修正开启万叶拾取后,不生效的问题。修正战斗检查时间的换算问题,以及一个逻辑判断问题。

This commit is contained in:
zjl
2024-12-30 21:42:03 +08:00
parent 178d253c38
commit ac85cda170

View File

@@ -78,7 +78,7 @@ public class AutoFightTask : ISoloTask
// 如果是纯数字部分 // 如果是纯数字部分
if (double.TryParse(trimmedSegment, NumberStyles.Float, CultureInfo.InvariantCulture, out double number)) if (double.TryParse(trimmedSegment, NumberStyles.Float, CultureInfo.InvariantCulture, out double number))
{ {
checkTime = number * 1000; // 更新 CheckTime checkTime = number; // 更新 CheckTime
} }
else if (!uniqueNames.Contains(trimmedSegment)) // 如果是非数字且不重复 else if (!uniqueNames.Contains(trimmedSegment)) // 如果是非数字且不重复
{ {
@@ -239,15 +239,16 @@ public class AutoFightTask : ISoloTask
if (!fightEndFlag && _taskParam is { FightFinishDetectEnabled: true } ) if (!fightEndFlag && _taskParam is { FightFinishDetectEnabled: true } )
{ {
//处于最后一个位置,或者当前执行人和下一个人名字不一样的情况,满足一定条件(开启快速检查并且检查时间大于0或人名存在配置)检查战斗 //处于最后一个位置,或者当前执行人和下一个人名字不一样的情况,满足一定条件(开启快速检查并且检查时间大于0或人名存在配置)检查战斗
if (i==combatCommands.Count - 1 if (i==combatCommands.Count - 1
|| (( || (
_finishDetectConfig.FastCheckEnabled && command.Name!=combatCommands[i+1].Name && _finishDetectConfig.FastCheckEnabled && command.Name!=combatCommands[i+1].Name &&
(_finishDetectConfig.CheckTime>0 && checkFightFinishStopwatch.Elapsed>checkFightFinishTime) ((_finishDetectConfig.CheckTime>0 && checkFightFinishStopwatch.Elapsed>checkFightFinishTime)
|| _finishDetectConfig.CheckNames.Contains(command.Name) || _finishDetectConfig.CheckNames.Contains(command.Name))
) )) ))
{ {
checkFightFinishStopwatch.Restart(); checkFightFinishStopwatch.Restart();
var delayTime = _finishDetectConfig.DelayTime; var delayTime = _finishDetectConfig.DelayTime;
if (_finishDetectConfig.DelayTimes.TryGetValue(command.Name, out var time)) if (_finishDetectConfig.DelayTimes.TryGetValue(command.Name, out var time))
@@ -260,6 +261,10 @@ public class AutoFightTask : ISoloTask
Logger.LogInformation($"延时检查为{delayTime}毫秒"); Logger.LogInformation($"延时检查为{delayTime}毫秒");
} }
/*if (i<combatCommands.Count - 1)
{
Logger.LogInformation($"{command.Name}下一个人为{combatCommands[i+1].Name}毫秒");
}*/
fightEndFlag = await CheckFightFinish(delayTime); fightEndFlag = await CheckFightFinish(delayTime);
} }
} }
@@ -324,14 +329,25 @@ public class AutoFightTask : ISoloTask
var kazuha = combatScenes.Avatars.FirstOrDefault(a => a.Name == "枫原万叶"); var kazuha = combatScenes.Avatars.FirstOrDefault(a => a.Name == "枫原万叶");
if (kazuha != null) if (kazuha != null)
{ {
Logger.LogInformation("使用枫原万叶长E拾取掉落物"); Logger.LogInformation("使用枫原万叶长E拾取掉落物");
var time = DateTime.UtcNow - kazuha.LastSkillTime; await Delay(300, ct);
if (time.TotalMilliseconds > 0 && time.TotalSeconds <= kazuha.SkillHoldCd) if (kazuha.TrySwitch())
{ {
Logger.LogInformation("枫原万叶长E技能可能处于冷却中等待 {Time} s",time.TotalSeconds);
await Delay((int)Math.Ceiling(time.TotalMilliseconds), ct); var time = DateTime.UtcNow - kazuha.LastSkillTime;
} if (time.TotalMilliseconds > 0 && time.TotalSeconds <= kazuha.SkillHoldCd)
kazuha.UseSkill(true); {
Logger.LogInformation("枫原万叶长E技能可能处于冷却中等待 {Time} s",time.TotalSeconds);
await Delay((int)Math.Ceiling(time.TotalMilliseconds), ct);
}
kazuha.UseSkill(true);
await Task.Delay(100);
Simulation.SendInput.Mouse.LeftButtonClick();
await Delay(1500, ct);
}
} }
} }