mirror of
https://github.com/babalae/better-genshin-impact.git
synced 2026-05-21 09:45:48 +08:00
* 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>
407 lines
12 KiB
C#
407 lines
12 KiB
C#
using BetterGenshinImpact.Core.Config;
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using BetterGenshinImpact.Core.Script;
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using BetterGenshinImpact.GameTask;
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using BetterGenshinImpact.GameTask.AutoDomain;
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using BetterGenshinImpact.GameTask.AutoFight;
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using BetterGenshinImpact.GameTask.AutoGeniusInvokation;
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using BetterGenshinImpact.GameTask.AutoMusicGame;
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using BetterGenshinImpact.GameTask.AutoSkip.Model;
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using BetterGenshinImpact.GameTask.AutoTrackPath;
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using BetterGenshinImpact.GameTask.AutoWood;
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using BetterGenshinImpact.GameTask.Model;
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using BetterGenshinImpact.Service.Interface;
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using BetterGenshinImpact.View.Pages;
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using CommunityToolkit.Mvvm.ComponentModel;
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using CommunityToolkit.Mvvm.Input;
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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.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using Windows.System;
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using BetterGenshinImpact.GameTask.AutoFishing;
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using BetterGenshinImpact.GameTask.Common.Element.Assets;
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using BetterGenshinImpact.GameTask.Model.Enum;
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using BetterGenshinImpact.Helpers;
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using Wpf.Ui;
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using Wpf.Ui.Controls;
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using Wpf.Ui.Violeta.Controls;
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using BetterGenshinImpact.ViewModel.Pages.View;
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namespace BetterGenshinImpact.ViewModel.Pages;
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public partial class TaskSettingsPageViewModel : ObservableObject, INavigationAware, IViewModel
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{
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public AllConfig Config { get; set; }
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private readonly INavigationService _navigationService;
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private readonly TaskTriggerDispatcher _taskDispatcher;
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private CancellationTokenSource? _cts;
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private static readonly object _locker = new();
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// [ObservableProperty]
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// private string[] _strategyList;
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[ObservableProperty]
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private bool _switchAutoGeniusInvokationEnabled;
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[ObservableProperty]
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private string _switchAutoGeniusInvokationButtonText = "启动";
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[ObservableProperty]
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private int _autoWoodRoundNum;
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[ObservableProperty]
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private int _autoWoodDailyMaxCount = 2000;
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[ObservableProperty]
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private bool _switchAutoWoodEnabled;
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[ObservableProperty]
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private string _switchAutoWoodButtonText = "启动";
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//[ObservableProperty]
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//private string[] _combatStrategyList;
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[ObservableProperty]
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private int _autoDomainRoundNum;
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[ObservableProperty]
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private bool _switchAutoDomainEnabled;
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[ObservableProperty]
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private string _switchAutoDomainButtonText = "启动";
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[ObservableProperty]
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private bool _switchAutoFightEnabled;
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[ObservableProperty]
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private string _switchAutoFightButtonText = "启动";
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[ObservableProperty]
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private string _switchAutoTrackButtonText = "启动";
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[ObservableProperty]
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private string _switchAutoTrackPathButtonText = "启动";
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[ObservableProperty]
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private bool _switchAutoMusicGameEnabled;
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[ObservableProperty]
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private string _switchAutoMusicGameButtonText = "启动";
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[ObservableProperty]
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private bool _switchAutoAlbumEnabled;
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[ObservableProperty]
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private string _switchAutoAlbumButtonText = "启动";
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[ObservableProperty]
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private List<string> _domainNameList;
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public static List<string> ArtifactSalvageStarList = ["4", "3", "2", "1"];
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[ObservableProperty]
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private List<string> _autoMusicLevelList = ["传说", "大师", "困难", "普通", "所有"];
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[ObservableProperty]
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private AutoFightViewModel? _autoFightViewModel;
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[ObservableProperty]
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private bool _switchAutoFishingEnabled;
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[ObservableProperty]
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private string _switchAutoFishingButtonText = "启动";
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public TaskSettingsPageViewModel(IConfigService configService, INavigationService navigationService, TaskTriggerDispatcher taskTriggerDispatcher)
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{
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Config = configService.Get();
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_navigationService = navigationService;
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_taskDispatcher = taskTriggerDispatcher;
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//_strategyList = LoadCustomScript(Global.Absolute(@"User\AutoGeniusInvokation"));
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//_combatStrategyList = ["根据队伍自动选择", .. LoadCustomScript(Global.Absolute(@"User\AutoFight"))];
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_domainNameList = ["", ..MapLazyAssets.Instance.DomainNameList];
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_autoFightViewModel = new AutoFightViewModel(Config);
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}
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[RelayCommand]
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private async Task OnStopSoloTask()
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{
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CancellationContext.Instance.Cancel();
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SwitchAutoGeniusInvokationEnabled = false;
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SwitchAutoWoodEnabled = false;
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SwitchAutoDomainEnabled = false;
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SwitchAutoFightEnabled = false;
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SwitchAutoMusicGameEnabled = false;
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await Task.Delay(800);
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}
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[RelayCommand]
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private void OnStrategyDropDownOpened(string type)
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{
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_autoFightViewModel.OnStrategyDropDownOpened(type);
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}
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public void OnNavigatedTo()
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{
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}
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public void OnNavigatedFrom()
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{
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}
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[RelayCommand]
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public void OnGoToHotKeyPage()
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{
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_navigationService.Navigate(typeof(HotKeyPage));
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}
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[RelayCommand]
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public async Task OnSwitchAutoGeniusInvokation()
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{
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if (GetTcgStrategy(out var content))
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{
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return;
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}
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SwitchAutoGeniusInvokationEnabled = true;
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await new TaskRunner(DispatcherTimerOperationEnum.UseSelfCaptureImage)
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.RunSoloTaskAsync(new AutoGeniusInvokationTask(new GeniusInvokationTaskParam(content)));
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SwitchAutoGeniusInvokationEnabled = false;
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}
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public bool GetTcgStrategy(out string content)
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{
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content = string.Empty;
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if (string.IsNullOrEmpty(Config.AutoGeniusInvokationConfig.StrategyName))
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{
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Toast.Warning("请先选择策略");
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return true;
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}
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var path = Global.Absolute(@"User\AutoGeniusInvokation\" + Config.AutoGeniusInvokationConfig.StrategyName + ".txt");
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if (!File.Exists(path))
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{
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Toast.Error("策略文件不存在");
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return true;
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}
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content = File.ReadAllText(path);
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return false;
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}
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[RelayCommand]
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public async Task OnGoToAutoGeniusInvokationUrlAsync()
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{
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await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/tcg.html"));
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}
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[RelayCommand]
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public async Task OnSwitchAutoWood()
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{
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SwitchAutoWoodEnabled = true;
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await new TaskRunner(DispatcherTimerOperationEnum.UseSelfCaptureImage)
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.RunSoloTaskAsync(new AutoWoodTask(new WoodTaskParam(AutoWoodRoundNum, AutoWoodDailyMaxCount)));
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SwitchAutoWoodEnabled = false;
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}
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[RelayCommand]
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public async Task OnGoToAutoWoodUrlAsync()
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{
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await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/felling.html"));
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}
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[RelayCommand]
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public async Task OnSwitchAutoFight()
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{
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if (GetFightStrategy(out var path))
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{
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return;
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}
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var param = new AutoFightParam(path, Config.AutoFightConfig);
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SwitchAutoFightEnabled = true;
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await new TaskRunner(DispatcherTimerOperationEnum.UseCacheImageWithTrigger)
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.RunSoloTaskAsync(new AutoFightTask(param));
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SwitchAutoFightEnabled = false;
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}
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[RelayCommand]
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public async Task OnGoToAutoFightUrlAsync()
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{
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await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/domain.html"));
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}
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[RelayCommand]
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public async Task OnSwitchAutoDomain()
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{
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if (GetFightStrategy(out var path))
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{
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return;
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}
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SwitchAutoDomainEnabled = true;
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await new TaskRunner(DispatcherTimerOperationEnum.UseCacheImage)
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.RunSoloTaskAsync(new AutoDomainTask(new AutoDomainParam(AutoDomainRoundNum, path)));
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SwitchAutoDomainEnabled = false;
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}
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public bool GetFightStrategy(out string path)
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{
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if (string.IsNullOrEmpty(Config.AutoFightConfig.StrategyName))
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{
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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!"); });
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path = string.Empty;
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return true;
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}
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path = Global.Absolute(@"User\AutoFight\" + Config.AutoFightConfig.StrategyName + ".txt");
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if ("根据队伍自动选择".Equals(Config.AutoFightConfig.StrategyName))
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{
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path = Global.Absolute(@"User\AutoFight\");
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}
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if (!File.Exists(path) && !Directory.Exists(path))
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{
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UIDispatcherHelper.Invoke(() => { Toast.Error("当前选择的自动战斗策略文件不存在"); });
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return true;
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}
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return false;
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}
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[RelayCommand]
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public async Task OnGoToAutoDomainUrlAsync()
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{
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await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/domain.html"));
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}
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[RelayCommand]
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public void OnOpenFightFolder()
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{
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_autoFightViewModel?.OnOpenFightFolder();
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}
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[Obsolete]
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[RelayCommand]
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public void OnSwitchAutoTrack()
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{
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// try
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// {
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// lock (_locker)
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// {
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// if (SwitchAutoTrackButtonText == "启动")
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// {
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// _cts?.Cancel();
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// _cts = new CancellationTokenSource();
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// var param = new AutoTrackParam(_cts);
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// _taskDispatcher.StartIndependentTask(IndependentTaskEnum.AutoTrack, param);
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// SwitchAutoTrackButtonText = "停止";
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// }
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// else
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// {
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// _cts?.Cancel();
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// SwitchAutoTrackButtonText = "启动";
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// }
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// }
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// }
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// catch (Exception ex)
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// {
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// MessageBox.Error(ex.Message);
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// }
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}
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[RelayCommand]
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public async Task OnGoToAutoTrackUrlAsync()
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{
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await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/track.html"));
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}
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[Obsolete]
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[RelayCommand]
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public void OnSwitchAutoTrackPath()
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{
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// try
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// {
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// lock (_locker)
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// {
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// if (SwitchAutoTrackPathButtonText == "启动")
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// {
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// _cts?.Cancel();
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// _cts = new CancellationTokenSource();
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// var param = new AutoTrackPathParam(_cts);
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// _taskDispatcher.StartIndependentTask(IndependentTaskEnum.AutoTrackPath, param);
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// SwitchAutoTrackPathButtonText = "停止";
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// }
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// else
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// {
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// _cts?.Cancel();
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// SwitchAutoTrackPathButtonText = "启动";
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// }
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// }
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// }
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// catch (Exception ex)
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// {
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// MessageBox.Error(ex.Message);
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// }
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}
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[RelayCommand]
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private async Task OnGoToAutoTrackPathUrlAsync()
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{
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await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/track.html"));
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}
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[RelayCommand]
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private async Task OnSwitchAutoMusicGame()
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{
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SwitchAutoMusicGameEnabled = true;
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await new TaskRunner(DispatcherTimerOperationEnum.UseSelfCaptureImage)
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.RunSoloTaskAsync(new AutoMusicGameTask(new AutoMusicGameParam()));
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SwitchAutoMusicGameEnabled = false;
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}
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[RelayCommand]
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private async Task OnGoToAutoMusicGameUrlAsync()
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{
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await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/task/music.html"));
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}
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[RelayCommand]
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private async Task OnSwitchAutoAlbum()
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{
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SwitchAutoAlbumEnabled = true;
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await new TaskRunner(DispatcherTimerOperationEnum.UseSelfCaptureImage)
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.RunSoloTaskAsync(new AutoAlbumTask(new AutoMusicGameParam()));
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SwitchAutoAlbumEnabled = false;
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}
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[RelayCommand]
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private async Task OnSwitchAutoFishing()
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{
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SwitchAutoFishingEnabled = true;
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await new TaskRunner(DispatcherTimerOperationEnum.UseSelfCaptureImage)
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.RunSoloTaskAsync(new AutoFishingTask());
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SwitchAutoFishingEnabled = false;
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}
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[RelayCommand]
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private async Task OnGoToAutoFishingUrlAsync()
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{
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await Launcher.LaunchUriAsync(new Uri("https://bettergi.com/feats/timer/fish.html"));
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}
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[RelayCommand]
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private void OnOpenLocalScriptRepo()
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{
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_autoFightViewModel.OnOpenLocalScriptRepo();
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}
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} |