Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoPathing/Handler/MiningHandler.cs
Takaranoao 399441b9e8 优化技能冷却处理逻辑 (#1321)
* 在路径追踪重构了部分冷却处理逻辑,战斗脚本e增加wait参数可等待技能冷却而不是跳过。采矿e增加等待。尝试修复路径追踪 UseElementalSkill 与采矿脚本冲突的问题。

* 给CombatCommand加入快速跳过e的选项

* 优化技能冷却处理逻辑,增加OcrSkillCd属性以支持OCR识别的技能冷却时间,并调整相关技能CD计算和等待逻辑,尝试修复纳西妲采集终止时按键未弹起的问题

* 优化战斗任务中的技能冷却处理逻辑

* 更新纳西妲技能冷却时间记录,改为使用UTC时间并增加日志输出以便调试

* 增加最大技能CD检查,以排除系统时间/日期同步导致无限卡死。修复跑图路切人。(ps:主板电池没电应该去修主板)

* 修复CheckAvatarAvailable

* fix AutoFightTask skill cooldown logic and improve comments

* 尝试修复脚本在"当前角色"下的小问题

* 尝试修复脚本在"当前角色"下的小问题,Avatar类结构调整,重新做了"根据技能cd优化出招"部分。

* Refactor avatar retrieval in PathingConditionConfig to use GetAvatars method and update skill cooldown references

* Fix variable naming for clarity in CombatScenes

* 在自动战斗执行前预先过滤不可执行的脚本。

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Co-authored-by: 辉鸭蛋 <huiyadanli@gmail.com>
2025-04-04 13:54:44 +08:00

68 lines
2.5 KiB
C#

using System;
using System.Diagnostics;
using System.Threading;
using System.Threading.Tasks;
using BetterGenshinImpact.GameTask.AutoFight.Model;
using BetterGenshinImpact.GameTask.AutoFight.Script;
using BetterGenshinImpact.GameTask.AutoPathing.Model;
using BetterGenshinImpact.GameTask.Common.Job;
using Microsoft.Extensions.Logging;
using static BetterGenshinImpact.GameTask.Common.TaskControl;
namespace BetterGenshinImpact.GameTask.AutoPathing.Handler;
/// <summary>
/// 挖矿并拾取
/// </summary>
public class MiningHandler : IActionHandler
{
private readonly CombatScript _miningCombatScript = CombatScriptParser.ParseContext("""
e(hold)
e(hold)
e(hold),keydown(s),wait(0.4),keyup(s),attack(0.2),attack(0.2),attack(0.2),attack(0.2),attack(0.2),attack(0.2)
e(hold)
a(0.2),a(0.2),a(0.2),a(0.2),a(0.2),a(0.2),a(0.2),a(0.2)
""");
private readonly ScanPickTask _scanPickTask = new();
public async Task RunAsync(CancellationToken ct, WaypointForTrack? waypointForTrack = null, object? config = null)
{
var combatScenes = await RunnerContext.Instance.GetCombatScenes(ct);
if (combatScenes == null)
{
Logger.LogError("队伍识别未初始化成功!");
return;
}
// 挖矿
Mining(combatScenes);
if (waypointForTrack is { ActionParams: not null }
&& waypointForTrack.ActionParams.Contains("disablePickupAround", StringComparison.InvariantCultureIgnoreCase))
{
await Delay(1000, ct);
// 拾取
await _scanPickTask.Start(ct);
}
}
private void Mining(CombatScenes combatScenes)
{
try
{
// 通用化战斗策略
foreach (var command in _miningCombatScript.CombatCommands)
{
command.Execute(combatScenes);
}
}
catch (Exception e)
{
Debug.WriteLine(e.Message);
Debug.WriteLine(e.StackTrace);
}
}
}