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* 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。 --------- Co-authored-by: 辉鸭蛋 <huiyadanli@gmail.com>
68 lines
2.5 KiB
C#
68 lines
2.5 KiB
C#
using System;
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using System.Diagnostics;
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using System.Threading;
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using System.Threading.Tasks;
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using BetterGenshinImpact.GameTask.AutoFight.Model;
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using BetterGenshinImpact.GameTask.AutoFight.Script;
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using BetterGenshinImpact.GameTask.AutoPathing.Model;
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using BetterGenshinImpact.GameTask.Common.Job;
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using Microsoft.Extensions.Logging;
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using static BetterGenshinImpact.GameTask.Common.TaskControl;
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namespace BetterGenshinImpact.GameTask.AutoPathing.Handler;
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/// <summary>
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/// 挖矿并拾取
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/// </summary>
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public class MiningHandler : IActionHandler
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{
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private readonly CombatScript _miningCombatScript = CombatScriptParser.ParseContext("""
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钟离 e(hold)
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雷泽 e(hold)
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卡齐娜 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)
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坎蒂丝 e(hold)
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凝光 a(0.2),a(0.2),a(0.2),a(0.2),a(0.2),a(0.2),a(0.2),a(0.2)
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""");
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private readonly ScanPickTask _scanPickTask = new();
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public async Task RunAsync(CancellationToken ct, WaypointForTrack? waypointForTrack = null, object? config = null)
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{
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var combatScenes = await RunnerContext.Instance.GetCombatScenes(ct);
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if (combatScenes == null)
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{
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Logger.LogError("队伍识别未初始化成功!");
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return;
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}
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// 挖矿
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Mining(combatScenes);
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if (waypointForTrack is { ActionParams: not null }
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&& waypointForTrack.ActionParams.Contains("disablePickupAround", StringComparison.InvariantCultureIgnoreCase))
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{
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await Delay(1000, ct);
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// 拾取
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await _scanPickTask.Start(ct);
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}
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}
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private void Mining(CombatScenes combatScenes)
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{
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try
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{
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// 通用化战斗策略
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foreach (var command in _miningCombatScript.CombatCommands)
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{
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command.Execute(combatScenes);
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}
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}
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catch (Exception e)
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{
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Debug.WriteLine(e.Message);
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Debug.WriteLine(e.StackTrace);
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}
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}
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} |