- 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
161 lines
4.5 KiB
Go
161 lines
4.5 KiB
Go
// Game state detection for D2R.
|
|
package d2r
|
|
|
|
import (
|
|
"image"
|
|
|
|
"git.cloonar.com/openclawd/iso-bot/pkg/plugin"
|
|
"git.cloonar.com/openclawd/iso-bot/pkg/engine/vision"
|
|
)
|
|
|
|
// Detector implements plugin.GameDetector for D2R.
|
|
type Detector struct {
|
|
config Config
|
|
services plugin.EngineServices
|
|
vision *vision.Pipeline
|
|
}
|
|
|
|
// NewDetector creates a D2R state detector.
|
|
func NewDetector(config Config, services plugin.EngineServices) *Detector {
|
|
return &Detector{
|
|
config: config,
|
|
services: services,
|
|
vision: vision.NewPipeline(0.8), // 80% confidence threshold
|
|
}
|
|
}
|
|
|
|
// DetectState analyzes a screenshot and returns the current game state.
|
|
func (d *Detector) DetectState(frame image.Image) plugin.GameState {
|
|
// Priority-based detection:
|
|
// 1. Check for loading screen
|
|
// 2. Check for main menu
|
|
// 3. Check for character select
|
|
// 4. Check for in-game (health orb visible)
|
|
// 5. Check for death screen
|
|
|
|
if d.isLoading(frame) {
|
|
return plugin.StateLoading
|
|
}
|
|
if d.isMainMenu(frame) {
|
|
return plugin.StateMainMenu
|
|
}
|
|
if d.isCharacterSelect(frame) {
|
|
return plugin.StateCharacterSelect
|
|
}
|
|
if d.isInGame(frame) {
|
|
vitals := d.ReadVitals(frame)
|
|
if vitals.HealthPct <= 0.01 { // Consider very low health as dead
|
|
return plugin.StateDead
|
|
}
|
|
return plugin.StateInGame
|
|
}
|
|
return plugin.StateUnknown
|
|
}
|
|
|
|
// ReadVitals reads health and mana from the orbs.
|
|
func (d *Detector) ReadVitals(frame image.Image) plugin.VitalStats {
|
|
healthRegion := d.services.Region("health_orb")
|
|
manaRegion := d.services.Region("mana_orb")
|
|
|
|
var healthPct, manaPct float64
|
|
|
|
// Read health percentage from red-filled pixels in health orb
|
|
if !healthRegion.Empty() {
|
|
healthColor := vision.ColorRange{
|
|
LowerH: d.config.Colors.HealthFilled.LowerH,
|
|
UpperH: d.config.Colors.HealthFilled.UpperH,
|
|
LowerS: d.config.Colors.HealthFilled.LowerS,
|
|
UpperS: d.config.Colors.HealthFilled.UpperS,
|
|
LowerV: d.config.Colors.HealthFilled.LowerV,
|
|
UpperV: d.config.Colors.HealthFilled.UpperV,
|
|
}
|
|
healthPct = d.vision.ReadBarPercentage(frame, healthRegion, healthColor)
|
|
}
|
|
|
|
// Read mana percentage from blue-filled pixels in mana orb
|
|
if !manaRegion.Empty() {
|
|
manaColor := vision.ColorRange{
|
|
LowerH: d.config.Colors.ManaFilled.LowerH,
|
|
UpperH: d.config.Colors.ManaFilled.UpperH,
|
|
LowerS: d.config.Colors.ManaFilled.LowerS,
|
|
UpperS: d.config.Colors.ManaFilled.UpperS,
|
|
LowerV: d.config.Colors.ManaFilled.LowerV,
|
|
UpperV: d.config.Colors.ManaFilled.UpperV,
|
|
}
|
|
manaPct = d.vision.ReadBarPercentage(frame, manaRegion, manaColor)
|
|
}
|
|
|
|
return plugin.VitalStats{
|
|
HealthPct: healthPct,
|
|
ManaPct: manaPct,
|
|
XPPct: 0.0, // TODO: Implement XP bar reading
|
|
}
|
|
}
|
|
|
|
// IsInGame returns true if health orb is visible.
|
|
func (d *Detector) IsInGame(frame image.Image) bool {
|
|
return d.isInGame(frame)
|
|
}
|
|
|
|
func (d *Detector) isLoading(frame image.Image) bool {
|
|
// Check for loading screen by looking for mostly black screen
|
|
// This is a simple heuristic - could be improved
|
|
bounds := frame.Bounds()
|
|
totalPixels := 0
|
|
darkPixels := 0
|
|
|
|
// Sample every 10 pixels for performance
|
|
step := 10
|
|
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)
|
|
r, g, b, _ := c.RGBA()
|
|
// Convert to 8-bit
|
|
r, g, b = r>>8, g>>8, b>>8
|
|
|
|
totalPixels++
|
|
// Consider pixel dark if all channels are below 30
|
|
if r < 30 && g < 30 && b < 30 {
|
|
darkPixels++
|
|
}
|
|
}
|
|
}
|
|
|
|
if totalPixels == 0 {
|
|
return false
|
|
}
|
|
|
|
// If more than 70% of screen is dark, likely loading
|
|
return float64(darkPixels)/float64(totalPixels) > 0.7
|
|
}
|
|
|
|
func (d *Detector) isMainMenu(frame image.Image) bool {
|
|
// TODO: Template match main menu elements or check for specific colors/text
|
|
// For now, this is a placeholder
|
|
return false
|
|
}
|
|
|
|
func (d *Detector) isCharacterSelect(frame image.Image) bool {
|
|
// TODO: Template match character select screen
|
|
// For now, this is a placeholder
|
|
return false
|
|
}
|
|
|
|
func (d *Detector) isInGame(frame image.Image) bool {
|
|
// Check if health orb region contains red pixels indicating health
|
|
healthRegion := d.services.Region("health_orb")
|
|
if healthRegion.Empty() {
|
|
return false
|
|
}
|
|
|
|
healthColor := vision.ColorRange{
|
|
LowerH: d.config.Colors.HealthFilled.LowerH,
|
|
UpperH: d.config.Colors.HealthFilled.UpperH,
|
|
LowerS: d.config.Colors.HealthFilled.LowerS,
|
|
UpperS: d.config.Colors.HealthFilled.UpperS,
|
|
LowerV: d.config.Colors.HealthFilled.LowerV,
|
|
UpperV: d.config.Colors.HealthFilled.UpperV,
|
|
}
|
|
|
|
return d.vision.HasColorInRegion(frame, healthRegion, healthColor)
|
|
}
|