using BetterGenshinImpact.Core.Config; using BetterGenshinImpact.Core.Simulator; using BetterGenshinImpact.GameTask.AutoPathing; using BetterGenshinImpact.GameTask.AutoPathing.Model; using BetterGenshinImpact.GameTask.Common.BgiVision; using BetterGenshinImpact.GameTask.Common.Element.Assets; using Microsoft.Extensions.Logging; using System; using System.Threading; using System.Threading.Tasks; using BetterGenshinImpact.Core.Simulator.Extensions; using Vanara.PInvoke; using static BetterGenshinImpact.GameTask.Common.TaskControl; using Microsoft.Extensions.Localization; using System.Globalization; using BetterGenshinImpact.Helpers; namespace BetterGenshinImpact.GameTask.Common.Job; public class GoToCraftingBenchTask { public string Name => "前往合成台"; private readonly int _retryTimes = 2; private readonly ChooseTalkOptionTask _chooseTalkOptionTask = new(); private readonly string craftLocalizedString; public GoToCraftingBenchTask() { IStringLocalizer stringLocalizer = App.GetService>() ?? throw new NullReferenceException(); CultureInfo cultureInfo = new CultureInfo(TaskContext.Instance().Config.OtherConfig.GameCultureInfoName); this.craftLocalizedString = stringLocalizer.WithCultureGet(cultureInfo, "合成"); } public async Task Start(string country, CancellationToken ct) { Logger.LogInformation("→ {Name} 开始", Name); for (int i = 0; i < _retryTimes; i++) { try { await DoOnce(country, ct); break; } catch (Exception e) { Logger.LogError("前往合成台领取奖励执行异常:" + e.Message); if (i == _retryTimes - 1) { // 通知失败 throw; } else { await Delay(1000, ct); Logger.LogInformation("重试前往合成台领取奖励"); } } } Logger.LogInformation("→ {Name} 结束", Name); } public async Task DoOnce(string country, CancellationToken ct) { // 1. 走到合成台并交互 await GoToCraftingBench(country, ct); // 2. 等待合成界面 await _chooseTalkOptionTask.SelectLastOptionUntilEnd(ct, region => region.Find(ElementAssets.Instance.BtnWhiteConfirm).IsExist() ); await Delay(200, ct); // 判断浓缩树脂是否存在 // TODO 满的情况是怎么样子的 var ra = CaptureToRectArea(); var resin = ra.Find(ElementAssets.Instance.CraftCondensedResin); if (resin.IsExist()) { Bv.ClickWhiteConfirmButton(ra); Logger.LogInformation("合成{Text}", "浓缩树脂"); await Delay(300, ct); Bv.ClickBlackConfirmButton(CaptureToRectArea()); await Delay(1300, ct); // 直接ESC退出即可 Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_ESCAPE); } else { Logger.LogInformation("无需合成浓缩树脂"); } await new ReturnMainUiTask().Start(ct); } /// /// 前往合成台 /// /// /// /// public async Task GoToCraftingBench(string country, CancellationToken ct) { var task = PathingTask.BuildFromFilePath(Global.Absolute(@$"GameTask\Common\Element\Assets\Json\合成台_{country}.json")); var pathingTask = new PathExecutor(ct) { PartyConfig = new PathingPartyConfig { Enabled = true, AutoSkipEnabled = true, AutoRunEnabled = country != "枫丹", }, EndAction = region => Bv.FindFAndPress(region, text: this.craftLocalizedString) }; await pathingTask.Pathing(task); await Delay(700, ct); // 多种尝试 责任链 if (!IsInCraftingTalkUi()) { // 直接重试 await TryPressCrafting(ct); if (!IsInCraftingTalkUi()) { // 往回走一步重试 Simulation.SendInput.SimulateAction(GIActions.MoveBackward, KeyType.KeyDown); await Delay(200, ct); Simulation.SendInput.SimulateAction(GIActions.MoveBackward, KeyType.KeyUp); await TryPressCrafting(ct); // 最后 check if (!IsInCraftingTalkUi()) { throw new Exception("未进入和合成台交互对话界面"); } } } } private bool IsInCraftingTalkUi() { using var ra = CaptureToRectArea(); return Bv.IsInTalkUi(ra); } private async Task TryPressCrafting( CancellationToken ct) { using var ra1 = CaptureToRectArea(); var res = Bv.FindFAndPress(ra1, text: this.craftLocalizedString); if (res) { await Delay(1000, ct); } return res; } }