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yolov5-dnf/main2.py
2021-03-09 09:48:25 +08:00

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import numpy as np
from grabscreen import grab_screen
import cv2
import time
import directkeys
import torch
from torch.autograd import Variable
from directkeys import PressKey, ReleaseKey, key_down, key_up
from getkeys import key_check
from utils.torch_utils import select_device, load_classifier, time_synchronized
from utils.general import (
check_img_size, non_max_suppression, apply_classifier, scale_coords,
xyxy2xywh, xywh2xyxy, plot_one_box, strip_optimizer, set_logging)
from models.experimental import attempt_load
from direction_move import move
from small_recgonize import current_door, next_door
from skill_recgnize import skill_rec
import random
def letterbox(img, new_shape=(640, 640), color=(114, 114, 114), auto=False, scaleFill=False, scaleup=True):
# Resize image to a 32-pixel-multiple rectangle https://github.com/ultralytics/yolov3/issues/232
shape = img.shape[:2] # current shape [height, width]
if isinstance(new_shape, int):
new_shape = (new_shape, new_shape)
# Scale ratio (new / old)
r = min(new_shape[0] / shape[0], new_shape[1] / shape[1])
if not scaleup: # only scale down, do not scale up (for better test mAP)
r = min(r, 1.0)
# Compute padding
ratio = r, r # width, height ratios
new_unpad = int(round(shape[1] * r)), int(round(shape[0] * r))
dw, dh = new_shape[1] - new_unpad[0], new_shape[0] - new_unpad[1] # wh padding
if auto: # minimum rectangle
dw, dh = np.mod(dw, 64), np.mod(dh, 64) # wh padding
elif scaleFill: # stretch
dw, dh = 0.0, 0.0
new_unpad = (new_shape[1], new_shape[0])
ratio = new_shape[1] / shape[1], new_shape[0] / shape[0] # width, height ratios
dw /= 2 # divide padding into 2 sides
dh /= 2
if shape[::-1] != new_unpad: # resize
img = cv2.resize(img, new_unpad, interpolation=cv2.INTER_LINEAR)
top, bottom = int(round(dh - 0.1)), int(round(dh + 0.1))
left, right = int(round(dw - 0.1)), int(round(dw + 0.1))
img = cv2.copyMakeBorder(img, top, bottom, left, right, cv2.BORDER_CONSTANT, value=color) # add border
return img, ratio, (dw, dh)
# 设置所有用到的参数
weights = r'E:\Computer_vision\yolov5\YOLO5\yolov5-master\DNF_runs\4s\weights\best.pt' #yolo5 模型存放的位置
# weights = r'F:\Computer_vision\yolov5\YOLO5\yolov5-master\runs\exp0\weights\best.pt'
device = torch.device("cuda:0") if torch.cuda.is_available() else torch.device("cpu")
# device = torch.device("cpu")
model = attempt_load(weights, map_location=device) # load FP32 model
window_size = (0,0,1280,800) # 截屏的位置
img_size = 800 # 输入到yolo5中的模型尺寸
paused = False
half = device.type != 'cpu'
view_img = True # 是否观看目标检测结果
save_txt = False
conf_thres = 0.3 # NMS的置信度过滤
iou_thres = 0.2 # NMS的IOU阈值
classes = None
agnostic_nms = False # 不同类别的NMS时也参数过滤
skill_char = "XYHGXFAXDSWXETX" # 技能按键,使用均匀分布随机抽取
direct_dic = {"UP": 0xC8, "DOWN": 0xD0, "LEFT": 0xCB, "RIGHT": 0xCD} # 上下左右的键码
names = ['hero', 'small_map', "monster", 'money', 'material', 'door', 'BOSS', 'box', 'options'] # 所有类别名
colors = [[random.randint(0, 255) for _ in range(3)] for _ in range(len(names))]
if half:
model.half() # to FP16
action_cache = None # 动作标记
press_delay = 0.1 # 按压时间
release_delay = 0.1 # 释放时间
# last_time = time.time()
frame = 0 # 帧
door1_time_start = -20
next_door_time = -20
fs = 1 # 每四帧处理一次
# 倒计时
for i in list(range(5))[::-1]:
print(i + 1)
time.sleep(1)
# 捕捉画面+目标检测+玩游戏
while True:
if not paused:
t_start = time.time()
img0 = grab_screen(window_size)
frame += 1
if frame % fs == 0:
# img0 = cv2.imread("datasets/guiqi/yolo5_datasets/imgs/1004_14.jpg")
img0 = cv2.cvtColor(img0, cv2.COLOR_BGRA2BGR)
# Padded resize
img = letterbox(img0, new_shape=img_size)[0]
# Convert
img = img[:, :, ::-1].transpose(2, 0, 1) # BGR to RGB
img = np.ascontiguousarray(img)
img = torch.from_numpy(img).to(device).unsqueeze(0)
img = img.half() if half else img.float() # uint8 to fp16/32
img /= 255.0 # 0 - 255 to 0.0 - 1.0
pred = model(img, augment=False)[0]
# Apply NMS
det = non_max_suppression(pred, conf_thres, iou_thres, classes=classes, agnostic=agnostic_nms)
gn = torch.tensor(img0.shape)[[1, 0, 1, 0]]
det = det[0]
if det is not None and len(det):
# Rescale boxes from img_size to im0 size
det[:, :4] = scale_coords(img.shape[2:], det[:, :4], img0.shape).round()
# Print results
for c in det[:, -1].unique():
n = (det[:, -1] == c).sum() # detections per class
img_object = []
cls_object = []
# Write results
hero_conf = 0
hero_index = 0
for idx, (*xyxy, conf, cls) in enumerate(reversed(det)):
# if save_txt: # Write to file
# xywh = (xyxy2xywh(torch.tensor(xyxy).view(1, 4)) / gn).view(-1).tolist() # normalized xywh
# with open(txt_path + '.txt', 'a') as f:
# f.write(('%g ' * 5 + '\n') % (cls, *xywh)) # label format
xywh = (xyxy2xywh(torch.tensor(xyxy).view(1, 4))).view(-1).tolist()
cls = int(cls)
img_object.append(xywh)
cls_object.append(names[cls])
if names[cls] == "hero" and conf > hero_conf:
hero_conf = conf
hero_index = idx
if view_img: # Add bbox to image
label = '%s %.2f' % (names[int(cls)], conf)
plot_one_box(xyxy, img0, label=label, color=colors[int(cls)], line_thickness=2)
# 游戏
thx = 30 # 捡东西时x方向的阈值
thy = 30 # 捡东西时y方向的阈值
attx = 150 # 攻击时x方向的阈值
atty = 50 # 攻击时y方向的阈值
if current_door(img0) == 1 and time.time() - door1_time_start > 10:
door1_time_start = time.time()
# move(direct="RIGHT", action_cache=action_cache, press_delay=press_delay,
# release_delay=release_delay)
# ReleaseKey(direct_dic["RIGHT"])
# directkeys.key_press("SPACE")
directkeys.key_press("CTRL")
time.sleep(1)
directkeys.key_press("ALT")
time.sleep(0.5)
action_cache = None
# 扫描英雄
if "hero" in cls_object:
# hero_xywh = img_object[cls_object.index("hero")]
hero_xywh = img_object[hero_index]
cv2.circle(img0, (int(hero_xywh[0]), int(hero_xywh[1])), 1, (0,0,255), 10)
# print(hero_index)
# print(cls_object.index("hero"))
else:
continue
# 打怪
if "monster" in cls_object or "BOSS" in cls_object:
min_distance = float("inf")
for idx, (c, box) in enumerate(zip(cls_object, img_object)):
if c == 'monster' or c == "BOSS":
dis = ((hero_xywh[0] - box[0])**2 + (hero_xywh[1] - box[1])**2)**0.5
if dis < min_distance:
monster_box = box
monster_index = idx
min_distance = dis
if abs(hero_xywh[0] - monster_box[0]) < attx and abs(hero_xywh[1] - monster_box[1]) < atty:
if "BOSS" in cls_object:
directkeys.key_press("R")
directkeys.key_press("Q")
# time.sleep(0.5)
skill_name = skill_char[int(np.random.randint(len(skill_char), size=1)[0])]
while True:
if skill_rec(skill_name, img0):
directkeys.key_press(skill_name)
directkeys.key_press(skill_name)
directkeys.key_press(skill_name)
break
else:
skill_name = skill_char[int(np.random.randint(len(skill_char), size=1)[0])]
else:
skill_name = skill_char[int(np.random.randint(len(skill_char), size=1)[0])]
while True:
if skill_rec(skill_name, img0):
directkeys.key_press(skill_name)
directkeys.key_press(skill_name)
directkeys.key_press(skill_name)
break
else:
skill_name = skill_char[int(np.random.randint(len(skill_char), size=1)[0])]
print("释放技能攻击")
if not action_cache:
pass
elif action_cache not in ["LEFT", "RIGHT", "UP", "DOWN"]:
ReleaseKey(direct_dic[action_cache.strip().split("_")[0]])
ReleaseKey(direct_dic[action_cache.strip().split("_")[1]])
action_cache = None
elif action_cache:
ReleaseKey(direct_dic[action_cache])
action_cache = None
# break
elif monster_box[1] - hero_xywh[1] < 0 and monster_box[0] - hero_xywh[0] > 0:
if abs(monster_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="RIGHT", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - monster_box[1] < monster_box[0] - hero_xywh[0]:
action_cache = move(direct="RIGHT_UP", material=True, action_cache=action_cache,
press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - monster_box[1] >= monster_box[0] - hero_xywh[0]:
action_cache = move(direct="UP", material=True, action_cache=action_cache,
press_delay=press_delay,
release_delay=release_delay)
# break
elif monster_box[1] - hero_xywh[1] < 0 and monster_box[0] - hero_xywh[0] < 0:
if abs(monster_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="LEFT", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - monster_box[1] < hero_xywh[0] - monster_box[0]:
action_cache = move(direct="LEFT_UP", material=True, action_cache=action_cache,
press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - monster_box[1] >= hero_xywh[0] - monster_box[0]:
action_cache = move(direct="UP", material=True, action_cache=action_cache,
press_delay=press_delay,
release_delay=release_delay)
# break
elif monster_box[1] - hero_xywh[1] > 0 and monster_box[0] - hero_xywh[0] < 0:
if abs(monster_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="LEFT", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif monster_box[1] - hero_xywh[1] < hero_xywh[0] - monster_box[0]:
action_cache = move(direct="LEFT_DOWN", material=True, action_cache=action_cache,
press_delay=press_delay,
release_delay=release_delay)
# break
elif monster_box[1] - hero_xywh[1] >= hero_xywh[0] - monster_box[0]:
action_cache = move(direct="DOWN", material=True, action_cache=action_cache,
press_delay=press_delay,
release_delay=release_delay)
# break
elif monster_box[1] - hero_xywh[1] > 0 and monster_box[0] - hero_xywh[0] > 0:
if abs(monster_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="RIGHT", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif monster_box[1] - hero_xywh[1] < monster_box[0] - hero_xywh[0]:
action_cache = move(direct="RIGHT_DOWN", material=True, action_cache=action_cache,
press_delay=press_delay,
release_delay=release_delay)
# break
elif monster_box[1] - hero_xywh[1] >= monster_box[0] - hero_xywh[0]:
action_cache = move(direct="DOWN", material=True, action_cache=action_cache,
press_delay=press_delay,
release_delay=release_delay)
# break
# 移动到下一个地图
if "door" in cls_object and "monster" not in cls_object and "BOSS" not in cls_object and "material" not in cls_object and "money" not in cls_object:
for idx, (c, box) in enumerate(zip(cls_object, img_object)):
if c == 'door':
door_box = box
door_index = idx
if door_box[0] < img0.shape[0] // 2:
action_cache = move(direct="RIGHT", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif door_box[1] - hero_xywh[1] < 0 and door_box[0] - hero_xywh[0] > 0:
if abs(door_box[1] - hero_xywh[1]) < thy and abs(door_box[0] - hero_xywh[0]) < thx:
action_cache = None
print("进入下一地图")
# break
elif abs(door_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="RIGHT", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - door_box[1] < door_box[0] - hero_xywh[0]:
action_cache = move(direct="RIGHT_UP", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - door_box[1] >= door_box[0] - hero_xywh[0]:
action_cache = move(direct="UP", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif door_box[1] - hero_xywh[1] < 0 and door_box[0] - hero_xywh[0] < 0:
if abs(door_box[1] - hero_xywh[1]) < thy and abs(door_box[0] - hero_xywh[0]) < thx:
action_cache = None
print("进入下一地图")
# break
elif abs(door_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="LEFT", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - door_box[1] < hero_xywh[0] - door_box[0]:
action_cache = move(direct="LEFT_UP", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - door_box[1] >= hero_xywh[0] - door_box[0]:
action_cache = move(direct="UP", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif door_box[1] - hero_xywh[1] > 0 and door_box[0] - hero_xywh[0] < 0:
if abs(door_box[1] - hero_xywh[1]) < thy and abs(door_box[0] - hero_xywh[0]) < thx:
action_cache = None
print("进入下一地图")
# break
elif abs(door_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="LEFT", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif door_box[1] - hero_xywh[1] < hero_xywh[0] - door_box[0]:
action_cache = move(direct="LEFT_DOWN", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif door_box[1] - hero_xywh[1] >= hero_xywh[0] - door_box[0]:
action_cache = move(direct="DOWN", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif door_box[1] - hero_xywh[1] > 0 and door_box[0] - hero_xywh[0] > 0:
if abs(door_box[1] - hero_xywh[1]) < thy and abs(door_box[0] - hero_xywh[0]) < thx:
action_cache = None
print("进入下一地图")
# break
elif abs(door_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="RIGHT", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif door_box[1] - hero_xywh[1] < door_box[0] - hero_xywh[0]:
action_cache = move(direct="RIGHT_DOWN", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif door_box[1] - hero_xywh[1] >= door_box[0] - hero_xywh[0]:
action_cache = move(direct="DOWN", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
if "money" not in cls_object and "material" not in cls_object and "monster" not in cls_object \
and "BOSS" not in cls_object and "door" not in cls_object and 'box' not in cls_object \
and 'options' not in cls_object:
# if next_door(img0) == 0 and abs(time.time()) - next_door_time > 10:
# next_door_time = time.time()
# action_cache = move(direct="LEFT", action_cache=action_cache, press_delay=press_delay,
# release_delay=release_delay)
# # time.sleep(3)
# else:
# action_cache = move(direct="RIGHT", action_cache=action_cache, press_delay=press_delay,
# release_delay=release_delay)
action_cache = move(direct="RIGHT", action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
# 捡材料
if "monster" not in cls_object and "hero" in cls_object and ("material" in cls_object or "money" in cls_object):
min_distance = float("inf")
hero_xywh[1] = hero_xywh[1] + (hero_xywh[3] // 2) * 0.7
thx = thx / 2
thy = thy / 2
for idx, (c, box) in enumerate(zip(cls_object, img_object)):
if c == 'material' or c == "money":
dis = ((hero_xywh[0] - box[0]) ** 2 + (hero_xywh[1] - box[1]) ** 2) ** 0.5
if dis < min_distance:
material_box = box
material_index = idx
min_distance = dis
if abs(material_box[1] - hero_xywh[1]) < thy and abs(material_box[0] - hero_xywh[0]) < thx:
if not action_cache:
pass
elif action_cache not in ["LEFT", "RIGHT", "UP", "DOWN"]:
ReleaseKey(direct_dic[action_cache.strip().split("_")[0]])
ReleaseKey(direct_dic[action_cache.strip().split("_")[1]])
action_cache = None
else:
ReleaseKey(direct_dic[action_cache])
action_cache = None
time.sleep(1)
directkeys.key_press("X")
print("捡东西")
# break
elif material_box[1] - hero_xywh[1] < 0 and material_box[0] - hero_xywh[0] > 0:
if abs(material_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="RIGHT", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - material_box[1] < material_box[0] - hero_xywh[0]:
action_cache = move(direct="RIGHT_UP", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - material_box[1] >= material_box[0] - hero_xywh[0]:
action_cache = move(direct="UP", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif material_box[1] - hero_xywh[1] < 0 and material_box[0] - hero_xywh[0] < 0:
if abs(material_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="LEFT", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - material_box[1] < hero_xywh[0] - material_box[0]:
action_cache = move(direct="LEFT_UP", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif hero_xywh[1] - material_box[1] >= hero_xywh[0] - material_box[0]:
action_cache = move(direct="UP", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif material_box[1] - hero_xywh[1] > 0 and material_box[0] - hero_xywh[0] < 0:
if abs(material_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="LEFT", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif material_box[1] - hero_xywh[1] < hero_xywh[0] - material_box[0]:
action_cache = move(direct="LEFT_DOWN", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif material_box[1] - hero_xywh[1] >= hero_xywh[0] - material_box[0]:
action_cache = move(direct="DOWN", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif material_box[1] - hero_xywh[1] > 0 and material_box[0] - hero_xywh[0] > 0:
if abs(material_box[1] - hero_xywh[1]) < thy:
action_cache = move(direct="RIGHT", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif material_box[1] - hero_xywh[1] < material_box[0] - hero_xywh[0]:
action_cache = move(direct="RIGHT_DOWN", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
elif material_box[1] - hero_xywh[1] >= material_box[0] - hero_xywh[0]:
action_cache = move(direct="DOWN", material=True, action_cache=action_cache, press_delay=press_delay,
release_delay=release_delay)
# break
# 开箱子
if "box" in cls_object:
box_num = 0
for b in cls_object:
if b == "box":
box_num += 1
if box_num >= 4:
directkeys.key_press("ESC")
print("打开箱子ESC")
# break62
# 重新开始
time_option = -20
if "options" in cls_object:
if not action_cache:
pass
elif action_cache not in ["LEFT", "RIGHT", "UP", "DOWN"]:
ReleaseKey(direct_dic[action_cache.strip().split("_")[0]])
ReleaseKey(direct_dic[action_cache.strip().split("_")[1]])
action_cache = None
else:
ReleaseKey(direct_dic[action_cache])
action_cache = None
if time.time() - time_option > 10:
directkeys.key_press("NUM0")
print("移动物品到脚下")
directkeys.key_press("X")
time_option = time.time()
directkeys.key_press("F2")
print("重新开始F2")
# break
t_end = time.time()
print("一帧游戏操作所用时间:", (t_end - t_start)/fs)
img0 = cv2.resize(img0, (600, 375))
# Stream results
if view_img:
cv2.imshow('window', img0)
# cv2.waitKey(0)
# cv2.destroyAllWindows()
if cv2.waitKey(5) & 0xFF == ord('q'):
raise StopIteration
# Setting pause and unpause
keys = key_check()
if 'P' in keys:
if not action_cache:
pass
elif action_cache not in ["LEFT", "RIGHT", "UP", "DOWN"]:
ReleaseKey(direct_dic[action_cache.strip().split("_")[0]])
ReleaseKey(direct_dic[action_cache.strip().split("_")[1]])
action_cache = None
else:
ReleaseKey(direct_dic[action_cache])
action_cache = None
if paused:
paused = False
time.sleep(1)
else:
paused = True
time.sleep(1)