import pydirectinput import random import cv2 as cv import numpy as np from window_capture import WindowCapture from vision import Vision from config_file import UserConfigs from time import time GREEN = 1 YELLOW = 2 RED = 3 BLUE = 4 PURPLE = 5 RAINBOW = 6 BIGBOMB = 7 BOMB = 8 ARROW_DOWN = 9 ARROW_RIGHT = 10 ROCK_1 = 11 ROCK_2 = 12 ROCK_3 = 13 BURGER = 14 PAB1 = 15 GOLDBAR = 16 MAGINENT = 21 CHEMTRANT = 22 TENESENT = 23 CIBUTRANT = 24 ARTISENT = 25 class GameBase: def __init__(self, overlay): self.overlay = overlay self.data_value_grid = np.zeros((8, 14), dtype=int) self.data_coordinates = np.zeros((8, 14), dtype=object) self.observation = np.zeros((8, 14), dtype=int) self.data_score_map = np.zeros((8, 14), dtype=int) self.explosives = [RAINBOW, ARROW_RIGHT, ARROW_DOWN, BIGBOMB, BOMB] self.colors = [GREEN, YELLOW, RED, BLUE, MAGINENT, CHEMTRANT, TENESENT, CIBUTRANT, ARTISENT] self.next_level = cv.imread("control_elements/next_level.jpg", cv.IMREAD_COLOR) self.next_level_x = cv.imread("control_elements/next_level_x.jpg", cv.IMREAD_COLOR) self.reset_board = cv.imread("control_elements/reset_button.jpg", cv.IMREAD_COLOR) self.reset_confirm = cv.imread("control_elements/reset_confirm.jpg", cv.IMREAD_COLOR) self.reset_counter = 0 self.stop_time = overlay.global_timeout_use.get() self.breaks = overlay.hourly_breaks_use.get() self.break_time = overlay.break_duration_use.get() # initialize the user-class self.config = UserConfigs() # initialize the StunWindowCapture class self.capture_window = WindowCapture(None, None, self.config) # initialize the StunVision class self.vision_stun = Vision() def execute_main_loop(self): start_time = time() breaks = self.init_breaks() while True: self.check_breaks() if self.overlay.run_mode == 'paused': cv.waitKey(1) continue elif self.overlay.run_mode == 'stopped': break elif self.overlay.run_mode == 'finished': break self.assess_playfield_and_make_move() cv.waitKey(500) def init_breaks(self): breaks = [] #breaks.append(7) for i in range(1, int(self.breaks) + 1, 1): avr_in_sec = int(self.stop_time) * 60 * 60 / int(self.breaks) breaks.append(random.randint(i * avr_in_sec * 0.60, i * avr_in_sec)) return breaks def check_breaks(self): if (time() - start_time) > float(self.stop_time) * 60 * 60: self.overlay.run_mode = 'stopped' for break_ in breaks: elapsed = int(time() - start_time) if elapsed > break_: pause = random.randint(1, 3) self.overlay.update_status_label("Break: " + str(pause) + "m") cv.waitKey(pause * 60 * 1000) breaks.remove(break_) self.overlay.update_status_label("running") def assess_playfield_and_make_move(self): pass def fill_data_coordinates(self): # 230 to 2110 = 1883 / 14 = 134.5 # 60 to 1130 = 1076 / 8 = 134.5 dim = 134.5 for e in range(0, 8, 1): for i in range(0, 14, 1): self.data_coordinates[e][i] = [i * dim, e * dim, dim, dim] def check_for_button_and_execute(self, screen, needle, offset_left=0, offset_down=0): rectangles = self.vision_stun.find(screen, needle, 0.70, 1) if len(rectangles) == 0: return False point = self.vision_stun.get_click_points(rectangles)[0] self.dig_point(point[0] + offset_left, point[1] + offset_down, 500) return True def check_for_next_level(self, screen, needle): offset_left = 230 offset_down = 58 rectangles = self.vision_stun.find(screen, needle, 0.70, 1) if len(rectangles) == 0: return False if self.detonate_explosive_when_stuck(self.observation): return True point = self.vision_stun.get_click_points(rectangles)[0] self.dig_point(point[0] + offset_left, point[1] + offset_down, 500) return True def detonate_explosive_when_stuck(self, state): for e in range(0, 8, 1): for i in range(0, 14, 1): for explosive in self.explosives: if self.local_pos_check(state, e, i, 0, 0, explosive): src_pt = self.get_click_point(self.data_coordinates[e, i]) if self.local_pos_checks(state, e, i, 1, 0, self.colors): dest_pt = self.get_click_point(self.data_coordinates[e + 1, i]) self.move_tile(src_pt, dest_pt) return True elif self.local_pos_checks(state, e, i, 0, 1, self.colors): dest_pt = self.get_click_point(self.data_coordinates[e, i + 1]) self.move_tile(src_pt, dest_pt) return True elif self.local_pos_checks(state, e, i, -1, 0, self.colors): dest_pt = self.get_click_point(self.data_coordinates[e - 1, i]) self.move_tile(src_pt, dest_pt) return True elif self.local_pos_checks(state, e, i, 0, -1, self.colors): dest_pt = self.get_click_point(self.data_coordinates[e, i - 1]) self.move_tile(src_pt, dest_pt) return True else: continue return False def check_explosives(self, state, e, i): for explosive in self.explosives: if self.local_pos_check(state, e, i, 0, 0, explosive): dest_pt = self.get_click_point(self.data_coordinates[e, i]) if self.local_pos_checks(state, e, i, 1, 0, self.explosives): src_pt = self.get_click_point(self.data_coordinates[e + 1, i]) self.move_tile(src_pt, dest_pt) elif self.local_pos_checks(state, e, i, 0, 1, self.explosives): src_pt = self.get_click_point(self.data_coordinates[e, i + 1]) self.move_tile(src_pt, dest_pt) elif self.local_pos_checks(state, e, i, -1, 0, self.explosives): src_pt = self.get_click_point(self.data_coordinates[e - 1, i]) self.move_tile(src_pt, dest_pt) elif self.local_pos_checks(state, e, i, 0, -1, self.explosives): src_pt = self.get_click_point(self.data_coordinates[e, i - 1]) self.move_tile(src_pt, dest_pt) else: continue return True else: continue return False def is_direction_in_bounce_and_same_color(self, state, loc, color): x, y = loc if x <= 7 and x >= 0 and y <= 13 and y >= 0: if state[x, y] == color: return 1 return 0 def local_pos_check(self, state, e, i, e_check, i_check, needle): if e + e_check >= 0 and e + e_check <= 7 and i + i_check >= 0 and i + i_check <= 13: if state[e + e_check, i + i_check] == needle: return True else: return False def local_pos_checks(self, state, e, i, e_check, i_check, needles): if e + e_check >= 0 and e + e_check <= 7 and i + i_check >= 0 and i + i_check <= 13: for needle in needles: if state[e + e_check, i + i_check] == needle: return True else: continue return False def get_click_point(self, rectangle): # Loop over all the rectangles x, y, w, h = rectangle # Determine the center position center_x = x + int(w / 2) center_y = y + int(h / 2) # Save the points return int(center_x), int(center_y) def move_tile(self, point_source, point_dest): offset_left = 230 offset_down = 58 pydirectinput.moveTo(point_source[0] + offset_left, point_source[1] + offset_down) # pydirectinput.moveTo(0,0) pydirectinput.mouseDown() w = random.randint(25, 50) cv.waitKey(100 + w) pydirectinput.moveTo(point_dest[0] + offset_left, point_dest[1] + offset_down) pydirectinput.mouseUp() cv.waitKey(400 + w) def check_for_button_and_click_it(self, button_url): screenshot = self.capture_window.get_screenshot() # gray = cv.cvtColor(screenshot, cv.COLOR_BGR2GRAY) # thresh = cv.threshold(gray, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1] # gray_needle = cv.cvtColor(cv.imread(button_url, cv.IMREAD_UNCHANGED), cv.COLOR_BGR2GRAY) # thresh_needle = cv.threshold(gray_needle, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1] needle = cv.imread(button_url, cv.IMREAD_UNCHANGED) # rectangles = self.vision_stun.find(thresh, thresh_needle, 0.4, 1) rectangles = self.vision_stun.find(screenshot, needle, 0.7, 1) if len(rectangles) == 1: pointis = self.vision_stun.get_click_points(rectangles) for pointi in pointis: self.dig_point(pointi[0], pointi[1], 150) def dig_point(self, point1, point2, dig_time): pydirectinput.moveTo(point1, point2) cv.waitKey(dig_time) pydirectinput.mouseDown() w = random.randint(50, 100) cv.waitKey(w) pydirectinput.mouseUp() def move_to(self, x, y): point_src = (1113, 598) pydirectinput.moveTo(point_src[0], point_src[1]) pydirectinput.mouseDown() w = random.randint(1, 100) cv.waitKey(150 + w) pydirectinput.moveTo(x, y) pydirectinput.mouseUp() cv.waitKey(500 + w) def point_in_rect(self, point): for e in range(0, 8, 1): for i in range(0, 14, 1): x1, y1, w, h = self.data_coordinates[e][i] x2, y2 = x1 + w, y1 + h x, y = point if x1 < x and x < x2: if y1 < y and y < y2: return e, i return None, None