# coding: utf-8 import os import shutil import time import math from PIL import Image, ImageDraw import random import json # === 思路 === # 核心:每次落稳之后截图,根据截图算出棋子的坐标和下一个块顶面的中点坐标, # 根据两个点的距离乘以一个时间系数获得长按的时间 # 识别棋子:靠棋子的颜色来识别位置,通过截图发现最下面一行大概是一条直线,就从上往下一行一行遍历, # 比较颜色(颜色用了一个区间来比较)找到最下面的那一行的所有点,然后求个中点, # 求好之后再让 Y 轴坐标减小棋子底盘的一半高度从而得到中心点的坐标 # 识别棋盘:靠底色和方块的色差来做,从分数之下的位置开始,一行一行扫描,由于圆形的块最顶上是一条线, # 方形的上面大概是一个点,所以就用类似识别棋子的做法多识别了几个点求中点, # 这时候得到了块中点的 X 轴坐标,这时候假设现在棋子在当前块的中心, # 根据一个通过截图获取的固定的角度来推出中点的 Y 坐标 # 最后:根据两点的坐标算距离乘以系数来获取长按时间(似乎可以直接用 X 轴距离) # TODO: 解决定位偏移的问题 # TODO: 看看两个块中心到中轴距离是否相同,如果是的话靠这个来判断一下当前超前还是落后,便于矫正 # TODO: 一些固定值根据截图的具体大小计算 # TODO: 直接用 X 轴距离简化逻辑 with open('config.json', 'r') as f: config = json.load(f) # Magic Number,不设置可能无法正常执行,请根据具体截图从上到下按需设置 # 截图中刚好低于分数显示区域的 Y 坐标,300 是 1920x1080 的值,2K 屏、全面屏请根据实际情况修改 under_game_score_y = config['under_game_score_y'] press_coefficient = config['press_coefficient'] # 长按的时间系数,请自己根据实际情况调节 piece_base_height_1_2 = config['piece_base_height_1_2'] # 二分之一的棋子底座高度,可能要调节 # 棋子的宽度,比截图中量到的稍微大一点比较安全,可能要调节 piece_body_width = config['piece_body_width'] # 模拟按压的起始点坐标,需要自动重复游戏请设置成“再来一局”的坐标 swipe_x1, swipe_y1, swipe_x2, swipe_y2 = 320, 410, 320, 410 piece_base_height_1_2 = 25 # 二分之一的棋子底座高度,可能要调节 piece_body_width = 80 # 棋子的宽度,比截图中量到的稍微大一点比较安全,可能要调节 # 下面的 (353, 859) 和 (772, 1100) 是游戏截图里的两个台子的中点坐标,主要用来算角度,可能要调节 sample_board_x1, sample_board_y1, sample_board_x2, sample_board_y2 = 353, 859, 772, 1100 screenshot_backup_dir = 'debug/' if not os.path.isdir(screenshot_backup_dir): os.mkdir(screenshot_backup_dir) def pull_screenshot(): os.system('adb shell screencap -p /sdcard/wx_temp.png') os.system('adb pull /sdcard/wx_temp.png .') def backup_screenshot(ts): # 为了方便失败的时候 debug if not os.path.isdir(screenshot_backup_dir): os.mkdir(screenshot_backup_dir) shutil.copy('wx_temp.png', '{}{}.png'.format(screenshot_backup_dir, ts)) def save_debug_creenshot(ts, im, piece_x, piece_y, board_x, board_y): draw = ImageDraw.Draw(im) draw.line((piece_x, piece_y) + (board_x, board_y), fill=2, width=3) del draw im.save("{}{}_d.png".format(screenshot_backup_dir, ts)) def set_button_position(im): # 将swipe设置为 `再来一局` 按钮的位置 global swipe_x1, swipe_y1, swipe_x2, swipe_y2 w, h = im.size left = w / 2 top = 1003 * (h / 1280.0) + 10 swipe_x1, swipe_y1, swipe_x2, swipe_y2 = left, top, left, top def jump(distance): print('distace:', distance) tmp = 0 if distance < 220: tmp = 38 elif distance < 380: tmp = 30 elif distance < 480: tmp = 25 elif distance < 515: tmp = 14 elif distance < 580: tmp = 12 distance = distance + tmp press_time = distance * press_coefficient press_time = max(press_time, 200) # 设置 200 ms 是最小的按压时间 press_time = int(press_time) cmd = 'adb shell input swipe {} {} {} {} {}'.format( swipe_x1, swipe_y1, swipe_x2, swipe_y2, press_time) # print(cmd) os.system(cmd) def find_piece_and_board(im): w, h = im.size piece_x_sum = 0 piece_x_c = 0 piece_y_max = 0 board_x = 0 board_y = 0 scan_x_border = int(w / 8) # 扫描棋子时的左右边界 scan_start_y = 0 # 扫描的起始y坐标 im_pixel = im.load() # 以50px步长,尝试探测scan_start_y for i in range(under_game_score_y, h, 50): last_pixel = im_pixel[0, i] for j in range(1, w): pixel = im_pixel[j, i] # 不是纯色的线,则记录scan_start_y的值,准备跳出循环 if pixel[0] != last_pixel[0] or pixel[1] != last_pixel[1] or pixel[2] != last_pixel[2]: scan_start_y = i - 50 break if scan_start_y: break # print("scan_start_y: ", scan_start_y) # 从scan_start_y开始往下扫描,棋子应位于屏幕上半部分,这里暂定不超过2/3 for i in range(scan_start_y, int(h * 2 / 3)): for j in range(scan_x_border, w - scan_x_border): # 横坐标方面也减少了一部分扫描开销 pixel = im_pixel[j, i] # 根据棋子的最低行的颜色判断,找最后一行那些点的平均值,这个颜色这样应该 OK,暂时不提出来 if (50 < pixel[0] < 60) and (53 < pixel[1] < 63) and (95 < pixel[2] < 110): piece_x_sum += j piece_x_c += 1 piece_y_max = max(i, piece_y_max) if not all((piece_x_sum, piece_x_c)): return 0, 0, 0, 0 piece_x = piece_x_sum / piece_x_c piece_y = piece_y_max - piece_base_height_1_2 # 上移棋子底盘高度的一半 for i in range(scan_start_y, h): last_pixel = im_pixel[0, i] if board_x or board_y: break board_x_sum = 0 board_x_c = 0 for j in range(w): pixel = im_pixel[j, i] # 修掉脑袋比下一个小格子还高的情况的 bug if abs(j - piece_x) < piece_body_width: continue # 修掉圆顶的时候一条线导致的小 bug,这个颜色判断应该 OK,暂时不提出来 if abs(pixel[0] - last_pixel[0]) + abs(pixel[1] - last_pixel[1]) + abs(pixel[2] - last_pixel[2]) > 10: board_x_sum += j board_x_c += 1 if board_x_sum: board_x = board_x_sum / board_x_c # 按实际的角度来算,找到接近下一个 board 中心的坐标 board_y = piece_y - abs(board_x - piece_x) * abs(sample_board_y1 - sample_board_y2) / abs(sample_board_x1 - sample_board_x2) if not all((board_x, board_y)): return 0, 0, 0, 0 return piece_x, piece_y, board_x, board_y def main(): while True: pull_screenshot() im = Image.open("./wx_temp.png") # 获取棋子和 board 的位置 piece_x, piece_y, board_x, board_y = find_piece_and_board(im) ts = int(time.time()) # print(ts, piece_x, piece_y, board_x, board_y) set_button_position(im) jump(math.sqrt((board_x - piece_x) ** 2 + (board_y - piece_y) ** 2)) save_debug_creenshot(ts, im, piece_x, piece_y, board_x, board_y) backup_screenshot(ts) print('\n') time.sleep(random.uniform(1, 3.1)) # 为了保证截图的时候应落稳了,多延迟一会儿 if __name__ == '__main__': main()