using BetterGenshinImpact.GameTask.Common.Map;
using System;
using BetterGenshinImpact.GameTask.AutoFight.Script;
using BetterGenshinImpact.GameTask.AutoPathing.Model.Enum;
using BetterGenshinImpact.GameTask.Common.Map.Maps;
namespace BetterGenshinImpact.GameTask.AutoPathing.Model;
[Serializable]
public class WaypointForTrack : Waypoint
{
// 原神坐标系
public double GameX { get; set; }
public double GameY { get; set; }
// 全地图图像坐标系
public double MatX { get; set; }
public double MatY { get; set; }
public string MapName { get; set; }
public string MapMatchMethod { get; set; }
//异常识别
public Misidentification Misidentification { get; set; } = new();
//怪物标签
public string MonsterTag { get; set; } ="";
//区分怪物拾取,只有为true时怪物标签才生效
public bool EnableMonsterLootSplit{ get; set; } = false;
///
/// 存在 combat_script 的 action 的话,这个值会存在
///
public CombatScript? CombatScript { get; set; }
///
/// LogOutput 特有
///
public string? LogInfo { get; set; }
public WaypointForTrack(Waypoint waypoint, string mapName, string? mapMatchMethod)
{
Type = waypoint.Type;
MoveMode = waypoint.MoveMode;
Action = waypoint.Action;
ActionParams = waypoint.ActionParams;
GameX = waypoint.X;
GameY = waypoint.Y;
MapName = mapName;
// 坐标系转换
mapMatchMethod ??= TaskContext.Instance().Config.PathingConditionConfig.MapMatchingMethod;
MapMatchMethod = mapMatchMethod;
var MatP = MapManager.GetMap(mapName, MapMatchMethod).ConvertGenshinMapCoordinatesToImageCoordinates(new OpenCvSharp.Point2f((float)waypoint.X, (float)waypoint.Y));
MatX = MatP.X;
MatY = MatP.Y;
X = MatX;
Y = MatY;
if (waypoint.Action == ActionEnum.CombatScript.Code)
{
if (waypoint.ActionParams is { } str)
{
CombatScript = CombatScriptParser.ParseContext(str, false);
}
}
else if (waypoint.Action == ActionEnum.LogOutput.Code)
{
if (waypoint.ActionParams is not null)
{
LogInfo = waypoint.ActionParams;
}
}
// 非必要不需要在此处新增变量解析,建议把耗时低的解析放到 Handler 中
}
}