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https://github.com/babalae/better-genshin-impact
synced 2025-01-09 04:19:47 +08:00
Merge remote-tracking branch 'origin/main'
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commit
1214ca2d65
@ -67,6 +67,10 @@ public class AutoFightTask : ISoloTask
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TimeSpan fightTimeout = TimeSpan.FromSeconds(120); // 默认战斗超时时间
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Stopwatch stopwatch = Stopwatch.StartNew();
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//战斗前检查,可做成配置
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/* if (await CheckFightFinish()) {
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return;
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}*/
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// 战斗操作
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var fightTask = Task.Run(async () =>
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{
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@ -147,44 +151,47 @@ public class AutoFightTask : ISoloTask
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private async Task<bool> CheckFightFinish()
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{
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// YOLO 判断血条和怪物位置
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if (HasFightFlagByYolo(CaptureToRectArea()))
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{
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_lastFightFlagTime = DateTime.Now;
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return false;
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}
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// if (HasFightFlagByYolo(CaptureToRectArea()))
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// {
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// _lastFightFlagTime = DateTime.Now;
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// return false;
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// }
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//
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Random random = new Random();
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double randomFraction = random.NextDouble(); // 生成 0 到 1 之间的随机小数
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//Random random = new Random();
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//double randomFraction = random.NextDouble(); // 生成 0 到 1 之间的随机小数
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//此处随机数,防止固定招式下,使按L正好处于招式下,导致无法准确判断战斗结束
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double randomNumber = 1 + (randomFraction * (3 - 1));
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// double randomNumber = 1 + (randomFraction * (3 - 1));
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// 几秒内没有检测到血条和怪物位置,则开始旋转视角重新检测
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if ((DateTime.Now - _lastFightFlagTime).TotalSeconds > randomNumber)
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//if ((DateTime.Now - _lastFightFlagTime).TotalSeconds > randomNumber)
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//{
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// 旋转完毕后都没有检测到血条和怪物位置,则按L键确认战斗结束
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/**
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Simulation.SendInput.Mouse.MiddleButtonClick();
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await Delay(300, _ct);
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for (var i = 0; i < 8; i++)
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{
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// 旋转完毕后都没有检测到血条和怪物位置,则按L键确认战斗结束
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/**
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Simulation.SendInput.Mouse.MiddleButtonClick();
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await Delay(300, _ct);
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for (var i = 0; i < 8; i++)
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Simulation.SendInput.Mouse.MoveMouseBy((int)(500 * _dpi), 0);
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await Delay(800, _ct); // 等待视角稳定
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if (HasFightFlagByYolo(CaptureToRectArea()))
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{
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Simulation.SendInput.Mouse.MoveMouseBy((int)(500 * _dpi), 0);
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await Delay(800, _ct); // 等待视角稳定
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if (HasFightFlagByYolo(CaptureToRectArea()))
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{
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_lastFightFlagTime = DateTime.Now;
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return false;
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}
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_lastFightFlagTime = DateTime.Now;
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return false;
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}
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**/
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await Delay(1000, _ct);
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}
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**/
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//检查延时,根据队伍不同可以进行优化,可做成配置
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await Delay(1500, _ct);
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Logger.LogInformation("按了L");
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// 最终方案确认战斗结束
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_L);
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await Delay(450, _ct);
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var ra = CaptureToRectArea();
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var b3 = ra.SrcMat.At<Vec3b>(50, 790);
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if (b3.Equals(new Vec3b(95, 235, 255)))
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int tolerance = 6;
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if (Math.Abs(b3.Item0 - 95)< tolerance&& Math.Abs(b3.Item1 - 235) < tolerance&& Math.Abs(b3.Item2 - 255) < tolerance)
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{
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Logger.LogInformation("识别到战斗结束");
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
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@ -192,10 +199,11 @@ public class AutoFightTask : ISoloTask
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}
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else
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{
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Logger.LogInformation($"未识别到战斗结束{b3.Item0},{b3.Item1},{b3.Item2}");
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_lastFightFlagTime = DateTime.Now;
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return false;
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}
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}
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// }
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return false;
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}
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@ -196,13 +196,26 @@ public class TpTask(CancellationToken ct)
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int moveMouseX = 100 * Math.Sign(xOffset);
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int moveMouseY = 100 * Math.Sign(yOffset);
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int moveSteps = 10;
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double totalMoveMouseX = Double.MaxValue;
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double totalMoveMouseY = Double.MaxValue;
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for (int iteration = 0; iteration < maxIterations; iteration++)
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{
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// 移动鼠标
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await MouseMoveMap(moveMouseX, moveMouseY, moveSteps);
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bigMapCenterPoint = newBigMapCenterPoint; // 保存上一次移动的数据
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newBigMapCenterPoint = GetPositionFromBigMap(); // 随循环更新的地图中心
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try
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{
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newBigMapCenterPoint = GetPositionFromBigMap(); // 随循环更新的地图中心
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}
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catch (Exception)
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{
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newBigMapCenterPoint = new Point2f(
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(float)(bigMapCenterPoint.X + xOffset * moveMouseX / totalMoveMouseX),
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(float)(bigMapCenterPoint.Y + yOffset * moveMouseY / totalMoveMouseY)
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);
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// 利用移动鼠标的距离获取新的中心
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}
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// 本次移动的距离
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double diffMapX = Math.Abs(newBigMapCenterPoint.X - bigMapCenterPoint.X);
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double diffMapY = Math.Abs(newBigMapCenterPoint.Y - bigMapCenterPoint.Y);
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@ -211,8 +224,8 @@ public class TpTask(CancellationToken ct)
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if (moveDistance > 10) // 移动距离大于10认为本次移动成功
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{
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(xOffset, yOffset) = (x - newBigMapCenterPoint.X, y - newBigMapCenterPoint.Y); // 更新目标偏移量
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double totalMoveMouseX = Math.Abs(moveMouseX * xOffset / diffMapX);
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double totalMoveMouseY = Math.Abs(moveMouseY * yOffset / diffMapY);
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totalMoveMouseX = Math.Abs(moveMouseX * xOffset / diffMapX);
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totalMoveMouseY = Math.Abs(moveMouseY * yOffset / diffMapY);
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double mouseDistance = Math.Sqrt(totalMoveMouseX * totalMoveMouseX + totalMoveMouseY * totalMoveMouseY);
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// 调整地图缩放
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// mapZoomLevel<5 才显示传送锚点和秘境;
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@ -224,15 +237,7 @@ public class TpTask(CancellationToken ct)
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Debug.WriteLine($"在 {iteration} 迭代后,已经接近目标点,不再进一步调整。");
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break;
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}
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//else if (mouseDistance > 1000 && mapZoomLevel < 6)
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//{ // 缩小地图
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// await AdjustMapZoomLevel(false);
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// totalMoveMouseX *= (mapZoomLevel) / (mapZoomLevel + 1);
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// totalMoveMouseY *= (mapZoomLevel) / (mapZoomLevel + 1);
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// mouseDistance *= (mapZoomLevel) / (mapZoomLevel + 1);
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// mapZoomLevel++;
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//}
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else if (mouseDistance < 200 && mapZoomLevel > 1)
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while (mouseDistance < 2 * tolerance && mapZoomLevel > 1)
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{ // 放大地图
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await AdjustMapZoomLevel(true);
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totalMoveMouseX *= (mapZoomLevel) / (mapZoomLevel - 1);
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@ -241,7 +246,6 @@ public class TpTask(CancellationToken ct)
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mapZoomLevel--;
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}
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// 单次移动最大距离为 250,
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moveMouseX = (int)Math.Min(totalMoveMouseX, 250 * totalMoveMouseX / mouseDistance) * Math.Sign(xOffset);
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moveMouseY = (int)Math.Min(totalMoveMouseY, 250 * totalMoveMouseY / mouseDistance) * Math.Sign(yOffset);
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