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* Revert "Revert #1059"
This reverts commit 4b65370e9f.
* natlan fish model
* 新增调整时间的功能
* test
* Feat/new fishing (#1060)
* 没有找到鱼饵时不再抛异常而是返回行为失败;细小优化;测试分支是否配置正确
* 恢复半自动钓鱼功能(仅自动拉条);将CheckFishingUserInterface方法添加到行为树,使其直接控制启停;PutRects方法增加筛选,避免画出没有高度的框框导致残留红点在画布上;去掉局部变量_currContent;钓鱼结束不再依据_noRectsCount判断
* 添加一步抛竿后检查,避免往红色靶点抛竿导致失败
* 大家终于炼出了好用的适用纳塔版本的鱼模型;实现注释描述的“选择最多鱼吃的饵料”;添加koihead鱼类,进入抛竿时忽略koi,只看koihead;Fishpond.TargetRect补上空值处理;去掉_switchBaitContinuouslyFrameNum,目前该段代码有时候会导致发呆;钓鱼结束时多等5秒,避免“获得鱼”的提示图被错误地计入下一次抛竿找鱼的预测
* 注释了AutoFishingTrigger中,FishBite和Fishing方法中的一些代码,解除了对CaptureContent.FrameRate的引用以方便开新坑;开了个新坑AutoFishingTask
* 新增全自动钓鱼独立任务的ui界面
* 封装了所有钓鱼行为,消灭了AutoFishingTrigger中大部分私有变量,剩余一些用来在行为之间传递信息的变量被丢到Blackboard中
* 代码清理:删除AutoFishingTrigger中被注释的私有变量;行为树扩展方法移动到单独的文件中
* 封装好的行为都搬家到Behaviours.cs去了;钓鱼独立任务基本完成;Blackboard添加chooseBaitUIOpening字段以避免在选择鱼饵界面时因图标被灰色遮罩而影响图像匹配;抛竿行为添加OnTerminate方法修复合并预抛竿和抛竿行为时产生的bug
* 优化VisionContext框框的代码
* AutoFishingTask加了个转圈圈找鱼的动作
* 钓鱼任务时如果有F键以及确认键,就交互一下进入钓鱼模式
* 添加供js调用的钓鱼任务方法
* 调整视角时也调整游戏角色的朝向;因为错误率较高,抛竿前找鱼时不再对右下角图标进行模板匹配检查
* 把MoveViewpointDown封装成行为了,黑板新增字段pitchReset,改进了流程中调整视角俯仰的部分;钓鱼任务中为了避免人物待机动作吃掉钓鱼F键,ChangeView方法改成始终都按S和W键
* ThrowRod行为删去对鱼群位置的校验,该段校验经常导致发呆;并将该行为更名为GetFishpond
* 对EnterFishingMode行为进行优化并修复bug;钓鱼循环修正
* 将螺旋视角找鱼的行为简化为低头转圈找,以适应路径任务完成时经常无法朝向鱼的情况;按下钓鱼键后等待界面出现时间延长至2秒
* 添加js独立任务调用自动钓鱼
* 新增`fishing`的Action用于触发钓鱼
* AutoFishingTask删去右下角ExitFishingButtonRo的模板匹配校验,因为错误的未识别有点多;添加当前焦点窗口校验
* AutoFishingTask增加设置昼夜功能,在7点和19点各钓一轮
---------
Co-authored-by: 辉鸭蛋 <huiyadanli@gmail.com>
---------
Co-authored-by: FishmanTheMurloc <162452111+FishmanTheMurloc@users.noreply.github.com>
119 lines
4.3 KiB
C#
119 lines
4.3 KiB
C#
using BetterGenshinImpact.Core.Script.Dependence.Model;
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using BetterGenshinImpact.GameTask;
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using BetterGenshinImpact.ViewModel.Pages;
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using System;
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using System.Threading.Tasks;
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using BetterGenshinImpact.GameTask.AutoDomain;
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using BetterGenshinImpact.GameTask.AutoFight;
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using BetterGenshinImpact.GameTask.AutoFishing;
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using BetterGenshinImpact.GameTask.AutoWood;
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using BetterGenshinImpact.GameTask.Model.Enum;
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using BetterGenshinImpact.GameTask.AutoGeniusInvokation;
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using BetterGenshinImpact.GameTask.AutoPathing.Handler;
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namespace BetterGenshinImpact.Core.Script.Dependence;
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public class Dispatcher
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{
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private object _config=null;
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public Dispatcher(object config)
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{
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_config = config;
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}
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public void RunTask()
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{
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}
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/// <summary>
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/// 添加实时任务
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/// </summary>
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/// <param name="timer">实时任务触发器</param>
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/// <exception cref="ArgumentNullException"></exception>
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public void AddTimer(RealtimeTimer timer)
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{
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var realtimeTimer = timer;
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if (realtimeTimer == null)
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{
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throw new ArgumentNullException(nameof(realtimeTimer), "实时任务对象不能为空");
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}
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if (string.IsNullOrEmpty(realtimeTimer.Name))
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{
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throw new ArgumentNullException(nameof(realtimeTimer.Name), "实时任务名称不能为空");
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}
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TaskTriggerDispatcher.Instance().AddTrigger(realtimeTimer.Name, realtimeTimer.Config);
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}
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/// <summary>
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/// 运行独立任务
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/// </summary>
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/// <param name="soloTask">
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/// 支持的任务名称:
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/// - AutoGeniusInvokation: 启动自动七圣召唤任务
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/// - AutoWood: 启动自动伐木任务
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/// - AutoFight: 启动自动战斗任务
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/// - AutoDomain: 启动自动秘境任务
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/// </param>
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/// <exception cref="ArgumentNullException"></exception>
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/// <exception cref="ArgumentException"></exception>
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public async Task RunTask(SoloTask soloTask)
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{
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if (soloTask == null)
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{
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throw new ArgumentNullException(nameof(soloTask), "独立任务对象不能为空");
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}
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var taskSettingsPageViewModel = App.GetService<TaskSettingsPageViewModel>();
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if (taskSettingsPageViewModel == null)
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{
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throw new ArgumentNullException(nameof(taskSettingsPageViewModel), "内部视图模型对象为空");
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}
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// 根据名称执行任务
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switch (soloTask.Name)
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{
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case "AutoGeniusInvokation":
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if (taskSettingsPageViewModel.GetTcgStrategy(out var content))
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{
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return;
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}
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await new AutoGeniusInvokationTask(new GeniusInvokationTaskParam(content)).Start(CancellationContext.Instance.Cts.Token);
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break;
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case "AutoWood":
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await new AutoWoodTask(new WoodTaskParam(taskSettingsPageViewModel.AutoWoodRoundNum, taskSettingsPageViewModel.AutoWoodDailyMaxCount)).Start(CancellationContext.Instance.Cts.Token);
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break;
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case "AutoFight":
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/*if (taskSettingsPageViewModel.GetFightStrategy(out var path1))
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{
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return;
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}
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var autoFightConfig = TaskContext.Instance().Config.AutoFightConfig;
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var param = new AutoFightParam(path1, autoFightConfig);
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await new AutoFightTask(param).Start(CancellationContext.Instance.Cts.Token);*/
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await new AutoFightHandler().RunAsyncByScript(CancellationContext.Instance.Cts.Token, null,_config);
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break;
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case "AutoDomain":
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if (taskSettingsPageViewModel.GetFightStrategy(out var path))
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{
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return;
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}
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await new AutoDomainTask(new AutoDomainParam(0, path)).Start(CancellationContext.Instance.Cts.Token);
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break;
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// case "AutoMusicGame":
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// taskSettingsPageViewModel.SwitchAutoMusicGameCommand.Execute(null);
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// break;
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case "AutoFishing":
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await new AutoFishingTask().Start(CancellationContext.Instance.Cts.Token);
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break;
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default:
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throw new ArgumentException($"未知的任务名称: {soloTask.Name}", nameof(soloTask.Name));
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}
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}
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}
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