Esempio n. 1
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    def strategy_random(self, got):
        step = UserConfig.move_step if UserConfig.move_step > 0 else random.randint(1, 3)
        if self.move_count % step == 0 and got.value == 0:  # 没怪换角度
            i = random.randint(0, 2)
            self.control.driver.turn_left() if i == 0 else self.control.driver.turn_right()
            # self.control.driver.tap_key("tab")
        else:
            right_click_pos = PixelData.get_another_resolution_point(SysConfig.move_click_pos).confoundPoint(UserConfig.point_confound_rang)
            if UserConfig.find_enemy_move_type == 0 and got.value == 0:
                self.control.driver.move_click_right(right_click_pos, 1)  # x向前走两步
                # self.control.driver.tap_key("tab")
            else:
                start = time.time()
                tick = 0
                self.control.driver.tap_key_up("w")
                self.control.driver.tap_key_down("w")
                while tick < UserConfig.move_step * 3 and not Target().isEnemy(self.player.getLevel()):
                    # self.control.driver.tap_key("tab")
                    if got.value == 0:
                        time.sleep(random.uniform(1.0, 3.0))
                    if got.value == 0:
                        self.random_behavior()
                    if got.value == 0:
                        self.control.driver.turn_random()
                    tick = time.time() - start
                self.control.driver.tap_key_up("w")

            if random.randint(0, 2) == 1:
                self.control.driver.tap_str(" ")  # 空格是跳
Esempio n. 2
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    def baopi(self):
        self.control.driver.tap_key(";")
        targetStatus = Target().getStatus()
        # 如果上一个目标没有死亡,那说明这个目标有问题
        if targetStatus["dead"] == 0:
            self.clear_target()
            return False

        self.control.driver.tap_key("'", 3.2)
        return True
Esempio n. 3
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def tab_thread(got):
    if hasattr(UserConfig,"use_name_finder") and UserConfig.use_name_finder:
        from lib.NameFinder.NpcNameFinder import NpcNameFinder
        finder = NpcNameFinder()
    while not Target().isEnemy(Player().getLevel()) and Player().getStatus()['dead'] == 0:
        Pyinput().tap_key("tab")
        time.sleep(random.uniform(0.1, 0.3))
        if hasattr(UserConfig, "use_name_finder") and UserConfig.use_name_finder:
            finder.findAndClick()
    got.value = 1
    print("find enemy, process tab end .............")
Esempio n. 4
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    def loot(self):
        # from lib.NameFinder.NpcNameFinder import NpcNameFinder
        # finder = NpcNameFinder(needCpture=False)
        # finder.circleLoot(1)
        # print("使用圆圈方式拾取")

        self.control.driver.tap_key(";")
        targetStatus = Target().getStatus()
        # 如果上一个目标没有死亡,那说明这个目标有问题
        if targetStatus["dead"] == 0:
            self.clear_target()
            return False
        self.control.driver.tap_key("'", 1.5)
        print("使用上一个目标方式拾取")

        return True
Esempio n. 5
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    def castSpell(self, slot, delay=0, inSure=True,autoTurn=False):
        if slot < min(self.slots) or slot > max(self.slots):
            raise Exception("slot is not in range")
        while self.castingHander.isCastingOrChanneld():
            print("casting... wait 0.1")
            time.sleep(0.1)
        key = UserConfig.slot_to_key[slot]
        self.control.driver.tap_key(key, delay)
        time.sleep(0.5)

        start = time.time()
        while not self.castingHander.isCastingOrChanneld() and autoTurn and Target().getUUID() != 0 and time.time() - start < 10:
            print("转向敌人")
            self.control.driver.turn_right()
            self.control.driver.tap_key(key, delay)
            time.sleep(0.5)
        if inSure:
            self.castingHander.insureCasting()
Esempio n. 6
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    def strategy_finder_path(self, got):
        from lib.navigation.StragegyFinderpath import StrageyFinderpath
        s = StrageyFinderpath(self.control, self.player)
        near_pos = s.get_nearst_pos()
        print("最近的路点:")
        print(near_pos.toString())
        checkMount = True
        if hasattr(UserConfig,"use_name_finder") and UserConfig.use_name_finder:
            checkMount = False
        s.walk(targetPos=near_pos, sleep=0.3, combat_exit=True, checkMount=checkMount,targetIsEnemy_exit=True)

        count = 0
        turn_degree = 30
        turn_time = 2 / 360 * turn_degree
        while count < 360 / turn_degree and not Target().isEnemy(self.player.getLevel()):
            self.control.driver.turn_right(turn_time)
            time.sleep(0.3)
            count = count + 1
        if got.value == 0:
            next_pos = s.get_next_pos()
            print("下一个路点:")
            print(next_pos.toString())
            s.walk(targetPos=next_pos, sleep=0.3, combat_exit=True, checkMount=checkMount,targetIsEnemy_exit=True)
Esempio n. 7
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    def walk(self, targetPos: Point, move_type=0, sleep=0.5, precision=0.3, last=0, combat_exit=False,alive_exit=False,checkMount=False,targetIsEnemy_exit=False):
        print("\r\n", file=self.hander)

        # 初始化起始位置和当前位置相同
        startPos = self.getNowPos()
        nowPos = startPos
        tx = targetPos.x
        ty = targetPos.y

        # 解决路点第一个点和人物重合,人物会再返回第一个点的问题
        d = self.get_distance_off_tow_pos(targetPos, nowPos)
        if d <= precision:
            print("起始点就是目标点,循环次数:0,X误差:" + str(abs(tx - nowPos.x)) + ",Y误差:" + str(abs(ty - nowPos.y)), file=self.hander)
            return True

        self.control.driver.tap_key_down("w")  # 开始持续移动
        self.w_down = 1  # w是否按下标志位
        count = 0
        start = time.time()

        while True:
            if time.time() - start > 60: # 超过一段时间还没有到达下一额点
                self.unStuck()
                start = time.time()

            if targetIsEnemy_exit and Target().isEnemy(self.player.getLevel()):
                if self.w_down == 1:
                    self.control.driver.tap_key_up("w")
                return False
            if combat_exit is True and self.player.getStatus()["combat"] == 1:
                if self.w_down == 1:
                    self.control.driver.tap_key_up("w")
                return False
            if checkMount and self.player.getStatus()['mounted'] == 0 and self.player.getStatus()['combat'] == 0:
                if self.w_down == 1:
                    self.control.driver.tap_key_up("w")
                self.player.mounted()
                self.control.driver.tap_key_down("w")  # 开始持续移动
                self.w_down = 1  # w是否按下标志位
            if alive_exit is True and self.player.getStatus()['dead'] == 0:
                if self.w_down == 1:
                    self.control.driver.tap_key_up("w")
                return False
            print("开始" + str(count), file=self.hander)
            if time.time() - start > last > 0:
                if self.w_down == 1:
                    self.control.driver.tap_key_up("w")
                return False

            if self.w_down == 0:
                self.control.driver.tap_key_down("w")
                self.w_down = 1
            startPos = nowPos  # 变更起始位置为上次当前位置
            time.sleep(sleep)
            nowPos = self.getNowPos()
            print(startPos.toString(), nowPos.toString(), targetPos.toString(), file=self.hander)

            distance_to_target = self.get_distance_off_tow_pos(nowPos, targetPos)
            print("与目标距离:" + str(distance_to_target), file=self.hander)
            if distance_to_target > precision:
                degree = self.posToDegree(startPos, nowPos, targetPos)
                while degree == 9999:
                    if self.w_down == 0:
                        self.control.driver.tap_key_down("w")  # 开始持续移动
                        self.w_down = 1
                    self.control.driver.turn_right()
                    self.control.driver.tap_str(" ")  # 跳
                    print("寻路跳")
                    print("跳", file=self.hander)
                    degree = self.posToDegree(startPos, self.getNowPos(), targetPos)

                t = self.degreeToTime(degree)
                print("转向时间 t = " + str(t), file=self.hander)
                if t > 0:
                    turn = self.leftOrRight(startPos, nowPos, targetPos)
                    print("turn = " + turn, file=self.hander)

                    if move_type == 1 or t >= sleep: # 如果move_type == 1 或者转向角度较大,停下来转,否则行走中转
                        self.control.driver.tap_key_up("w")  # 转向期间停止移动
                        self.w_down = 0

                    if turn == 'left':
                        self.control.driver.turn_left(t)
                    else:
                        self.control.driver.turn_right(t)
                    count = count + 1
            else:
                self.control.driver.tap_key_up("w")  # 停止移动
                print("到达目标点,循环次数:" + str(count) + ",X误差:" + str(abs(tx - nowPos.x)) + ",Y误差:" + str(abs(ty - nowPos.y)), file=self.hander)
                return True
Esempio n. 8
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File: Party.py Progetto: sadnecc/pb
 def __init__(self, i):
     Target.__init__(self)
     if i < 1 or i > 4:
         raise Exception("队友只能是1-4")
     self.i = i
     self.rang = self.__get_party_slots()
Esempio n. 9
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    def find_enemy(self):
        self.player.before_findenemy()
        print("begin find enemy")
        from run.record.path_data.DynamicConfig import DynamicConfig
        start = time_without_enemy = time.time()
        playerLevel = self.player.getLevel()

        got = multiprocessing.Value("d", 0)  # 多进程共享变量
        # 寻怪进程
        p = multiprocessing.Process(target=tab_thread, args=(got,))
        p.start()

        while True:
            if self.player.getStatus()['dead'] == 1:
                return Target()
            if Target().isEnemy(playerLevel):
                print("end find enemy 1")
                return Target()

            Player.someBodyWihsperMe(self.player.getName())
            playerStatus = self.player.getStatus()

            if playerStatus["dead"] == 1 or playerStatus["is_ghost"] == 1:
                print("end find enemy 2")
                return Target()
            if playerStatus["combat"] == 1:
                time.sleep(0.5)  # 等待自动选中敌人
                if Target().isEnemy(playerLevel):
                    print("end find enemy 3")
                    return Target()

            # 区域打怪判断
            if DynamicConfig.area_fighting_pos != 0:
                AreaFighting(control=self.control, player=self.player, area_pos=DynamicConfig.area_fighting_pos).goto_area()

            if time.time() - time_without_enemy > UserConfig.time_without_enemy:
                sendmail(UserConfig.email, self.player.getName() + " more than " + str(UserConfig.time_without_enemy), "", self.screenshot("time_without_enemy"))
                time_without_enemy = time.time()

            spend = time.time() - start
            if spend > 60:  # 如果1分钟都还没有找到敌人,那么很有可能卡地形了,则转身,重置循环条件
                print("超过60秒没有找到敌人,判定为卡地形,转身,重置查找时间")
                self.turn_back()
                start = time.time()

            # self.control.driver.tap_key("tab")  # 先用tab在寻怪
            target = Target()
            if target.isEnemy(playerLevel):
                print("end find enemy 4")
                return target

            if UserConfig.check_touch_by_other == 1 and target.isTouchByAnoter() is True:
                self.clear_target()

            # 寻怪策略
            if UserConfig.find_enemy_strategy == 1 and DynamicConfig.area_fighting_pos != 0:
                self.strategy_circle_involute(DynamicConfig.area_fighting_pos, got)
            elif UserConfig.find_enemy_strategy == 2 and DynamicConfig.area_fighting_pos != 0:
                self.strategy_square_involute(DynamicConfig.area_fighting_pos, got)
            elif UserConfig.find_enemy_strategy == 3 and DynamicConfig.area_fighting_pos != 0:
                self.strategy_diagonal(DynamicConfig.area_fighting_pos, got)
            elif UserConfig.find_enemy_strategy == 4 \
                    and hasattr(DynamicConfig, "finder_path") \
                    and DynamicConfig.finder_path != [] \
                    and DynamicConfig.finder_path != 0 \
                    and DynamicConfig.finder_path is not None:
                self.strategy_finder_path(got)
            elif UserConfig.find_enemy_strategy == 999 and DynamicConfig.area_fighting_pos != 0:
                rand = random.randint(0, 1)
                if rand == 0:
                    self.strategy_random(got)
                elif rand == 1:
                    self.strategy_circle_involute(DynamicConfig.area_fighting_pos, got)
                elif rand == 2:
                    self.strategy_square_involute(DynamicConfig.area_fighting_pos, got)
                elif rand == 3:
                    self.strategy_random(got)
            else:
                self.strategy_random(got)

            self.move_count = self.move_count + 1