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better-genshin-impact/BetterGenshinImpact/GameTask/AutoFishing/BehaviourTreeExtensions.cs

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using BehaviourTree.Composites;
using BehaviourTree.FluentBuilder;
using BehaviourTree;
using System;
using System.Collections.Generic;
using System.Text;
using BetterGenshinImpact.Core.Config;
using OpenCvSharp;
using System.IO;
using Microsoft.Extensions.Logging;
using BetterGenshinImpact.GameTask.Model.Area;
using System.Threading.Tasks;
namespace BetterGenshinImpact.GameTask.AutoFishing
{
public static class BehaviourTreeExtensions
{
public static FluentBuilder<TContext> MySimpleParallel<TContext>(this FluentBuilder<TContext> builder, string name, SimpleParallelPolicy policy = SimpleParallelPolicy.BothMustSucceed)
{
return builder.PushComposite((IBehaviour<TContext>[] children) => new MySimpleParallel<TContext>(name, policy, children[0], children[1]));
}
}
/// <summary>
/// MySimpleParallel
/// 和SimpleParallel的区别是任一子行为返回失败则返回失败
/// </summary>
/// <typeparam name="TContext"></typeparam>
public class MySimpleParallel<TContext> : CompositeBehaviour<TContext>
{
private readonly IBehaviour<TContext> _first;
private readonly IBehaviour<TContext> _second;
private BehaviourStatus _firstStatus;
private BehaviourStatus _secondStatus;
private readonly Func<TContext, BehaviourStatus> _behave;
public readonly SimpleParallelPolicy Policy;
public MySimpleParallel(SimpleParallelPolicy policy, IBehaviour<TContext> first, IBehaviour<TContext> second)
: this("SimpleParallel", policy, first, second)
{
}
public MySimpleParallel(string name, SimpleParallelPolicy policy, IBehaviour<TContext> first, IBehaviour<TContext> second)
: base(name, new IBehaviour<TContext>[2] { first, second })
{
Policy = policy;
_first = first;
_second = second;
_behave = ((policy == SimpleParallelPolicy.BothMustSucceed) ? new Func<TContext, BehaviourStatus>(BothMustSucceedBehaviour) : new Func<TContext, BehaviourStatus>(OnlyOneMustSucceedBehaviour));
}
private BehaviourStatus OnlyOneMustSucceedBehaviour(TContext context)
{
if (_firstStatus == BehaviourStatus.Succeeded || _secondStatus == BehaviourStatus.Succeeded)
{
return BehaviourStatus.Succeeded;
}
if (_firstStatus == BehaviourStatus.Failed && _secondStatus == BehaviourStatus.Failed)
{
return BehaviourStatus.Failed;
}
return BehaviourStatus.Running;
}
private BehaviourStatus BothMustSucceedBehaviour(TContext context)
{
if (_firstStatus == BehaviourStatus.Succeeded && _secondStatus == BehaviourStatus.Succeeded)
{
return BehaviourStatus.Succeeded;
}
if (_firstStatus == BehaviourStatus.Failed || _secondStatus == BehaviourStatus.Failed)
{
return BehaviourStatus.Failed;
}
return BehaviourStatus.Running;
}
protected override BehaviourStatus Update(TContext context)
{
if (base.Status != BehaviourStatus.Running)
{
_firstStatus = _first.Tick(context);
_secondStatus = _second.Tick(context);
}
else
{
if (_firstStatus == BehaviourStatus.Ready || _firstStatus == BehaviourStatus.Running)
{
_firstStatus = _first.Tick(context);
}
if (_secondStatus == BehaviourStatus.Ready || _secondStatus == BehaviourStatus.Running)
{
_secondStatus = _second.Tick(context);
}
}
if (_firstStatus == BehaviourStatus.Failed || _secondStatus == BehaviourStatus.Failed)
{
return BehaviourStatus.Failed;
}
else
{
return _behave(context);
}
}
protected override void DoReset(BehaviourStatus status)
{
_firstStatus = BehaviourStatus.Ready;
_secondStatus = BehaviourStatus.Ready;
base.DoReset(status);
}
}
/// <summary>
/// 原库的BaseBehaviour继承后也无法改写Tick方法只得另起此实现类
/// 暂时直接覆盖行为树原本的BaseBehaviour
/// </summary>
public abstract class BaseBehaviour<TImageRegion> : IBehaviour<TImageRegion>, IDisposable where TImageRegion : ImageRegion
{
public static bool SaveScreenshotOnTerminate;
private readonly ILogger logger;
public string Name { get; }
public BehaviourStatus Status { get; private set; }
protected BaseBehaviour(string name, ILogger logger)
{
Name = name;
this.logger = logger;
}
public BehaviourStatus Tick(TImageRegion context)
{
if (Status == BehaviourStatus.Ready)
{
OnInitialize();
}
Status = Update(context);
if (Status == BehaviourStatus.Ready)
{
throw new InvalidOperationException("Ready status should not be returned by Behaviour Update Method");
}
if (Status != BehaviourStatus.Running)
{
if (SaveScreenshotOnTerminate)
{
string name = $"{DateTime.Now:yyyyMMddHHmmssfff}_{this.GetType().Name}_{Status}.png";
logger.LogInformation("保存截图: {Name}", name);
SaveScreenshot(context, name);
}
OnTerminate(Status);
}
return Status;
}
public virtual void SaveScreenshot(ImageRegion imageRegion, string? name)
{
var path = Global.Absolute($@"log\screenshot\");
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
var bitmap = imageRegion.SrcBitmap;
if (String.IsNullOrWhiteSpace(name))
{
name = $@"{DateTime.Now:yyyyMMddHHmmssffff}.png";
}
var savePath = Global.Absolute($@"log\screenshot\{name}");
var mat = imageRegion.SrcMat;
if (TaskContext.Instance().Config.CommonConfig.ScreenshotUidCoverEnabled)
{
var rect = TaskContext.Instance().Config.MaskWindowConfig.UidCoverRect;
mat.Rectangle(rect, Scalar.White, -1);
}
new Task(() =>
{
Cv2.ImWrite(savePath, mat);
}).Start();
}
public void Reset()
{
if (Status != 0)
{
DoReset(Status);
Status = BehaviourStatus.Ready;
}
}
protected abstract BehaviourStatus Update(TImageRegion context);
protected virtual void OnTerminate(BehaviourStatus status)
{
}
protected virtual void OnInitialize()
{
}
protected virtual void DoReset(BehaviourStatus status)
{
}
protected virtual void Dispose(bool disposing)
{
}
public void Dispose()
{
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}