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Plastic.py
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Plastic.py
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# get a screenshot from window called '明日方舟 - MuMu模拟器'
import win32gui
import win32ui
import win32con
import win32api
import time
import os
from PIL import Image
from constants import *
from GameTime import GameTime
class Plastic:
hwnd = win32gui.FindWindow(None, "明日方舟 - MuMu模拟器")
def __init__(self):
# hwnd = win32gui.FindWindow(None, "明日方舟 - MuMu模拟器")
if self.hwnd == 0:
raise Exception("Cannot find window called '明日方舟 - MuMu模拟器'")
win32gui.SetForegroundWindow(self.hwnd)
def wait_between_keys(self):
time.sleep(WAIT_BETWEEN_KEYS)
def wait_for_feedback(self):
time.sleep(WAIT_FOR_FEEDBACK)
def take_a_nap(self):
time.sleep(TAKE_A_NAP)
# pause the game: press space
def pause(self):
win32api.SendMessage(self.hwnd, win32con.WM_KEYDOWN, win32con.VK_SPACE, 0)
win32api.SendMessage(self.hwnd, win32con.WM_KEYUP, win32con.VK_SPACE, 0)
# change game speed: press the *2 button in the game
def change_speed(self):
x = int(GAME_X1 + SPEED_X * (GAME_X2 - GAME_X1))
y = int(GAME_Y1 + SPEED_Y * (GAME_Y2 - GAME_Y1))
# send a left click message to the game window
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONDOWN, win32con.MK_LBUTTON, win32api.MAKELONG(x, y))
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONUP, win32con.MK_LBUTTON, win32api.MAKELONG(x, y))
# proceed to the next tick
# invariants:
# 1. the game is paused
# 2. the game is under bullet time
def proceed_one_tick(self):
# helper function to proceed to the next tick
def goto_next_tick():
# wait for the game to proceed to the next tick
curGameTime = GameTime()
while GameTime() == curGameTime:
self.pause()
self.wait_between_keys()
self.pause()
self.wait_for_feedback()
goto_next_tick()
# pause at the specified GameTime
# invariants:
# 1. the game is paused
# 2. the game is under speed 1
def pause_at(self, tarGameTime):
curGameTime = GameTime()
is_paused = True
bullet_time_entered = False
if curGameTime < tarGameTime - STAGE1:
# means we are still far from the target
# proceed with speed 2
# change speed to 2
self.change_speed()
self.wait_between_keys()
# resume if paused
if is_paused:
self.pause()
self.wait_between_keys()
is_paused = False
# wait until the game time is closer to the target
while GameTime() < tarGameTime - STAGE1:
self.take_a_nap()
# change speed back to 1
self.change_speed()
self.wait_between_keys()
if curGameTime < tarGameTime - STAGE2:
# means we are still a little away from the target
# proceed with speed 1
# resume if paused
if is_paused:
self.pause()
self.wait_between_keys()
is_paused = False
# wait until the game time is closer to the target
while GameTime() < tarGameTime - STAGE2:
self.take_a_nap()
if curGameTime < tarGameTime - STAGE3:
# means we are kind of close to the target
# proceed with bullet time
# switch to bullet time
self.click_operator()
self.wait_between_keys()
bullet_time_entered = True
# resume if paused
if is_paused:
self.pause()
self.wait_between_keys()
is_paused = False
# wait until the game time is closer to the target
while GameTime() < tarGameTime - STAGE3:
self.take_a_nap()
self.wait_between_keys()
if curGameTime < tarGameTime:
# means we are very close to the target
# proceed with one tick at a time
# pause if not paused
if not is_paused:
self.pause()
self.wait_between_keys()
is_paused = True
# switch to bullet time if not in bullet time
if not bullet_time_entered:
self.click_operator()
self.wait_between_keys()
bullet_time_entered = True
# wait until the game time is closer to the target
while GameTime() < tarGameTime:
self.proceed_one_tick()
# exit bullet time
self.click_operator()
self.wait_between_keys()
bullet_time_entered = False
if not is_paused:
self.pause()
self.wait_between_keys()
is_paused = True
if bullet_time_entered:
self.click_operator()
self.wait_between_keys()
bullet_time_entered = False
if curGameTime > tarGameTime:
# give a warning
print('Warning: pause_at goes past the target time: ' + str(tarGameTime))
self.wait_for_feedback()
# pause at the specified tick (another version of pause_at)
def pause_at_CT(self, cost, tick):
self.pause_at(GameTime(cost, tick))
# click on the id-th operator
def click_operator(self, id = 1, oper_num = 11):
# click on the id-th operator
oper_x = int(GAME_X1 + (oper_num - id + 0.5) / oper_num * (GAME_X2 - GAME_X1))
oper_y = int(GAME_Y1 + OPERATOR_Y * (GAME_Y2 - GAME_Y1))
# send a left click message to the game window
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONDOWN, win32con.MK_LBUTTON, win32api.MAKELONG(oper_x, oper_y))
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONUP, win32con.MK_LBUTTON, win32api.MAKELONG(oper_x, oper_y))
# pause the game: press escape
def esc(self):
win32api.SendMessage(self.hwnd, win32con.WM_KEYDOWN, win32con.VK_ESCAPE, 0)
win32api.SendMessage(self.hwnd, win32con.WM_KEYUP, win32con.VK_ESCAPE, 0)
# deploy the id-th operator
# invariants:
# 1. the game is paused
# 2. the game is under speed 1
# guaranteed to advance one tick
def deploy_operator(self, tar_x, tar_y, dir, id = 1, oper_num = 11):
beginTime = GameTime()
while True:
# click on the id-th operator
self.click_operator(id, oper_num)
self.wait_for_feedback()
# resume
self.pause()
oper_x = int(GAME_X1 + (oper_num - id + 0.5) / oper_num * (GAME_X2 - GAME_X1))
oper_y = int(GAME_Y1 + OPERATOR_Y * (GAME_Y2 - GAME_Y1))
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONDOWN, win32con.MK_LBUTTON, win32api.MAKELONG(oper_x, oper_y))
self.wait_between_keys()
# time.sleep(0.05) # todo: how to make this more accurate?
# move the mouse upward a little bit
win32api.SendMessage(self.hwnd, win32con.WM_MOUSEMOVE, win32con.MK_LBUTTON, win32api.MAKELONG(oper_x, oper_y - 20))
# pause
self.esc()
self.wait_for_feedback()
# check if a tick has passed
endTime = GameTime()
if endTime > beginTime:
if endTime > beginTime + 1:
print("Warning: more than one tick has passed when deploying operator at " + str(beginTime + 1))
break
else:
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONUP, win32con.MK_LBUTTON, win32api.MAKELONG(oper_x, oper_y))
self.wait_for_feedback()
# click on the target position
win32api.SendMessage(self.hwnd, win32con.WM_MOUSEMOVE, win32con.MK_LBUTTON, win32api.MAKELONG(tar_x, tar_y))
self.wait_for_feedback()
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONUP, win32con.MK_LBUTTON, win32api.MAKELONG(tar_x, tar_y))
# pull to the target direction
drag_distance = int((GAME_Y2 - GAME_Y1) * DRAG)
if dir == UP:
delta_x = 0
delta_y = -drag_distance
elif dir == DOWN:
delta_x = 0
delta_y = drag_distance
elif dir == LEFT:
delta_x = -drag_distance
delta_y = 0
elif dir == RIGHT:
delta_x = drag_distance
delta_y = 0
self.wait_for_feedback()
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONDOWN, win32con.MK_LBUTTON, win32api.MAKELONG(tar_x, tar_y))
self.wait_between_keys()
win32api.SendMessage(self.hwnd, win32con.WM_MOUSEMOVE, win32con.MK_LBUTTON, win32api.MAKELONG(tar_x + delta_x, tar_y + delta_y))
self.wait_between_keys()
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONUP, win32con.MK_LBUTTON, win32api.MAKELONG(tar_x + delta_x, tar_y + delta_y))
self.wait_for_feedback()
# retreat an operator
# invariants:
# 1. the game is paused
# 2. the game is under speed 1
# guaranteed to advance one tick
def retreat_operator(self, tar_x, tar_y):
beginTime = GameTime()
# enter bullet time
self.click_operator()
self.wait_for_feedback()
# resume
self.pause()
# click on the operator to retreat
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONDOWN, win32con.MK_LBUTTON, win32api.MAKELONG(tar_x, tar_y))
self.wait_between_keys()
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONUP, win32con.MK_LBUTTON, win32api.MAKELONG(tar_x, tar_y))
# now we are still in bullet time
# pause
self.esc()
self.wait_for_feedback()
curTime = GameTime()
if curTime > beginTime:
if curTime > beginTime + 1:
print("Warning: more than one tick has passed when retreating operator at " + str(beginTime + 1))
else:
self.proceed_one_tick()
# click on the retreat button
retreat_x = int(GAME_X1 + (GAME_X2 - GAME_X1) * RETREAT_X)
retreat_y = int(GAME_Y1 + (GAME_Y2 - GAME_Y1) * RETREAT_Y)
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONDOWN, win32con.MK_LBUTTON, win32api.MAKELONG(retreat_x, retreat_y))
self.wait_between_keys()
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONUP, win32con.MK_LBUTTON, win32api.MAKELONG(retreat_x, retreat_y))
self.wait_for_feedback()
# start an operator's skill
# invariants:
# 1. the game is paused
# 2. the game is under speed 1
# guaranteed to advance one tick
def skill_operator(self, tar_x, tar_y):
beginTime = GameTime()
# enter bullet time
self.click_operator()
self.wait_for_feedback()
# resume
self.pause()
# click on the operator to start skill
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONDOWN, win32con.MK_LBUTTON, win32api.MAKELONG(tar_x, tar_y))
self.wait_between_keys()
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONUP, win32con.MK_LBUTTON, win32api.MAKELONG(tar_x, tar_y))
# now we are still in bullet time
# pause
self.esc()
self.wait_for_feedback()
curTime = GameTime()
if curTime > beginTime:
if curTime > beginTime + 1:
print("Warning: more than one tick has passed when starting skill of operator at " + str(beginTime + 1))
else:
self.proceed_one_tick()
# click on the skill button
skill_x = int(GAME_X1 + (GAME_X2 - GAME_X1) * SKILL_X)
skill_y = int(GAME_Y1 + (GAME_Y2 - GAME_Y1) * SKILL_Y)
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONDOWN, win32con.MK_LBUTTON, win32api.MAKELONG(skill_x, skill_y))
self.wait_between_keys()
win32api.SendMessage(self.hwnd, win32con.WM_LBUTTONUP, win32con.MK_LBUTTON, win32api.MAKELONG(skill_x, skill_y))
self.wait_for_feedback()
# INTERFACE: deploy an operator
# invariants:
# 1. the game is paused
# 2. the game is under speed 1
def deploy(self, cost, tick, tar_x, tar_y, dir, id = 1, oper_num = 11):
self.pause_at(GameTime(cost, tick) - 1)
self.deploy_operator(tar_x, tar_y, dir, id, oper_num)
# INTERFACE: retreat an operator
# invariants:
# 1. the game is paused
# 2. the game is under speed 1
def retreat(self, cost, tick, tar_x, tar_y):
self.pause_at(GameTime(cost, tick) - 1)
self.retreat_operator(tar_x, tar_y)
# INTERFACE: start an operator's skill
# invariants:
# 1. the game is paused
# 2. the game is under speed 1
def skill(self, cost, tick, tar_x, tar_y):
self.pause_at(GameTime(cost, tick) - 1)
self.skill_operator(tar_x, tar_y)
# if __name__ == "__main__":
# # make the window global
# hwnd = win32gui.FindWindow(None, "明日方舟 - MuMu模拟器")
# if hwnd == 0:
# print("未找到游戏窗口")
# exit()
# win32gui.SetForegroundWindow(hwnd)
# gt = GameTime(3, -1) - -1
# print(gt)
# get_screenshot().crop((GAME_X1, GAME_Y1, GAME_X2, GAME_Y2)).show()
# for i in range(1, 13):
# click_operator(i)
# time.sleep(1)
# pause_at(50, 0)
# pause_at(16, 0)
# time.sleep(0.5)
# deploy_operator(1070, 570, LEFT, 4)
# time.sleep(0.5)
# pause_at(13, 5)
# time.sleep(0.5)
# deploy_operator(700, 510, RIGHT, 10)
# time.sleep(0.5)
# pause_at(4, 0)
# time.sleep(0.5)
# deploy_operator(945, 480, UP, 1)
# proceed_one_tick()
# get_current_cost()
# retreat(9, 0, 1060, 344)
# skill(15, 0, 1070, 570)