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PokemonFRLG_BattleDialogs.cpp
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274 lines (238 loc) · 13 KB
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/* Battle Dialog Detectors
*
* From: https://github.com/PokemonAutomation/
*
*/
#include "CommonTools/Images/SolidColorTest.h"
#include "CommonTools/Images/ImageFilter.h"
#include "PokemonFRLG/PokemonFRLG_Settings.h"
#include "PokemonFRLG_BattleDialogs.h"
namespace PokemonAutomation{
namespace NintendoSwitch{
namespace PokemonFRLG{
BattleDialogDetector::BattleDialogDetector(Color color)
: m_dialog_top_box(0.0372308, 0.750154, 0.925538, 0.00934615)
, m_dialog_right_box(0.956615, 0.7595, 0.00615385, 0.185885)
, m_dialog_top_jpn_box(0.043890, 0.749227, 0.910248, 0.008023) //jpn positions might work for other languages
, m_dialog_right_jpn_box(0.950583, 0.751901, 0.003556, 0.199230) //dialog might get in the way though
{}
void BattleDialogDetector::make_overlays(VideoOverlaySet& items) const{
const BoxOption& GAME_BOX = GameSettings::instance().GAME_BOX;
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_top_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_right_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_top_jpn_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_right_jpn_box));
}
bool BattleDialogDetector::detect(const ImageViewRGB32& screen){
ImageViewRGB32 game_screen = extract_box_reference(screen, GameSettings::instance().GAME_BOX);
ImageViewRGB32 dialog_top_image = extract_box_reference(game_screen, m_dialog_top_box);
ImageViewRGB32 dialog_right_image = extract_box_reference(game_screen, m_dialog_right_box);
ImageViewRGB32 dialog_top_jpn_image = extract_box_reference(game_screen, m_dialog_top_jpn_box);
ImageViewRGB32 dialog_right_jpn_image = extract_box_reference(game_screen, m_dialog_right_jpn_box);
if ((is_solid(dialog_top_image, { 0.176, 0.357, 0.467 }, 0.25, 20)
&& is_solid(dialog_right_image, { 0.176, 0.357, 0.467 }, 0.25, 20))
||
(is_solid(dialog_top_jpn_image, { 0.176, 0.357, 0.467 }, 0.25, 20)
&& is_solid(dialog_right_jpn_image, { 0.176, 0.357, 0.467 }, 0.25, 20))
){
return true;
}
return false;
}
BattleMenuDetector::BattleMenuDetector(Color color)
: m_menu_top_box(0.528308, 0.742885, 0.439385, 0.00830769) //top of the white dialog box
, m_menu_right_box(0.961538, 0.752231, 0.00615385, 0.200423)
, m_dialog_top_box(0.036, 0.749115, 0.459077, 0.0135)
, m_dialog_right_box(0.490154, 0.762615, 0.00615385, 0.178615) //right side, closest to the menu
, m_menu_top_jpn_box(0.593239, 0.743878, 0.373344, 0.009360) //very different positions!
, m_menu_right_jpn_box(0.961538, 0.752231, 0.00615385, 0.200423)
, m_dialog_top_jpn_box(0.043001, 0.750564, 0.520015, 0.002674)
, m_dialog_right_jpn_box(0.559460, 0.750564, 0.003556, 0.196556)
{}
void BattleMenuDetector::make_overlays(VideoOverlaySet& items) const{
const BoxOption& GAME_BOX = GameSettings::instance().GAME_BOX;
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_menu_top_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_menu_right_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_top_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_right_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_menu_top_jpn_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_menu_right_jpn_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_top_jpn_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_right_jpn_box));
}
bool BattleMenuDetector::detect(const ImageViewRGB32& screen){
ImageViewRGB32 game_screen = extract_box_reference(screen, GameSettings::instance().GAME_BOX);
//Menu is white
ImageViewRGB32 menu_top_image = extract_box_reference(game_screen, m_menu_top_box);
ImageViewRGB32 menu_right_image = extract_box_reference(game_screen, m_menu_right_box);
ImageViewRGB32 menu_top_jpn_image = extract_box_reference(game_screen, m_menu_top_jpn_box);
ImageViewRGB32 menu_right_jpn_image = extract_box_reference(game_screen, m_menu_right_jpn_box);
//Background dialog is teal
ImageViewRGB32 dialog_top_image = extract_box_reference(game_screen, m_dialog_top_box);
ImageViewRGB32 dialog_right_image = extract_box_reference(game_screen, m_dialog_right_box);
ImageViewRGB32 dialog_top_jpn_image = extract_box_reference(game_screen, m_dialog_top_jpn_box);
ImageViewRGB32 dialog_right_jpn_image = extract_box_reference(game_screen, m_dialog_right_jpn_box);
if ((is_white(menu_top_image) //All languages except japanese
&& is_white(menu_right_image)
&& is_solid(dialog_top_image, { 0.176, 0.357, 0.467 }, 0.25, 20) //40, 81, 106 teal
&& is_solid(dialog_right_image, { 0.176, 0.357, 0.467 }, 0.25, 20))
||
(is_white(menu_top_jpn_image) //japanese
&& is_white(menu_right_jpn_image)
&& is_solid(dialog_top_jpn_image, { 0.176, 0.357, 0.467 }, 0.25, 20)
&& is_solid(dialog_right_jpn_image, { 0.176, 0.357, 0.467 }, 0.25, 20))
){
return true;
}
return false;
}
AdvanceBattleDialogDetector::AdvanceBattleDialogDetector(Color color)
: m_dialog_box(0.036, 0.748077, 0.926769, 0.204577)
, m_dialog_top_box(0.0372308, 0.750154, 0.925538, 0.00934615)
, m_dialog_right_box(0.956615, 0.7595, 0.00615385, 0.185885)
, m_dialog_jpn_box(0.043890, 0.749227, 0.911137, 0.203242) //this position is very different!
, m_dialog_top_jpn_box(0.043890, 0.749227, 0.910248, 0.008023)
, m_dialog_right_jpn_box(0.950583, 0.751901, 0.003556, 0.199230)
{}
void AdvanceBattleDialogDetector::make_overlays(VideoOverlaySet& items) const{
const BoxOption& GAME_BOX = GameSettings::instance().GAME_BOX;
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_top_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_right_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_jpn_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_top_jpn_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_right_jpn_box));
}
bool AdvanceBattleDialogDetector::detect(const ImageViewRGB32& screen){
ImageViewRGB32 game_screen = extract_box_reference(screen, GameSettings::instance().GAME_BOX);
const bool replace_color_within_range = false;
//Filter out background
ImageRGB32 filtered_region = filter_rgb32_range(
extract_box_reference(game_screen, m_dialog_box),
combine_rgb(164, 0, 0), combine_rgb(255, 114, 87), Color(0), replace_color_within_range
);
ImageStats stats = image_stats(filtered_region);
/*
filtered_region.save("./filtered_only.png");
cout << stats.average.r << endl;
cout << stats.average.g << endl;
cout << stats.average.b << endl;
*/
//japanese
ImageRGB32 filtered_region_jpn = filter_rgb32_range(
extract_box_reference(game_screen, m_dialog_jpn_box),
combine_rgb(164, 0, 0), combine_rgb(255, 114, 87), Color(0), replace_color_within_range
);
ImageStats stats2 = image_stats(filtered_region_jpn);
ImageViewRGB32 dialog_top_image = extract_box_reference(game_screen, m_dialog_top_box);
ImageViewRGB32 dialog_right_image = extract_box_reference(game_screen, m_dialog_right_box);
ImageViewRGB32 dialog_top_jpn_image = extract_box_reference(game_screen, m_dialog_top_jpn_box);
ImageViewRGB32 dialog_right_jpn_image = extract_box_reference(game_screen, m_dialog_right_jpn_box);
if ((is_solid(dialog_top_image, { 0.176, 0.357, 0.467 }, 0.25, 20)
&& is_solid(dialog_right_image, { 0.176, 0.357, 0.467 }, 0.25, 20)
&& (stats.average.r > stats.average.b + 180)
&& (stats.average.r > stats.average.g + 180))
||
(is_solid(dialog_top_jpn_image, { 0.176, 0.357, 0.467 }, 0.25, 20)
&& is_solid(dialog_right_jpn_image, { 0.176, 0.357, 0.467 }, 0.25, 20)
&& (stats2.average.r > stats2.average.b + 180)
&& (stats2.average.r > stats2.average.g + 180))
){
return true;
}
return false;
}
BattleLearnDialogDetector::BattleLearnDialogDetector(Color color)
: m_menu_top_box(0.805, 0.445, 0.149, 0.006)
, m_menu_right_box(0.962, 0.445, 0.006, 0.200) // right side, Yes/No selection
, m_dialog_top_box(0.036, 0.763, 0.459, 0.014)
, m_dialog_right_box(0.941, 0.763, 0.006, 0.179) //right side, closest to the menu
{}
void BattleLearnDialogDetector::make_overlays(VideoOverlaySet& items) const{
const BoxOption& GAME_BOX = GameSettings::instance().GAME_BOX;
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_menu_top_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_menu_right_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_top_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_right_box));
}
bool BattleLearnDialogDetector::detect(const ImageViewRGB32& screen){
ImageViewRGB32 game_screen = extract_box_reference(screen, GameSettings::instance().GAME_BOX);
//Menu is white
ImageViewRGB32 menu_top_image = extract_box_reference(game_screen, m_menu_top_box);
ImageViewRGB32 menu_right_image = extract_box_reference(game_screen, m_menu_right_box);
//Background dialog is teal
ImageViewRGB32 dialog_top_image = extract_box_reference(game_screen, m_dialog_top_box);
ImageViewRGB32 dialog_right_image = extract_box_reference(game_screen, m_dialog_right_box);
if (is_white(menu_top_image)
&& is_white(menu_right_image)
&& is_solid(dialog_top_image, { 0.176, 0.357, 0.467 }, 0.25, 20) //40, 81, 106 teal
&& is_solid(dialog_right_image, { 0.176, 0.357, 0.467 }, 0.25, 20)
){
return true;
}
return false;
}
BattleOutOfPpDetector::BattleOutOfPpDetector(Color color)
: m_box(0.692901, 0.758376, 0.275753, 0.085431)
, m_area_ratio_threshold(0.01)
{}
void BattleOutOfPpDetector::make_overlays(VideoOverlaySet& items) const{
const BoxOption& GAME_BOX = GameSettings::instance().GAME_BOX;
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_box));
}
bool BattleOutOfPpDetector::detect(const ImageViewRGB32& screen){
ImageViewRGB32 game_screen = extract_box_reference(screen, GameSettings::instance().GAME_BOX);
const auto region = extract_box_reference(game_screen, m_box);
// Retain only red pixels from region ( ~ RGB(225, 74, 27) )
const bool replace_color_within_range = false;
const ImageRGB32 red_region = filter_rgb32_range(
region,
combine_rgb(180, 0, 0), combine_rgb(255, 120, 120), Color(0), replace_color_within_range
);
const size_t num_red_pixels = image_stats(red_region).count;
const double threshold = region.width() * region.height() * m_area_ratio_threshold;
return num_red_pixels > threshold;
}
BattleLevelUpDetector::BattleLevelUpDetector(Color color, BattleLevelUpDialog dialog_type)
: dialog_type(dialog_type)
, m_border_top_box(0.619231, 0.374038, 0.362179, 0.001923) // gray (120, 115, 140)
, m_border_right_box(0.982692, 0.376923, 0.001923, 0.597115)
, m_dialog_top_box(0.626282, 0.393492, 0.341026, 0.006175) // white
, m_dialog_right_box(0.967949, 0.401923, 0.003846, 0.550962)
, m_plus_box(0.862663, 0.402852, 0.034267, 0.553560)
{}
void BattleLevelUpDetector::make_overlays(VideoOverlaySet& items) const{
const BoxOption& GAME_BOX = GameSettings::instance().GAME_BOX;
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_border_top_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_border_right_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_top_box));
items.add(COLOR_RED, GAME_BOX.inner_to_outer(m_dialog_right_box));
}
bool BattleLevelUpDetector::detect(const ImageViewRGB32& screen){
ImageViewRGB32 game_screen = extract_box_reference(screen, GameSettings::instance().GAME_BOX);
//Border is teal
ImageViewRGB32 border_top_image = extract_box_reference(game_screen, m_border_top_box);
ImageViewRGB32 border_right_image = extract_box_reference(game_screen, m_border_right_box);
//Menu is white
ImageViewRGB32 dialog_top_image = extract_box_reference(game_screen, m_dialog_top_box);
ImageViewRGB32 dialog_right_image = extract_box_reference(game_screen, m_dialog_right_box);
//Plus box is not solid white on the first screen, but is white on the second one
ImageViewRGB32 plus_image = extract_box_reference(game_screen, m_plus_box);
bool good_plus_image = (
dialog_type == BattleLevelUpDialog::either
|| (dialog_type == BattleLevelUpDialog::plus && !is_white(plus_image))
|| (dialog_type == BattleLevelUpDialog::stats && is_white(plus_image))
);
if (is_solid(border_top_image, { 0.320, 0.307, 0.373 }, 0.25, 20)
&& is_solid(border_right_image, { 0.320, 0.307, 0.373 }, 0.25, 20)
&& is_white(dialog_top_image)
&& is_white(dialog_right_image)
&& good_plus_image
){
return true;
}
return false;
}
}
}
}