Files
better-genshin-impact/BetterGenshinImpact/ViewModel/Pages/TaskSettingsPageViewModel.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

407 lines
12 KiB
C#

using BetterGenshinImpact.Core.Config;
using BetterGenshinImpact.Core.Script;
using BetterGenshinImpact.GameTask;
using BetterGenshinImpact.GameTask.AutoDomain;
using BetterGenshinImpact.GameTask.AutoFight;
using BetterGenshinImpact.GameTask.AutoGeniusInvokation;
using BetterGenshinImpact.GameTask.AutoMusicGame;
using BetterGenshinImpact.GameTask.AutoSkip.Model;
using BetterGenshinImpact.GameTask.AutoTrackPath;
using BetterGenshinImpact.GameTask.AutoWood;
using BetterGenshinImpact.GameTask.Model;
using BetterGenshinImpact.Service.Interface;
using BetterGenshinImpact.View.Pages;
using CommunityToolkit.Mvvm.ComponentModel;
using CommunityToolkit.Mvvm.Input;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using Windows.System;
using BetterGenshinImpact.GameTask.AutoFishing;
using BetterGenshinImpact.GameTask.Common.Element.Assets;
using BetterGenshinImpact.GameTask.Model.Enum;
using BetterGenshinImpact.Helpers;
using Wpf.Ui;
using Wpf.Ui.Controls;
using Wpf.Ui.Violeta.Controls;
using BetterGenshinImpact.ViewModel.Pages.View;
namespace BetterGenshinImpact.ViewModel.Pages;
public partial class TaskSettingsPageViewModel : ObservableObject, INavigationAware, IViewModel
{
public AllConfig Config { get; set; }
private readonly INavigationService _navigationService;
private readonly TaskTriggerDispatcher _taskDispatcher;
private CancellationTokenSource? _cts;
private static readonly object _locker = new();
// [ObservableProperty]
// private string[] _strategyList;
[ObservableProperty]
private bool _switchAutoGeniusInvokationEnabled;
[ObservableProperty]
private string _switchAutoGeniusInvokationButtonText = "启动";
[ObservableProperty]
private int _autoWoodRoundNum;
[ObservableProperty]
private int _autoWoodDailyMaxCount = 2000;
[ObservableProperty]
private bool _switchAutoWoodEnabled;
[ObservableProperty]
private string _switchAutoWoodButtonText = "启动";
//[ObservableProperty]
//private string[] _combatStrategyList;
[ObservableProperty]
private int _autoDomainRoundNum;
[ObservableProperty]
private bool _switchAutoDomainEnabled;
[ObservableProperty]
private string _switchAutoDomainButtonText = "启动";
[ObservableProperty]
private bool _switchAutoFightEnabled;
[ObservableProperty]
private string _switchAutoFightButtonText = "启动";
[ObservableProperty]
private string _switchAutoTrackButtonText = "启动";
[ObservableProperty]
private string _switchAutoTrackPathButtonText = "启动";
[ObservableProperty]
private bool _switchAutoMusicGameEnabled;
[ObservableProperty]
private string _switchAutoMusicGameButtonText = "启动";
[ObservableProperty]
private bool _switchAutoAlbumEnabled;
[ObservableProperty]
private string _switchAutoAlbumButtonText = "启动";
[ObservableProperty]
private List<string> _domainNameList;
public static List<string> ArtifactSalvageStarList = ["4", "3", "2", "1"];
[ObservableProperty]
private List<string> _autoMusicLevelList = ["传说", "大师", "困难", "普通", "所有"];
[ObservableProperty]
private AutoFightViewModel? _autoFightViewModel;
[ObservableProperty]
private bool _switchAutoFishingEnabled;
[ObservableProperty]
private string _switchAutoFishingButtonText = "启动";
public TaskSettingsPageViewModel(IConfigService configService, INavigationService navigationService, TaskTriggerDispatcher taskTriggerDispatcher)
{
Config = configService.Get();
_navigationService = navigationService;
_taskDispatcher = taskTriggerDispatcher;
//_strategyList = LoadCustomScript(Global.Absolute(@"User\AutoGeniusInvokation"));
//_combatStrategyList = ["根据队伍自动选择", .. LoadCustomScript(Global.Absolute(@"User\AutoFight"))];
_domainNameList = ["", ..MapLazyAssets.Instance.DomainNameList];
_autoFightViewModel = new AutoFightViewModel(Config);
}
[RelayCommand]
private async Task OnStopSoloTask()
{
CancellationContext.Instance.Cancel();
SwitchAutoGeniusInvokationEnabled = false;
SwitchAutoWoodEnabled = false;
SwitchAutoDomainEnabled = false;
SwitchAutoFightEnabled = false;
SwitchAutoMusicGameEnabled = false;
await Task.Delay(800);
}
[RelayCommand]
private void OnStrategyDropDownOpened(string type)
{
_autoFightViewModel.OnStrategyDropDownOpened(type);
}
public void OnNavigatedTo()
{
}
public void OnNavigatedFrom()
{
}
[RelayCommand]
public void OnGoToHotKeyPage()
{
_navigationService.Navigate(typeof(HotKeyPage));
}
[RelayCommand]
public async Task OnSwitchAutoGeniusInvokation()
{
if (GetTcgStrategy(out var content))
{
return;
}
SwitchAutoGeniusInvokationEnabled = true;
await new TaskRunner(DispatcherTimerOperationEnum.UseSelfCaptureImage)
.RunSoloTaskAsync(new AutoGeniusInvokationTask(new GeniusInvokationTaskParam(content)));
SwitchAutoGeniusInvokationEnabled = false;
}
public bool GetTcgStrategy(out string content)
{
content = string.Empty;
if (string.IsNullOrEmpty(Config.AutoGeniusInvokationConfig.StrategyName))
{
Toast.Warning("请先选择策略");
return true;
}
var path = Global.Absolute(@"User\AutoGeniusInvokation\" + Config.AutoGeniusInvokationConfig.StrategyName + ".txt");
if (!File.Exists(path))
{
Toast.Error("策略文件不存在");
return true;
}
content = File.ReadAllText(path);
return false;
}
[RelayCommand]
public async Task OnGoToAutoGeniusInvokationUrlAsync()
{
await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/tcg.html"));
}
[RelayCommand]
public async Task OnSwitchAutoWood()
{
SwitchAutoWoodEnabled = true;
await new TaskRunner(DispatcherTimerOperationEnum.UseSelfCaptureImage)
.RunSoloTaskAsync(new AutoWoodTask(new WoodTaskParam(AutoWoodRoundNum, AutoWoodDailyMaxCount)));
SwitchAutoWoodEnabled = false;
}
[RelayCommand]
public async Task OnGoToAutoWoodUrlAsync()
{
await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/felling.html"));
}
[RelayCommand]
public async Task OnSwitchAutoFight()
{
if (GetFightStrategy(out var path))
{
return;
}
var param = new AutoFightParam(path, Config.AutoFightConfig);
SwitchAutoFightEnabled = true;
await new TaskRunner(DispatcherTimerOperationEnum.UseCacheImageWithTrigger)
.RunSoloTaskAsync(new AutoFightTask(param));
SwitchAutoFightEnabled = false;
}
[RelayCommand]
public async Task OnGoToAutoFightUrlAsync()
{
await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/domain.html"));
}
[RelayCommand]
public async Task OnSwitchAutoDomain()
{
if (GetFightStrategy(out var path))
{
return;
}
SwitchAutoDomainEnabled = true;
await new TaskRunner(DispatcherTimerOperationEnum.UseCacheImage)
.RunSoloTaskAsync(new AutoDomainTask(new AutoDomainParam(AutoDomainRoundNum, path)));
SwitchAutoDomainEnabled = false;
}
public bool GetFightStrategy(out string path)
{
if (string.IsNullOrEmpty(Config.AutoFightConfig.StrategyName))
{
UIDispatcherHelper.Invoke(() => { Toast.Warning("请先在【独立任务——自动战斗】下拉列表配置中选择战斗策略!"); });
path = string.Empty;
return true;
}
path = Global.Absolute(@"User\AutoFight\" + Config.AutoFightConfig.StrategyName + ".txt");
if ("根据队伍自动选择".Equals(Config.AutoFightConfig.StrategyName))
{
path = Global.Absolute(@"User\AutoFight\");
}
if (!File.Exists(path) && !Directory.Exists(path))
{
UIDispatcherHelper.Invoke(() => { Toast.Error("当前选择的自动战斗策略文件不存在"); });
return true;
}
return false;
}
[RelayCommand]
public async Task OnGoToAutoDomainUrlAsync()
{
await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/domain.html"));
}
[RelayCommand]
public void OnOpenFightFolder()
{
_autoFightViewModel?.OnOpenFightFolder();
}
[Obsolete]
[RelayCommand]
public void OnSwitchAutoTrack()
{
// try
// {
// lock (_locker)
// {
// if (SwitchAutoTrackButtonText == "启动")
// {
// _cts?.Cancel();
// _cts = new CancellationTokenSource();
// var param = new AutoTrackParam(_cts);
// _taskDispatcher.StartIndependentTask(IndependentTaskEnum.AutoTrack, param);
// SwitchAutoTrackButtonText = "停止";
// }
// else
// {
// _cts?.Cancel();
// SwitchAutoTrackButtonText = "启动";
// }
// }
// }
// catch (Exception ex)
// {
// MessageBox.Error(ex.Message);
// }
}
[RelayCommand]
public async Task OnGoToAutoTrackUrlAsync()
{
await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/track.html"));
}
[Obsolete]
[RelayCommand]
public void OnSwitchAutoTrackPath()
{
// try
// {
// lock (_locker)
// {
// if (SwitchAutoTrackPathButtonText == "启动")
// {
// _cts?.Cancel();
// _cts = new CancellationTokenSource();
// var param = new AutoTrackPathParam(_cts);
// _taskDispatcher.StartIndependentTask(IndependentTaskEnum.AutoTrackPath, param);
// SwitchAutoTrackPathButtonText = "停止";
// }
// else
// {
// _cts?.Cancel();
// SwitchAutoTrackPathButtonText = "启动";
// }
// }
// }
// catch (Exception ex)
// {
// MessageBox.Error(ex.Message);
// }
}
[RelayCommand]
private async Task OnGoToAutoTrackPathUrlAsync()
{
await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/track.html"));
}
[RelayCommand]
private async Task OnSwitchAutoMusicGame()
{
SwitchAutoMusicGameEnabled = true;
await new TaskRunner(DispatcherTimerOperationEnum.UseSelfCaptureImage)
.RunSoloTaskAsync(new AutoMusicGameTask(new AutoMusicGameParam()));
SwitchAutoMusicGameEnabled = false;
}
[RelayCommand]
private async Task OnGoToAutoMusicGameUrlAsync()
{
await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/music.html"));
}
[RelayCommand]
private async Task OnSwitchAutoAlbum()
{
SwitchAutoAlbumEnabled = true;
await new TaskRunner(DispatcherTimerOperationEnum.UseSelfCaptureImage)
.RunSoloTaskAsync(new AutoAlbumTask(new AutoMusicGameParam()));
SwitchAutoAlbumEnabled = false;
}
[RelayCommand]
private async Task OnSwitchAutoFishing()
{
SwitchAutoFishingEnabled = true;
await new TaskRunner(DispatcherTimerOperationEnum.UseSelfCaptureImage)
.RunSoloTaskAsync(new AutoFishingTask());
SwitchAutoFishingEnabled = false;
}
[RelayCommand]
private async Task OnGoToAutoFishingUrlAsync()
{
await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/timer/fish.html"));
}
[RelayCommand]
private void OnOpenLocalScriptRepo()
{
_autoFightViewModel.OnOpenLocalScriptRepo();
}
}