Files
better-genshin-impact/BetterGenshinImpact/GameTask/AutoPathing/PathExecutor.cs
辉鸭蛋 e4e7b37fd2 the whole team is defeated
在 `PathExecutor.cs` 中,`RecoverWhenLowHp` 方法进行了修改:
- 使用 `using` 语句来捕获区域。
- 如果当前角色血量过低,调用新的 `TpStatueOfTheSeven` 方法进行传送和恢复。
- 增加了一个新的分支,如果检测到复苏提示,点击复苏并等待主界面加载完成,然后再调用 `TpStatueOfTheSeven` 方法。
- 新增了 `TpStatueOfTheSeven` 方法,用于处理传送到七天神像并恢复血量的逻辑。

在 `BvStatus.cs` 中:
- 增加了 `System.Threading.Tasks` 和 `System.Threading` 的引用。
- 在 `Bv` 类中新增了 `WaitForMainUi` 方法,用于等待主界面加载完成。
- 在 `Bv` 类中新增了 `ClickIfInReviveModal` 方法,用于检测并点击复苏提示。
2024-10-26 00:21:51 +08:00

452 lines
16 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using BetterGenshinImpact.Core.Config;
using BetterGenshinImpact.Core.Simulator;
using BetterGenshinImpact.GameTask.AutoFight.Model;
using BetterGenshinImpact.GameTask.AutoPathing.Handler;
using BetterGenshinImpact.GameTask.AutoPathing.Model;
using BetterGenshinImpact.GameTask.AutoPathing.Model.Enum;
using BetterGenshinImpact.GameTask.AutoTrackPath;
using BetterGenshinImpact.GameTask.Common.BgiVision;
using BetterGenshinImpact.GameTask.Common.Map;
using BetterGenshinImpact.GameTask.OneDragon;
using BetterGenshinImpact.Helpers;
using CommunityToolkit.Mvvm.Messaging;
using CommunityToolkit.Mvvm.Messaging.Messages;
using Microsoft.Extensions.Logging;
using OpenCvSharp;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Vanara.PInvoke;
using static BetterGenshinImpact.GameTask.Common.TaskControl;
namespace BetterGenshinImpact.GameTask.AutoPathing;
public class PathExecutor(CancellationToken ct)
{
private readonly CameraRotateTask _rotateTask = new(ct);
private readonly TrapEscaper _trapEscaper = new(ct);
private readonly PathingConfig _config = TaskContext.Instance().Config.PathingConfig;
private readonly Dictionary<string, string> _actionAvatarIndexMap = new();
private DateTime _elementalSkillLastUseTime = DateTime.MinValue;
public async Task Pathing(PathingTask task)
{
if (!task.Positions.Any())
{
Logger.LogWarning("没有路径点,寻路结束");
return;
}
// 校验路径是否可以执行
if (!await ValidateGameWithTask(task))
{
return;
}
InitializePathing(task);
var waypoints = ConvertWaypointsForTrack(task.Positions);
await Delay(100, ct);
Navigation.WarmUp(); // 提前加载地图特征点
try
{
foreach (var waypoint in waypoints)
{
await RecoverWhenLowHp(); // 低血量恢复
if (waypoint.Type == WaypointType.Teleport.Code)
{
await HandleTeleportWaypoint(waypoint);
}
else
{
await BeforeMoveToTarget(waypoint);
// Path不用走得很近Target需要接近但都需要先移动到对应位置
await MoveTo(waypoint);
if (waypoint.Type == WaypointType.Target.Code || !string.IsNullOrEmpty(waypoint.Action))
{
await MoveCloseTo(waypoint);
// 到达点位后执行 action
await AfterMoveToTarget(waypoint);
}
}
}
}
finally
{
_actionAvatarIndexMap.Clear(); // 没啥用,但还是写上
// 不管咋样,松开所有按键
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
Simulation.SendInput.Mouse.RightButtonUp();
}
}
private void InitializePathing(PathingTask task)
{
WeakReferenceMessenger.Default.Send(new PropertyChangedMessage<object>(this,
"UpdateCurrentPathing", new object(), task));
}
private async Task<bool> ValidateGameWithTask(PathingTask task)
{
// 校验角色是否存在
if (task.HasAction("nahida_collect"))
{
Logger.LogInformation("此路线存在使用纳西妲收集的动作,校验纳西妲角色是否存在...");
// 返回主界面再识别
var returnMainUiTask = new ReturnMainUiTask();
await returnMainUiTask.Start(ct);
var combatScenes = new CombatScenes().InitializeTeam(CaptureToRectArea());
if (!combatScenes.CheckTeamInitialized())
{
Logger.LogError("队伍角色识别失败,无法执行此路径");
return false;
}
var avatar = combatScenes.SelectAvatar("纳西妲");
if (avatar == null)
{
Logger.LogError("队伍中没有纳西妲角色,无法执行此路径");
return false;
}
_actionAvatarIndexMap.Add("nahida_collect", avatar.Index.ToString());
}
// 把所有需要切换的角色编号记录下来
if (task.HasAction("normal_attack"))
{
_actionAvatarIndexMap.Add("normal_attack", _config.NormalAttackAvatarIndex);
}
if (task.HasAction("elemental_skill"))
{
_actionAvatarIndexMap.Add("elemental_skill", _config.ElementalSkillAvatarIndex);
}
return true;
}
private List<WaypointForTrack> ConvertWaypointsForTrack(List<Waypoint> positions)
{
// 把 X Y 转换为 MatX MatY
return positions.Select(waypoint => new WaypointForTrack(waypoint)).ToList();
}
private async Task RecoverWhenLowHp()
{
using var region = CaptureToRectArea();
if (Bv.CurrentAvatarIsLowHp(region))
{
Logger.LogInformation("当前角色血量过低,去须弥七天神像恢复");
await TpStatueOfTheSeven();
}
else if (Bv.ClickIfInReviveModal(region))
{
await Bv.WaitForMainUi(ct); // 等待主界面加载完成
Logger.LogInformation("复苏完成");
await Delay(3000, ct);
// 血量肯定不满,直接去七天神像回血
await TpStatueOfTheSeven();
}
}
private async Task TpStatueOfTheSeven()
{
// tp 到七天神像回血
var tpTask = new TpTask(ct);
await tpTask.Tp(TpTask.ReviveStatueOfTheSevenPointX, TpTask.ReviveStatueOfTheSevenPointY, true);
await Delay(3000, ct);
Logger.LogInformation("HP恢复完成");
}
private async Task HandleTeleportWaypoint(WaypointForTrack waypoint)
{
var forceTp = waypoint.Action == ActionEnum.ForceTp.Code;
var (tpX, tpY) = await new TpTask(ct).Tp(waypoint.GameX, waypoint.GameY, forceTp);
var (tprX, tprY) = MapCoordinate.GameToMain2048(tpX, tpY);
EntireMap.Instance.SetPrevPosition((float)tprX, (float)tprY); // 通过上一个位置直接进行局部特征匹配
await Delay(500, ct); // 多等一会
}
private async Task MoveTo(WaypointForTrack waypoint)
{
// 切人
await SwitchAvatar(_config.MainAvatarIndex);
var screen = CaptureToRectArea();
var position = Navigation.GetPosition(screen);
var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
Logger.LogInformation("粗略接近途经点,位置({x2},{y2})", $"{waypoint.GameX:F1}", $"{waypoint.GameY:F1}");
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 5);
var startTime = DateTime.UtcNow;
var lastPositionRecord = DateTime.UtcNow;
var fastMode = false;
var prevPositions = new List<Point2f>();
var fastModeColdTime = DateTime.MinValue;
var num = 0;
// 按下w一直走
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
while (!ct.IsCancellationRequested)
{
num++;
var now = DateTime.UtcNow;
if ((now - startTime).TotalSeconds > 240)
{
Logger.LogWarning("执行超时,跳过路径点");
break;
}
screen = CaptureToRectArea();
position = Navigation.GetPosition(screen);
var distance = Navigation.GetDistance(waypoint, position);
Debug.WriteLine($"接近目标点中,距离为{distance}");
if (distance < 4)
{
Logger.LogInformation("到达路径点附近");
break;
}
if (distance > 500)
{
Logger.LogWarning("距离过远,跳过路径点");
break;
}
// 非攀爬状态下,检测是否卡死(脱困触发器)
if (waypoint.MoveMode != MoveModeEnum.Climb.Code)
{
if ((now - lastPositionRecord).TotalMilliseconds > 1000)
{
lastPositionRecord = now;
prevPositions.Add(position);
if (prevPositions.Count > 8)
{
var delta = prevPositions[^1] - prevPositions[^8];
if (Math.Abs(delta.X) + Math.Abs(delta.Y) < 3)
{
Logger.LogWarning("疑似卡死,尝试脱离...");
//调用脱困代码由TrapEscaper接管移动
await _trapEscaper.RotateAndMove();
await _trapEscaper.MoveTo(waypoint);
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
Logger.LogInformation("卡死脱离结束");
continue;
}
}
}
}
// 旋转视角
targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
//执行旋转
_rotateTask.RotateToApproach(targetOrientation, screen);
// 根据指定方式进行移动
if (waypoint.MoveMode == MoveModeEnum.Fly.Code)
{
var isFlying = Bv.GetMotionStatus(screen) == MotionStatus.Fly;
if (!isFlying)
{
Debug.WriteLine("未进入飞行状态,按下空格");
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Delay(200, ct);
}
continue;
}
if (waypoint.MoveMode == MoveModeEnum.Jump.Code)
{
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
await Delay(200, ct);
continue;
}
// 只有设置为run才会一直疾跑
if (waypoint.MoveMode == MoveModeEnum.Run.Code)
{
if (distance > 15 != fastMode) // 距离大于30时可以使用疾跑/自由泳
{
if (fastMode)
{
Simulation.SendInput.Mouse.RightButtonUp();
}
else
{
Simulation.SendInput.Mouse.RightButtonDown();
}
fastMode = !fastMode;
}
}
else if (waypoint.MoveMode != MoveModeEnum.Climb.Code) //否则自动短疾跑
{
// 使用 E 技能
if (!string.IsNullOrEmpty(_config.GuardianAvatarIndex) && double.TryParse(_config.GuardianElementalSkillSecondInterval, out var s))
{
if (s < 1)
{
Logger.LogWarning("元素战技冷却时间设置太短,不执行!");
return;
}
var ms = s * 1000;
Debug.WriteLine($"元素战技释放间隔:{(now - _elementalSkillLastUseTime).TotalMilliseconds}ms");
if ((now - _elementalSkillLastUseTime).TotalMilliseconds >= ms)
{
// 可能刚切过人在冷却时间内
if (num <= 5 && _config.GuardianAvatarIndex != _config.MainAvatarIndex)
{
await Delay(800, ct); // 总共1s
}
await UseElementalSkill();
_elementalSkillLastUseTime = now;
}
}
if (distance > 15)
{
if (Math.Abs((fastModeColdTime - now).TotalMilliseconds) > 2500) //冷却时间2.5s,回复体力用
{
fastModeColdTime = now;
Simulation.SendInput.Mouse.RightButtonClick();
}
}
}
await Delay(100, ct);
}
// 抬起w键
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
}
private async Task UseElementalSkill()
{
if (string.IsNullOrEmpty(_config.GuardianAvatarIndex))
{
return;
}
await Delay(200, ct);
// 切人
Logger.LogInformation("切换盾、回血角色,使用元素战技");
await SwitchAvatar(_config.GuardianAvatarIndex);
if (_config.GuardianElementalSkillLongPress)
{
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_E);
await Task.Delay(800); // 不能取消
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_E);
await Delay(700, ct);
}
else
{
Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_E);
await Delay(300, ct);
}
}
private async Task MoveCloseTo(WaypointForTrack waypoint)
{
var screen = CaptureToRectArea();
var position = Navigation.GetPosition(screen);
var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
Logger.LogInformation("精确接近目标点,位置({x2},{y2})", $"{waypoint.GameX:F1}", $"{waypoint.GameY:F1}");
if (waypoint.MoveMode == MoveModeEnum.Fly.Code && waypoint.Action == ActionEnum.StopFlying.Code)
{
//下落攻击接近目的地
Logger.LogInformation("动作:下落攻击");
Simulation.SendInput.Mouse.LeftButtonClick();
await Delay(1000, ct);
}
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 2);
var stepsTaken = 0;
while (!ct.IsCancellationRequested)
{
stepsTaken++;
if (stepsTaken > 20)
{
Logger.LogWarning("精确接近超时");
break;
}
screen = CaptureToRectArea();
position = Navigation.GetPosition(screen);
if (Navigation.GetDistance(waypoint, position) < 2)
{
Logger.LogInformation("已到达路径点");
break;
}
targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
await _rotateTask.WaitUntilRotatedTo(targetOrientation, 2);
// 小碎步接近
Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W).Sleep(60).KeyUp(User32.VK.VK_W);
await Delay(50, ct);
}
Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
// 到达目的地后停顿一秒
await Delay(1000, ct);
}
private async Task BeforeMoveToTarget(WaypointForTrack waypoint)
{
if (waypoint.Action == ActionEnum.UpDownGrabLeaf.Code)
{
var handler = ActionFactory.GetBeforeHandler(waypoint.Action);
await handler.RunAsync(ct);
await Delay(800, ct);
}
}
private async Task AfterMoveToTarget(Waypoint waypoint)
{
if (waypoint.Action == ActionEnum.NahidaCollect.Code
|| waypoint.Action == ActionEnum.PickAround.Code
|| waypoint.Action == ActionEnum.Fight.Code
|| waypoint.Action == ActionEnum.NormalAttack.Code
|| waypoint.Action == ActionEnum.ElementalSkill.Code)
{
// 切人
if (_actionAvatarIndexMap.TryGetValue(waypoint.Action, out var index))
{
await SwitchAvatar(index);
}
var handler = ActionFactory.GetAfterHandler(waypoint.Action);
await handler.RunAsync(ct);
await Delay(1000, ct);
}
}
private async Task SwitchAvatar(string index)
{
if (string.IsNullOrEmpty(index))
{
return;
}
Logger.LogInformation("切换角色{index}", index);
Simulation.SendInput.Keyboard.KeyPress(User32Helper.ToVk(index));
await Delay(300, ct);
}
}