mirror of
https://github.com/babalae/better-genshin-impact
synced 2025-01-05 10:26:56 +08:00
parent
5e16f48cf2
commit
228d50bb5d
@ -5,7 +5,6 @@
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<TargetFramework>net8.0-windows10.0.22621.0</TargetFramework>
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<Nullable>enable</Nullable>
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<ImplicitUsings>enable</ImplicitUsings>
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<EnableWindowsTargeting>true</EnableWindowsTargeting>
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<UseWPF>true</UseWPF>
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</PropertyGroup>
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@ -4,7 +4,6 @@
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<TargetFramework>net8.0-windows10.0.22621.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<EnableWindowsTargeting>true</EnableWindowsTargeting>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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@ -6,7 +6,6 @@
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<Nullable>enable</Nullable>
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<UseWPF>true</UseWPF>
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<UseWindowsForms>true</UseWindowsForms>
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<EnableWindowsTargeting>true</EnableWindowsTargeting>
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<LangVersion>12.0</LangVersion>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<ApplicationIcon>Assets\Images\Anniversary\logo_1st.ico</ApplicationIcon>
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@ -27,8 +27,6 @@ public class PathExecutor(CancellationTokenSource cts)
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private CameraRotateTask _rotateTask = new(cts);
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private bool SkipWaypoint = false;
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public async Task Pathing(PathingTask task)
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{
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_dpi = TaskContext.Instance().DpiScale;
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@ -57,12 +55,6 @@ public class PathExecutor(CancellationTokenSource cts)
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{
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// Path不用走得很近,Target需要接近,但都需要先移动到对应位置
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await MoveTo(waypoint);
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// 跳过路径点后,当前路径点不处理
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if (SkipWaypoint)
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{
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SkipWaypoint = false;
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continue;
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}
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if (waypoint.Type == WaypointType.Target.Code || !string.IsNullOrEmpty(waypoint.Action))
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{
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@ -77,8 +69,6 @@ public class PathExecutor(CancellationTokenSource cts)
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{
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// 不管咋样,松开所有按键
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_E);
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_SHIFT);
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Simulation.SendInput.Mouse.RightButtonUp();
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}
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}
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@ -122,116 +112,107 @@ public class PathExecutor(CancellationTokenSource cts)
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private async Task MoveTo(Waypoint waypoint)
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{
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Logger.LogInformation("粗略接近路径点,位置({x2},{y2})", $"{waypoint.X:F1}", $"{waypoint.Y:F1}");
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var screen = CaptureToRectArea();
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var position = Navigation.GetPosition(screen);
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var targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
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Logger.LogInformation("粗略接近途经点,位置({x2},{y2})", $"{waypoint.X:F1}", $"{waypoint.Y:F1}");
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await _rotateTask.WaitUntilRotatedTo(targetOrientation, 5);
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var hasCharacter = false;
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// TODO 增加识别角色并切换的逻辑
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// 可以考虑放到游泳,攀爬,等移动逻辑中
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var startTime = DateTime.UtcNow;
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var lastPositionRecord = DateTime.UtcNow;
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var fastMode = false;
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var prevPositions = new List<Point2f>();
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// 新增逻辑:普通向前移动,疾跑向前移动,飞行向前移动,游泳向前移动,攀爬向前移动,角色技能向前移动,脱离卡死
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// NormalForward
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// SprintForward
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// FlightForward
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// SwimmingForward
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// ClimbForward
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// CharacterSkillForward
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// GetOutOfTheJam
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// 按下w,一直走
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
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while (!cts.IsCancellationRequested)
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{
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var now = DateTime.UtcNow;
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if ((now - startTime).TotalSeconds > 60)
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{
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Logger.LogWarning("执行超时,跳过路径点");
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break;
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}
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screen = CaptureToRectArea();
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position = Navigation.GetPosition(screen);
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var distance = Navigation.GetDistance(waypoint, position);
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if (distance < 5)
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Debug.WriteLine($"接近目标点中,距离为{distance}");
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if (distance < 4)
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{
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_E);
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Logger.LogInformation("已到达路径点附近");
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Logger.LogInformation("到达路径点附近");
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break;
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}
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// TODO 异常情况直接放到一个函数中处理,然后退出
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// 超时
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if (IsTimedOut(startTime))
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{
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Logger.LogWarning("执行超时,跳过路径点");
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SkipWaypoint = true;
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break;
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}
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// 距离终止判断
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if (distance > 500)
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{
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Logger.LogWarning("距离过远,跳过路径点");
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SkipWaypoint = true;
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break;
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}
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// 卡死
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// TODO 攀爬时应该跳过,但是如何处理看似是walk,实际是攀爬的
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if (IsStuck(prevPositions, position, lastPositionRecord))
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if ((now - lastPositionRecord).TotalMilliseconds > 1000)
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{
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lastPositionRecord = DateTime.UtcNow;
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// 脱离卡死
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await GetOutOfTheJam();
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SkipWaypoint = true;
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break;
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lastPositionRecord = now;
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prevPositions.Add(position);
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if (prevPositions.Count > 8)
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{
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var delta = prevPositions[^1] - prevPositions[^8];
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if (Math.Abs(delta.X) + Math.Abs(delta.Y) < 3)
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{
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Logger.LogWarning("疑似卡死,尝试脱离并跳过路径点");
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
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await Delay(1500, cts);
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_X);
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await Delay(500, cts);
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_S);
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await Delay(1500, cts);
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_A);
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await Delay(1500, cts);
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_D);
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await Delay(500, cts);
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return;
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}
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}
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}
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Logger.LogInformation($"接近目标点中3,距离为{distance}");
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// 旋转视角
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targetOrientation = Navigation.GetTargetOrientation(waypoint, position);
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await _rotateTask.WaitUntilRotatedTo(targetOrientation, 5);
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// 根据移动模式选择相应的行为
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_rotateTask.RotateToApproach(targetOrientation, screen);
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// 根据指定方式进行移动
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if (waypoint.MoveMode == MoveModeEnum.Fly.Code)
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{
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await FlightForward();
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await Delay(1000, cts);
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var isFlying = Bv.GetMotionStatus(screen) == MotionStatus.Fly;
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if (!isFlying)
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{
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Debug.WriteLine("未进入飞行状态,按下空格");
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
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await Delay(200, cts);
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}
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continue;
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}
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// if (isFlying)
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// {
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// Simulation.SendInput.Mouse.LeftButtonClick();
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// await Delay(1000, cts);
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// continue;
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// }
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if (waypoint.MoveMode == MoveModeEnum.Jump.Code)
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{
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ClimbForward();
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await Delay(1000, cts);
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
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await Delay(200, cts);
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continue;
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}
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if (waypoint.MoveMode == MoveModeEnum.Swim.Code)
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// 跑步或者游泳
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if (distance > 20 != fastMode)// 距离大于20时可以使用疾跑/自由泳
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{
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SwimmingForward();
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await Delay(1000, cts);
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}
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if (waypoint.MoveMode == MoveModeEnum.Walk.Code)
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{
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if (distance >= 20)
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if (fastMode)
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{
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if (hasCharacter)
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{
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CharacterSkillForward();
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await Delay(200, cts);
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}
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else
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{
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SprintForward();
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await Delay(500, cts);
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}
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Simulation.SendInput.Mouse.RightButtonUp();
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}
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else
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{
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// 结束e技能
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_E);
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NormalForward();
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await Delay(600, cts);
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Simulation.SendInput.Mouse.RightButtonDown();
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}
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fastMode = !fastMode;
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}
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_SHIFT);
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await Delay(100, cts);
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}
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// 抬起w键
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
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}
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private async Task MoveCloseTo(Waypoint waypoint)
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@ -295,119 +276,4 @@ public class PathExecutor(CancellationTokenSource cts)
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await handler.RunAsync(cts);
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}
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}
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// 普通向前移动
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private void NormalForward()
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{
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Logger.LogInformation("正常向前移动");
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
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}
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// 攀爬向前移动
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private void ClimbForward()
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{
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Logger.LogInformation("进行攀爬");
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
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// TODO 角色处理逻辑:卡其娜,西诺宁
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}
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// 疾跑向前移动
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private void SprintForward()
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{
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Logger.LogInformation("疾跑向前移动");
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_SHIFT);
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}
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// 飞行向前移动
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private async Task FlightForward()
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{
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Logger.LogInformation("进入飞行模式");
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
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var screen = CaptureToRectArea();
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var isFlying = Bv.GetMotionStatus(screen) == MotionStatus.Fly;
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if (!isFlying)
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{
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Logger.LogInformation("未进入飞行状态,按下空格展开翅膀");
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
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await Delay(200, cts); // 延迟,确保飞行动作完成
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}
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}
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// 游泳向前移动
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private void SwimmingForward()
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{
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Logger.LogInformation("进入游泳模式");
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
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// TODO 添加芙宁娜处理
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// 有芙宁娜时定时释放e技能
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}
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private void CharacterSkillForward()
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{
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Logger.LogInformation("使用角色技能向前移动");
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_W);
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_E).Sleep(500).KeyUp(User32.VK.VK_E);
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// TODO 根据不同角色进行处理:夜兰,闲云,散兵,早柚,玛拉妮,基尼奇
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// 玛拉妮,散兵正常移动即可,但是夜兰,早柚是持续向前移动的,需要特殊处理
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// 闲云,基尼奇容易超出距离,但是问题不大
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}
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// 脱离卡死
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private async Task GetOutOfTheJam()
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{
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Logger.LogWarning("脱离卡死状态");
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// 脱离攀爬状态
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_W);
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await Delay(1500, cts);
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_X);
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await Delay(500, cts);
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// 向后移动
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_S);
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await Task.Delay(1500);
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_S);
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// 向左移动
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_A);
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await Task.Delay(1000);
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_A);
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_X);
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await Delay(500, cts);
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// 向右移动
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Simulation.SendInput.Keyboard.KeyDown(User32.VK.VK_D);
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await Task.Delay(1000);
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Simulation.SendInput.Keyboard.KeyUp(User32.VK.VK_D);
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_X);
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await Delay(500, cts);
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// 跳跃
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Simulation.SendInput.Keyboard.KeyPress(User32.VK.VK_SPACE);
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await Task.Delay(200); // 等待跳跃动作
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}
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public bool IsTimedOut(DateTime startTime)
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{
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var now = DateTime.UtcNow;
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return (now - startTime).TotalSeconds > 60;
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}
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public bool IsStuck(List<Point2f> prevPositions, Point2f position, DateTime lastPositionRecord)
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{
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if ((DateTime.UtcNow - lastPositionRecord).TotalMilliseconds > 1000)
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{
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prevPositions.Add(position);
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if (prevPositions.Count > 8)
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{
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var delta = prevPositions[^1] - prevPositions[^8];
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if (Math.Abs(delta.X) + Math.Abs(delta.Y) < 3)
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{
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Logger.LogWarning("疑似卡死,尝试脱离并跳过路径点");
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return true;
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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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}
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@ -7,7 +7,6 @@
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<LangVersion>12.0</LangVersion>
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<UseWPF>true</UseWPF>
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<UseWindowsForms>true</UseWindowsForms>
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<EnableWindowsTargeting>true</EnableWindowsTargeting>
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<UseWinUI>false</UseWinUI>
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<Platforms>AnyCPU;x64</Platforms>
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<ApplicationIcon>Resources\Images\FaviconUninst.ico</ApplicationIcon>
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@ -7,7 +7,6 @@
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<LangVersion>12.0</LangVersion>
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<UseWPF>true</UseWPF>
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<UseWindowsForms>true</UseWindowsForms>
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<EnableWindowsTargeting>true</EnableWindowsTargeting>
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<UseWinUI>false</UseWinUI>
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<Platforms>AnyCPU;x64</Platforms>
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<ApplicationIcon>Resources\Images\FaviconSetup.ico</ApplicationIcon>
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@ -6,7 +6,6 @@
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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<UseWindowsForms>True</UseWindowsForms>
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<EnableWindowsTargeting>true</EnableWindowsTargeting>
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<UseWPF>True</UseWPF>
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<LangVersion>12.0</LangVersion>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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@ -7,7 +7,6 @@
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<Platforms>x64</Platforms>
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<LangVersion>12.0</LangVersion>
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<UseWindowsForms>True</UseWindowsForms>
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<EnableWindowsTargeting>true</EnableWindowsTargeting>
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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</PropertyGroup>
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@ -6,7 +6,6 @@
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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<LangVersion>12.0</LangVersion>
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<EnableWindowsTargeting>true</EnableWindowsTargeting>
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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</PropertyGroup>
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|
@ -7,7 +7,6 @@
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<UseWPF>true</UseWPF>
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<LangVersion>12.0</LangVersion>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<EnableWindowsTargeting>true</EnableWindowsTargeting>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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|
@ -5,7 +5,6 @@
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
|
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<LangVersion>12.0</LangVersion>
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<EnableWindowsTargeting>true</EnableWindowsTargeting>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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Loading…
Reference in New Issue
Block a user