Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoFishing/BehaviourTreeExtensions.cs
辉鸭蛋 2135189bf6 新版本自动钓鱼 @FishmanTheMurloc (#1176)
* Revert "Revert #1059"

This reverts commit 4b65370e9f.

* natlan fish model

* 新增调整时间的功能

* test

* 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>

---------

Co-authored-by: FishmanTheMurloc <162452111+FishmanTheMurloc@users.noreply.github.com>
2025-02-17 11:36:10 +08:00

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using BehaviourTree.Composites;
using BehaviourTree.FluentBuilder;
using BehaviourTree;
using System;
using System.Collections.Generic;
using System.Text;
namespace BetterGenshinImpact.GameTask.AutoFishing
{
public static class BehaviourTreeExtensions
{
public static FluentBuilder<TContext> MySimpleParallel<TContext>(this FluentBuilder<TContext> builder, string name, SimpleParallelPolicy policy = SimpleParallelPolicy.BothMustSucceed)
{
return builder.PushComposite((IBehaviour<TContext>[] children) => new MySimpleParallel<TContext>(name, policy, children[0], children[1]));
}
}
/// <summary>
/// MySimpleParallel
/// 和SimpleParallel的区别是任一子行为返回失败则返回失败
/// </summary>
/// <typeparam name="TContext"></typeparam>
public class MySimpleParallel<TContext> : CompositeBehaviour<TContext>
{
private readonly IBehaviour<TContext> _first;
private readonly IBehaviour<TContext> _second;
private BehaviourStatus _firstStatus;
private BehaviourStatus _secondStatus;
private readonly Func<TContext, BehaviourStatus> _behave;
public readonly SimpleParallelPolicy Policy;
public MySimpleParallel(SimpleParallelPolicy policy, IBehaviour<TContext> first, IBehaviour<TContext> second)
: this("SimpleParallel", policy, first, second)
{
}
public MySimpleParallel(string name, SimpleParallelPolicy policy, IBehaviour<TContext> first, IBehaviour<TContext> second)
: base(name, new IBehaviour<TContext>[2] { first, second })
{
Policy = policy;
_first = first;
_second = second;
_behave = ((policy == SimpleParallelPolicy.BothMustSucceed) ? new Func<TContext, BehaviourStatus>(BothMustSucceedBehaviour) : new Func<TContext, BehaviourStatus>(OnlyOneMustSucceedBehaviour));
}
private BehaviourStatus OnlyOneMustSucceedBehaviour(TContext context)
{
if (_firstStatus == BehaviourStatus.Succeeded || _secondStatus == BehaviourStatus.Succeeded)
{
return BehaviourStatus.Succeeded;
}
if (_firstStatus == BehaviourStatus.Failed && _secondStatus == BehaviourStatus.Failed)
{
return BehaviourStatus.Failed;
}
return BehaviourStatus.Running;
}
private BehaviourStatus BothMustSucceedBehaviour(TContext context)
{
if (_firstStatus == BehaviourStatus.Succeeded && _secondStatus == BehaviourStatus.Succeeded)
{
return BehaviourStatus.Succeeded;
}
if (_firstStatus == BehaviourStatus.Failed || _secondStatus == BehaviourStatus.Failed)
{
return BehaviourStatus.Failed;
}
return BehaviourStatus.Running;
}
protected override BehaviourStatus Update(TContext context)
{
if (base.Status != BehaviourStatus.Running)
{
_firstStatus = _first.Tick(context);
_secondStatus = _second.Tick(context);
}
else
{
if (_firstStatus == BehaviourStatus.Ready || _firstStatus == BehaviourStatus.Running)
{
_firstStatus = _first.Tick(context);
}
if (_secondStatus == BehaviourStatus.Ready || _secondStatus == BehaviourStatus.Running)
{
_secondStatus = _second.Tick(context);
}
}
if (_firstStatus == BehaviourStatus.Failed || _secondStatus == BehaviourStatus.Failed)
{
return BehaviourStatus.Failed;
}
else
{
return _behave(context);
}
}
protected override void DoReset(BehaviourStatus status)
{
_firstStatus = BehaviourStatus.Ready;
_secondStatus = BehaviourStatus.Ready;
base.DoReset(status);
}
}
}