mirror of
https://github.com/babalae/better-genshin-impact.git
synced 2026-04-02 10:45:22 +08:00
* 记录一次对hutaofisher的访谈,帮助开发者理解其算法
* 本地化HelloWorld
* .csproj取消windows版本号,此处导致了IDE在新建代码文件和自动生成代码时,默认命名空间丢失的问题。已知VisualStudio和ReSharper存在这个问题。
* 优化扩展方法写法,改为从localizer扩展;Converter优化写法,避免冲突;新增两种语言,待测试ocr效果
* Revert ".csproj取消windows版本号,此处导致了IDE在新建代码文件和自动生成代码时,默认命名空间丢失的问题。已知VisualStudio和ReSharper存在这个问题。"
This reverts commit 8bd7ee74c5.
* localizer改为由构造函数传入以支持单元测试;一个英语上钩的单元测试
* 传送任务支持英语游戏界面;本地化参数挪至OtherConfig类下,但界面位置暂不挪动,待定
* 调整resx位置风格,放在直接使用字符串的类下;一条龙合成树脂及领取每日奖励支持游戏内中英双语
* 删除无用碎片文件
* 删去两个不必要的Sdcb包引用
* Paddle服务类去掉分类模型;检测和识别新增支持繁中和法语,配有单元测试;因小语种识别效果不理想,使用正则匹配替换多处识别文本相等或包含判断;钓鱼、一条龙合成树脂及领取每日奖励支持游戏内繁中和法语;
* 检查今日奖励任务的多语言化;右侧联机的P图标检测区域宽度缩减,避免英语角色名被误识别成P
* AutoDomainTask的游戏多语言化,由于我的游戏账号无法测试,仅配一些测试用例
* 修复有3个Mizuki导致异常的bug,临时用拼音代替新角色英文名,并为该数据初始化方法添加单元测试
* 瓦雷莎删去别名“牛牛”,因荒泷一斗已占用此别名;别名加载和读取优化
* 加个锁避免单元测试中多线程初始化paddle崩溃
166 lines
5.3 KiB
C#
166 lines
5.3 KiB
C#
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<GoToCraftingBenchTask> stringLocalizer = App.GetService<IStringLocalizer<GoToCraftingBenchTask>>() ?? 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(300, 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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 前往合成台
|
|
/// </summary>
|
|
/// <param name="country"></param>
|
|
/// <param name="ct"></param>
|
|
/// <returns></returns>
|
|
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<bool> TryPressCrafting( CancellationToken ct)
|
|
{
|
|
using var ra1 = CaptureToRectArea();
|
|
var res = Bv.FindFAndPress(ra1, text: this.craftLocalizedString);
|
|
if (res)
|
|
{
|
|
await Delay(1000, ct);
|
|
}
|
|
return res;
|
|
}
|
|
} |