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better-genshin-impact/BetterGenshinImpact/GameTask/AutoPathing/PathExecutor.cs
2024-10-26 14:46:38 +08:00

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C#
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using BetterGenshinImpact.Core.Config;
using BetterGenshinImpact.Core.Simulator;
using BetterGenshinImpact.GameTask.AutoFight.Model;
using BetterGenshinImpact.GameTask.AutoPathing.Handler;
using BetterGenshinImpact.GameTask.AutoPathing.Model;
using BetterGenshinImpact.GameTask.AutoPathing.Model.Enum;
using BetterGenshinImpact.GameTask.AutoTrackPath;
using BetterGenshinImpact.GameTask.Common.BgiVision;
using BetterGenshinImpact.GameTask.Common.Map;
using BetterGenshinImpact.GameTask.OneDragon;
using BetterGenshinImpact.Helpers;
using CommunityToolkit.Mvvm.Messaging;
using CommunityToolkit.Mvvm.Messaging.Messages;
using Microsoft.Extensions.Logging;
using OpenCvSharp;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Vanara.PInvoke;
using static BetterGenshinImpact.GameTask.Common.TaskControl;
namespace BetterGenshinImpact.GameTask.AutoPathing;
public class PathExecutor(CancellationToken ct)
{
private readonly CameraRotateTask _rotateTask = new(ct);
private readonly TrapEscaper _trapEscaper = new(ct);
private readonly PathingConfig _config = TaskContext.Instance().Config.PathingConfig;
private CombatScenes? _combatScenes;
private readonly Dictionary<string, string> _actionAvatarIndexMap = new();
private DateTime _elementalSkillLastUseTime = DateTime.MinValue;
public async Task Pathing(PathingTask task)
{
if (!task.Positions.Any())
{
Logger.LogWarning("没有路径点,寻路结束");
return;
}
// 校验路径是否可以执行
if (!await ValidateGameWithTask(task))
{
return;
}
InitializePathing(task);
var waypoints = ConvertWaypointsForTrack(task.Positions);
await Delay(100, ct);
Navigation.WarmUp(); // 提前加载地图特征点
try
{
foreach (var waypoint in waypoints)
{
await RecoverWhenLowHp(); // 低血量恢复
if (waypoint.Type == WaypointType.Teleport.Code)
{
await HandleTeleportWaypoint(waypoint);
}
else
{
await BeforeMoveToTarget(waypoint);
// Path不用走得很近Target需要接近但都需要先移动到对应位置
await MoveTo(waypoint);
if (waypoint.Type == WaypointType.Target.Code || !string.IsNullOrEmpty(waypoint.Action))
{
await MoveCloseTo(waypoint);
// 到达点位后执行 action
await AfterMoveToTarget(waypoint);
}
}
}
}
finally
{
_actionAvatarIndexMap.Clear(); // 没啥用,但还是写上
// 不管咋样,松开所有按键
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
Simulation.SendInput.Mouse.RightButtonUp();
}
}
private void InitializePathing(PathingTask task)
{
WeakReferenceMessenger.Default.Send(new PropertyChangedMessage<object>(this,
"UpdateCurrentPathing", new object(), task));
}
private async Task<bool> ValidateGameWithTask(PathingTask task)
{
_combatScenes = await RunnerContext.Instance.GetCombatScenes(ct);
if (_combatScenes == null)
{
return false;
}
// 校验角色是否存在
if (task.HasAction("nahida_collect"))
{
var avatar = _combatScenes.SelectAvatar("纳西妲");
if (avatar == null)
{
Logger.LogError("队伍中没有纳西妲角色,无法执行此路径");
return false;
}
_actionAvatarIndexMap.Add("nahida_collect", avatar.Index.ToString());
}
// 把所有需要切换的角色编号记录下来
if (task.HasAction("normal_attack"))
{
_actionAvatarIndexMap.Add("normal_attack", _config.NormalAttackAvatarIndex);
}
if (task.HasAction("elemental_skill"))
{
_actionAvatarIndexMap.Add("elemental_skill", _config.ElementalSkillAvatarIndex);
}
return true;
}
private List<WaypointForTrack> ConvertWaypointsForTrack(List<Waypoint> positions)
{
// 把 X Y 转换为 MatX MatY
return positions.Select(waypoint => new WaypointForTrack(waypoint)).ToList();
}
private async Task RecoverWhenLowHp()
{
using var region = CaptureToRectArea();
if (Bv.CurrentAvatarIsLowHp(region))
{
Logger.LogInformation("当前角色血量过低,去须弥七天神像恢复");
await TpStatueOfTheSeven();
}
else if (Bv.ClickIfInReviveModal(region))
{
await Bv.WaitForMainUi(ct); // 等待主界面加载完成
Logger.LogInformation("复苏完成");
await Delay(3000, ct);
// 血量肯定不满,直接去七天神像回血
await TpStatueOfTheSeven();
}
}
private async Task TpStatueOfTheSeven()
{
// tp 到七天神像回血
var tpTask = new TpTask(ct);
await tpTask.Tp(TpTask.ReviveStatueOfTheSevenPointX, TpTask.ReviveStatueOfTheSevenPointY, true);
await Delay(3000, ct);
Logger.LogInformation("HP恢复完成");
}
private async Task HandleTeleportWaypoint(WaypointForTrack waypoint)
{
var forceTp = waypoint.Action == ActionEnum.ForceTp.Code;
var (tpX, tpY) = await new TpTask(ct).Tp(waypoint.GameX, waypoint.GameY, forceTp);
var (tprX, tprY) = MapCoordinate.GameToMain2048(tpX, tpY);
EntireMap.Instance.SetPrevPosition((float)tprX, (float)tprY); // 通过上一个位置直接进行局部特征匹配
await Delay(500, ct); // 多等一会
}
private async Task MoveTo(WaypointForTrack waypoint)
{
// 切人
await SwitchAvatar(_config.MainAvatarIndex);
var screen = CaptureToRectArea();
var position = Navigation.GetPosition(screen);
var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
Logger.LogInformation("粗略接近途经点,位置({x2},{y2})", $"{waypoint.GameX:F1}", $"{waypoint.GameY:F1}");
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 5);
var startTime = DateTime.UtcNow;
var lastPositionRecord = DateTime.UtcNow;
var fastMode = false;
var prevPositions = new List<Point2f>();
var fastModeColdTime = DateTime.MinValue;
var num = 0;
// 按下w一直走
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
while (!ct.IsCancellationRequested)
{
num++;
var now = DateTime.UtcNow;
if ((now - startTime).TotalSeconds > 240)
{
Logger.LogWarning("执行超时,跳过路径点");
break;
}
screen = CaptureToRectArea();
position = Navigation.GetPosition(screen);
var distance = Navigation.GetDistance(waypoint, position);
Debug.WriteLine($"接近目标点中,距离为{distance}");
if (distance < 4)
{
Logger.LogInformation("到达路径点附近");
break;
}
if (distance > 500)
{
Logger.LogWarning("距离过远,跳过路径点");
break;
}
// 非攀爬状态下,检测是否卡死(脱困触发器)
if (waypoint.MoveMode != MoveModeEnum.Climb.Code)
{
if ((now - lastPositionRecord).TotalMilliseconds > 1000)
{
lastPositionRecord = now;
prevPositions.Add(position);
if (prevPositions.Count > 8)
{
var delta = prevPositions[^1] - prevPositions[^8];
if (Math.Abs(delta.X) + Math.Abs(delta.Y) < 3)
{
Logger.LogWarning("疑似卡死,尝试脱离...");
//调用脱困代码由TrapEscaper接管移动
await _trapEscaper.RotateAndMove();
await _trapEscaper.MoveTo(waypoint);
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
Logger.LogInformation("卡死脱离结束");
continue;
}
}
}
}
// 旋转视角
targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
//执行旋转
_rotateTask.RotateToApproach(targetOrientation, screen);
// 根据指定方式进行移动
if (waypoint.MoveMode == MoveModeEnum.Fly.Code)
{
var isFlying = Bv.GetMotionStatus(screen) == MotionStatus.Fly;
if (!isFlying)
{
Debug.WriteLine("未进入飞行状态,按下空格");
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Delay(200, ct);
}
continue;
}
if (waypoint.MoveMode == MoveModeEnum.Jump.Code)
{
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Delay(200, ct);
continue;
}
// 只有设置为run才会一直疾跑
if (waypoint.MoveMode == MoveModeEnum.Run.Code)
{
if (distance > 15 != fastMode) // 距离大于30时可以使用疾跑/自由泳
{
if (fastMode)
{
Simulation.SendInput.Mouse.RightButtonUp();
}
else
{
Simulation.SendInput.Mouse.RightButtonDown();
}
fastMode = !fastMode;
}
}
else if (waypoint.MoveMode != MoveModeEnum.Climb.Code) //否则自动短疾跑
{
// 使用 E 技能
if (!string.IsNullOrEmpty(_config.GuardianAvatarIndex) && double.TryParse(_config.GuardianElementalSkillSecondInterval, out var s))
{
if (s < 1)
{
Logger.LogWarning("元素战技冷却时间设置太短,不执行!");
return;
}
var ms = s * 1000;
Debug.WriteLine($"元素战技释放间隔:{(now - _elementalSkillLastUseTime).TotalMilliseconds}ms");
if ((now - _elementalSkillLastUseTime).TotalMilliseconds > ms)
{
// 可能刚切过人在冷却时间内
if (num <= 5 && _config.GuardianAvatarIndex != _config.MainAvatarIndex)
{
await Delay(800, ct); // 总共1s
}
await UseElementalSkill();
_elementalSkillLastUseTime = now;
}
}
if (distance > 15)
{
if (Math.Abs((fastModeColdTime - now).TotalMilliseconds) > 2500) //冷却时间2.5s,回复体力用
{
fastModeColdTime = now;
Simulation.SendInput.Mouse.RightButtonClick();
}
}
}
await Delay(100, ct);
}
// 抬起w键
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
}
private async Task UseElementalSkill()
{
if (string.IsNullOrEmpty(_config.GuardianAvatarIndex))
{
return;
}
await Delay(200, ct);
// 切人
Logger.LogInformation("切换盾、回血角色,使用元素战技");
var avatar = await SwitchAvatar(_config.GuardianAvatarIndex);
if (avatar == null)
{
return;
}
// 钟离往身后放柱子
if (avatar.Name == "钟离")
{
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
await Delay(50, ct);
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_S);
await Delay(200, ct);
}
if (_config.GuardianElementalSkillLongPress)
{
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_E);
await Task.Delay(800); // 不能取消
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_E);
await Delay(700, ct);
}
else
{
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_E);
await Delay(300, ct);
}
// 钟离往身后放柱子 后继续走路
if (avatar.Name == "钟离")
{
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
}
}
private async Task MoveCloseTo(WaypointForTrack waypoint)
{
var screen = CaptureToRectArea();
var position = Navigation.GetPosition(screen);
var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
Logger.LogInformation("精确接近目标点,位置({x2},{y2})", $"{waypoint.GameX:F1}", $"{waypoint.GameY:F1}");
if (waypoint.MoveMode == MoveModeEnum.Fly.Code && waypoint.Action == ActionEnum.StopFlying.Code)
{
//下落攻击接近目的地
Logger.LogInformation("动作:下落攻击");
Simulation.SendInput.Mouse.LeftButtonClick();
await Delay(1000, ct);
}
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 2);
var stepsTaken = 0;
while (!ct.IsCancellationRequested)
{
stepsTaken++;
if (stepsTaken > 20)
{
Logger.LogWarning("精确接近超时");
break;
}
screen = CaptureToRectArea();
position = Navigation.GetPosition(screen);
if (Navigation.GetDistance(waypoint, position) < 2)
{
Logger.LogInformation("已到达路径点");
break;
}
targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 2);
// 小碎步接近
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W).Sleep(60).KeyUp(User32.VK.VK_W);
await Delay(50, ct);
}
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
// 到达目的地后停顿一秒
await Delay(1000, ct);
}
private async Task BeforeMoveToTarget(WaypointForTrack waypoint)
{
if (waypoint.Action == ActionEnum.UpDownGrabLeaf.Code)
{
var handler = ActionFactory.GetBeforeHandler(waypoint.Action);
await handler.RunAsync(ct);
await Delay(800, ct);
}
}
private async Task AfterMoveToTarget(Waypoint waypoint)
{
if (waypoint.Action == ActionEnum.NahidaCollect.Code
|| waypoint.Action == ActionEnum.PickAround.Code
|| waypoint.Action == ActionEnum.Fight.Code
|| waypoint.Action == ActionEnum.NormalAttack.Code
|| waypoint.Action == ActionEnum.ElementalSkill.Code)
{
// 切人
if (_actionAvatarIndexMap.TryGetValue(waypoint.Action, out var index))
{
var avatar = await SwitchAvatar(index);
if (avatar == null)
{
return;
}
}
var handler = ActionFactory.GetAfterHandler(waypoint.Action);
await handler.RunAsync(ct);
await Delay(1000, ct);
}
}
private async Task<Avatar?> SwitchAvatar(string index)
{
if (string.IsNullOrEmpty(index))
{
return null;
}
var avatar = _combatScenes?.Avatars[int.Parse(index) - 1];
if (avatar != null)
{
bool success = avatar.TrySwitch();
if (success)
{
await Delay(100, ct);
return avatar;
}
else
{
Logger.LogInformation("尝试切换角色{Name}失败!", avatar.Name);
}
}
return null;
}
}