Files
better-genshin-impact/BetterGenshinImpact/GameTask/Common/Job/GoToCraftingBenchTask.cs
辉鸭蛋 7a5efe208f pathing opt
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。
2024-11-13 23:42:15 +08:00

116 lines
3.5 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 Vanara.PInvoke;
using static BetterGenshinImpact.GameTask.Common.TaskControl;
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();
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
},
EndAction = region => Bv.FindFAndPress(region, "合成")
};
await pathingTask.Pathing(task);
await Delay(300, ct);
using var ra = CaptureToRectArea();
if (!Bv.IsInTalkUi(ra))
{
throw new Exception("未找与合成台交互按钮");
}
}
}