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https://github.com/babalae/better-genshin-impact.git
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在 `PathExecutor` 类中添加了 `EndAction` 和 `EndJudgment` 属性,用于判断路径追踪的结束条件,并在路径执行过程中调用 `ResolveAnomalies` 和 `EndJudgment` 方法处理异常和结束条件。处理 `NormalEndException` 异常并记录日志。检查游戏窗口分辨率,低于 1920x1080 记录错误日志。 更新 `冒险家协会_枫丹.json` 文件,将路径点类型从 `path` 修改为 `target`。 在 `GoToAdventurersGuildTask` 和 `GoToCraftingBenchTask` 类中,添加结束日志信息,移除交互代码,并添加 `EndAction` 属性判断任务结束条件。
724 lines
25 KiB
C#
724 lines
25 KiB
C#
using BetterGenshinImpact.Core.Config;
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using BetterGenshinImpact.Core.Simulator;
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using BetterGenshinImpact.GameTask.AutoFight.Model;
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using BetterGenshinImpact.GameTask.AutoGeniusInvokation.Exception;
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using BetterGenshinImpact.GameTask.AutoGeniusInvokation.Model;
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using BetterGenshinImpact.GameTask.AutoPathing.Handler;
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using BetterGenshinImpact.GameTask.AutoPathing.Model;
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using BetterGenshinImpact.GameTask.AutoPathing.Model.Enum;
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using BetterGenshinImpact.GameTask.AutoSkip;
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using BetterGenshinImpact.GameTask.AutoSkip.Assets;
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using BetterGenshinImpact.GameTask.AutoTrackPath;
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using BetterGenshinImpact.GameTask.Common.BgiVision;
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using BetterGenshinImpact.GameTask.Common.Job;
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using BetterGenshinImpact.GameTask.Common.Map;
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using BetterGenshinImpact.GameTask.Model.Area;
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using CommunityToolkit.Mvvm.Messaging;
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using CommunityToolkit.Mvvm.Messaging.Messages;
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using Microsoft.Extensions.Logging;
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using OpenCvSharp;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Vanara.PInvoke;
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using static BetterGenshinImpact.GameTask.Common.TaskControl;
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using ActionEnum = BetterGenshinImpact.GameTask.AutoPathing.Model.Enum.ActionEnum;
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namespace BetterGenshinImpact.GameTask.AutoPathing;
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public class PathExecutor(CancellationToken ct)
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{
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private readonly CameraRotateTask _rotateTask = new(ct);
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private readonly TrapEscaper _trapEscaper = new(ct);
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private readonly BlessingOfTheWelkinMoonTask _blessingOfTheWelkinMoonTask = new();
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private AutoSkipTrigger? _autoSkipTrigger;
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private PathingPartyConfig? _partyConfig;
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public PathingPartyConfig PartyConfig
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{
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get => _partyConfig ?? new PathingPartyConfig();
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set => _partyConfig = value;
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}
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/// <summary>
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/// 判断是否中止路径追踪的条件
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/// </summary>
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public Func<ImageRegion, bool>? EndAction { get; set; }
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private CombatScenes? _combatScenes;
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// private readonly Dictionary<string, string> _actionAvatarIndexMap = new();
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private DateTime _elementalSkillLastUseTime = DateTime.MinValue;
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private const int RetryTimes = 2;
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private int _inTrap = 0;
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public async Task Pathing(PathingTask task)
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{
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if (!task.Positions.Any())
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{
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Logger.LogWarning("没有路径点,寻路结束");
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return;
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}
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// 切换队伍
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if (PartyConfig is { Enabled: false })
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{
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// 调度器未配置的情况下,根据路径追踪条件配置切换队伍
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var partyName = FilterPartyNameByConditionConfig(task);
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if (!await SwitchParty(partyName))
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{
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Logger.LogError("切换队伍失败,无法执行此路径!请检查路径追踪设置!");
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return;
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}
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}
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else if (!string.IsNullOrEmpty(PartyConfig.PartyName))
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{
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if (!await SwitchParty(PartyConfig.PartyName))
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{
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Logger.LogError("切换队伍失败,无法执行此路径!请检查配置组中的路径追踪配置!");
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return;
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}
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}
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// 校验路径是否可以执行
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if (!await ValidateGameWithTask(task))
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{
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return;
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}
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InitializePathing(task);
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var waypoints = ConvertWaypointsForTrack(task.Positions);
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await Delay(100, ct);
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Navigation.WarmUp(); // 提前加载地图特征点
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for (var i = 0; i < RetryTimes; i++)
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{
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try
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{
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await ResolveAnomalies(); // 异常场景处理
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foreach (var waypoint in waypoints)
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{
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await RecoverWhenLowHp(); // 低血量恢复
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if (waypoint.Type == WaypointType.Teleport.Code)
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{
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await HandleTeleportWaypoint(waypoint);
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}
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else
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{
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await BeforeMoveToTarget(waypoint);
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// Path不用走得很近,Target需要接近,但都需要先移动到对应位置
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await MoveTo(waypoint);
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if (waypoint.Type == WaypointType.Target.Code || !string.IsNullOrEmpty(waypoint.Action))
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{
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await MoveCloseTo(waypoint);
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// 到达点位后执行 action
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await AfterMoveToTarget(waypoint);
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}
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}
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}
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break;
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}
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catch (NormalEndException normalEndException)
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{
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Logger.LogInformation(normalEndException.Message);
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break;
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}
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catch (RetryException retryException)
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{
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Logger.LogWarning(retryException.Message);
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}
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finally
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{
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// 不管咋样,松开所有按键
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
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Simulation.SendInput.Mouse.RightButtonUp();
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}
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}
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}
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private void InitializePathing(PathingTask task)
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{
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LogScreenResolution();
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WeakReferenceMessenger.Default.Send(new PropertyChangedMessage<object>(this,
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"UpdateCurrentPathing", new object(), task));
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}
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private void LogScreenResolution()
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{
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var gameScreenSize = SystemControl.GetGameScreenRect(TaskContext.Instance().GameHandle);
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if (gameScreenSize.Width * 9 != gameScreenSize.Height * 16)
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{
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Logger.LogError("游戏窗口分辨率不是 16:9 !当前分辨率为 {Width}x{Height} , 非 16:9 分辨率的游戏无法正常使用路径追踪功能!", gameScreenSize.Width, gameScreenSize.Height);
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}
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if (gameScreenSize.Width < 1920 || gameScreenSize.Height < 1080)
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{
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Logger.LogError("游戏窗口分辨率小于 1920x1080 !当前分辨率为 {Width}x{Height} , 小于 1920x1080 的分辨率的游戏路径追踪的效果非常差!", gameScreenSize.Width, gameScreenSize.Height);
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}
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}
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/// <summary>
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/// 切换队伍
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/// </summary>
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/// <param name="partyName"></param>
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/// <returns></returns>
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private async Task<bool> SwitchParty(string? partyName)
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{
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if (!string.IsNullOrEmpty(partyName))
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{
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if (RunnerContext.Instance.PartyName == partyName)
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{
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return true;
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}
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if (!string.IsNullOrEmpty(RunnerContext.Instance.PartyName))
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{
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// 非空的情况下,先tp到安全位置(回血的七天神像)
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await new TpTask(ct).Tp(TpTask.ReviveStatueOfTheSevenPointX, TpTask.ReviveStatueOfTheSevenPointY, true);
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}
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var success = await new SwitchPartyTask().Start(partyName, ct);
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if (success)
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{
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RunnerContext.Instance.PartyName = partyName;
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RunnerContext.Instance.ClearCombatScenes();
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return true;
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}
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return false;
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}
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return true;
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}
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private static string? FilterPartyNameByConditionConfig(PathingTask task)
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{
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var pathingConditionConfig = TaskContext.Instance().Config.PathingConditionConfig;
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var materialName = task.GetMaterialName();
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var specialActions = task.Positions
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.Select(p => p.Action)
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.Where(action => !string.IsNullOrEmpty(action))
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.Distinct()
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.ToList();
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var partyName = pathingConditionConfig.FilterPartyName(materialName, specialActions);
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return partyName;
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}
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/// <summary>
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/// 校验
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/// </summary>
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/// <param name="task"></param>
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/// <returns></returns>
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private async Task<bool> ValidateGameWithTask(PathingTask task)
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{
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_combatScenes = await RunnerContext.Instance.GetCombatScenes(ct);
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if (_combatScenes == null)
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{
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return false;
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}
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// 没有强制配置的情况下,使用路径追踪内的条件配置
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// 必须放在这里,因为要通过队伍识别来得到最终结果
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var pathingConditionConfig = TaskContext.Instance().Config.PathingConditionConfig;
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if (PartyConfig is { Enabled: false })
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{
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PartyConfig = pathingConditionConfig.BuildPartyConfigByCondition(_combatScenes);
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}
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// 校验角色是否存在
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if (task.HasAction("nahida_collect"))
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{
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var avatar = _combatScenes.SelectAvatar("纳西妲");
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if (avatar == null)
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{
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Logger.LogError("此路径存在纳西妲收集动作,队伍中没有纳西妲角色,无法执行此路径!");
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return false;
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}
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// _actionAvatarIndexMap.Add("nahida_collect", avatar.Index.ToString());
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}
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// 把所有需要切换的角色编号记录下来
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Dictionary<string, ElementalType> map = new()
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{
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{ ActionEnum.HydroCollect.Code, ElementalType.Hydro },
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{ ActionEnum.ElectroCollect.Code, ElementalType.Electro },
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{ ActionEnum.AnemoCollect.Code, ElementalType.Anemo }
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};
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foreach (var (action, el) in map)
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{
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if (!ValidateElementalActionAvatarIndex(task, action, el, _combatScenes))
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{
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return false;
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}
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}
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return true;
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}
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private bool ValidateElementalActionAvatarIndex(PathingTask task, string action, ElementalType el, CombatScenes combatScenes)
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{
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if (task.HasAction(action))
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{
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foreach (var avatar in combatScenes.Avatars)
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{
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if (ElementalCollectAvatarConfigs.Get(avatar.Name, el) != null)
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{
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return true;
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}
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}
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Logger.LogError("此路径存在 {action} 收集动作,队伍中没有对应元素角色:{},无法执行此路径!", action, string.Join(",", ElementalCollectAvatarConfigs.GetAvatarNameList(el)));
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return false;
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}
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else
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{
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return true;
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}
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}
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private List<WaypointForTrack> ConvertWaypointsForTrack(List<Waypoint> positions)
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{
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// 把 X Y 转换为 MatX MatY
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return positions.Select(waypoint => new WaypointForTrack(waypoint)).ToList();
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}
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private async Task RecoverWhenLowHp()
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{
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using var region = CaptureToRectArea();
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if (Bv.CurrentAvatarIsLowHp(region))
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{
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Logger.LogInformation("当前角色血量过低,去须弥七天神像恢复");
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await TpStatueOfTheSeven();
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throw new RetryException("回血完成后重试路线");
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}
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else if (Bv.ClickIfInReviveModal(region))
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{
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await Bv.WaitForMainUi(ct); // 等待主界面加载完成
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Logger.LogInformation("复苏完成");
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await Delay(4000, ct);
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// 血量肯定不满,直接去七天神像回血
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await TpStatueOfTheSeven();
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throw new RetryException("回血完成后重试路线");
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}
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}
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private async Task TpStatueOfTheSeven()
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{
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// tp 到七天神像回血
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var tpTask = new TpTask(ct);
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await tpTask.Tp(TpTask.ReviveStatueOfTheSevenPointX, TpTask.ReviveStatueOfTheSevenPointY, true);
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await Delay(3000, ct);
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Logger.LogInformation("HP恢复完成");
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}
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private async Task HandleTeleportWaypoint(WaypointForTrack waypoint)
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{
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var forceTp = waypoint.Action == ActionEnum.ForceTp.Code;
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var (tpX, tpY) = await new TpTask(ct).Tp(waypoint.GameX, waypoint.GameY, forceTp);
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var (tprX, tprY) = MapCoordinate.GameToMain2048(tpX, tpY);
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EntireMap.Instance.SetPrevPosition((float)tprX, (float)tprY); // 通过上一个位置直接进行局部特征匹配
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await Delay(500, ct); // 多等一会
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}
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private async Task MoveTo(WaypointForTrack waypoint)
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{
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// 切人
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await SwitchAvatar(PartyConfig.MainAvatarIndex);
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var screen = CaptureToRectArea();
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var position = await GetPosition(screen);
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var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
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Logger.LogInformation("粗略接近途经点,位置({x2},{y2})", $"{waypoint.GameX:F1}", $"{waypoint.GameY:F1}");
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await _rotateTask.WaitUntilRotatedTo(targetOrientation, 5);
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var startTime = DateTime.UtcNow;
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var lastPositionRecord = DateTime.UtcNow;
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var fastMode = false;
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var prevPositions = new List<Point2f>();
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var fastModeColdTime = DateTime.MinValue;
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var num = 0;
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// 按下w,一直走
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
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while (!ct.IsCancellationRequested)
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{
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num++;
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var now = DateTime.UtcNow;
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if ((now - startTime).TotalSeconds > 240)
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{
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Logger.LogWarning("执行超时,跳过路径点");
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break;
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}
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screen = CaptureToRectArea();
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EndJudgment(screen);
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position = await GetPosition(screen);
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var distance = Navigation.GetDistance(waypoint, position);
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Debug.WriteLine($"接近目标点中,距离为{distance}");
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if (distance < 4)
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{
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Logger.LogInformation("到达路径点附近");
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break;
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}
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if (distance > 500)
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{
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Logger.LogWarning("距离过远,跳过路径点");
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break;
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}
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// 非攀爬状态下,检测是否卡死(脱困触发器)
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if (waypoint.MoveMode != MoveModeEnum.Climb.Code)
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{
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if ((now - lastPositionRecord).TotalMilliseconds > 1000)
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{
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lastPositionRecord = now;
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prevPositions.Add(position);
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if (prevPositions.Count > 8)
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{
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var delta = prevPositions[^1] - prevPositions[^8];
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if (Math.Abs(delta.X) + Math.Abs(delta.Y) < 3)
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{
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_inTrap++;
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if (_inTrap > 2)
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{
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throw new RetryException("此路线出现3次卡死,重试一次路线或放弃此路线!");
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}
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Logger.LogWarning("疑似卡死,尝试脱离...");
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//调用脱困代码,由TrapEscaper接管移动
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await _trapEscaper.RotateAndMove();
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await _trapEscaper.MoveTo(waypoint);
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
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Logger.LogInformation("卡死脱离结束");
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continue;
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}
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}
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}
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}
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// 旋转视角
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targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
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//执行旋转
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_rotateTask.RotateToApproach(targetOrientation, screen);
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// 根据指定方式进行移动
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if (waypoint.MoveMode == MoveModeEnum.Fly.Code)
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{
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var isFlying = Bv.GetMotionStatus(screen) == MotionStatus.Fly;
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if (!isFlying)
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{
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Debug.WriteLine("未进入飞行状态,按下空格");
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
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await Delay(200, ct);
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}
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continue;
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}
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|
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if (waypoint.MoveMode == MoveModeEnum.Jump.Code)
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{
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
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await Delay(200, ct);
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continue;
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}
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// 只有设置为run才会一直疾跑
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if (waypoint.MoveMode == MoveModeEnum.Run.Code)
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{
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if (distance > 20 != fastMode) // 距离大于30时可以使用疾跑/自由泳
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{
|
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if (fastMode)
|
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{
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Simulation.SendInput.Mouse.RightButtonUp();
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}
|
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else
|
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{
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Simulation.SendInput.Mouse.RightButtonDown();
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}
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fastMode = !fastMode;
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}
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}
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else if (waypoint.MoveMode != MoveModeEnum.Climb.Code) //否则自动短疾跑
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{
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if (distance > 20)
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{
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if (Math.Abs((fastModeColdTime - now).TotalMilliseconds) > 2500) //冷却时间2.5s,回复体力用
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{
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fastModeColdTime = now;
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Simulation.SendInput.Mouse.RightButtonClick();
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}
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}
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// 使用 E 技能
|
||
if (!string.IsNullOrEmpty(PartyConfig.GuardianAvatarIndex) && double.TryParse(PartyConfig.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 ((DateTime.UtcNow - _elementalSkillLastUseTime).TotalMilliseconds > ms)
|
||
{
|
||
// 可能刚切过人在冷却时间内
|
||
if (num <= 5 && (!string.IsNullOrEmpty(PartyConfig.MainAvatarIndex) && PartyConfig.GuardianAvatarIndex != PartyConfig.MainAvatarIndex))
|
||
{
|
||
await Delay(800, ct); // 总共1s
|
||
}
|
||
|
||
await UseElementalSkill();
|
||
_elementalSkillLastUseTime = DateTime.UtcNow;
|
||
}
|
||
}
|
||
}
|
||
|
||
await Delay(100, ct);
|
||
}
|
||
|
||
// 抬起w键
|
||
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
|
||
}
|
||
|
||
private async Task UseElementalSkill()
|
||
{
|
||
if (string.IsNullOrEmpty(PartyConfig.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(PartyConfig.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 (PartyConfig.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 = await 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 > 25)
|
||
{
|
||
Logger.LogWarning("精确接近超时");
|
||
break;
|
||
}
|
||
|
||
screen = CaptureToRectArea();
|
||
|
||
EndJudgment(screen);
|
||
|
||
position = await 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(20, 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.HydroCollect.Code
|
||
|| waypoint.Action == ActionEnum.ElectroCollect.Code
|
||
|| waypoint.Action == ActionEnum.AnemoCollect.Code)
|
||
{
|
||
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;
|
||
}
|
||
|
||
private async Task<Point2f> GetPosition(ImageRegion imageRegion)
|
||
{
|
||
var position = Navigation.GetPosition(imageRegion);
|
||
|
||
if (position == new Point2f())
|
||
{
|
||
if (!Bv.IsInBigMapUi(imageRegion))
|
||
{
|
||
await ResolveAnomalies();
|
||
}
|
||
}
|
||
|
||
return position;
|
||
}
|
||
|
||
/**
|
||
* 处理各种异常场景
|
||
* 需要保证耗时不能太高
|
||
*/
|
||
|
||
private async Task ResolveAnomalies()
|
||
{
|
||
// 处理月卡
|
||
await _blessingOfTheWelkinMoonTask.Start(ct);
|
||
|
||
if (PartyConfig.AutoSkipEnabled)
|
||
{
|
||
// 判断是否进入剧情
|
||
await AutoSkip();
|
||
}
|
||
}
|
||
|
||
private async Task AutoSkip()
|
||
{
|
||
var ra = CaptureToRectArea();
|
||
var disabledUiButtonRa = ra.Find(AutoSkipAssets.Instance.DisabledUiButtonRo);
|
||
if (disabledUiButtonRa.IsExist())
|
||
{
|
||
Logger.LogWarning("进入剧情,自动点击剧情直到结束");
|
||
|
||
if (_autoSkipTrigger == null)
|
||
{
|
||
_autoSkipTrigger = new AutoSkipTrigger();
|
||
_autoSkipTrigger.Init();
|
||
}
|
||
|
||
int noDisabledUiButtonTimes = 0;
|
||
|
||
while (true)
|
||
{
|
||
ra = CaptureToRectArea();
|
||
disabledUiButtonRa = ra.Find(AutoSkipAssets.Instance.DisabledUiButtonRo);
|
||
if (disabledUiButtonRa.IsExist())
|
||
{
|
||
_autoSkipTrigger.OnCapture(new CaptureContent(ra));
|
||
}
|
||
else
|
||
{
|
||
noDisabledUiButtonTimes++;
|
||
if (noDisabledUiButtonTimes > 10)
|
||
{
|
||
Logger.LogInformation("自动剧情结束");
|
||
break;
|
||
}
|
||
}
|
||
|
||
await Delay(210, ct);
|
||
}
|
||
}
|
||
}
|
||
|
||
private void EndJudgment(ImageRegion ra)
|
||
{
|
||
if (EndAction != null && EndAction(ra))
|
||
{
|
||
throw new NormalEndException("达成结束条件,结束路径追踪");
|
||
}
|
||
}
|
||
}
|