Merge branch 'babalae:main' into main

This commit is contained in:
mfkvfhpdx
2025-01-11 00:33:16 +08:00
committed by GitHub
9 changed files with 213 additions and 66 deletions

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@@ -7,6 +7,7 @@ using BetterGenshinImpact.GameTask.AutoGeniusInvokation;
using BetterGenshinImpact.GameTask.AutoPick;
using BetterGenshinImpact.GameTask.AutoSkip;
using BetterGenshinImpact.GameTask.AutoWood;
using BetterGenshinImpact.GameTask.AutoMusicGame;
using BetterGenshinImpact.GameTask.QuickTeleport;
using BetterGenshinImpact.Service.Notification;
using CommunityToolkit.Mvvm.ComponentModel;
@@ -132,6 +133,11 @@ public partial class AllConfig : ObservableObject
/// 自动战斗配置
/// </summary>
public AutoFightConfig AutoFightConfig { get; set; } = new();
/// <summary>
/// 自动乐曲配置 - 千音雅集
/// </summary>
public AutoMusicGameConfig AutoMusicGameConfig { get; set; } = new();
/// <summary>
/// 自动秘境配置
@@ -193,6 +199,7 @@ public partial class AllConfig : ObservableObject
AutoWoodConfig.PropertyChanged += OnAnyPropertyChanged;
AutoFightConfig.PropertyChanged += OnAnyPropertyChanged;
AutoDomainConfig.PropertyChanged += OnAnyPropertyChanged;
AutoMusicGameConfig.PropertyChanged += OnAnyPropertyChanged;
ScriptConfig.PropertyChanged += OnAnyPropertyChanged;
PathingConditionConfig.PropertyChanged += OnAnyPropertyChanged;

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@@ -11,6 +11,10 @@ public class AutoMusicAssets : BaseAssets<AutoMusicAssets>
public RecognitionObject BtnPause;
public RecognitionObject AlbumMusicComplate;
public RecognitionObject BtnList;
public RecognitionObject MusicCanorusLevel1;
public RecognitionObject MusicCanorusLevel2;
public RecognitionObject MusicCanorusLevel3;
public RecognitionObject MusicCanorusLevel4;
private AutoMusicAssets()
{
@@ -42,5 +46,39 @@ public class AutoMusicAssets : BaseAssets<AutoMusicAssets>
TemplateImageMat = GameTaskManager.LoadAssetImage(@"AutoMusicGame", "btn_list.png"),
RegionOfInterest = CaptureRect.CutRightBottom(0.4, 0.2),
}.InitTemplate();
var musicCanorusTemplateImageMat = GameTaskManager.LoadAssetImage(@"AutoMusicGame", "music_canorus.png");
MusicCanorusLevel1 = new RecognitionObject
{
Name = "MusicCanorusLevel1",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = musicCanorusTemplateImageMat,
RegionOfInterest = new Rect((int)(450 * AssetScale), (int)(430 * AssetScale), (int)(200 * AssetScale),
(int)(60 * AssetScale)),
}.InitTemplate();
MusicCanorusLevel2 = new RecognitionObject
{
Name = "MusicCanorusLevel2",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = musicCanorusTemplateImageMat,
RegionOfInterest = new Rect((int)(450 * AssetScale), (int)(520 * AssetScale), (int)(200 * AssetScale),
(int)(60 * AssetScale)),
}.InitTemplate();
MusicCanorusLevel3 = new RecognitionObject
{
Name = "MusicCanorusLevel3",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = musicCanorusTemplateImageMat,
RegionOfInterest = new Rect((int)(450 * AssetScale), (int)(610 * AssetScale), (int)(200 * AssetScale),
(int)(60 * AssetScale)),
}.InitTemplate();
MusicCanorusLevel4 = new RecognitionObject
{
Name = "MusicCanorusLevel4",
RecognitionType = RecognitionTypes.TemplateMatch,
TemplateImageMat = musicCanorusTemplateImageMat,
RegionOfInterest = new Rect((int)(450 * AssetScale), (int)(690 * AssetScale), (int)(200 * AssetScale),
(int)(60 * AssetScale)),
}.InitTemplate();
}
}

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@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using BetterGenshinImpact.GameTask.AutoMusicGame.Assets;
@@ -39,62 +40,95 @@ public class AutoAlbumTask(AutoMusicGameParam taskParam) : ISoloTask
{
throw new Exception("当前未处于专辑界面,请在专辑界面运行本任务");
}
// 12个音乐
for (int i = 0; i < 13; i++)
var musicLevel = TaskContext.Instance().Config.AutoMusicGameConfig.MusicLevel;
if (string.IsNullOrEmpty(musicLevel))
{
musicLevel = "传说";
}
Logger.LogInformation("自动音游乐曲难度等级:{Text}", musicLevel);
// 遍历4个难度等级
var defaultDifficultyLevels = new[]
{
("普通", 480, 600, AutoMusicAssets.Instance.MusicCanorusLevel1),
("困难", 800, 600, AutoMusicAssets.Instance.MusicCanorusLevel2),
("大师", 1150, 600, AutoMusicAssets.Instance.MusicCanorusLevel3),
("传说", 1400, 600, AutoMusicAssets.Instance.MusicCanorusLevel4)
};
var difficultyLevels = defaultDifficultyLevels;
if (musicLevel != "所有")
{
difficultyLevels = [Array.Find(defaultDifficultyLevels, level => level.Item1 == musicLevel)];
}
using var doneRa = CaptureToRectArea().Find(AutoMusicAssets.Instance.AlbumMusicComplate);
if (doneRa.IsExist())
foreach (var (difficultyName, xPos, yPos, canorusAsset) in difficultyLevels)
{
Logger.LogInformation("开始演奏{Difficulty}难度的乐曲", difficultyName);
// 每个难度12首曲子
for (int i = 0; i < 13; i++)
{
Logger.LogInformation("当前乐曲{Num}所有奖励已领取,切换下一首", i + 1);
using var canoraRa = CaptureToRectArea().Find(canorusAsset);
if (canoraRa.IsExist())
{
Logger.LogInformation("乐曲{Num} - {Difficulty}级别:已完成【大音天籁】,切换下一首", i + 1, difficultyName);
GameCaptureRegion.GameRegion1080PPosClick(310, 220);
await Delay(800, ct);
continue;
}
Logger.LogInformation("第{Num}首{Difficulty}难度的乐曲:{Message}", i + 1, difficultyName, "没有完成【大音天籁】");
// 点击确认按钮
Bv.ClickWhiteConfirmButton(CaptureToRectArea());
await Delay(800, ct);
// 选择难度
GameCaptureRegion.GameRegion1080PPosClick(xPos, yPos);
await Delay(200, ct);
// 开始演奏
Bv.ClickWhiteConfirmButton(CaptureToRectArea());
await Delay(500, ct);
using var cts = new CancellationTokenSource();
ct.Register(cts.Cancel);
// 演奏结束检查任务
var checkTask = Task.Run(async () =>
{
while (!cts.Token.IsCancellationRequested)
{
await Delay(5000, ct); // 每5秒检查一次
using var listRa = CaptureToRectArea().Find(AutoMusicAssets.Instance.BtnList);
if (listRa.IsExist())
{
Logger.LogDebug("检测到返回列表按钮,演奏结束");
listRa.Click();
return;
}
}
}, cts.Token);
// 演奏任务
var musicTask = _autoMusicGameTask.StartWithOutInit(cts.Token);
// 等待任意一个任务完成
await Task.WhenAny(checkTask, musicTask);
await cts.CancelAsync();
Logger.LogInformation("第{Num}首{Difficulty}难度乐曲演奏完成", i + 1, difficultyName);
await Delay(2000, ct);
await Bv.WaitUntilFound(AutoMusicAssets.Instance.UiLeftTopAlbumIcon, ct);
Logger.LogDebug("切换到下一首乐曲");
GameCaptureRegion.GameRegion1080PPosClick(310, 220);
await Delay(800, ct);
continue;
}
Logger.LogInformation("当前乐曲{Num}存在未领取奖励,前往演奏", i + 1);
Bv.ClickWhiteConfirmButton(CaptureToRectArea());
await Delay(800, ct);
// 点击传说
GameCaptureRegion.GameRegion1080PPosClick(1400, 600);
await Delay(200, ct);
// 演奏
Bv.ClickWhiteConfirmButton(CaptureToRectArea());
await Delay(500, ct);
CancellationTokenSource cts = new();
ct.Register(cts.Cancel);
// 演奏结束检查任务
var checkTask = Task.Run(async () =>
{
while (!cts.Token.IsCancellationRequested)
{
await Delay(5000, ct); // n秒检查一次
using var listRa = CaptureToRectArea().Find(AutoMusicAssets.Instance.BtnList);
if (listRa.IsExist())
{
listRa.Click();
return;
}
}
}, cts.Token);
// 演奏任务
var musicTask = _autoMusicGameTask.StartWithOutInit(cts.Token);
// 等待任意一个任务完成
await Task.WhenAny(checkTask, musicTask);
await cts.CancelAsync();
Logger.LogInformation("当前乐曲{Num}演奏结束", i + 1);
await Delay(2000, ct);
await Bv.WaitUntilFound(AutoMusicAssets.Instance.UiLeftTopAlbumIcon, ct);
Logger.LogInformation("切换下一首");
GameCaptureRegion.GameRegion1080PPosClick(310, 220);
await Delay(800, ct);
Logger.LogInformation("完成{Difficulty}难度所有乐曲的演奏", difficultyName);
}
Logger.LogInformation("当前专辑所有乐曲演奏结束");

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@@ -0,0 +1,17 @@
using CommunityToolkit.Mvvm.ComponentModel;
using System;
using System.Collections.Generic;
namespace BetterGenshinImpact.GameTask.AutoMusicGame;
/// <summary>
/// 千音雅集配置
/// </summary>
[Serializable]
public partial class AutoMusicGameConfig : ObservableObject
{
// 乐曲级别
[ObservableProperty]
private string _musicLevel = "";
}

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@@ -80,7 +80,7 @@ public class GoToAdventurersGuildTask
await new ReturnMainUiTask().Start(ct);
// 结束后重新打开
await Delay(200, ct);
await Delay(1000, ct);
var ra = CaptureToRectArea();
if (!Bv.FindFAndPress(ra, "凯瑟琳"))
{

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@@ -1155,16 +1155,20 @@
</ui:CardControl>
<!-- 自动音游专辑 -->
<ui:CardControl Margin="0,0,0,12">
<ui:CardControl.Icon>
<ui:CardExpander Margin="0,0,0,12">
<ui:CardExpander.Icon>
<ui:FontIcon Glyph="&#xf89f;" Style="{StaticResource FaFontIconStyle}" />
</ui:CardControl.Icon>
<ui:CardControl.Header>
</ui:CardExpander.Icon>
<ui:CardExpander.Header>
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="Auto" />
</Grid.ColumnDefinitions>
<ui:TextBlock Grid.Row="0"
Grid.Column="0"
FontTypography="Body"
@@ -1180,15 +1184,49 @@
点击查看使用教程
</Hyperlink>
</ui:TextBlock>
<controls:TwoStateButton Grid.Row="0"
Grid.RowSpan="2"
Grid.Column="1"
Margin="0,0,24,0"
DisableCommand="{Binding StopSoloTaskCommand}"
DisableContent="停止"
EnableCommand="{Binding SwitchAutoAlbumCommand}"
EnableContent="{Binding SwitchAutoAlbumButtonText}"
IsChecked="{Binding SwitchAutoAlbumEnabled}" />
</Grid>
</ui:CardControl.Header>
<controls:TwoStateButton Margin="0,0,36,0"
DisableCommand="{Binding StopSoloTaskCommand}"
DisableContent="停止"
EnableCommand="{Binding SwitchAutoAlbumCommand}"
EnableContent="{Binding SwitchAutoAlbumButtonText}"
IsChecked="{Binding SwitchAutoAlbumEnabled}" />
</ui:CardControl>
</ui:CardExpander.Header>
<StackPanel>
<Grid Margin="16">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="Auto" />
</Grid.ColumnDefinitions>
<ui:TextBlock Grid.Row="0"
Grid.Column="0"
FontTypography="Body"
Text="自定义难度等级,使该级别下所有乐曲达成【大音天籁】"
TextWrapping="Wrap" />
<ui:TextBlock Grid.Row="1"
Grid.Column="0"
Foreground="{ui:ThemeResource TextFillColorTertiaryBrush}"
Text="默认为【传说】,【大师】即可获取所有奖励,【所有】即全部难度等级的所有乐曲达成【大音天籁】。"
TextWrapping="Wrap" />
<ComboBox Grid.Row="0"
Grid.RowSpan="2"
Grid.Column="1"
Width="80"
Margin="0,0,36,0"
ItemsSource="{Binding AutoMusicLevelList}"
SelectedItem="{Binding Config.AutoMusicGameConfig.MusicLevel, Mode=TwoWay}"
SelectedIndex="0" />
</Grid>
</StackPanel>
</ui:CardExpander>
<!--<ui:CardExpander Margin="0,0,0,12" ContentPadding="0" Icon="{ui:SymbolIcon Accessibility24}">

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@@ -30,6 +30,7 @@ using System.Threading;
using System.Threading.Tasks;
using BetterGenshinImpact.GameTask.Model.Area;
using BetterGenshinImpact.GameTask.QuickTeleport.Assets;
using BetterGenshinImpact.View;
using Vanara.PInvoke;
using HotKeySettingModel = BetterGenshinImpact.Model.HotKeySettingModel;
@@ -567,9 +568,9 @@ public partial class HotKeyPageViewModel : ObservableObject, IViewModel
// SwitchPartyTask switchPartyTask = new SwitchPartyTask();
// Task.Run(async () => { await switchPartyTask.Start("三保一", new CancellationToken()); });
GoToAdventurersGuildTask goToAdventurersGuildTask = new GoToAdventurersGuildTask();
Task.Run(async () => { await goToAdventurersGuildTask.Start("蒙德", new CancellationToken()); });
//
// GoToAdventurersGuildTask goToAdventurersGuildTask = new GoToAdventurersGuildTask();
// Task.Run(async () => { await goToAdventurersGuildTask.Start("蒙德", new CancellationToken()); });
// ArtifactSalvageTask artifactSalvageTask = new ArtifactSalvageTask();
// Task.Run(async () => { await artifactSalvageTask.Start(4, new CancellationToken()); });
@@ -592,6 +593,11 @@ public partial class HotKeyPageViewModel : ObservableObject, IViewModel
// Simulation.SendInput.Keyboard.KeyUp(false, User32.VK.VK_LMENU);
// TaskControl.Logger.LogInformation("大地图界面缩放按钮位置:{Position}", Bv.GetBigMapScale( TaskControl.CaptureToRectArea()));
TaskControl.Logger.LogInformation($"尝试显示遮罩窗口");
var maskWindow = MaskWindow.Instance();
maskWindow.Invoke(() => { maskWindow.Hide(); });
}
));
debugDirectory.Children.Add(new HotKeySettingModel(
@@ -601,8 +607,12 @@ public partial class HotKeyPageViewModel : ObservableObject, IViewModel
Config.HotKeyConfig.Test2HotkeyType,
(_, _) =>
{
GoToCraftingBenchTask goToCraftingBenchTask = new GoToCraftingBenchTask();
Task.Run(async () => { await goToCraftingBenchTask.Start("稻妻", new CancellationToken()); });
// GoToCraftingBenchTask goToCraftingBenchTask = new GoToCraftingBenchTask();
// Task.Run(async () => { await goToCraftingBenchTask.Start("稻妻", new CancellationToken()); });
var pName = SystemControl.GetActiveProcessName();
Debug.WriteLine($"当前处于前台的程序:{pName},原神是否位于前台:{SystemControl.IsGenshinImpactActive()}");
TaskControl.Logger.LogInformation($"当前处于前台的程序:{pName}");
}
));

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@@ -102,6 +102,9 @@ public partial class TaskSettingsPageViewModel : ObservableObject, INavigationAw
[ObservableProperty]
private List<string> _artifactSalvageStarList = ["4", "3", "2", "1"];
[ObservableProperty]
private List<string> _autoMusicLevelList = ["传说", "大师", "困难", "普通", "所有"];
[ObservableProperty]
private AutoFightViewModel? _autoFightViewModel;