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- # 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()
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