基本可以视为无效/已死/不可交互目标 if target_hp <= 0: return False return True def _should_stop(self) -> bool: try: return bool(self._stop_check()) except Exception: return False 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(根据开关决定是否执行) if self.enable_mouse_loot: self.mouse_sweep_loot() else: # 关闭扫雷时,执行基础的交互拾取 hw_ctrl.press(KEY_LOOT) time.sleep(0.8) # 2. 最后补漏剥皮(针对脚下尸体) hw_ctrl.press(KEY_LOOT) time.sleep(self.skinning_wait_sec + 0.5) except Exception: pass def _load_mouse_path_points(self, client_width, client_height): path_points = [] layout = load_layout_config() base_width = int(layout.get('mouse_path_base_window_width', 2560) or 2560) base_height = int(layout.get('mouse_path_base_window_height', 1600) or 1600) path_file = get_config_path("loot_path.json") if os.path.exists(path_file): with open(path_file, 'r', encoding='utf-8') as f: raw_path = json.load(f) if isinstance(raw_path, dict): path_points = raw_path.get('points') or raw_path.get('path_points') or raw_path.get('offsets') or [] base_width = int( raw_path.get('base_window_width') or raw_path.get('window_width') or raw_path.get('base_client_width') or base_width ) base_height = int( raw_path.get('base_window_height') or raw_path.get('window_height') or raw_path.get('base_client_height') or base_height ) else: path_points = raw_path if path_points: scale_x = client_width / max(base_width, 1) scale_y = client_height / max(base_height, 1) signature = (client_width, client_height, base_width, base_height) if signature != self._last_mouse_path_scale_signature: print( f">>> [扫雷路径] 当前窗口 {client_width}x{client_height}," f"基准 {base_width}x{base_height},缩放 x={scale_x:.3f} y={scale_y:.3f}" ) self._last_mouse_path_scale_signature = signature scaled_points = [] for point in path_points: if not isinstance(point, (list, tuple)) or len(point) < 2: continue dx = int(round(float(point[0]) * scale_x)) dy = int(round(float(point[1]) * scale_y)) scaled_points.append((dx, dy)) if scaled_points: return scaled_points x_scale, y_scale = 1.8, 0.8 for r in range(50, client_height // 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))) return path_points def mouse_sweep_scan( self, target_cursor_types, click_wait_map=None, max_scan_sec=15.0, score_threshold=0.7, return_on_first_click=False, ): if random.random() < 0.1: return False hwnd = win32gui.FindWindow(None, WIN_TITLE) if not hwnd: return False click_wait_map = click_wait_map or {} target_cursor_types = set(target_cursor_types or []) try: left, top, right, bottom = get_wow_client_rect(hwnd) client_width = max(right - left, 1) client_height = max(bottom - top, 1) center_x = left + (right - left) // 2 center_y = top + (bottom - top) // 2 move_cursor_hw(left + 50, top + 50, settle_sec=0.2) _, default_hcursor, _ = win32gui.GetCursorInfo() path_points = self._load_mouse_path_points(client_width, client_height) start_time = time.time() clicked_positions = [] for dx, dy in path_points: if time.time() - start_time > max_scan_sec: 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 clicked_positions): continue move_cursor_hw(target_x, target_y, settle_sec=0.02) _, hcursor, _ = win32gui.GetCursorInfo() if hcursor == 0 or hcursor == default_hcursor: if self._should_stop(): break continue ctype_name, score = self.cursor_mgr.get_type(hcursor) if score > score_threshold and ctype_name in target_cursor_types: print(f">>> [扫雷] 识别成功: {ctype_name} (得分: {score:.3f}), 执行右键点击") hw_ctrl.right_click() clicked_positions.append((target_x, target_y)) wait_sec = float(click_wait_map.get(ctype_name, 0.3)) if wait_sec > 0: time.sleep(wait_sec) if return_on_first_click: move_cursor_hw(center_x, center_y, settle_sec=0.02) return True wait_start = time.time() while time.time() - wait_start < 0.8: _, curr_h, _ = win32gui.GetCursorInfo() check_name, _ = self.cursor_mgr.get_type(curr_h) 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} < 阈值 {score_threshold})") if self._should_stop(): break move_cursor_hw(center_x, center_y, settle_sec=0.02) return bool(clicked_positions) except Exception as e: print(f">>> [扫雷扫描] 出错: {e}") return False def mouse_scan_attack_target(self): return self.mouse_sweep_scan( ['Attack'], click_wait_map={'Attack': 0.3}, max_scan_sec=4.0, score_threshold=0.6, return_on_first_click=True, ) def mouse_sweep_loot(self): """支持图标识别的高精度扫雷拾取。""" return self.mouse_sweep_scan( ['LootAll', 'Skin'], click_wait_map={'LootAll': 1.3, 'Skin': self.skinning_wait_sec}, max_scan_sec=15.0, score_threshold=0.7, return_on_first_click=False, ) 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 move_cursor_hw(left + 50, top + 50, settle_sec=0.2) _, default_hcursor, _ = win32gui.GetCursorInfo() # 2. 获取扫瞄路径点位 path_points = [] path_file = get_config_path("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:生成半椭圆点位 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 move_cursor_hw(target_x, target_y, settle_sec=0.02) _, hcursor, _ = win32gui.GetCursorInfo() if hcursor != 0 and hcursor != default_hcursor: # 识别图标类型 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)) # 根据图标类型决定等待时间 wait_sec = 1.3 if ctype_name == 'LootAll' else self.skinning_wait_sec time.sleep(wait_sec) # 等待指针恢复 wait_start = time.time() while time.time() - wait_start < 0.8: _, curr_h, _ = win32gui.GetCursorInfo() check_name, _ = self.cursor_mgr.get_type(curr_h) if check_name == 'Point': break time.sleep(0.1) time.sleep(random.uniform(0.1, 0.2)) elif score > 0.4: # 记录一下高分但未达到门槛的识别,方便调试 print(f">>> [扫雷] 疑似图标: {ctype_name} (得分: {score:.3f} < 门槛 0.7)") if self._should_stop(): break move_cursor_hw(center_x, center_y, settle_sec=0.02) 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) def _start_eating(self): """开始就地吃面包恢复。""" self._eating_started_at = time.time() hw_ctrl.press(self.food_key) def _should_keep_eating(self, state) -> bool: """ 返回 True 表示继续等待回血(暂停巡逻与找怪); 返回 False 表示结束进食等待。 """ if self._eating_started_at is None: return False hp = state.get('hp') if hp is not None and hp >= 100: self._eating_started_at = None return False if (time.time() - self._eating_started_at) >= self.eat_max_wait_sec: self._eating_started_at = None return False return True def execute_logic(self, state): if self._should_stop(): # 在停止按钮点击后,确保马上松开移动键,并避免继续执行后勤交互。 self.patrol_controller.stop_all() self.logistics_manager.is_returning = False self.is_moving = False return death = state.get('death_state', 0) if self._prev_death_state in (1, 2) and death == 0: self.death_manager.reset_when_alive() self._prev_death_state = death # 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: get_state = (lambda: None if self._should_stop() else parse_game_state()) self.death_manager.run_to_corpse(state, get_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() # 勾选"包满炉石回城":按炉石后触发停止回调 if self.logistics_manager.bag_full_hearthstone: get_state_fn = (lambda: None if self._should_stop() else parse_game_state()) self.logistics_manager.use_hearthstone_and_stop(get_state=get_state_fn) if callable(getattr(self, '_on_hearthstone_stop', None)): self._on_hearthstone_stop() return # 中断策略:一旦 GUI 停止,后续 get_state 返回 None,使 navigate_path 立即退出。 get_state = (lambda: None if self._should_stop() else parse_game_state()) self.logistics_manager.run_route1_round(get_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 effective_target = self._is_effective_target(state) # 核心修改:只要还在战斗中,就不算“完全脱战”,即使当前没目标(可能正在 Tab 找下一个) in_combat_or_target = bool(state['combat'] or effective_target) if in_combat_or_target: # 被动进战时立即打断进食等待,转入正常战斗流程 self._eating_started_at = None 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() # 只有在有“活的目标”时才执行攻击和交互 if effective_target: target_hp = state.get('target_hp', 0) if target_hp > 0: now = time.time() # 识别是否切换了新目标(血量跳变) is_new_target = (target_hp > self.last_target_hp + 5) if is_new_target: self._has_braked_for_target = False # 1. 掉血刹车逻辑:第一次发现目标掉血且正在移动,按一下 S 停住 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. 只有超过 5% 的明显掉血才算“新的有效掉血” hp_drop_amount = max(0, self.last_target_hp - target_hp) significant_hp_dropped = ( self.last_target_hp > 0 and hp_drop_amount > self.min_effective_target_damage_pct ) if is_new_target or significant_hp_dropped or self.last_target_damage_time is None: self.last_target_damage_time = now # 目标血量100%且超过2秒没掉血,按交互键尝试选中/攻击 if target_hp >= 100 and self.last_target_damage_time is not None: if (now - self.last_target_damage_time) >= 2.0: hw_ctrl.press(KEY_LOOT) self.last_target_damage_time = now if ( state['combat'] and self.last_target_damage_time is not None and (now - self.last_target_damage_time) >= self.attack_stall_scan_threshold and (now - self.last_attack_scan_time) >= self.attack_scan_retry_sec ): hw_ctrl.keyDown('s') time.sleep(self.attack_stall_s_hold_sec) hw_ctrl.keyUp('s') self.last_attack_scan_time = now self.last_target_hp = target_hp # 执行正常的攻击循环 self.execute_combat_logic(state) else: # 目标已死亡但还在战斗中,按 Tab 找下一个目标 self.last_target_hp = 0 self.last_target_damage_time = None self.last_attack_scan_time = 0.0 self._has_braked_for_target = False if state['combat']: hw_ctrl.press(KEY_TAB) self.last_tab_time = time.time() self._was_in_combat_or_target = True return else: # 只有当 state['combat'] 和 effective_target 均为 False 时,才执行脱战逻辑 if self._was_in_combat_or_target: # 此时已彻底脱战,执行拾取 self.execute_disengage_loot() # 扫尾动作执行完后,本 tick 强制结束,防止立即按下 Tab self._was_in_combat_or_target = False self.target_acquired_time = None self.last_target_damage_time = None self.last_attack_scan_time = 0.0 self.last_tab_time = time.time() + 1.0 # 给找怪增加 1 秒额外冷却 return self.target_acquired_time = None self.last_target_damage_time = None self.last_attack_scan_time = 0.0 self._was_in_combat_or_target = False # 4. 脱战低血量:就地吃面包(最多等待 30 秒或回满) hp = state.get('hp') if self._eating_started_at is None and hp is not None and hp < self.eat_hp_threshold: if self.is_moving: self.patrol_controller.stop_all() self.is_moving = False self._start_eating() if self._should_keep_eating(state): # 进食期间不巡逻、不主动找目标(不按 Tab) return # 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 effective_target and (time.time() - self.last_tab_time > 2.0): hw_ctrl.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。")