Files
better-genshin-impact/BetterGenshinImpact/GameTask/Common/Job/GoToCraftingBenchTask.cs
FishmanTheMurloc 6d4f8b80e8 Feat/multi lan (#1336)
* 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
2025-03-28 11:00:08 +08:00

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;
}
}