Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoPathing/PathExecutor.cs
FishmanTheMurloc a268c1d9a2 Feat/new fishing (#1060)
* 没有找到鱼饵时不再抛异常而是返回行为失败;细小优化;测试分支是否配置正确

* 恢复半自动钓鱼功能(仅自动拉条);将CheckFishingUserInterface方法添加到行为树,使其直接控制启停;PutRects方法增加筛选,避免画出没有高度的框框导致残留红点在画布上;去掉局部变量_currContent;钓鱼结束不再依据_noRectsCount判断

* 添加一步抛竿后检查,避免往红色靶点抛竿导致失败

* 大家终于炼出了好用的适用纳塔版本的鱼模型;实现注释描述的“选择最多鱼吃的饵料”;添加koihead鱼类,进入抛竿时忽略koi,只看koihead;Fishpond.TargetRect补上空值处理;去掉_switchBaitContinuouslyFrameNum,目前该段代码有时候会导致发呆;钓鱼结束时多等5秒,避免“获得鱼”的提示图被错误地计入下一次抛竿找鱼的预测

* 注释了AutoFishingTrigger中,FishBite和Fishing方法中的一些代码,解除了对CaptureContent.FrameRate的引用以方便开新坑;开了个新坑AutoFishingTask

* 新增全自动钓鱼独立任务的ui界面

* 封装了所有钓鱼行为,消灭了AutoFishingTrigger中大部分私有变量,剩余一些用来在行为之间传递信息的变量被丢到Blackboard中

* 代码清理:删除AutoFishingTrigger中被注释的私有变量;行为树扩展方法移动到单独的文件中

* 封装好的行为都搬家到Behaviours.cs去了;钓鱼独立任务基本完成;Blackboard添加chooseBaitUIOpening字段以避免在选择鱼饵界面时因图标被灰色遮罩而影响图像匹配;抛竿行为添加OnTerminate方法修复合并预抛竿和抛竿行为时产生的bug

* 优化VisionContext框框的代码

* AutoFishingTask加了个转圈圈找鱼的动作

* 钓鱼任务时如果有F键以及确认键,就交互一下进入钓鱼模式

* 添加供js调用的钓鱼任务方法

* 调整视角时也调整游戏角色的朝向;因为错误率较高,抛竿前找鱼时不再对右下角图标进行模板匹配检查

* 把MoveViewpointDown封装成行为了,黑板新增字段pitchReset,改进了流程中调整视角俯仰的部分;钓鱼任务中为了避免人物待机动作吃掉钓鱼F键,ChangeView方法改成始终都按S和W键

* ThrowRod行为删去对鱼群位置的校验,该段校验经常导致发呆;并将该行为更名为GetFishpond

* 对EnterFishingMode行为进行优化并修复bug;钓鱼循环修正

* 将螺旋视角找鱼的行为简化为低头转圈找,以适应路径任务完成时经常无法朝向鱼的情况;按下钓鱼键后等待界面出现时间延长至2秒

* 添加js独立任务调用自动钓鱼

* 新增`fishing`的Action用于触发钓鱼

* AutoFishingTask删去右下角ExitFishingButtonRo的模板匹配校验,因为错误的未识别有点多;添加当前焦点窗口校验

* AutoFishingTask增加设置昼夜功能,在7点和19点各钓一轮

---------

Co-authored-by: 辉鸭蛋 <huiyadanli@gmail.com>
2025-02-17 11:34:18 +08:00

1045 lines
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using BetterGenshinImpact.Core.Config;
using BetterGenshinImpact.Core.Simulator;
using BetterGenshinImpact.GameTask.AutoFight.Assets;
using BetterGenshinImpact.GameTask.AutoFight.Model;
using BetterGenshinImpact.GameTask.AutoGeniusInvokation.Exception;
using BetterGenshinImpact.GameTask.AutoGeniusInvokation.Model;
using BetterGenshinImpact.GameTask.AutoPathing.Handler;
using BetterGenshinImpact.GameTask.AutoPathing.Model;
using BetterGenshinImpact.GameTask.AutoPathing.Model.Enum;
using BetterGenshinImpact.GameTask.AutoSkip;
using BetterGenshinImpact.GameTask.AutoSkip.Assets;
using BetterGenshinImpact.GameTask.AutoTrackPath;
using BetterGenshinImpact.GameTask.Common.BgiVision;
using BetterGenshinImpact.GameTask.Common.Job;
using BetterGenshinImpact.GameTask.Common.Map;
using BetterGenshinImpact.GameTask.Model.Area;
using CommunityToolkit.Mvvm.Messaging;
using CommunityToolkit.Mvvm.Messaging.Messages;
using Microsoft.Extensions.Logging;
using OpenCvSharp;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using BetterGenshinImpact.GameTask.AutoPathing.Suspend;
using BetterGenshinImpact.GameTask.Common;
using Vanara.PInvoke;
using static BetterGenshinImpact.GameTask.Common.TaskControl;
using static BetterGenshinImpact.GameTask.SystemControl;
using ActionEnum = BetterGenshinImpact.GameTask.AutoPathing.Model.Enum.ActionEnum;
using BetterGenshinImpact.Core.Simulator.Extensions;
namespace BetterGenshinImpact.GameTask.AutoPathing;
public class PathExecutor
{
private readonly CameraRotateTask _rotateTask;
private readonly TrapEscaper _trapEscaper;
private readonly BlessingOfTheWelkinMoonTask _blessingOfTheWelkinMoonTask = new();
private AutoSkipTrigger? _autoSkipTrigger;
private PathingPartyConfig? _partyConfig;
private CancellationToken ct;
private PathExecutorSuspend pathExecutorSuspend;
public PathExecutor(CancellationToken ct)
{
_trapEscaper = new(ct);
_rotateTask = new(ct);
this.ct = ct;
pathExecutorSuspend = new PathExecutorSuspend(this);
}
public PathingPartyConfig PartyConfig
{
get => _partyConfig ?? PathingPartyConfig.BuildDefault();
set => _partyConfig = value;
}
/// <summary>
/// 判断是否中止路径追踪的条件
/// </summary>
public Func<ImageRegion, bool>? EndAction { get; set; }
private CombatScenes? _combatScenes;
// private readonly Dictionary<string, string> _actionAvatarIndexMap = new();
private DateTime _elementalSkillLastUseTime = DateTime.MinValue;
private DateTime _useGadgetLastUseTime = DateTime.MinValue;
private const int RetryTimes = 2;
private int _inTrap = 0;
//记录当前相关点位数组
public (int, List<WaypointForTrack>) CurWaypoints { get; set; }
//记录当前点位
public (int, WaypointForTrack) CurWaypoint { get; set; }
//记录恢复点位数组
private (int, List<WaypointForTrack>) RecordWaypoints { get; set; }
//记录恢复点位
private (int, WaypointForTrack) RecordWaypoint { get; set; }
//跳过除走路径以外的操作
private bool _skipOtherOperations = false;
//当到达恢复点位
public void TryCloseSkipOtherOperations()
{
// Logger.LogWarning("判断是否跳过路径追踪:" + (CurWaypoint.Item1 < RecordWaypoint.Item1));
if (RecordWaypoints == CurWaypoints && CurWaypoint.Item1 < RecordWaypoint.Item1)
{
return;
}
if (_skipOtherOperations)
{
Logger.LogWarning("已到达上次点位,路径追踪功能恢复");
}
_skipOtherOperations = false;
}
//记录点位,方便后面恢复
public void StartSkipOtherOperations()
{
Logger.LogWarning("记录恢复点位,路径追踪将到达上次点位之前将跳过走路之外的操作");
_skipOtherOperations = true;
RecordWaypoints = CurWaypoints;
RecordWaypoint = CurWaypoint;
}
public async Task Pathing(PathingTask task)
{
// SuspendableDictionary;
const string sdKey = "PathExecutor";
var sd = RunnerContext.Instance.SuspendableDictionary;
sd.Remove(sdKey);
RunnerContext.Instance.SuspendableDictionary.TryAdd(sdKey, pathExecutorSuspend);
if (!task.Positions.Any())
{
Logger.LogWarning("没有路径点,寻路结束");
return;
}
// 切换队伍
if (!await SwitchPartyBefore(task))
{
return;
}
// 校验路径是否可以执行
if (!await ValidateGameWithTask(task))
{
return;
}
InitializePathing(task);
// 转换、按传送点分割路径
var waypointsList = ConvertWaypointsForTrack(task.Positions);
await Delay(100, ct);
Navigation.WarmUp(); // 提前加载地图特征点
foreach (var waypoints in waypointsList) // 按传送点分割的路径
{
CurWaypoints = (waypointsList.FindIndex(wps => wps == waypoints), waypoints);
for (var i = 0; i < RetryTimes; i++)
{
try
{
await ResolveAnomalies(); // 异常场景处理
foreach (var waypoint in waypoints) // 一条路径
{
CurWaypoint = (waypoints.FindIndex(wps => wps == waypoint), waypoint);
TryCloseSkipOtherOperations();
await RecoverWhenLowHp(waypoint); // 低血量恢复
if (waypoint.Type == WaypointType.Teleport.Code)
{
await HandleTeleportWaypoint(waypoint);
}
else
{
await BeforeMoveToTarget(waypoint);
// Path不用走得很近Target需要接近但都需要先移动到对应位置
if (waypoint.Type == WaypointType.Orientation.Code)
{
// 方位点,只需要朝向
// 考虑到方位点大概率是作为执行action的最后一个点所以放在此处处理不和传送点一样单独处理
await FaceTo(waypoint);
}
else
{
await MoveTo(waypoint);
}
await BeforeMoveCloseToTarget(waypoint);
if (IsTargetPoint(waypoint))
{
await MoveCloseTo(waypoint);
}
//skipOtherOperations如果重试则跳过相关操作
if ((!string.IsNullOrEmpty(waypoint.Action) && !_skipOtherOperations) || waypoint.Action == ActionEnum.CombatScript.Code)
{
// 执行 action
await AfterMoveToTarget(waypoint);
}
}
}
break;
}
catch (NormalEndException normalEndException)
{
Logger.LogInformation(normalEndException.Message);
if (RunnerContext.Instance.IsContinuousRunGroup)
{
throw;
}
else
{
break;
}
}
catch (TaskCanceledException e)
{
if (RunnerContext.Instance.IsContinuousRunGroup)
{
throw;
}
else
{
break;
}
}
catch (RetryException retryException)
{
StartSkipOtherOperations();
Logger.LogWarning(retryException.Message);
}
catch (RetryNoCountException retryException)
{
//特殊情况下,重试不消耗次数
i--;
StartSkipOtherOperations();
Logger.LogWarning(retryException.Message);
}
finally
{
// 不管咋样,松开所有按键
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
Simulation.SendInput.Mouse.RightButtonUp();
}
}
}
}
private bool IsTargetPoint(WaypointForTrack waypoint)
{
// 方位点不需要接近
if (waypoint.Type == WaypointType.Orientation.Code)
{
return false;
}
var action = ActionEnum.GetEnumByCode(waypoint.Action);
if (action is not null && action.UseWaypointTypeEnum != ActionUseWaypointTypeEnum.Custom)
{
// 强制点位类型的 action以 action 为准
return action.UseWaypointTypeEnum == ActionUseWaypointTypeEnum.Target;
}
// 其余情况和没有action的情况以点位类型为准
return waypoint.Type == WaypointType.Target.Code;
}
private async Task<bool> SwitchPartyBefore(PathingTask task)
{
var ra = CaptureToRectArea();
// 切换队伍前判断是否全队死亡 // 可能队伍切换失败导致的死亡
if (Bv.ClickIfInReviveModal(ra))
{
await Bv.WaitForMainUi(ct); // 等待主界面加载完成
Logger.LogInformation("复苏完成");
await Delay(4000, ct);
// 血量肯定不满,直接去七天神像回血
await TpStatueOfTheSeven();
}
var pRaList = ra.FindMulti(AutoFightAssets.Instance.PRa); // 判断是否联机
if (pRaList.Count > 0)
{
Logger.LogInformation("处于联机状态下,不切换队伍");
}
else
{
if (PartyConfig is { Enabled: false })
{
// 调度器未配置的情况下,根据路径追踪条件配置切换队伍
var partyName = FilterPartyNameByConditionConfig(task);
if (!await SwitchParty(partyName))
{
Logger.LogError("切换队伍失败,无法执行此路径!请检查路径追踪设置!");
return false;
}
}
else if (!string.IsNullOrEmpty(PartyConfig.PartyName))
{
if (!await SwitchParty(PartyConfig.PartyName))
{
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!");
return false;
}
}
}
return true;
}
private void InitializePathing(PathingTask task)
{
LogScreenResolution();
WeakReferenceMessenger.Default.Send(new PropertyChangedMessage<object>(this,
"UpdateCurrentPathing", new object(), task));
}
private void LogScreenResolution()
{
var gameScreenSize = SystemControl.GetGameScreenRect(TaskContext.Instance().GameHandle);
if (gameScreenSize.Width * 9 != gameScreenSize.Height * 16)
{
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);
throw new Exception("游戏窗口分辨率不是 16:9 !无法使用路径追踪功能!");
}
if (gameScreenSize.Width < 1920 || gameScreenSize.Height < 1080)
{
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);
throw new Exception("游戏窗口分辨率小于 1920x1080 !无法使用路径追踪功能!");
}
}
/// <summary>
/// 切换队伍
/// </summary>
/// <param name="partyName"></param>
/// <returns></returns>
private async Task<bool> SwitchParty(string? partyName)
{
if (!string.IsNullOrEmpty(partyName))
{
if (RunnerContext.Instance.PartyName == partyName)
{
return true;
}
if (!string.IsNullOrEmpty(RunnerContext.Instance.PartyName))
{
// 非空的情况下先tp到安全位置回血的七天神像
await new TpTask(ct).TpToStatueOfTheSeven();
}
var success = await new SwitchPartyTask().Start(partyName, ct);
if (success)
{
RunnerContext.Instance.PartyName = partyName;
RunnerContext.Instance.ClearCombatScenes();
return true;
}
return false;
}
return true;
}
private static string? FilterPartyNameByConditionConfig(PathingTask task)
{
var pathingConditionConfig = TaskContext.Instance().Config.PathingConditionConfig;
var materialName = task.GetMaterialName();
var specialActions = task.Positions
.Select(p => p.Action)
.Where(action => !string.IsNullOrEmpty(action))
.Distinct()
.ToList();
var partyName = pathingConditionConfig.FilterPartyName(materialName, specialActions);
return partyName;
}
/// <summary>
/// 校验
/// </summary>
/// <param name="task"></param>
/// <returns></returns>
private async Task<bool> ValidateGameWithTask(PathingTask task)
{
_combatScenes = await RunnerContext.Instance.GetCombatScenes(ct);
if (_combatScenes == null)
{
return false;
}
// 没有强制配置的情况下,使用路径追踪内的条件配置
// 必须放在这里,因为要通过队伍识别来得到最终结果
var pathingConditionConfig = TaskContext.Instance().Config.PathingConditionConfig;
if (PartyConfig is { Enabled: false })
{
PartyConfig = pathingConditionConfig.BuildPartyConfigByCondition(_combatScenes);
}
// 校验角色是否存在
if (task.HasAction(ActionEnum.NahidaCollect.Code))
{
var avatar = _combatScenes.SelectAvatar("纳西妲");
if (avatar == null)
{
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!");
return false;
}
// _actionAvatarIndexMap.Add("nahida_collect", avatar.Index.ToString());
}
// 把所有需要切换的角色编号记录下来
Dictionary<string, ElementalType> map = new()
{
{ ActionEnum.HydroCollect.Code, ElementalType.Hydro },
{ ActionEnum.ElectroCollect.Code, ElementalType.Electro },
{ ActionEnum.AnemoCollect.Code, ElementalType.Anemo }
};
foreach (var (action, el) in map)
{
if (!ValidateElementalActionAvatarIndex(task, action, el, _combatScenes))
{
return false;
}
}
return true;
}
private bool ValidateElementalActionAvatarIndex(PathingTask task, string action, ElementalType el, CombatScenes combatScenes)
{
if (task.HasAction(action))
{
foreach (var avatar in combatScenes.Avatars)
{
if (ElementalCollectAvatarConfigs.Get(avatar.Name, el) != null)
{
return true;
}
}
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)));
return false;
}
else
{
return true;
}
}
private List<List<WaypointForTrack>> ConvertWaypointsForTrack(List<Waypoint> positions)
{
// 把 X Y 转换为 MatX MatY
var allList = positions.Select(waypoint => new WaypointForTrack(waypoint)).ToList();
// 按照WaypointType.Teleport.Code切割数组
var result = new List<List<WaypointForTrack>>();
var tempList = new List<WaypointForTrack>();
foreach (var waypoint in allList)
{
if (waypoint.Type == WaypointType.Teleport.Code)
{
if (tempList.Count > 0)
{
result.Add(tempList);
tempList = new List<WaypointForTrack>();
}
}
tempList.Add(waypoint);
}
result.Add(tempList);
return result;
}
/// <summary>
/// 尝试队伍回血,如果单人回血,由于记录检查时是哪位残血,则当作行走位处理。
/// </summary>
private async Task<bool> TryPartyHealing()
{
foreach (var avatar in _combatScenes?.Avatars ?? [])
{
if (avatar.Name == "白术")
{
if (avatar.TrySwitch())
{
//1命白术能两次
Simulation.SendInput.SimulateAction(GIActions.ElementalSkill);
await Delay(800, ct);
Simulation.SendInput.SimulateAction(GIActions.ElementalSkill);
await Delay(800, ct);
await SwitchAvatar(PartyConfig.MainAvatarIndex);
await Delay(4000, ct);
return true;
}
break;
}
else if (avatar.Name == "希格雯")
{
if (avatar.TrySwitch())
{
Simulation.SendInput.SimulateAction(GIActions.ElementalSkill);
await Delay(11000, ct);
await SwitchAvatar(PartyConfig.MainAvatarIndex);
return true;
}
break;
}
else if (avatar.Name == "珊瑚宫心海")
{
if (avatar.TrySwitch())
{
Simulation.SendInput.SimulateAction(GIActions.ElementalSkill);
await Delay(500, ct);
//尝试Q全队回血
Simulation.SendInput.SimulateAction(GIActions.ElementalBurst);
//单人血只给行走位加血
await SwitchAvatar(PartyConfig.MainAvatarIndex);
await Delay(5000, ct);
return true;
}
}
}
return false;
}
private async Task RecoverWhenLowHp(WaypointForTrack waypoint)
{
if (PartyConfig.OnlyInTeleportRecover && waypoint.Type != WaypointType.Teleport.Code)
{
return;
}
using var region = CaptureToRectArea();
if (Bv.CurrentAvatarIsLowHp(region) && !(await TryPartyHealing() && Bv.CurrentAvatarIsLowHp(region)))
{
Logger.LogInformation("当前角色血量过低,去须弥七天神像恢复");
await TpStatueOfTheSeven();
throw new RetryException("回血完成后重试路线");
}
else if (Bv.ClickIfInReviveModal(region))
{
await Bv.WaitForMainUi(ct); // 等待主界面加载完成
Logger.LogInformation("复苏完成");
await Delay(4000, ct);
// 血量肯定不满,直接去七天神像回血
await TpStatueOfTheSeven();
throw new RetryException("回血完成后重试路线");
}
}
private async Task TpStatueOfTheSeven()
{
// tp 到七天神像回血
var tpTask = new TpTask(ct);
await tpTask.TpToStatueOfTheSeven();
await Delay(3000, ct);
Logger.LogInformation("HP恢复完成");
}
private async Task HandleTeleportWaypoint(WaypointForTrack waypoint)
{
var forceTp = waypoint.Action == ActionEnum.ForceTp.Code;
var (tpX, tpY) = await new TpTask(ct).Tp(waypoint.GameX, waypoint.GameY, forceTp);
var (tprX, tprY) = MapCoordinate.GameToMain2048(tpX, tpY);
EntireMap.Instance.SetPrevPosition((float)tprX, (float)tprY); // 通过上一个位置直接进行局部特征匹配
await Delay(500, ct); // 多等一会
}
private async Task FaceTo(WaypointForTrack waypoint)
{
var screen = CaptureToRectArea();
var position = await GetPosition(screen);
var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
Logger.LogInformation("朝向点,位置({x2},{y2})", $"{waypoint.GameX:F1}", $"{waypoint.GameY:F1}");
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 2);
await Delay(500, ct);
}
private async Task MoveTo(WaypointForTrack waypoint)
{
// 切人
await SwitchAvatar(PartyConfig.MainAvatarIndex);
var screen = CaptureToRectArea();
var position = await GetPosition(screen);
var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
Logger.LogInformation("粗略接近途经点,位置({x2},{y2})", $"{waypoint.GameX:F1}", $"{waypoint.GameY:F1}");
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 5);
var startTime = DateTime.UtcNow;
var lastPositionRecord = DateTime.UtcNow;
var fastMode = false;
var prevPositions = new List<Point2f>();
var fastModeColdTime = DateTime.MinValue;
var num = 0;
// 按下w一直走
Simulation.SendInput.SimulateAction(GIActions.MoveForward, KeyType.KeyDown);
while (!ct.IsCancellationRequested)
{
num++;
if ((DateTime.UtcNow - startTime).TotalSeconds > 240)
{
Logger.LogWarning("执行超时,放弃此次追踪");
throw new RetryException("路径点执行超时,放弃整条路径");
}
screen = CaptureToRectArea();
EndJudgment(screen);
position = await GetPosition(screen);
var distance = Navigation.GetDistance(waypoint, position);
Debug.WriteLine($"接近目标点中,距离为{distance}");
if (distance < 4)
{
Logger.LogInformation("到达路径点附近");
break;
}
if (distance > 500)
{
if (pathExecutorSuspend.CheckAndResetSuspendPoint())
{
throw new RetryNoCountException("可能暂停导致路径过远,重试一次此路线!");
}
else
{
Logger.LogWarning("距离过远,跳过路径点");
}
break;
}
// 非攀爬状态下,检测是否卡死(脱困触发器)
if (waypoint.MoveMode != MoveModeEnum.Climb.Code)
{
if ((DateTime.UtcNow - lastPositionRecord).TotalMilliseconds > 1000)
{
lastPositionRecord = DateTime.UtcNow;
prevPositions.Add(position);
if (prevPositions.Count > 8)
{
var delta = prevPositions[^1] - prevPositions[^8];
if (Math.Abs(delta.X) + Math.Abs(delta.Y) < 3)
{
_inTrap++;
if (_inTrap > 2)
{
throw new RetryException("此路线出现3次卡死重试一次路线或放弃此路线");
}
Logger.LogWarning("疑似卡死,尝试脱离...");
//调用脱困代码由TrapEscaper接管移动
await _trapEscaper.RotateAndMove();
await _trapEscaper.MoveTo(waypoint);
Simulation.SendInput.SimulateAction(GIActions.MoveForward, KeyType.KeyDown);
Logger.LogInformation("卡死脱离结束");
continue;
}
}
}
}
// 旋转视角
targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
//执行旋转
_rotateTask.RotateToApproach(targetOrientation, screen);
// 根据指定方式进行移动
if (waypoint.MoveMode == MoveModeEnum.Fly.Code)
{
var isFlying = Bv.GetMotionStatus(screen) == MotionStatus.Fly;
if (!isFlying)
{
Debug.WriteLine("未进入飞行状态,按下空格");
Simulation.SendInput.SimulateAction(GIActions.Jump);
await Delay(200, ct);
}
continue;
}
if (waypoint.MoveMode == MoveModeEnum.Jump.Code)
{
Simulation.SendInput.SimulateAction(GIActions.Jump);
await Delay(200, ct);
continue;
}
// 只有设置为run才会一直疾跑
if (waypoint.MoveMode == MoveModeEnum.Run.Code)
{
if (distance > 20 != fastMode) // 距离大于20时可以使用疾跑/自由泳
{
if (fastMode)
{
Simulation.SendInput.SimulateAction(GIActions.SprintMouse, KeyType.KeyUp);
}
else
{
Simulation.SendInput.SimulateAction(GIActions.SprintMouse, KeyType.KeyDown);
}
fastMode = !fastMode;
}
}
else if (waypoint.MoveMode == MoveModeEnum.Dash.Code)
{
if (distance > 20) // 距离大于25时可以使用疾跑
{
if (Math.Abs((fastModeColdTime - DateTime.UtcNow).TotalMilliseconds) > 1000) //冷却一会
{
fastModeColdTime = DateTime.UtcNow;
Simulation.SendInput.SimulateAction(GIActions.SprintMouse);
}
}
}
else if (waypoint.MoveMode != MoveModeEnum.Climb.Code) //否则自动短疾跑
{
// 使用 E 技能
if (distance > 10 && !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;
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;
}
}
// 自动疾跑
if (distance > 20 && PartyConfig.AutoRunEnabled)
{
if (Math.Abs((fastModeColdTime - DateTime.UtcNow).TotalMilliseconds) > 2500) //冷却时间2.5s,回复体力用
{
fastModeColdTime = DateTime.UtcNow;
Simulation.SendInput.SimulateAction(GIActions.SprintMouse);
}
}
}
// 使用小道具
if (PartyConfig.UseGadgetIntervalMs > 0)
{
if ((DateTime.UtcNow - _useGadgetLastUseTime).TotalMilliseconds > PartyConfig.UseGadgetIntervalMs)
{
Simulation.SendInput.SimulateAction(GIActions.QuickUseGadget);
_useGadgetLastUseTime = DateTime.UtcNow;
}
}
await Delay(100, ct);
}
// 抬起w键
Simulation.SendInput.SimulateAction(GIActions.MoveForward, KeyType.KeyUp);
}
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.SimulateAction(GIActions.MoveForward, KeyType.KeyUp);
await Delay(50, ct);
Simulation.SendInput.SimulateAction(GIActions.MoveBackward);
await Delay(200, ct);
}
if (PartyConfig.GuardianElementalSkillLongPress)
{
Simulation.SendInput.SimulateAction(GIActions.ElementalSkill, KeyType.KeyDown);
await Task.Delay(800); // 不能取消
Simulation.SendInput.SimulateAction(GIActions.ElementalSkill, KeyType.KeyUp);
await Delay(700, ct);
}
else
{
Simulation.SendInput.SimulateAction(GIActions.ElementalSkill);
await Delay(300, ct);
}
// 钟离往身后放柱子 后继续走路
if (avatar.Name == "钟离")
{
Simulation.SendInput.SimulateAction(GIActions.MoveForward, KeyType.KeyDown);
}
}
private async Task MoveCloseTo(WaypointForTrack waypoint)
{
ImageRegion screen;
Point2f position;
int targetOrientation;
Logger.LogInformation("精确接近目标点,位置({x2},{y2})", $"{waypoint.GameX:F1}", $"{waypoint.GameY:F1}");
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.SimulateAction(GIActions.MoveForward, KeyType.KeyDown);
Thread.Sleep(60);
Simulation.SendInput.SimulateAction(GIActions.MoveForward, KeyType.KeyUp);
// Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W).Sleep(60).KeyUp(User32.VK.VK_W);
await Delay(20, ct);
}
Simulation.SendInput.SimulateAction(GIActions.MoveForward, KeyType.KeyUp);
// 到达目的地后停顿一秒
await Delay(1000, ct);
}
private async Task BeforeMoveCloseToTarget(WaypointForTrack waypoint)
{
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.SimulateAction(GIActions.NormalAttack);
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, waypoint);
await Delay(800, ct);
}
else if (waypoint.Action == ActionEnum.LogOutput.Code)
{
Logger.LogInformation(waypoint.LogInfo);
}
}
private async Task AfterMoveToTarget(WaypointForTrack 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
|| waypoint.Action == ActionEnum.CombatScript.Code
|| waypoint.Action == ActionEnum.Mining.Code
|| waypoint.Action == ActionEnum.Fishing.Code)
{
var handler = ActionFactory.GetAfterHandler(waypoint.Action);
//,PartyConfig
await handler.RunAsync(ct, waypoint, PartyConfig);
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.IsInMainUi(imageRegion))
{
Logger.LogDebug("小地图位置定位失败,且当前不是主界面,进入异常处理");
await ResolveAnomalies(imageRegion);
}
}
return position;
}
/**
* 处理各种异常场景
* 需要保证耗时不能太高
*/
private async Task ResolveAnomalies(ImageRegion? imageRegion = null)
{
if (imageRegion == null)
{
imageRegion = CaptureToRectArea();
}
// 一些异常界面处理
var cookRa = imageRegion.Find(AutoSkipAssets.Instance.CookRo);
var closeRa = imageRegion.Find(AutoSkipAssets.Instance.PageCloseMainRo);
if (cookRa.IsExist() || closeRa.IsExist())
{
Logger.LogInformation("检测到其他界面使用ESC关闭界面");
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_ESCAPE);
}
// 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(new AutoSkipConfig
{
QuicklySkipConversationsEnabled = true, // 快速点击过剧情
ClosePopupPagedEnabled = true,
ClickChatOption = "优先选择最后一个选项",
});
_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");
}
}
}