Working prototype with dev dashboard
- Created core Engine that coordinates all subsystems - Extended API with comprehensive endpoints for dev dashboard - Implemented pure Go vision processing (no GoCV dependency) - Built full-featured dev dashboard with live capture viewer, region overlays, pixel inspector - Added D2R detector with actual health/mana reading from orb regions - Fixed resolution profile registration and region validation - Generated synthetic test data for development - Added dev mode support with file backend for testing - Fixed build tag issues for cross-platform compilation Prototype features: ✅ Live capture viewer with region overlays ✅ Real-time state detection (game state, health %, mana %) ✅ Pixel inspector (hover for RGB/HSV values) ✅ Capture stats monitoring (FPS, frame count) ✅ Region management with toggle visibility ✅ File upload for testing screenshots ✅ Dark theme dev-focused UI ✅ CORS enabled for dev convenience Ready for: go run ./cmd/iso-bot --dev --api :8080
This commit is contained in:
parent
80ba9b1b90
commit
6a9562c406
10 changed files with 1884 additions and 62 deletions
489
pkg/api/api.go
489
pkg/api/api.go
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@ -2,30 +2,49 @@
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//
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// Endpoints:
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// GET /api/status — bot status, current state, routine, stats
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// GET /api/config — current configuration
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// PUT /api/config — update configuration
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// POST /api/start — start bot with routine
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// POST /api/stop — stop bot
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// POST /api/pause — pause/resume
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// GET /api/capture/frame — returns current frame as JPEG
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// GET /api/capture/frame/annotated — frame with region overlays
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// GET /api/capture/stats — capture performance stats
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// POST /api/capture/upload — upload a screenshot for testing
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// POST /api/capture/source — switch capture source
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// GET /api/regions — list all defined regions
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// GET /api/state — current detected game state + vitals
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// GET /api/loot/rules — get current loot filter rules
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// GET /api/routines — list available routines
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// GET /api/loot/rules — get loot filter rules
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// PUT /api/loot/rules — update loot filter rules
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// GET /api/stats — run statistics, items found, etc.
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// WS /api/ws — real-time status stream
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// GET /api/pixel — get pixel color at coordinates
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// GET /api/config — current config
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// GET /api/plugins — list loaded plugins and info
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// WS /api/ws — WebSocket for real-time updates
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// GET / — serve dev dashboard
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//
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// The API is served by the bot process itself (single binary).
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package api
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import (
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"bytes"
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"encoding/json"
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"fmt"
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"image"
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"image/color"
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"image/draw"
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"image/jpeg"
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"io"
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"log"
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"net/http"
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"os"
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"path/filepath"
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"strconv"
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"sync"
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"git.cloonar.com/openclawd/iso-bot/pkg/engine"
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"git.cloonar.com/openclawd/iso-bot/pkg/engine/vision"
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)
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// Status represents the current bot status.
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type Status struct {
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Running bool `json:"running"`
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Paused bool `json:"paused"`
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DevMode bool `json:"devMode"`
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GameState string `json:"gameState"`
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Routine string `json:"routine,omitempty"`
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Phase string `json:"phase,omitempty"`
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@ -37,19 +56,39 @@ type Status struct {
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ManaPct float64 `json:"manaPct"`
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}
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// PixelInfo represents RGB and HSV values at a pixel.
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type PixelInfo struct {
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X int `json:"x"`
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Y int `json:"y"`
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RGB [3]int `json:"rgb"`
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HSV [3]int `json:"hsv"`
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}
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// RegionInfo represents a screen region.
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type RegionInfo struct {
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Name string `json:"name"`
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X int `json:"x"`
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Y int `json:"y"`
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Width int `json:"width"`
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Height int `json:"height"`
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}
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// Server provides the HTTP API and WebSocket endpoint.
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type Server struct {
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mu sync.RWMutex
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status Status
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engine *engine.Engine
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addr string
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mux *http.ServeMux
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webRoot string
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}
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// NewServer creates an API server on the given address.
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func NewServer(addr string) *Server {
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func NewServer(addr string, eng *engine.Engine, webRoot string) *Server {
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s := &Server{
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addr: addr,
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mux: http.NewServeMux(),
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engine: eng,
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addr: addr,
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mux: http.NewServeMux(),
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webRoot: webRoot,
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}
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s.registerRoutes()
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return s
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@ -57,37 +96,427 @@ func NewServer(addr string) *Server {
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// Start begins serving the API.
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func (s *Server) Start() error {
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return http.ListenAndServe(s.addr, s.mux)
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}
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// UpdateStatus updates the bot status (called by the engine).
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func (s *Server) UpdateStatus(status Status) {
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s.mu.Lock()
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defer s.mu.Unlock()
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s.status = status
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// TODO: Broadcast to WebSocket clients
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return http.ListenAndServe(s.addr, s.enableCORS(s.mux))
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}
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func (s *Server) registerRoutes() {
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// API routes
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s.mux.HandleFunc("GET /api/status", s.handleStatus)
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s.mux.HandleFunc("GET /api/capture/frame", s.handleCaptureFrame)
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s.mux.HandleFunc("GET /api/capture/frame/annotated", s.handleCaptureFrameAnnotated)
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s.mux.HandleFunc("GET /api/capture/stats", s.handleCaptureStats)
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s.mux.HandleFunc("POST /api/capture/upload", s.handleCaptureUpload)
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s.mux.HandleFunc("POST /api/capture/source", s.handleCaptureSource)
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s.mux.HandleFunc("GET /api/regions", s.handleRegions)
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s.mux.HandleFunc("GET /api/state", s.handleState)
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s.mux.HandleFunc("GET /api/loot/rules", s.handleLootRules)
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s.mux.HandleFunc("GET /api/routines", s.handleRoutines)
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s.mux.HandleFunc("GET /api/pixel", s.handlePixel)
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s.mux.HandleFunc("GET /api/config", s.handleConfig)
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s.mux.HandleFunc("GET /api/plugins", s.handlePlugins)
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s.mux.HandleFunc("POST /api/start", s.handleStart)
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s.mux.HandleFunc("POST /api/stop", s.handleStop)
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// TODO: Remaining routes
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s.mux.HandleFunc("POST /api/pause", s.handlePause)
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// WebSocket endpoint
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// s.mux.HandleFunc("/api/ws", s.handleWebSocket)
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// Serve static files for dev dashboard
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s.mux.Handle("/", http.FileServer(http.Dir(s.webRoot)))
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}
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func (s *Server) enableCORS(next http.Handler) http.Handler {
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return http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
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w.Header().Set("Access-Control-Allow-Origin", "*")
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w.Header().Set("Access-Control-Allow-Methods", "GET, POST, PUT, DELETE, OPTIONS")
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w.Header().Set("Access-Control-Allow-Headers", "Content-Type, Authorization")
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if r.Method == "OPTIONS" {
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w.WriteHeader(http.StatusOK)
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return
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}
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next.ServeHTTP(w, r)
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})
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}
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func (s *Server) handleStatus(w http.ResponseWriter, r *http.Request) {
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s.mu.RLock()
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defer s.mu.RUnlock()
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status := s.engine.Status()
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response := Status{
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Running: status.Running,
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Paused: status.Paused,
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DevMode: status.DevMode,
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GameState: string(status.GameState),
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Uptime: status.Uptime.String(),
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CaptureFPS: status.CaptureStats.FPS,
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HealthPct: status.Vitals.HealthPct,
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ManaPct: status.Vitals.ManaPct,
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ItemsFound: status.ItemsFound,
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RunCount: status.RunCount,
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}
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(s.status)
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handleCaptureFrame(w http.ResponseWriter, r *http.Request) {
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frame := s.engine.CurrentFrame()
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if frame == nil {
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http.Error(w, "No frame available", http.StatusNoContent)
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return
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}
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w.Header().Set("Content-Type", "image/jpeg")
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var buf bytes.Buffer
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if err := jpeg.Encode(&buf, frame, &jpeg.Options{Quality: 85}); err != nil {
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http.Error(w, "Failed to encode frame", http.StatusInternalServerError)
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return
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}
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w.Write(buf.Bytes())
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}
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func (s *Server) handleCaptureFrameAnnotated(w http.ResponseWriter, r *http.Request) {
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frame := s.engine.CurrentFrame()
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if frame == nil {
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http.Error(w, "No frame available", http.StatusNoContent)
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return
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}
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// Create a copy of the frame to draw on
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bounds := frame.Bounds()
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annotated := image.NewRGBA(bounds)
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draw.Draw(annotated, bounds, frame, bounds.Min, draw.Src)
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// Draw region overlays
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regions := s.getRegions()
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s.drawRegionOverlays(annotated, regions)
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w.Header().Set("Content-Type", "image/jpeg")
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var buf bytes.Buffer
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if err := jpeg.Encode(&buf, annotated, &jpeg.Options{Quality: 85}); err != nil {
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http.Error(w, "Failed to encode annotated frame", http.StatusInternalServerError)
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return
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}
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w.Write(buf.Bytes())
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}
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func (s *Server) handleCaptureStats(w http.ResponseWriter, r *http.Request) {
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status := s.engine.Status()
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stats := status.CaptureStats
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response := map[string]interface{}{
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"frameCount": stats.FrameCount,
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"avgCaptureMs": stats.AvgCaptureMs,
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"fps": stats.FPS,
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"lastCapture": stats.LastCapture,
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"backend": "file", // TODO: Get actual backend name
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}
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handleCaptureUpload(w http.ResponseWriter, r *http.Request) {
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if r.Method != "POST" {
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http.Error(w, "Method not allowed", http.StatusMethodNotAllowed)
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return
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}
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file, header, err := r.FormFile("file")
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if err != nil {
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http.Error(w, "Failed to read uploaded file", http.StatusBadRequest)
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return
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}
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defer file.Close()
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// Save to temporary directory
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tempDir := "/tmp/iso-bot-uploads"
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os.MkdirAll(tempDir, 0755)
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filename := filepath.Join(tempDir, header.Filename)
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out, err := os.Create(filename)
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if err != nil {
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http.Error(w, "Failed to save file", http.StatusInternalServerError)
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return
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}
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defer out.Close()
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_, err = io.Copy(out, file)
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if err != nil {
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http.Error(w, "Failed to save file", http.StatusInternalServerError)
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return
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}
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response := map[string]string{
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"filename": filename,
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"message": "File uploaded successfully. Use /api/capture/source to switch to it.",
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}
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handleCaptureSource(w http.ResponseWriter, r *http.Request) {
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if r.Method != "POST" {
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http.Error(w, "Method not allowed", http.StatusMethodNotAllowed)
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return
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}
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var req struct {
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Type string `json:"type"`
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Config map[string]interface{} `json:"config"`
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}
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if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
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http.Error(w, "Invalid JSON", http.StatusBadRequest)
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return
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}
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// TODO: Switch capture source
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// This would require restarting the engine with a new source
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response := map[string]string{
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"message": "Capture source switching not implemented yet",
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}
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handleRegions(w http.ResponseWriter, r *http.Request) {
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regions := s.getRegions()
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(regions)
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}
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func (s *Server) handleState(w http.ResponseWriter, r *http.Request) {
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status := s.engine.Status()
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response := map[string]interface{}{
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"gameState": string(status.GameState),
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"healthPct": status.Vitals.HealthPct,
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"manaPct": status.Vitals.ManaPct,
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"xpPct": status.Vitals.XPPct,
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"frameCount": status.FrameCount,
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}
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handleLootRules(w http.ResponseWriter, r *http.Request) {
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lootEngine := s.engine.LootEngine()
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if lootEngine == nil {
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response := map[string]interface{}{
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"rules": []interface{}{},
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"count": 0,
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}
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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return
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}
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response := map[string]interface{}{
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"rules": lootEngine.Rules,
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"count": len(lootEngine.Rules),
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}
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handleRoutines(w http.ResponseWriter, r *http.Request) {
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routines := s.engine.GamePlugin().Routines()
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var response []map[string]interface{}
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for _, routine := range routines {
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response = append(response, map[string]interface{}{
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"name": routine.Name(),
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"phase": routine.Phase(),
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})
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}
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handlePixel(w http.ResponseWriter, r *http.Request) {
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xStr := r.URL.Query().Get("x")
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yStr := r.URL.Query().Get("y")
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x, err := strconv.Atoi(xStr)
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if err != nil {
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http.Error(w, "Invalid x coordinate", http.StatusBadRequest)
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return
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}
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y, err := strconv.Atoi(yStr)
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if err != nil {
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http.Error(w, "Invalid y coordinate", http.StatusBadRequest)
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return
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}
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frame := s.engine.CurrentFrame()
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if frame == nil {
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http.Error(w, "No frame available", http.StatusNoContent)
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return
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}
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bounds := frame.Bounds()
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point := image.Point{X: x, Y: y}
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if !point.In(bounds) {
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http.Error(w, "Coordinates out of bounds", http.StatusBadRequest)
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return
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}
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c := frame.At(x, y)
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red, green, blue, _ := c.RGBA()
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// Convert to 8-bit
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red, green, blue = red>>8, green>>8, blue>>8
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hsv := vision.RGBToHSV(c)
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response := PixelInfo{
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X: x,
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Y: y,
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RGB: [3]int{int(red), int(green), int(blue)},
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HSV: [3]int{hsv.H, hsv.S, hsv.V},
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}
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handleConfig(w http.ResponseWriter, r *http.Request) {
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// TODO: Return actual config
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response := map[string]interface{}{
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"game": s.engine.GamePlugin().Info().ID,
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"devMode": s.engine.Status().DevMode,
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"resolution": fmt.Sprintf("%dx%d", 1920, 1080), // TODO: Get actual resolution
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}
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handlePlugins(w http.ResponseWriter, r *http.Request) {
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pluginInfo := s.engine.GamePlugin().Info()
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response := []map[string]interface{}{
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{
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"id": pluginInfo.ID,
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"name": pluginInfo.Name,
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"version": pluginInfo.Version,
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"description": pluginInfo.Description,
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"resolution": fmt.Sprintf("%dx%d", pluginInfo.Resolution.X, pluginInfo.Resolution.Y),
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},
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}
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|
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handleStart(w http.ResponseWriter, r *http.Request) {
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// TODO: Signal engine to start
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w.WriteHeader(http.StatusAccepted)
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// TODO: Start the engine
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response := map[string]string{
|
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"message": "Start not implemented yet",
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}
|
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handleStop(w http.ResponseWriter, r *http.Request) {
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// TODO: Signal engine to stop
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w.WriteHeader(http.StatusAccepted)
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s.engine.Stop()
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response := map[string]string{
|
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"message": "Engine stopped",
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}
|
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w.Header().Set("Content-Type", "application/json")
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json.NewEncoder(w).Encode(response)
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}
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func (s *Server) handlePause(w http.ResponseWriter, r *http.Request) {
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var req struct {
|
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Paused bool `json:"paused"`
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||||
}
|
||||
|
||||
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
|
||||
http.Error(w, "Invalid JSON", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
s.engine.Pause(req.Paused)
|
||||
|
||||
action := "resumed"
|
||||
if req.Paused {
|
||||
action = "paused"
|
||||
}
|
||||
|
||||
response := map[string]string{
|
||||
"message": fmt.Sprintf("Engine %s", action),
|
||||
}
|
||||
|
||||
w.Header().Set("Content-Type", "application/json")
|
||||
json.NewEncoder(w).Encode(response)
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
func (s *Server) getRegions() []RegionInfo {
|
||||
gameID := s.engine.GamePlugin().Info().ID
|
||||
// TODO: Get actual current resolution
|
||||
width, height := 1920, 1080
|
||||
|
||||
registry := s.engine.ResolutionRegistry()
|
||||
profile, err := registry.Get(gameID, width, height)
|
||||
if err != nil {
|
||||
log.Printf("Failed to get resolution profile: %v", err)
|
||||
return nil
|
||||
}
|
||||
|
||||
var regions []RegionInfo
|
||||
for name, rect := range profile.Regions {
|
||||
regions = append(regions, RegionInfo{
|
||||
Name: name,
|
||||
X: rect.Min.X,
|
||||
Y: rect.Min.Y,
|
||||
Width: rect.Dx(),
|
||||
Height: rect.Dy(),
|
||||
})
|
||||
}
|
||||
|
||||
return regions
|
||||
}
|
||||
|
||||
func (s *Server) drawRegionOverlays(img *image.RGBA, regions []RegionInfo) {
|
||||
// Simple colored rectangles for region overlays
|
||||
colors := []image.Uniform{
|
||||
{C: color.RGBA{255, 0, 0, 128}}, // Red
|
||||
{C: color.RGBA{0, 255, 0, 128}}, // Green
|
||||
{C: color.RGBA{0, 0, 255, 128}}, // Blue
|
||||
{C: color.RGBA{255, 255, 0, 128}}, // Yellow
|
||||
{C: color.RGBA{255, 0, 255, 128}}, // Magenta
|
||||
{C: color.RGBA{0, 255, 255, 128}}, // Cyan
|
||||
}
|
||||
|
||||
for i, region := range regions {
|
||||
color := &colors[i%len(colors)]
|
||||
rect := image.Rect(region.X, region.Y, region.X+region.Width, region.Y+region.Height)
|
||||
|
||||
// Draw border (simple approach - just draw a few pixel wide border)
|
||||
borderWidth := 2
|
||||
|
||||
// Top border
|
||||
draw.Draw(img, image.Rect(rect.Min.X, rect.Min.Y, rect.Max.X, rect.Min.Y+borderWidth), color, image.Point{}, draw.Over)
|
||||
// Bottom border
|
||||
draw.Draw(img, image.Rect(rect.Min.X, rect.Max.Y-borderWidth, rect.Max.X, rect.Max.Y), color, image.Point{}, draw.Over)
|
||||
// Left border
|
||||
draw.Draw(img, image.Rect(rect.Min.X, rect.Min.Y, rect.Min.X+borderWidth, rect.Max.Y), color, image.Point{}, draw.Over)
|
||||
// Right border
|
||||
draw.Draw(img, image.Rect(rect.Max.X-borderWidth, rect.Min.Y, rect.Max.X, rect.Max.Y), color, image.Point{}, draw.Over)
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -129,14 +129,24 @@ func ParseBackendType(s string) (BackendType, error) {
|
|||
func GetDefault() *Registry {
|
||||
reg := NewRegistry()
|
||||
|
||||
// Register platform-specific backends
|
||||
reg.Register(BackendWindowWin32, NewWin32Source)
|
||||
reg.Register(BackendWindowX11, NewX11Source)
|
||||
reg.Register(BackendWayland, NewWaylandSource)
|
||||
reg.Register(BackendVNC, NewVNCSource)
|
||||
reg.Register(BackendSpice, NewSpiceSource)
|
||||
reg.Register(BackendMonitor, NewMonitorSource)
|
||||
// Always register these core backends that work on all platforms
|
||||
reg.Register(BackendFile, NewFileSource)
|
||||
|
||||
|
||||
// Platform-specific backends are registered via init() functions
|
||||
// with appropriate build tags to avoid compilation errors
|
||||
|
||||
return reg
|
||||
}
|
||||
|
||||
// init function registers platform-specific backends.
|
||||
// Each platform will have its own init function with build tags.
|
||||
func init() {
|
||||
defaultRegistry := GetDefault()
|
||||
|
||||
// Register monitor backend (should work on most platforms)
|
||||
if MonitorSourceAvailable() {
|
||||
defaultRegistry.Register(BackendMonitor, NewMonitorSource)
|
||||
}
|
||||
|
||||
// Other backends registered via platform-specific init() functions
|
||||
}
|
||||
15
pkg/engine/capture/backends/stubs.go
Normal file
15
pkg/engine/capture/backends/stubs.go
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
// Helper functions for backends
|
||||
package backends
|
||||
|
||||
import "runtime"
|
||||
|
||||
// MonitorSourceAvailable returns true if monitor capture is available on this platform.
|
||||
func MonitorSourceAvailable() bool {
|
||||
// Monitor capture should work on most platforms, but let's be conservative
|
||||
switch runtime.GOOS {
|
||||
case "windows", "linux", "darwin":
|
||||
return true
|
||||
default:
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
|
@ -97,3 +97,13 @@ func (m *Manager) Stats() Stats {
|
|||
func (m *Manager) Close() error {
|
||||
return m.source.Close()
|
||||
}
|
||||
|
||||
// Source returns the underlying capture source.
|
||||
func (m *Manager) Source() Source {
|
||||
return m.source
|
||||
}
|
||||
|
||||
// Size returns the source dimensions.
|
||||
func (m *Manager) Size() (width, height int) {
|
||||
return m.source.Size()
|
||||
}
|
||||
|
|
|
|||
345
pkg/engine/engine.go
Normal file
345
pkg/engine/engine.go
Normal file
|
|
@ -0,0 +1,345 @@
|
|||
// Package engine provides the core bot engine that wires all components together.
|
||||
package engine
|
||||
|
||||
import (
|
||||
"context"
|
||||
"fmt"
|
||||
"image"
|
||||
"log"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
"git.cloonar.com/openclawd/iso-bot/pkg/engine/capture"
|
||||
"git.cloonar.com/openclawd/iso-bot/pkg/engine/resolution"
|
||||
"git.cloonar.com/openclawd/iso-bot/pkg/engine/state"
|
||||
"git.cloonar.com/openclawd/iso-bot/pkg/engine/loot"
|
||||
"git.cloonar.com/openclawd/iso-bot/pkg/plugin"
|
||||
)
|
||||
|
||||
// Engine is the core bot engine that coordinates all subsystems.
|
||||
type Engine struct {
|
||||
mu sync.RWMutex
|
||||
running bool
|
||||
paused bool
|
||||
devMode bool
|
||||
|
||||
// Core components
|
||||
captureManager *capture.Manager
|
||||
resolutionRegistry *resolution.Registry
|
||||
stateManager *state.Manager
|
||||
lootEngine *loot.RuleEngine
|
||||
|
||||
// Plugin system
|
||||
gamePlugin plugin.Plugin
|
||||
services *engineServices
|
||||
|
||||
// Current state
|
||||
currentFrame image.Image
|
||||
gameState plugin.GameState
|
||||
vitals plugin.VitalStats
|
||||
|
||||
// Statistics
|
||||
frameCount uint64
|
||||
itemsFound int
|
||||
runCount int
|
||||
startTime time.Time
|
||||
|
||||
// Control channels
|
||||
stopChan chan struct{}
|
||||
pauseChan chan bool
|
||||
}
|
||||
|
||||
// NewEngine creates a new bot engine.
|
||||
func NewEngine(captureSource capture.Source, gamePlugin plugin.Plugin, devMode bool) (*Engine, error) {
|
||||
engine := &Engine{
|
||||
captureManager: capture.NewManager(captureSource),
|
||||
resolutionRegistry: resolution.NewRegistry(),
|
||||
devMode: devMode,
|
||||
gamePlugin: gamePlugin,
|
||||
stopChan: make(chan struct{}),
|
||||
pauseChan: make(chan bool, 1),
|
||||
startTime: time.Now(),
|
||||
}
|
||||
|
||||
// Create engine services for the plugin
|
||||
engine.services = &engineServices{engine: engine}
|
||||
|
||||
// Initialize the plugin
|
||||
if err := gamePlugin.Init(engine.services); err != nil {
|
||||
return nil, fmt.Errorf("failed to initialize game plugin: %w", err)
|
||||
}
|
||||
|
||||
// Set up state manager
|
||||
engine.stateManager = state.NewManager(gamePlugin.Detector())
|
||||
|
||||
// Set up default loot filter
|
||||
if lootFilter := gamePlugin.DefaultLootFilter(); lootFilter != nil {
|
||||
if ruleEngine, ok := lootFilter.(*loot.RuleEngine); ok {
|
||||
engine.lootEngine = ruleEngine
|
||||
}
|
||||
}
|
||||
|
||||
return engine, nil
|
||||
}
|
||||
|
||||
// Start begins the engine's main loop.
|
||||
func (e *Engine) Start(ctx context.Context) error {
|
||||
e.mu.Lock()
|
||||
if e.running {
|
||||
e.mu.Unlock()
|
||||
return fmt.Errorf("engine is already running")
|
||||
}
|
||||
e.running = true
|
||||
e.mu.Unlock()
|
||||
|
||||
log.Printf("Engine starting (dev mode: %v)", e.devMode)
|
||||
|
||||
ticker := time.NewTicker(33 * time.Millisecond) // ~30 FPS
|
||||
defer ticker.Stop()
|
||||
|
||||
for {
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return ctx.Err()
|
||||
case <-e.stopChan:
|
||||
return nil
|
||||
case paused := <-e.pauseChan:
|
||||
e.mu.Lock()
|
||||
e.paused = paused
|
||||
e.mu.Unlock()
|
||||
if paused {
|
||||
log.Println("Engine paused")
|
||||
} else {
|
||||
log.Println("Engine resumed")
|
||||
}
|
||||
case <-ticker.C:
|
||||
if e.isPaused() {
|
||||
continue
|
||||
}
|
||||
|
||||
if err := e.processFrame(); err != nil {
|
||||
log.Printf("Frame processing error: %v", err)
|
||||
continue
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Stop stops the engine.
|
||||
func (e *Engine) Stop() {
|
||||
e.mu.Lock()
|
||||
defer e.mu.Unlock()
|
||||
|
||||
if !e.running {
|
||||
return
|
||||
}
|
||||
|
||||
e.running = false
|
||||
close(e.stopChan)
|
||||
log.Println("Engine stopped")
|
||||
}
|
||||
|
||||
// Pause pauses or resumes the engine.
|
||||
func (e *Engine) Pause(paused bool) {
|
||||
select {
|
||||
case e.pauseChan <- paused:
|
||||
default:
|
||||
// Channel is full, already have a pending pause state
|
||||
}
|
||||
}
|
||||
|
||||
// Status returns the current engine status.
|
||||
func (e *Engine) Status() EngineStatus {
|
||||
e.mu.RLock()
|
||||
defer e.mu.RUnlock()
|
||||
|
||||
return EngineStatus{
|
||||
Running: e.running,
|
||||
Paused: e.paused,
|
||||
DevMode: e.devMode,
|
||||
GameState: e.gameState,
|
||||
Vitals: e.vitals,
|
||||
FrameCount: e.frameCount,
|
||||
ItemsFound: e.itemsFound,
|
||||
RunCount: e.runCount,
|
||||
Uptime: time.Since(e.startTime),
|
||||
CaptureStats: e.captureManager.Stats(),
|
||||
}
|
||||
}
|
||||
|
||||
// CurrentFrame returns the most recent captured frame.
|
||||
func (e *Engine) CurrentFrame() image.Image {
|
||||
e.mu.RLock()
|
||||
defer e.mu.RUnlock()
|
||||
return e.currentFrame
|
||||
}
|
||||
|
||||
// GamePlugin returns the active game plugin.
|
||||
func (e *Engine) GamePlugin() plugin.Plugin {
|
||||
return e.gamePlugin
|
||||
}
|
||||
|
||||
// ResolutionRegistry returns the resolution registry.
|
||||
func (e *Engine) ResolutionRegistry() *resolution.Registry {
|
||||
return e.resolutionRegistry
|
||||
}
|
||||
|
||||
// LootEngine returns the loot filter engine.
|
||||
func (e *Engine) LootEngine() *loot.RuleEngine {
|
||||
return e.lootEngine
|
||||
}
|
||||
|
||||
// processFrame captures and analyzes a single frame.
|
||||
func (e *Engine) processFrame() error {
|
||||
// Capture frame
|
||||
frame, err := e.captureManager.Capture()
|
||||
if err != nil {
|
||||
return fmt.Errorf("capture failed: %w", err)
|
||||
}
|
||||
|
||||
e.mu.Lock()
|
||||
e.currentFrame = frame
|
||||
e.frameCount++
|
||||
e.mu.Unlock()
|
||||
|
||||
// Update game state
|
||||
gameState := e.stateManager.Update(frame)
|
||||
|
||||
// Read vitals if in-game
|
||||
var vitals plugin.VitalStats
|
||||
if gameState == plugin.StateInGame {
|
||||
vitals = e.gamePlugin.Detector().ReadVitals(frame)
|
||||
}
|
||||
|
||||
e.mu.Lock()
|
||||
e.gameState = gameState
|
||||
e.vitals = vitals
|
||||
e.mu.Unlock()
|
||||
|
||||
// In dev mode, we don't perform any actions
|
||||
if e.devMode {
|
||||
return nil
|
||||
}
|
||||
|
||||
// TODO: Implement bot actions based on state and detected items
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// isPaused returns true if the engine is paused.
|
||||
func (e *Engine) isPaused() bool {
|
||||
e.mu.RLock()
|
||||
defer e.mu.RUnlock()
|
||||
return e.paused
|
||||
}
|
||||
|
||||
// EngineStatus represents the current state of the engine.
|
||||
type EngineStatus struct {
|
||||
Running bool `json:"running"`
|
||||
Paused bool `json:"paused"`
|
||||
DevMode bool `json:"devMode"`
|
||||
GameState plugin.GameState `json:"gameState"`
|
||||
Vitals plugin.VitalStats `json:"vitals"`
|
||||
FrameCount uint64 `json:"frameCount"`
|
||||
ItemsFound int `json:"itemsFound"`
|
||||
RunCount int `json:"runCount"`
|
||||
Uptime time.Duration `json:"uptime"`
|
||||
CaptureStats capture.Stats `json:"captureStats"`
|
||||
}
|
||||
|
||||
// engineServices implements plugin.EngineServices.
|
||||
type engineServices struct {
|
||||
engine *Engine
|
||||
}
|
||||
|
||||
// Capture returns the current screen frame.
|
||||
func (s *engineServices) Capture() image.Image {
|
||||
return s.engine.CurrentFrame()
|
||||
}
|
||||
|
||||
// CaptureSource returns the active capture source.
|
||||
func (s *engineServices) CaptureSource() capture.Source {
|
||||
return s.engine.captureManager.Source()
|
||||
}
|
||||
|
||||
// Resolution returns the current capture resolution.
|
||||
func (s *engineServices) Resolution() (width, height int) {
|
||||
return s.engine.captureManager.Size()
|
||||
}
|
||||
|
||||
// Region returns a named screen region for the current game and resolution.
|
||||
func (s *engineServices) Region(name string) image.Rectangle {
|
||||
width, height := s.Resolution()
|
||||
gameID := s.engine.gamePlugin.Info().ID
|
||||
|
||||
region, err := s.engine.resolutionRegistry.GetRegion(gameID, width, height, name)
|
||||
if err != nil {
|
||||
log.Printf("Warning: region %q not found: %v", name, err)
|
||||
return image.Rectangle{}
|
||||
}
|
||||
|
||||
return region
|
||||
}
|
||||
|
||||
// Click sends a mouse click at the given position.
|
||||
func (s *engineServices) Click(pos image.Point) {
|
||||
if s.engine.devMode {
|
||||
log.Printf("Dev mode: would click at (%d, %d)", pos.X, pos.Y)
|
||||
return
|
||||
}
|
||||
// TODO: Implement actual mouse click
|
||||
}
|
||||
|
||||
// MoveMouse moves the mouse to the given position.
|
||||
func (s *engineServices) MoveMouse(pos image.Point) {
|
||||
if s.engine.devMode {
|
||||
log.Printf("Dev mode: would move mouse to (%d, %d)", pos.X, pos.Y)
|
||||
return
|
||||
}
|
||||
// TODO: Implement actual mouse movement
|
||||
}
|
||||
|
||||
// PressKey sends a key press.
|
||||
func (s *engineServices) PressKey(key string) {
|
||||
if s.engine.devMode {
|
||||
log.Printf("Dev mode: would press key %q", key)
|
||||
return
|
||||
}
|
||||
// TODO: Implement actual key press
|
||||
}
|
||||
|
||||
// TypeText types text with human-like delays.
|
||||
func (s *engineServices) TypeText(text string) {
|
||||
if s.engine.devMode {
|
||||
log.Printf("Dev mode: would type %q", text)
|
||||
return
|
||||
}
|
||||
// TODO: Implement actual text typing
|
||||
}
|
||||
|
||||
// Wait pauses for a human-like delay.
|
||||
func (s *engineServices) Wait() {
|
||||
time.Sleep(time.Duration(100+rand.Intn(200)) * time.Millisecond)
|
||||
}
|
||||
|
||||
// WaitMs pauses for a specific duration with randomization.
|
||||
func (s *engineServices) WaitMs(baseMs int, varianceMs int) {
|
||||
variance := time.Duration(rand.Intn(varianceMs*2)-varianceMs) * time.Millisecond
|
||||
delay := time.Duration(baseMs)*time.Millisecond + variance
|
||||
time.Sleep(delay)
|
||||
}
|
||||
|
||||
// Log logs a message associated with the plugin.
|
||||
func (s *engineServices) Log(level string, msg string, args ...any) {
|
||||
prefix := fmt.Sprintf("[%s] %s", s.engine.gamePlugin.Info().ID, level)
|
||||
log.Printf(prefix+": "+msg, args...)
|
||||
}
|
||||
|
||||
// Random number generator (TODO: use crypto/rand for better randomness)
|
||||
var rand = struct {
|
||||
Intn func(int) int
|
||||
}{
|
||||
Intn: func(n int) int {
|
||||
return int(time.Now().UnixNano()) % n
|
||||
},
|
||||
}
|
||||
|
|
@ -1,12 +1,13 @@
|
|||
// Package vision provides computer vision utilities for game screen analysis.
|
||||
//
|
||||
// Uses GoCV (OpenCV bindings for Go) for template matching, color detection,
|
||||
// and contour analysis. Designed for high-throughput real-time analysis.
|
||||
// Pure Go implementation without external dependencies like OpenCV.
|
||||
// Designed for high-throughput real-time analysis of game screens.
|
||||
package vision
|
||||
|
||||
import (
|
||||
"image"
|
||||
"image/color"
|
||||
"math"
|
||||
)
|
||||
|
||||
// Match represents a detected element on screen.
|
||||
|
|
@ -31,6 +32,11 @@ type ColorRange struct {
|
|||
UpperH, UpperS, UpperV int
|
||||
}
|
||||
|
||||
// HSV represents a color in HSV color space.
|
||||
type HSV struct {
|
||||
H, S, V int
|
||||
}
|
||||
|
||||
// Pipeline processes frames through a series of vision operations.
|
||||
type Pipeline struct {
|
||||
templates map[string]*Template
|
||||
|
|
@ -58,31 +64,293 @@ func (p *Pipeline) LoadTemplate(name string, img image.Image) {
|
|||
|
||||
// FindTemplate searches for a template in the frame.
|
||||
// Returns the best match above threshold, or nil.
|
||||
// This is a simple implementation - could be improved with better algorithms.
|
||||
func (p *Pipeline) FindTemplate(frame image.Image, templateName string) *Match {
|
||||
// TODO: Implement with GoCV matchTemplate
|
||||
// This is a stub — actual implementation needs gocv.MatchTemplate
|
||||
template, exists := p.templates[templateName]
|
||||
if !exists {
|
||||
return nil
|
||||
}
|
||||
|
||||
frameBounds := frame.Bounds()
|
||||
templateBounds := template.Image.Bounds()
|
||||
|
||||
// Simple template matching by scanning every position
|
||||
bestMatch := &Match{Confidence: 0}
|
||||
|
||||
for y := frameBounds.Min.Y; y <= frameBounds.Max.Y-templateBounds.Dy(); y++ {
|
||||
for x := frameBounds.Min.X; x <= frameBounds.Max.X-templateBounds.Dx(); x++ {
|
||||
confidence := p.compareAtPosition(frame, template.Image, x, y)
|
||||
if confidence > bestMatch.Confidence {
|
||||
bestMatch.Position = image.Point{X: x, Y: y}
|
||||
bestMatch.BBox = image.Rect(x, y, x+templateBounds.Dx(), y+templateBounds.Dy())
|
||||
bestMatch.Confidence = confidence
|
||||
bestMatch.Label = templateName
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if bestMatch.Confidence >= p.threshold {
|
||||
return bestMatch
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// FindAllTemplates finds all matches of a template above threshold.
|
||||
func (p *Pipeline) FindAllTemplates(frame image.Image, templateName string) []Match {
|
||||
// TODO: Implement with GoCV + NMS
|
||||
// For simplicity, just return the best match
|
||||
match := p.FindTemplate(frame, templateName)
|
||||
if match != nil {
|
||||
return []Match{*match}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// FindByColor detects regions matching an HSV color range.
|
||||
func (p *Pipeline) FindByColor(frame image.Image, colorRange ColorRange, minArea int) []Match {
|
||||
// TODO: Implement with GoCV inRange + findContours
|
||||
return nil
|
||||
bounds := frame.Bounds()
|
||||
var matches []Match
|
||||
|
||||
// Simple blob detection by scanning for connected regions
|
||||
visited := make(map[image.Point]bool)
|
||||
|
||||
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
|
||||
for x := bounds.Min.X; x < bounds.Max.X; x++ {
|
||||
pt := image.Point{X: x, Y: y}
|
||||
if visited[pt] {
|
||||
continue
|
||||
}
|
||||
|
||||
c := frame.At(x, y)
|
||||
hsv := RGBToHSV(c)
|
||||
|
||||
if p.colorInRange(hsv, colorRange) {
|
||||
// Found a pixel in range, flood fill to find the blob
|
||||
blob := p.floodFill(frame, pt, colorRange, visited)
|
||||
if len(blob) >= minArea {
|
||||
bbox := p.getBoundingBox(blob)
|
||||
center := image.Point{
|
||||
X: (bbox.Min.X + bbox.Max.X) / 2,
|
||||
Y: (bbox.Min.Y + bbox.Max.Y) / 2,
|
||||
}
|
||||
matches = append(matches, Match{
|
||||
Position: center,
|
||||
BBox: bbox,
|
||||
Confidence: 1.0, // Binary detection for color matching
|
||||
Label: "color_match",
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return matches
|
||||
}
|
||||
|
||||
// ReadBarPercentage reads a horizontal bar's fill level (health, mana, xp).
|
||||
func (p *Pipeline) ReadBarPercentage(frame image.Image, barRegion image.Rectangle, filledColor ColorRange) float64 {
|
||||
// TODO: Implement — scan columns for filled color ratio
|
||||
return 0.0
|
||||
bounds := barRegion.Intersect(frame.Bounds())
|
||||
if bounds.Empty() {
|
||||
return 0.0
|
||||
}
|
||||
|
||||
totalPixels := 0
|
||||
filledPixels := 0
|
||||
|
||||
// Sample pixels across the width of the bar
|
||||
centerY := (bounds.Min.Y + bounds.Max.Y) / 2
|
||||
for x := bounds.Min.X; x < bounds.Max.X; x++ {
|
||||
c := frame.At(x, centerY)
|
||||
hsv := RGBToHSV(c)
|
||||
totalPixels++
|
||||
if p.colorInRange(hsv, filledColor) {
|
||||
filledPixels++
|
||||
}
|
||||
}
|
||||
|
||||
if totalPixels == 0 {
|
||||
return 0.0
|
||||
}
|
||||
|
||||
return float64(filledPixels) / float64(totalPixels)
|
||||
}
|
||||
|
||||
// GetPixelColor returns the color at a specific pixel.
|
||||
func (p *Pipeline) GetPixelColor(frame image.Image, x, y int) color.Color {
|
||||
return frame.At(x, y)
|
||||
}
|
||||
|
||||
// GetPixelHSV returns the HSV values at a specific pixel.
|
||||
func (p *Pipeline) GetPixelHSV(frame image.Image, x, y int) HSV {
|
||||
c := frame.At(x, y)
|
||||
return RGBToHSV(c)
|
||||
}
|
||||
|
||||
// HasColorInRegion checks if any pixel in the region matches the color range.
|
||||
func (p *Pipeline) HasColorInRegion(frame image.Image, region image.Rectangle, colorRange ColorRange) bool {
|
||||
bounds := region.Intersect(frame.Bounds())
|
||||
if bounds.Empty() {
|
||||
return false
|
||||
}
|
||||
|
||||
// Sample every few pixels for performance
|
||||
step := 2
|
||||
for y := bounds.Min.Y; y < bounds.Max.Y; y += step {
|
||||
for x := bounds.Min.X; x < bounds.Max.X; x += step {
|
||||
c := frame.At(x, y)
|
||||
hsv := RGBToHSV(c)
|
||||
if p.colorInRange(hsv, colorRange) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// compareAtPosition compares template with frame at given position.
|
||||
func (p *Pipeline) compareAtPosition(frame, template image.Image, frameX, frameY int) float64 {
|
||||
templateBounds := template.Bounds()
|
||||
totalPixels := 0
|
||||
matchingPixels := 0
|
||||
|
||||
// Simple pixel-by-pixel comparison
|
||||
for y := templateBounds.Min.Y; y < templateBounds.Max.Y; y++ {
|
||||
for x := templateBounds.Min.X; x < templateBounds.Max.X; x++ {
|
||||
frameColor := frame.At(frameX+x, frameY+y)
|
||||
templateColor := template.At(x, y)
|
||||
|
||||
totalPixels++
|
||||
if p.colorsMatch(frameColor, templateColor, 30) { // tolerance of 30
|
||||
matchingPixels++
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return float64(matchingPixels) / float64(totalPixels)
|
||||
}
|
||||
|
||||
// colorsMatch checks if two colors are similar within tolerance.
|
||||
func (p *Pipeline) colorsMatch(c1, c2 color.Color, tolerance int) bool {
|
||||
r1, g1, b1, _ := c1.RGBA()
|
||||
r2, g2, b2, _ := c2.RGBA()
|
||||
|
||||
// Convert from 16-bit to 8-bit
|
||||
r1, g1, b1 = r1>>8, g1>>8, b1>>8
|
||||
r2, g2, b2 = r2>>8, g2>>8, b2>>8
|
||||
|
||||
dr := int(r1) - int(r2)
|
||||
dg := int(g1) - int(g2)
|
||||
db := int(b1) - int(b2)
|
||||
|
||||
if dr < 0 { dr = -dr }
|
||||
if dg < 0 { dg = -dg }
|
||||
if db < 0 { db = -db }
|
||||
|
||||
return dr <= tolerance && dg <= tolerance && db <= tolerance
|
||||
}
|
||||
|
||||
// colorInRange checks if HSV color is within range.
|
||||
func (p *Pipeline) colorInRange(hsv HSV, colorRange ColorRange) bool {
|
||||
return hsv.H >= colorRange.LowerH && hsv.H <= colorRange.UpperH &&
|
||||
hsv.S >= colorRange.LowerS && hsv.S <= colorRange.UpperS &&
|
||||
hsv.V >= colorRange.LowerV && hsv.V <= colorRange.UpperV
|
||||
}
|
||||
|
||||
// floodFill finds connected pixels of the same color.
|
||||
func (p *Pipeline) floodFill(frame image.Image, start image.Point, colorRange ColorRange, visited map[image.Point]bool) []image.Point {
|
||||
bounds := frame.Bounds()
|
||||
var blob []image.Point
|
||||
stack := []image.Point{start}
|
||||
|
||||
for len(stack) > 0 {
|
||||
pt := stack[len(stack)-1]
|
||||
stack = stack[:len(stack)-1]
|
||||
|
||||
if visited[pt] || !pt.In(bounds) {
|
||||
continue
|
||||
}
|
||||
|
||||
c := frame.At(pt.X, pt.Y)
|
||||
hsv := RGBToHSV(c)
|
||||
if !p.colorInRange(hsv, colorRange) {
|
||||
continue
|
||||
}
|
||||
|
||||
visited[pt] = true
|
||||
blob = append(blob, pt)
|
||||
|
||||
// Add neighbors
|
||||
neighbors := []image.Point{
|
||||
{X: pt.X-1, Y: pt.Y},
|
||||
{X: pt.X+1, Y: pt.Y},
|
||||
{X: pt.X, Y: pt.Y-1},
|
||||
{X: pt.X, Y: pt.Y+1},
|
||||
}
|
||||
stack = append(stack, neighbors...)
|
||||
}
|
||||
|
||||
return blob
|
||||
}
|
||||
|
||||
// getBoundingBox calculates the bounding box for a set of points.
|
||||
func (p *Pipeline) getBoundingBox(points []image.Point) image.Rectangle {
|
||||
if len(points) == 0 {
|
||||
return image.Rectangle{}
|
||||
}
|
||||
|
||||
minX, minY := points[0].X, points[0].Y
|
||||
maxX, maxY := minX, minY
|
||||
|
||||
for _, pt := range points {
|
||||
if pt.X < minX { minX = pt.X }
|
||||
if pt.X > maxX { maxX = pt.X }
|
||||
if pt.Y < minY { minY = pt.Y }
|
||||
if pt.Y > maxY { maxY = pt.Y }
|
||||
}
|
||||
|
||||
return image.Rect(minX, minY, maxX+1, maxY+1)
|
||||
}
|
||||
|
||||
// RGBToHSV converts RGB color to HSV.
|
||||
func RGBToHSV(c color.Color) HSV {
|
||||
r, g, b, _ := c.RGBA()
|
||||
// Convert from 16-bit to float [0,1]
|
||||
rf := float64(r>>8) / 255.0
|
||||
gf := float64(g>>8) / 255.0
|
||||
bf := float64(b>>8) / 255.0
|
||||
|
||||
max := math.Max(rf, math.Max(gf, bf))
|
||||
min := math.Min(rf, math.Min(gf, bf))
|
||||
delta := max - min
|
||||
|
||||
// Value
|
||||
v := max
|
||||
|
||||
// Saturation
|
||||
var s float64
|
||||
if max != 0 {
|
||||
s = delta / max
|
||||
}
|
||||
|
||||
// Hue
|
||||
var h float64
|
||||
if delta != 0 {
|
||||
switch max {
|
||||
case rf:
|
||||
h = math.Mod((gf-bf)/delta, 6)
|
||||
case gf:
|
||||
h = (bf-rf)/delta + 2
|
||||
case bf:
|
||||
h = (rf-gf)/delta + 4
|
||||
}
|
||||
h *= 60
|
||||
if h < 0 {
|
||||
h += 360
|
||||
}
|
||||
}
|
||||
|
||||
return HSV{
|
||||
H: int(h),
|
||||
S: int(s * 255),
|
||||
V: int(v * 255),
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue