feat: 作业命令块增强,支持命令触发条件的策略变更,支持循环命令,条件命令,派发命令以及无序命令组

This commit is contained in:
valencia_fly
2024-07-28 16:45:27 +08:00
committed by ValenciaFly
parent 3d73780c01
commit a930afe949
7 changed files with 1677 additions and 638 deletions

View File

@@ -1,7 +1,10 @@
#pragma once
#include <map>
#include <memory>
#include <string>
#include <unordered_map>
#include <variant>
#include <vector>
#include "AsstTypes.h"
@@ -9,330 +12,500 @@
namespace asst::battle
{
// 统一变量名:
// loc, location, 表示格子坐标,例如 [1, 1], [5, 5]
// pos, position, 表示像素坐标,例如 [1280, 720], [500, 300]
// 统一变量名:
// loc, location, 表示格子坐标,例如 [1, 1], [5, 5]
// pos, position, 表示像素坐标,例如 [1280, 720], [500, 300]
enum class SkillUsage // 技能用法
enum class SkillUsage // 技能用法
{
NotUse = 0, // 不自动使用
Possibly = 1, // 有就用,例如干员 棘刺 3 技能
Times = 2, // 用 X 次,例如干员 山 2 技能用 1 次、重岳 3 技能用 5 次,由 "skill_times" 字段控制
InTime = 3, // 自动判断使用时机,画饼.jpg
TimesUsed // 已经使用了 X 次
};
struct OperUsage // 干员用法
{
std::string name;
int skill = 0; // 技能序号,取值范围 [0, 3]0时使用默认技能 或 上次编队时使用的技能
SkillUsage skill_usage = SkillUsage::NotUse;
int skill_times = 1; // 使用技能的次数,默认为 1兼容曾经的作业
};
enum class DeployDirection
{
Right = 0,
Down = 1,
Left = 2,
Up = 3,
None = 4 // 没有方向,通常是无人机之类的
};
enum class Role
{
Unknown,
Caster,
Medic,
Pioneer,
Sniper,
Special,
Support,
Tank,
Warrior,
Drone
};
inline static Role get_role_type(const std::string& role_name)
{
static const std::unordered_map<std::string, Role> NameToRole = {
{ "warrior", Role::Warrior }, { "WARRIOR", Role::Warrior }, { "Warrior", Role::Warrior },
{ "近卫", Role::Warrior }, { "GUARD", Role::Warrior }, { "guard", Role::Warrior },
{ "Guard", Role::Warrior },
{ "pioneer", Role::Pioneer }, { "PIONEER", Role::Pioneer }, { "Pioneer", Role::Pioneer },
{ "先锋", Role::Pioneer }, { "VANGUARD", Role::Pioneer }, { "vanguard", Role::Pioneer },
{ "Vanguard", Role::Pioneer },
{ "medic", Role::Medic }, { "MEDIC", Role::Medic }, { "Medic", Role::Medic },
{ "医疗", Role::Medic },
{ "tank", Role::Tank }, { "TANK", Role::Tank }, { "Tank", Role::Tank },
{ "重装", Role::Tank }, { "DEFENDER", Role::Tank }, { "defender", Role::Tank },
{ "Defender", Role::Tank }, { "坦克", Role::Tank },
{ "sniper", Role::Sniper }, { "SNIPER", Role::Sniper }, { "Sniper", Role::Sniper },
{ "狙击", Role::Sniper },
{ "caster", Role::Caster }, { "CASTER", Role::Caster },
{ "Caster", Role::Caster }, { "术师", Role::Caster }, { "术士", Role::Caster },
{ "法师", Role::Caster },
{ "support", Role::Support }, { "SUPPORT", Role::Support }, { "Support", Role::Support },
{ "supporter", Role::Support }, { "SUPPORTER", Role::Support }, { "Supporter", Role::Support },
{ "辅助", Role::Support }, { "支援", Role::Support },
{ "special", Role::Special }, { "SPECIAL", Role::Special }, { "Special", Role::Special },
{ "特种", Role::Special }, { "SPECIALIST", Role::Special }, { "specialist", Role::Special },
{ "Specialist", Role::Special },
{ "drone", Role::Drone }, { "DRONE", Role::Drone }, { "Drone", Role::Drone },
{ "无人机", Role::Drone }, { "SUMMON", Role::Drone }, { "summon", Role::Drone },
{ "Summon", Role::Drone }, { "召唤物", Role::Drone },
};
if (auto iter = NameToRole.find(role_name); iter != NameToRole.end()) {
return iter->second;
}
return Role::Unknown;
}
enum class OperPosition
{
None,
Blocking, // 阻挡单位
AirDefense, // 对空单位
};
enum class LocationType
{
Invalid = -1,
None = 0,
Melee = 1,
Ranged = 2,
All = 3
};
inline static LocationType get_role_usual_location(const Role& role)
{
switch (role) {
case Role::Warrior:
case Role::Pioneer:
case Role::Tank:
case Role::Special:
case Role::Drone:
return LocationType::Melee;
case Role::Medic:
case Role::Sniper:
case Role::Caster:
case Role::Support:
return LocationType::Ranged;
default:
return LocationType::None;
}
}
struct DeploymentOper
{
size_t index = 0;
Role role = Role::Unknown;
int cost = 0;
bool available = false;
bool cooling = false;
Rect rect;
cv::Mat avatar;
std::string name;
LocationType location_type = LocationType::None;
bool is_unusual_location = false; // 地面辅助,高台先锋等
};
struct OperProps
{
std::string id;
std::string name;
std::string name_en;
std::string name_jp;
std::string name_kr;
std::string name_tw;
Role role = Role::Unknown;
std::array<std::string, 3> ranges;
int rarity = 0;
LocationType location_type = LocationType::None;
std::vector<std::string> tokens; // 召唤物名字
};
using AttackRange = std::vector<Point>;
using RoleCounts = std::unordered_map<Role, int>;
namespace copilot
{
using OperUsageGroups = std::unordered_map<std::string, std::vector<OperUsage>>;
enum class ActionType
{
Deploy, // 部署干员
UseSkill, // 开技能
Retreat, // 撤退干员
SkillUsage, // 技能用法
SwitchSpeed, // 切换二倍速
BulletTime, // 使用 1/5 的速度
Output, // 仅输出,什么都不操作,界面上也不显示
SkillDaemon, // 什么都不做,有技能开技能,直到战斗结束
/* for TRN */
MoveCamera, // 引航者试炼,移动镜头
/* for SSS */
DrawCard, // “调配干员”
CheckIfStartOver, // 检查如果没有某干员则退出重开
/* for Enhance */
Loop, // 创建一个循环流程
Case, // 为干员组进行分化操作
Check, // 根据触发条件执行不同的分支
Until, // 内部动作可无序,知道里边的动作全部执行完毕才能结束
SavePoint, // 保存一个锚点
SyncPoint, // 同步锚点
CheckPoint, // 检查锚点
};
struct Action;
using ActionPtr = std::shared_ptr<Action>;
struct TriggerInfo
{
static constexpr int DEACTIVE_KILLS = -1; // 击杀数未被设置
static constexpr int DEACTIVE_COST = -1; // 费用数未被设置
static constexpr int DEACTIVE_COST_CHANGES = 0; // 费用变更未设置
static constexpr int DEACTIVE_COOLING = -1; // 干员冷却数未设置
static constexpr int DEACTIVE_COUNT = -1; // 循环计数
enum class Category
{
NotUse = 0, // 不自动使用
Possibly = 1, // 有就用,例如干员 棘刺 3 技能
Times = 2, // 用 X 次,例如干员 山 2 技能用 1 次、重岳 3 技能用 5 次,由 "skill_times" 字段控制
InTime = 3, // 自动判断使用时机,画饼.jpg
TimesUsed // 已经使用了 X 次
None, // 未设置, 未指定策略
Succ, // 默认满足, 跳过条件判断
All, // 所有被设置的条件都应该满足
Any, // 所有被设置的条件只要有一个满足
Not // 所有被设置的条件一个都不满足
};
struct OperUsage // 干员用法
Category category = Category::None;
int kills = DEACTIVE_KILLS; // 击杀数条件
int costs = DEACTIVE_COST; // 费用条件
int cost_changes = DEACTIVE_COST_CHANGES; // 费用变化条件
int cooling = DEACTIVE_COOLING; // 冷却中的干员条件
int count = DEACTIVE_COUNT; // 计数条件,不做变化,记录初始值
mutable int counter = 0; // 计数器
// 触发器是否被激活
bool active() const noexcept { return category != Category::None; }
// 重置计数器
void resetCounter() const noexcept { counter = 0; }
// 激活一次计数器
void activeCounter() const noexcept { ++counter; }
static auto loadCategoryFrom(std::string const& _Str) -> Category
{
std::string name;
int skill = 0; // 技能序号,取值范围 [0, 3]0时使用默认技能 或 上次编队时使用的技能
SkillUsage skill_usage = SkillUsage::NotUse;
int skill_times = 1; // 使用技能的次数,默认为 1兼容曾经的作业
};
enum class DeployDirection
{
Right = 0,
Down = 1,
Left = 2,
Up = 3,
None = 4 // 没有方向,通常是无人机之类的
};
enum class Role
{
Unknown,
Caster,
Medic,
Pioneer,
Sniper,
Special,
Support,
Tank,
Warrior,
Drone
};
inline static Role get_role_type(const std::string& role_name)
{
static const std::unordered_map<std::string, Role> NameToRole = {
{ "warrior", Role::Warrior }, { "WARRIOR", Role::Warrior }, { "Warrior", Role::Warrior },
{ "近卫", Role::Warrior }, { "GUARD", Role::Warrior }, { "guard", Role::Warrior },
{ "Guard", Role::Warrior },
{ "pioneer", Role::Pioneer }, { "PIONEER", Role::Pioneer }, { "Pioneer", Role::Pioneer },
{ "先锋", Role::Pioneer }, { "VANGUARD", Role::Pioneer }, { "vanguard", Role::Pioneer },
{ "Vanguard", Role::Pioneer },
{ "medic", Role::Medic }, { "MEDIC", Role::Medic }, { "Medic", Role::Medic },
{ "医疗", Role::Medic },
{ "tank", Role::Tank }, { "TANK", Role::Tank }, { "Tank", Role::Tank },
{ "重装", Role::Tank }, { "DEFENDER", Role::Tank }, { "defender", Role::Tank },
{ "Defender", Role::Tank }, { "坦克", Role::Tank },
{ "sniper", Role::Sniper }, { "SNIPER", Role::Sniper }, { "Sniper", Role::Sniper },
{ "狙击", Role::Sniper },
{ "caster", Role::Caster }, { "CASTER", Role::Caster },
{ "Caster", Role::Caster }, { "术师", Role::Caster }, { "术士", Role::Caster },
{ "法师", Role::Caster },
{ "support", Role::Support }, { "SUPPORT", Role::Support }, { "Support", Role::Support },
{ "supporter", Role::Support }, { "SUPPORTER", Role::Support }, { "Supporter", Role::Support },
{ "辅助", Role::Support }, { "支援", Role::Support },
{ "special", Role::Special }, { "SPECIAL", Role::Special }, { "Special", Role::Special },
{ "特种", Role::Special }, { "SPECIALIST", Role::Special }, { "specialist", Role::Special },
{ "Specialist", Role::Special },
{ "drone", Role::Drone }, { "DRONE", Role::Drone }, { "Drone", Role::Drone },
{ "无人机", Role::Drone }, { "SUMMON", Role::Drone }, { "summon", Role::Drone },
{ "Summon", Role::Drone }, { "召唤物", Role::Drone },
};
if (auto iter = NameToRole.find(role_name); iter != NameToRole.end()) {
return iter->second;
if (_Str == "Succ") {
return Category::Succ;
}
return Role::Unknown;
}
enum class OperPosition
{
None,
Blocking, // 阻挡单位
AirDefense, // 对空单位
};
enum class LocationType
{
Invalid = -1,
None = 0,
Melee = 1,
Ranged = 2,
All = 3
};
inline static LocationType get_role_usual_location(const Role& role)
{
switch (role) {
case Role::Warrior:
case Role::Pioneer:
case Role::Tank:
case Role::Special:
case Role::Drone:
return LocationType::Melee;
case Role::Medic:
case Role::Sniper:
case Role::Caster:
case Role::Support:
return LocationType::Ranged;
default:
return LocationType::None;
if (_Str == "All") {
return Category::All;
}
if (_Str == "Any") {
return Category::Any;
}
if (_Str == "Not") {
return Category::Not;
}
return Category::None;
}
};
// 用于定义延时信息,每个命令都有
struct DelayInfo
{
int pre_delay = 0; // 执行动作前的延时
int post_delay = 0; // 执行动作之后的延时
int time_out = INT_MAX; // TODO
};
// 定义干员操作信息
struct AvatarInfo
{
std::string name; // 目标名,若 type >= SwitchSpeed, name 为空
Point location; // 目标定位
DeployDirection direction = DeployDirection::Right; // 目标朝向
SkillUsage modify_usage = SkillUsage::NotUse; // 目标的技能使用策略
int modify_times = 1; // 更改使用技能的次数,默认为 1兼容曾经的作业
};
// 定义文本说明信息
struct TextInfo
{
std::string doc; // 文本
std::string doc_color; // 文本颜色
};
// 定义case操作需要的信息
struct CaseInfo
{
std::string group_select; // 选定的干员组
std::map<std::string, std::vector<ActionPtr>> dispatch_actions; // 对应干员的动作
std::vector<ActionPtr> default_action; // 默认的动作
};
// 定义loop操作需要的信息
struct LoopInfo
{
TriggerInfo end_info;
TriggerInfo continue_info;
TriggerInfo break_info;
int counter = 0; // 计数器
std::vector<ActionPtr> loop_actions;
};
// 定义check操作需要的信息
struct CheckInfo
{
TriggerInfo condition_info;
std::vector<ActionPtr> then_actions; // 当条件满足时执行
std::vector<ActionPtr> else_actions; // 当条件不满足时执行
};
// 定义until操作需要的信息
struct UntilInfo
{
TriggerInfo::Category category; // all 全部命令执行完毕后才结束, any 只要有一个执行就结束
std::vector<ActionPtr> candidate; // 备用的命令序列
};
struct CheckIfStartOverInfo
{
std::string name;
RoleCounts role_counts; // 角色统计
CheckIfStartOverInfo() = default;
explicit CheckIfStartOverInfo(RoleCounts&& _Counts) :
role_counts(std::move(_Counts))
{
}
};
struct MoveCameraInfo
{
std::pair<double, double> distance;
explicit MoveCameraInfo(decltype(distance)&& _Dist) :
distance(std::move(_Dist))
{
}
};
struct Action
{
ActionType type = ActionType::Deploy;
std::string point_code; // 锚点编码
TriggerInfo trigger; // 必须拥有,表示动作触发时的条件信息
DelayInfo delay; // 延时信息
TextInfo text; // 表示文本输出,用于命令提示亦或是调试输出
// 为了便于内存管理使用variant管理额外的action信息通过type来进行还原
// AvatarInfo 表示干员或辅助装置的部署、撤退、技能策略更改等
// CaseInfo 表示对干员组内选择对不同干员进行分化动作
// LoopInfo 表示循环命令中对动作信息的相关设置
// CheckInfo 表示根据条件的成立于否来确认执行的命令序列
// UntilInfo 表示根据条件的成立于否来无序执行命令序列
std::variant<
std::monostate,
CheckIfStartOverInfo,
MoveCameraInfo,
AvatarInfo,
CaseInfo,
LoopInfo,
CheckInfo,
UntilInfo>
payload; // 信息载荷
// 是否携带干员信息
bool hasAvatarInfo() const noexcept { return std::holds_alternative<AvatarInfo>(payload); }
// 读取载荷
template <typename PayLoad_T>
auto getPayload() const noexcept -> PayLoad_T const&
{
return std::get<PayLoad_T>(payload);
}
struct DeploymentOper
{
size_t index = 0;
Role role = Role::Unknown;
int cost = 0;
bool available = false;
bool cooling = false;
Rect rect;
cv::Mat avatar;
std::string name;
LocationType location_type = LocationType::None;
bool is_unusual_location = false; // 地面辅助,高台先锋等
};
struct OperProps
{
std::string id;
std::string name;
std::string name_en;
std::string name_jp;
std::string name_kr;
std::string name_tw;
Role role = Role::Unknown;
std::array<std::string, 3> ranges;
int rarity = 0;
LocationType location_type = LocationType::None;
std::vector<std::string> tokens; // 召唤物名字
};
// 创建堆对象,由智能指针管理内存
static auto create() -> ActionPtr { return std::make_shared<Action>(); }
};
using AttackRange = std::vector<Point>;
using RoleCounts = std::unordered_map<Role, int>;
struct BasicInfo
{
std::string stage_name;
std::string minimum_required;
std::string title;
std::string title_color;
std::string details;
std::string details_color;
};
namespace copilot
{
using OperUsageGroups = std::unordered_map<std::string, std::vector<OperUsage>>;
struct CombatData // 作业 JSON 数据
{
BasicInfo info;
OperUsageGroups groups;
std::vector<Action> actions;
};
} // namespace copilot
enum class ActionType
{
Deploy, // 部署干员
UseSkill, // 开技能
Retreat, // 撤退干员
SkillUsage, // 技能用法
SwitchSpeed, // 切换二倍速
BulletTime, // 使用 1/5 的速度
Output, // 仅输出,什么都不操作,界面上也不显示
SkillDaemon, // 什么都不做,有技能开技能,直到战斗结束
namespace sss // 保全派驻
{
struct Strategy
{
std::string core;
RoleCounts tool_men;
Point location;
DeployDirection direction = DeployDirection::None;
};
/* for TRN */
MoveCamera, // 引航者试炼,移动镜头
struct CombatData : public copilot::CombatData
{
std::vector<Strategy> strategies;
bool draw_as_possible = false;
int retry_times = 0;
std::vector<std::string> order_of_drops;
};
/* for SSS */
DrawCard, // “调配干员”
CheckIfStartOver, // 检查如果没有某干员则退出重开
};
enum class EquipmentType
{
NotChoose,
A,
B,
};
struct Action
{
int kills = 0;
int costs = 0;
int cost_changes = 0;
int cooling = 0;
ActionType type = ActionType::Deploy;
std::string name; // 目标名,若 type >= SwitchSpeed, name 为空
Point location;
DeployDirection direction = DeployDirection::Right;
SkillUsage modify_usage = SkillUsage::NotUse;
int modify_times = 1; // 更改使用技能的次数,默认为 1兼容曾经的作业
int pre_delay = 0;
int post_delay = 0;
int time_out = INT_MAX; // TODO
std::string doc;
std::string doc_color;
RoleCounts role_counts;
std::pair<double, double> distance;
};
struct CompleteData
{
copilot::BasicInfo info;
struct BasicInfo
{
std::string stage_name;
std::string minimum_required;
std::string title;
std::string title_color;
std::string details;
std::string details_color;
};
std::string buff;
std::vector<EquipmentType> equipment;
std::string strategy;
struct CombatData // 作业 JSON 数据
{
BasicInfo info;
OperUsageGroups groups;
std::vector<Action> actions;
};
} // namespace copilot
copilot::OperUsageGroups groups;
RoleCounts tool_men;
std::vector<std::string> order_of_drops;
std::unordered_set<std::string> blacklist;
namespace sss // 保全派驻
{
struct Strategy
{
std::string core;
RoleCounts tool_men;
Point location;
DeployDirection direction = DeployDirection::None;
};
std::unordered_map<std::string, CombatData> stages_data;
};
}
struct CombatData : public copilot::CombatData
{
std::vector<Strategy> strategies;
bool draw_as_possible = false;
int retry_times = 0;
std::vector<std::string> order_of_drops;
};
namespace roguelike
{
struct ReplacementHome
{
Point location;
DeployDirection direction = DeployDirection::Right;
};
enum class EquipmentType
{
NotChoose,
A,
B,
};
struct DeployInfoWithRank
{
Point location;
DeployDirection direction = DeployDirection::None;
int rank = 0;
int kill_lower_bound = 0;
int kill_upper_bound = 9999;
};
struct CompleteData
{
copilot::BasicInfo info;
struct ForceDeployDirection
{
DeployDirection direction = DeployDirection::Right;
std::unordered_set<Role> role = {};
};
std::string buff;
std::vector<EquipmentType> equipment;
std::string strategy;
struct CombatData
{
std::string stage_name;
std::vector<ReplacementHome> replacement_home;
std::unordered_set<Point> blacklist_location;
std::unordered_map<Point, ForceDeployDirection> force_deploy_direction;
std::array<Role, 9> role_order = {};
bool use_dice_stage = true;
int stop_deploy_blocking_num = INT_MAX;
int force_deploy_air_defense_num = 0;
bool force_ban_medic = false;
std::unordered_map<std::string, std::vector<DeployInfoWithRank>> deploy_plan;
std::vector<DeployInfoWithRank> retreat_plan;
};
copilot::OperUsageGroups groups;
RoleCounts tool_men;
std::vector<std::string> order_of_drops;
std::unordered_set<std::string> blacklist;
struct Recruitment
{
std::string name;
Rect rect;
int elite = 0;
int level = 0;
};
std::unordered_map<std::string, CombatData> stages_data;
};
}
enum class SupportAnalyzeMode
{
ChooseSupportBtn,
AnalyzeChars,
RefreshSupportBtn
};
namespace roguelike
{
struct ReplacementHome
{
Point location;
DeployDirection direction = DeployDirection::Right;
};
struct RecruitSupportCharInfo
{
Recruitment oper_info;
bool is_friend = false; // 是否为好友助战
int max_elite = 0; // 两次招募后的实际精英化与等级
int max_level = 0;
};
struct DeployInfoWithRank
{
Point location;
DeployDirection direction = DeployDirection::None;
int rank = 0;
int kill_lower_bound = 0;
int kill_upper_bound = 9999;
};
struct ForceDeployDirection
{
DeployDirection direction = DeployDirection::Right;
std::unordered_set<Role> role = {};
};
struct CombatData
{
std::string stage_name;
std::vector<ReplacementHome> replacement_home;
std::unordered_set<Point> blacklist_location;
std::unordered_map<Point, ForceDeployDirection> force_deploy_direction;
std::array<Role, 9> role_order = {};
bool use_dice_stage = true;
int stop_deploy_blocking_num = INT_MAX;
int force_deploy_air_defense_num = 0;
bool force_ban_medic = false;
std::unordered_map<std::string, std::vector<DeployInfoWithRank>> deploy_plan;
std::vector<DeployInfoWithRank> retreat_plan;
};
struct Recruitment
{
std::string name;
Rect rect;
int elite = 0;
int level = 0;
};
enum class SupportAnalyzeMode
{
ChooseSupportBtn,
AnalyzeChars,
RefreshSupportBtn
};
struct RecruitSupportCharInfo
{
Recruitment oper_info;
bool is_friend = false; // 是否为好友助战
int max_elite = 0; // 两次招募后的实际精英化与等级
int max_level = 0;
};
struct RefreshSupportInfo
{
Rect rect;
bool in_cooldown = false;
int remain_secs = 0; // 刷新冷却时间
};
} // namespace roguelike
struct RefreshSupportInfo
{
Rect rect;
bool in_cooldown = false;
int remain_secs = 0; // 刷新冷却时间
};
} // namespace roguelike
} // namespace asst::battle

View File

@@ -113,6 +113,288 @@ asst::battle::copilot::OperUsageGroups asst::CopilotConfig::parse_groups(const j
return groups;
}
TriggerInfo asst::CopilotConfig::parse_trigger(const json::value& json)
{
TriggerInfo trigger;
trigger.kills = json.get("kills", TriggerInfo::DEACTIVE_KILLS);
trigger.costs = json.get("costs", TriggerInfo::DEACTIVE_COST);
trigger.cost_changes = json.get("cost_changes", TriggerInfo::DEACTIVE_COUNT);
trigger.cooling = json.get("cooling", TriggerInfo::DEACTIVE_COOLING);
trigger.count = json.get("count", TriggerInfo::DEACTIVE_COUNT);
if (auto category = json.find("category")) {
trigger.category = TriggerInfo::loadCategoryFrom(category.value().as_string());
}
return trigger;
}
bool asst::CopilotConfig::parse_action(const json::value& action_info, asst::battle::copilot::Action* _Out)
{
LogTraceFunction;
static const std::unordered_map<std::string, ActionType> ActionTypeMapping = {
{ "Deploy", ActionType::Deploy },
{ "DEPLOY", ActionType::Deploy },
{ "deploy", ActionType::Deploy },
{ "部署", ActionType::Deploy },
{ "Skill", ActionType::UseSkill },
{ "SKILL", ActionType::UseSkill },
{ "skill", ActionType::UseSkill },
{ "技能", ActionType::UseSkill },
{ "Retreat", ActionType::Retreat },
{ "RETREAT", ActionType::Retreat },
{ "retreat", ActionType::Retreat },
{ "撤退", ActionType::Retreat },
{ "SkillUsage", ActionType::SkillUsage },
{ "SKILLUSAGE", ActionType::SkillUsage },
{ "Skillusage", ActionType::SkillUsage },
{ "skillusage", ActionType::SkillUsage },
{ "技能用法", ActionType::SkillUsage },
{ "SpeedUp", ActionType::SwitchSpeed },
{ "SPEEDUP", ActionType::SwitchSpeed },
{ "Speedup", ActionType::SwitchSpeed },
{ "speedup", ActionType::SwitchSpeed },
{ "二倍速", ActionType::SwitchSpeed },
{ "BulletTime", ActionType::BulletTime },
{ "BULLETTIME", ActionType::BulletTime },
{ "Bullettime", ActionType::BulletTime },
{ "bullettime", ActionType::BulletTime },
{ "子弹时间", ActionType::BulletTime },
{ "Output", ActionType::Output },
{ "OUTPUT", ActionType::Output },
{ "output", ActionType::Output },
{ "输出", ActionType::Output },
{ "打印", ActionType::Output },
{ "SkillDaemon", ActionType::SkillDaemon },
{ "skilldaemon", ActionType::SkillDaemon },
{ "SKILLDAEMON", ActionType::SkillDaemon },
{ "Skilldaemon", ActionType::SkillDaemon },
{ "DoNothing", ActionType::SkillDaemon },
{ "摆完挂机", ActionType::SkillDaemon },
{ "开摆", ActionType::SkillDaemon },
{ "MoveCamera", ActionType::MoveCamera },
{ "movecamera", ActionType::MoveCamera },
{ "MOVECAMERA", ActionType::MoveCamera },
{ "Movecamera", ActionType::MoveCamera },
{ "移动镜头", ActionType::MoveCamera },
{ "DrawCard", ActionType::DrawCard },
{ "drawcard", ActionType::DrawCard },
{ "DRAWCARD", ActionType::DrawCard },
{ "Drawcard", ActionType::DrawCard },
{ "抽卡", ActionType::DrawCard },
{ "抽牌", ActionType::DrawCard },
{ "调配", ActionType::DrawCard },
{ "调配干员", ActionType::DrawCard },
{ "CheckIfStartOver", ActionType::CheckIfStartOver },
{ "Checkifstartover", ActionType::CheckIfStartOver },
{ "CHECKIFSTARTOVER", ActionType::CheckIfStartOver },
{ "checkifstartover", ActionType::CheckIfStartOver },
{ "检查重开", ActionType::CheckIfStartOver },
{ "Loop", ActionType::Loop },
{ "loop", ActionType::Loop },
{ "LOOP", ActionType::Loop },
{ "循环", ActionType::Loop },
{ "Case", ActionType::Case },
{ "case", ActionType::Case },
{ "CASE", ActionType::Case },
{ "派发", ActionType::Case },
{ "干员派发", ActionType::Case },
{ "Check", ActionType::Check },
{ "check", ActionType::Check },
{ "CHECK", ActionType::Check },
{ "检查", ActionType::Check },
{ "分支", ActionType::Check },
{ "Until", ActionType::Until },
{ "until", ActionType::Until },
{ "UNTIL", ActionType::Until },
{ "直到", ActionType::Until },
};
auto& action = (*_Out);
std::string type_str = action_info.get("type", "Deploy");
if (auto iter = ActionTypeMapping.find(type_str); iter != ActionTypeMapping.end()) {
action.type = iter->second;
}
else {
Log.warn("Unknown action type:", type_str);
return false;
}
// 解析锚点编码,可选
action.point_code = action_info.get("point_code", std::string());
// 解析动作触发信息
action.trigger = parse_trigger(action_info);
// 解析前置条件满足之后的前后时延
action.delay.pre_delay = action_info.get("pre_delay", 0);
auto post_delay_opt = action_info.find<int>("post_delay");
action.delay.post_delay = post_delay_opt ? *post_delay_opt : action_info.get("rear_delay", 0);
// 历史遗留字段,兼容一下
action.delay.time_out = action_info.get("timeout", INT_MAX);
// 解析行动的相关附加文本
action.text.doc = action_info.get("doc", std::string());
action.text.doc_color = action_info.get("doc_color", std::string());
// 根据动作的类型解析载荷
switch (action.type) {
case ActionType::Deploy:
case ActionType::UseSkill:
case ActionType::Retreat:
case ActionType::BulletTime:
case ActionType::SkillUsage: {
auto& avatar = action.payload.emplace<AvatarInfo>();
avatar.name = action_info.get("name", std::string());
avatar.location.x = action_info.get("location", 0, 0);
avatar.location.y = action_info.get("location", 1, 0);
avatar.direction = string_to_direction(action_info.get("direction", "Right"));
avatar.modify_usage = static_cast<battle::SkillUsage>(action_info.get("skill_usage", 0));
avatar.modify_times = action_info.get("skill_times", 1);
} break;
case ActionType::CheckIfStartOver: {
auto& info = action.payload.emplace<CheckIfStartOverInfo>();
info.name = action_info.get("name", std::string());
if (auto tool_men = action_info.find("tool_men")) {
info.role_counts = parse_role_counts(*tool_men);
}
} break;
case ActionType::MoveCamera: {
auto dist_arr = action_info.at("distance").as_array();
action.payload.emplace<MoveCameraInfo>(std::make_pair(dist_arr[0].as_double(), dist_arr[1].as_double()));
} break;
case ActionType::Loop: {
auto& loop = action.payload.emplace<LoopInfo>();
// 必选字段
loop.end_info = parse_trigger(action_info.at("end"));
if (loop.end_info.category == TriggerInfo::Category::None) {
// 默认使用all策略表示只有全部满足才算生效
loop.end_info.category = TriggerInfo::Category::All;
}
// 可选字段
if (auto t = action_info.find("continue")) {
loop.continue_info = parse_trigger(t.value());
if (loop.continue_info.category == TriggerInfo::Category::None) {
// 默认使用all策略表示只有全部满足才算生效
loop.continue_info.category = TriggerInfo::Category::All;
}
}
// 可选字段
if (auto t = action_info.find("break")) {
loop.break_info = parse_trigger(t.value());
if (loop.break_info.category == TriggerInfo::Category::None) {
// 默认使用all策略表示只有全部满足才算生效
loop.break_info.category = TriggerInfo::Category::All;
}
}
// 可选字段
if (auto t = action_info.find("loop_actions")) {
loop.loop_actions = parse_actions_ptr(t.value());
}
} break;
case ActionType::Case: {
auto& case_info = action.payload.emplace<CaseInfo>();
// 必选字段
case_info.group_select = action_info.at("select").as_string();
// 可选字段
if (auto t = action_info.find("dispatch_actions")) {
for (auto const& [name, batch] : t.value().as_object()) {
case_info.dispatch_actions.emplace(name, parse_actions_ptr(batch));
}
}
// 可选字段
if (auto t = action_info.find("default_action")) {
case_info.default_action = parse_actions_ptr(t.value());
}
} break;
case ActionType::Check: {
auto& check = action.payload.emplace<CheckInfo>();
// 必选字段
check.condition_info = parse_trigger(action_info.at("condition"));
if (check.condition_info.category == TriggerInfo::Category::None) {
// 默认使用all策略表示只有全部满足才算生效
check.condition_info.category = TriggerInfo::Category::All;
}
// 可选字段
if (auto t = action_info.find("then_actions")) {
check.then_actions = parse_actions_ptr(t.value());
}
// 可选字段
if (auto t = action_info.find("else_actions")) {
check.else_actions = parse_actions_ptr(t.value());
}
} break;
case ActionType::Until: {
auto& until = action.payload.emplace<UntilInfo>();
// 必选字段
until.category = TriggerInfo::loadCategoryFrom(action_info.at("category").as_string());
switch (until.category) {
case TriggerInfo::Category::Any:
case TriggerInfo::Category::All:
case TriggerInfo::Category::Succ:
break;
default:
until.category = TriggerInfo::Category::All;
break;
}
// 必选字段缺省值为0
action.trigger.count = action_info.get("limit", 0);
// 可选字段
if (auto t = action_info.find("candidate_actions")) {
until.candidate = parse_actions_ptr(t.value());
}
} break;
case ActionType::SwitchSpeed:
case ActionType::Output:
case ActionType::SkillDaemon:
case ActionType::DrawCard:
case ActionType::SavePoint:
case ActionType::SyncPoint:
case ActionType::CheckPoint:
[[fallthrough]];
default:
break;
}
return true;
}
std::vector<asst::battle::copilot::Action> asst::CopilotConfig::parse_actions(const json::value& json)
{
LogTraceFunction;
@@ -120,115 +402,10 @@ std::vector<asst::battle::copilot::Action> asst::CopilotConfig::parse_actions(co
std::vector<battle::copilot::Action> actions_list;
for (const auto& action_info : json.at("actions").as_array()) {
Action action;
static const std::unordered_map<std::string, ActionType> ActionTypeMapping = {
{ "Deploy", ActionType::Deploy },
{ "DEPLOY", ActionType::Deploy },
{ "deploy", ActionType::Deploy },
{ "部署", ActionType::Deploy },
{ "Skill", ActionType::UseSkill },
{ "SKILL", ActionType::UseSkill },
{ "skill", ActionType::UseSkill },
{ "技能", ActionType::UseSkill },
{ "Retreat", ActionType::Retreat },
{ "RETREAT", ActionType::Retreat },
{ "retreat", ActionType::Retreat },
{ "撤退", ActionType::Retreat },
{ "SpeedUp", ActionType::SwitchSpeed },
{ "SPEEDUP", ActionType::SwitchSpeed },
{ "Speedup", ActionType::SwitchSpeed },
{ "speedup", ActionType::SwitchSpeed },
{ "二倍速", ActionType::SwitchSpeed },
{ "BulletTime", ActionType::BulletTime },
{ "BULLETTIME", ActionType::BulletTime },
{ "Bullettime", ActionType::BulletTime },
{ "bullettime", ActionType::BulletTime },
{ "子弹时间", ActionType::BulletTime },
{ "SkillUsage", ActionType::SkillUsage },
{ "SKILLUSAGE", ActionType::SkillUsage },
{ "Skillusage", ActionType::SkillUsage },
{ "skillusage", ActionType::SkillUsage },
{ "技能用法", ActionType::SkillUsage },
{ "Output", ActionType::Output },
{ "OUTPUT", ActionType::Output },
{ "output", ActionType::Output },
{ "输出", ActionType::Output },
{ "打印", ActionType::Output },
{ "SkillDaemon", ActionType::SkillDaemon },
{ "skilldaemon", ActionType::SkillDaemon },
{ "SKILLDAEMON", ActionType::SkillDaemon },
{ "Skilldaemon", ActionType::SkillDaemon },
{ "DoNothing", ActionType::SkillDaemon },
{ "摆完挂机", ActionType::SkillDaemon },
{ "开摆", ActionType::SkillDaemon },
{ "MoveCamera", ActionType::MoveCamera },
{ "movecamera", ActionType::MoveCamera },
{ "MOVECAMERA", ActionType::MoveCamera },
{ "Movecamera", ActionType::MoveCamera },
{ "移动镜头", ActionType::MoveCamera },
{ "DrawCard", ActionType::DrawCard },
{ "drawcard", ActionType::DrawCard },
{ "DRAWCARD", ActionType::DrawCard },
{ "Drawcard", ActionType::DrawCard },
{ "抽卡", ActionType::DrawCard },
{ "抽牌", ActionType::DrawCard },
{ "调配", ActionType::DrawCard },
{ "调配干员", ActionType::DrawCard },
{ "CheckIfStartOver", ActionType::CheckIfStartOver },
{ "Checkifstartover", ActionType::CheckIfStartOver },
{ "CHECKIFSTARTOVER", ActionType::CheckIfStartOver },
{ "checkifstartover", ActionType::CheckIfStartOver },
{ "检查重开", ActionType::CheckIfStartOver },
};
std::string type_str = action_info.get("type", "Deploy");
if (auto iter = ActionTypeMapping.find(type_str); iter != ActionTypeMapping.end()) {
action.type = iter->second;
}
else {
Log.warn("Unknown action type:", type_str);
battle::copilot::Action action;
if (!parse_action(action_info, &action)) {
continue;
}
action.kills = action_info.get("kills", 0);
action.cost_changes = action_info.get("cost_changes", 0);
action.costs = action_info.get("costs", 0);
action.cooling = action_info.get("cooling", -1);
action.name = action_info.get("name", std::string());
action.location.x = action_info.get("location", 0, 0);
action.location.y = action_info.get("location", 1, 0);
action.direction = string_to_direction(action_info.get("direction", "Right"));
action.modify_usage = static_cast<battle::SkillUsage>(action_info.get("skill_usage", 0));
action.modify_times = action_info.get("skill_times", 1);
action.pre_delay = action_info.get("pre_delay", 0);
auto post_delay_opt = action_info.find<int>("post_delay");
// 历史遗留字段,兼容一下
action.post_delay = post_delay_opt ? *post_delay_opt : action_info.get("rear_delay", 0);
action.time_out = action_info.get("timeout", INT_MAX);
action.doc = action_info.get("doc", std::string());
action.doc_color = action_info.get("doc_color", std::string());
if (action.type == ActionType::CheckIfStartOver) {
if (auto tool_men = action_info.find("tool_men")) {
action.role_counts = parse_role_counts(*tool_men);
}
}
else if (action.type == ActionType::MoveCamera) {
auto dist_arr = action_info.at("distance").as_array();
action.distance = std::make_pair(dist_arr[0].as_double(), dist_arr[1].as_double());
}
actions_list.emplace_back(std::move(action));
}
@@ -236,6 +413,24 @@ std::vector<asst::battle::copilot::Action> asst::CopilotConfig::parse_actions(co
return actions_list;
}
std::vector<asst::battle::copilot::ActionPtr> asst::CopilotConfig::parse_actions_ptr(const json::value& json)
{
LogTraceFunction;
std::vector<battle::copilot::ActionPtr> actions_list;
for (const auto& action_info : json.as_array()) {
battle::copilot::ActionPtr action = std::make_shared<battle::copilot::Action>();
if (!parse_action(action_info, action.get())) {
continue;
}
actions_list.emplace_back(action);
}
return actions_list;
}
asst::battle::RoleCounts asst::CopilotConfig::parse_role_counts(const json::value& json)
{
battle::RoleCounts counts;

View File

@@ -4,28 +4,33 @@
namespace asst
{
class CopilotConfig : public SingletonHolder<CopilotConfig>, public AbstractConfig
{
public:
static battle::copilot::BasicInfo parse_basic_info(const json::value& json);
static battle::copilot::OperUsageGroups parse_groups(const json::value& json);
static std::vector<battle::copilot::Action> parse_actions(const json::value& json);
static battle::RoleCounts parse_role_counts(const json::value& json);
static battle::DeployDirection string_to_direction(const std::string& str);
class CopilotConfig : public SingletonHolder<CopilotConfig>, public AbstractConfig
{
public:
static battle::copilot::BasicInfo parse_basic_info(const json::value& json);
static battle::copilot::OperUsageGroups parse_groups(const json::value& json);
static battle::copilot::TriggerInfo parse_trigger(const json::value& json);
static bool parse_action(const json::value& json, asst::battle::copilot::Action*);
static std::vector<battle::copilot::ActionPtr> parse_actions_ptr(const json::value& json);
static std::vector<battle::copilot::Action> parse_actions(const json::value& json);
static battle::RoleCounts parse_role_counts(const json::value& json);
static battle::DeployDirection string_to_direction(const std::string& str);
public:
virtual ~CopilotConfig() override = default;
public:
virtual ~CopilotConfig() override = default;
const battle::copilot::CombatData& get_data() const noexcept { return m_data; }
const std::string& get_stage_name() const noexcept { return m_data.info.stage_name; }
bool parse_magic_code(const std::string& copilot_magic_code);
void clear();
const battle::copilot::CombatData& get_data() const noexcept { return m_data; }
protected:
virtual bool parse(const json::value& json) override;
const std::string& get_stage_name() const noexcept { return m_data.info.stage_name; }
battle::copilot::CombatData m_data;
};
bool parse_magic_code(const std::string& copilot_magic_code);
void clear();
inline static auto& Copilot = CopilotConfig::get_instance();
protected:
virtual bool parse(const json::value& json) override;
battle::copilot::CombatData m_data;
};
inline static auto& Copilot = CopilotConfig::get_instance();
}

View File

@@ -14,88 +14,95 @@
namespace asst
{
class BattleHelper
{
public:
~BattleHelper() = default;
class BattleHelper
{
public:
~BattleHelper() = default;
protected:
BattleHelper(Assistant* inst);
protected:
BattleHelper(Assistant* inst);
virtual AbstractTask& this_task() = 0;
virtual AbstractTask& this_task() = 0;
virtual bool set_stage_name(const std::string& name);
virtual void clear();
virtual const std::string oper_name_ocr_task_name() const noexcept { return "BattleOperName"; }
virtual bool do_strategic_action(const cv::Mat& reusable = cv::Mat());
virtual bool set_stage_name(const std::string& name);
virtual void clear();
bool calc_tiles_info(const std::string& stage_name, double shift_x = 0, double shift_y = 0);
virtual const std::string oper_name_ocr_task_name() const noexcept { return "BattleOperName"; }
bool pause();
bool speed_up();
bool abandon();
virtual bool do_strategic_action(const cv::Mat& reusable = cv::Mat());
bool update_deployment(bool init = false, const cv::Mat& reusable = cv::Mat(), bool need_oper_cost = false);
bool update_kills(const cv::Mat& reusable = cv::Mat());
bool update_cost(const cv::Mat& reusable = cv::Mat());
bool calc_tiles_info(const std::string& stage_name, double shift_x = 0, double shift_y = 0);
bool deploy_oper(const std::string& name, const Point& loc, battle::DeployDirection direction);
bool retreat_oper(const std::string& name);
bool retreat_oper(const Point& loc, bool manually = true);
bool use_skill(const std::string& name, bool keep_waiting = true);
bool use_skill(const Point& loc, bool keep_waiting = true);
bool check_pause_button(const cv::Mat& reusable = cv::Mat());
bool check_skip_plot_button(const cv::Mat& reusable = cv::Mat());
bool check_in_speed_up(const cv::Mat& reusable = cv::Mat());
virtual bool check_in_battle(const cv::Mat& reusable = cv::Mat(), bool weak = true);
virtual bool wait_until_start(bool weak = true);
bool wait_until_end(bool weak = true);
bool use_all_ready_skill(const cv::Mat& reusable = cv::Mat());
bool check_and_use_skill(const std::string& name, bool& has_error, const cv::Mat& reusable = cv::Mat());
bool check_and_use_skill(const Point& loc, bool& has_error, const cv::Mat& reusable = cv::Mat());
void save_map(const cv::Mat& image);
bool pause();
bool speed_up();
bool abandon();
bool click_oper_on_deployment(const std::string& name);
bool click_oper_on_deployment(const Rect& rect);
bool click_oper_on_battlefield(const std::string& name);
bool click_oper_on_battlefield(const Point& loc);
bool click_retreat(); // 这个是不带识别的,直接点
bool click_skill(bool keep_waiting = true); // 这个是带识别的,转好了才点
bool cancel_oper_selection();
// 修正终点超出范围的滑动,纠正时是否需要顺时针旋转
void fix_swipe_out_of_limit(Point& p1, Point& p2, int width, int height, int max_distance = INT_MAX,
double radian = 0);
bool move_camera(const std::pair<double, double>& delta);
bool update_deployment(bool init = false, const cv::Mat& reusable = cv::Mat(), bool need_oper_cost = false);
bool update_kills(const cv::Mat& reusable = cv::Mat());
bool update_cost(const cv::Mat& reusable = cv::Mat());
std::string analyze_detail_page_oper_name(const cv::Mat& image);
bool deploy_oper(const std::string& name, const Point& loc, battle::DeployDirection direction);
bool retreat_oper(const std::string& name);
bool retreat_oper(const Point& loc, bool manually = true);
bool use_skill(const std::string& name, bool keep_waiting = true);
bool use_skill(const Point& loc, bool keep_waiting = true);
bool check_pause_button(const cv::Mat& reusable = cv::Mat());
bool check_skip_plot_button(const cv::Mat& reusable = cv::Mat());
bool check_in_speed_up(const cv::Mat& reusable = cv::Mat());
virtual bool check_in_battle(const cv::Mat& reusable = cv::Mat(), bool weak = true);
virtual bool wait_until_start(bool weak = true);
bool wait_until_end(bool weak = true);
bool use_all_ready_skill(const cv::Mat& reusable = cv::Mat());
bool check_and_use_skill(const std::string& name, bool& has_error, const cv::Mat& reusable = cv::Mat());
bool check_and_use_skill(const Point& loc, bool& has_error, const cv::Mat& reusable = cv::Mat());
void save_map(const cv::Mat& image);
std::optional<Rect> get_oper_rect_on_deployment(const std::string& name) const;
bool click_oper_on_deployment(const std::string& name);
bool click_oper_on_deployment(const Rect& rect);
bool click_oper_on_battlefield(const std::string& name);
bool click_oper_on_battlefield(const Point& loc);
bool click_retreat(); // 这个是不带识别的,直接点
bool click_skill(bool keep_waiting = true); // 这个是带识别的,转好了才点
bool cancel_oper_selection();
// 修正终点超出范围的滑动,纠正时是否需要顺时针旋转
void fix_swipe_out_of_limit(
Point& p1,
Point& p2,
int width,
int height,
int max_distance = INT_MAX,
double radian = 0);
bool move_camera(const std::pair<double, double>& delta);
std::string m_stage_name;
Map::Level m_map_data;
std::unordered_map<Point, TilePack::TileInfo> m_side_tile_info; // 子弹时间的坐标映射
std::unordered_map<Point, TilePack::TileInfo> m_normal_tile_info; // 正常的坐标映射
Point m_skill_button_pos;
Point m_retreat_button_pos;
std::unordered_map<std::string, battle::SkillUsage> m_skill_usage;
std::unordered_map<std::string, int> m_skill_times;
std::unordered_map<std::string, int> m_skill_error_count;
std::unordered_map<std::string, std::chrono::steady_clock::time_point> m_last_use_skill_time;
int m_camera_count = 0;
std::pair<double, double> m_camera_shift = { 0., 0. };
std::string analyze_detail_page_oper_name(const cv::Mat& image);
/* 实时更新的数据 */
bool m_in_battle = false;
int m_kills = 0;
int m_total_kills = 0;
int m_cost = 0;
std::optional<Rect> get_oper_rect_on_deployment(const std::string& name) const;
std::vector<battle::DeploymentOper> m_cur_deployment_opers;
std::string m_stage_name;
Map::Level m_map_data;
std::unordered_map<Point, TilePack::TileInfo> m_side_tile_info; // 子弹时间的坐标映射
std::unordered_map<Point, TilePack::TileInfo> m_normal_tile_info; // 正常的坐标映射
Point m_skill_button_pos;
Point m_retreat_button_pos;
std::unordered_map<std::string, battle::SkillUsage> m_skill_usage;
std::unordered_map<std::string, int> m_skill_times;
std::unordered_map<std::string, int> m_skill_error_count;
std::unordered_map<std::string, std::chrono::steady_clock::time_point> m_last_use_skill_time;
int m_camera_count = 0;
std::pair<double, double> m_camera_shift = { 0., 0. };
std::map<std::string, Point> m_battlefield_opers;
std::map<Point, std::string> m_used_tiles;
/* 实时更新的数据 */
bool m_in_battle = false;
int m_total_kills = 0;
int m_kills = 0;
int m_cost = 0;
private:
InstHelper m_inst_helper;
};
std::vector<battle::DeploymentOper> m_cur_deployment_opers;
std::map<std::string, Point> m_battlefield_opers;
std::map<Point, std::string> m_used_tiles;
private:
InstHelper m_inst_helper;
};
} // namespace asst

View File

@@ -24,9 +24,11 @@
using namespace asst::battle;
using namespace asst::battle::copilot;
asst::BattleProcessTask::BattleProcessTask(const AsstCallback& callback, Assistant* inst, std::string_view task_chain)
: AbstractTask(callback, inst, task_chain), BattleHelper(inst)
{}
asst::BattleProcessTask::BattleProcessTask(const AsstCallback& callback, Assistant* inst, std::string_view task_chain) :
AbstractTask(callback, inst, task_chain),
BattleHelper(inst)
{
}
bool asst::BattleProcessTask::_run()
{
@@ -44,7 +46,7 @@ bool asst::BattleProcessTask::_run()
size_t action_size = get_combat_data().actions.size();
for (size_t i = 0; i < action_size && !need_exit() && m_in_battle; ++i) {
const auto& action = get_combat_data().actions.at(i);
do_action(action, i);
do_action_sync(action, i);
}
if (need_to_wait_until_end()) {
@@ -85,7 +87,8 @@ void asst::BattleProcessTask::set_wait_until_end(bool wait_until_end)
m_need_to_wait_until_end = wait_until_end;
}
void asst::BattleProcessTask::set_formation_task_ptr(std::shared_ptr<std::unordered_map<std::string, std::string>> value)
void asst::BattleProcessTask::set_formation_task_ptr(
std::shared_ptr<std::unordered_map<std::string, std::string>> value)
{
m_formation_ptr = value;
}
@@ -139,7 +142,12 @@ bool asst::BattleProcessTask::to_group()
m_oper_in_group.merge(ungrouped);
for (const auto& action : m_combat_data.actions) {
const std::string& action_name = action.name;
if (!action.hasAvatarInfo()) {
continue;
}
auto& avatar = action.getPayload<AvatarInfo>();
const std::string& action_name = avatar.name;
if (action_name.empty() || m_oper_in_group.contains(action_name)) {
continue;
}
@@ -164,89 +172,339 @@ bool asst::BattleProcessTask::to_group()
bool asst::BattleProcessTask::do_action(const battle::copilot::Action& action, size_t index)
{
LogTraceFunction;
notify_action(action);
thread_local auto prev_frame_time = std::chrono::steady_clock::time_point {};
static const auto min_frame_interval = std::chrono::milliseconds(Config.get_options().copilot_fight_screencap_interval);
// prevent our program from consuming too much CPU
if (const auto now = std::chrono::steady_clock::now();
prev_frame_time > now - min_frame_interval) [[unlikely]] {
Log.debug("Sleeping for framerate limit");
std::this_thread::sleep_for(min_frame_interval - (now - prev_frame_time));
}
if (!wait_condition(action)) {
return false;
}
prev_frame_time = std::chrono::steady_clock::now();
if (action.pre_delay > 0) {
sleep_and_do_strategy(action.pre_delay);
if (action.delay.pre_delay > 0) {
sleep_and_do_strategy(action.delay.pre_delay);
// 等待之后画面可能会变化,更新下干员信息
update_deployment();
}
bool ret = false;
const std::string& name = get_name_from_group(action.name);
const auto& location = action.location;
switch (action.type) {
case ActionType::Deploy:
ret = deploy_oper(name, location, action.direction);
if (ret) m_in_bullet_time = false;
break;
case ActionType::Deploy: {
auto& avatar = action.getPayload<AvatarInfo>();
const std::string& name = get_name_from_group(avatar.name);
const auto& location = avatar.location;
ret = deploy_oper(name, location, avatar.direction);
if (ret) {
m_in_bullet_time = false;
}
} break;
case ActionType::Retreat: {
auto& avatar = action.getPayload<AvatarInfo>();
const std::string& name = get_name_from_group(avatar.name);
const auto& location = avatar.location;
case ActionType::Retreat:
ret = m_in_bullet_time ? click_retreat() : (location.empty() ? retreat_oper(name) : retreat_oper(location));
if (ret) m_in_bullet_time = false;
break;
if (ret) {
m_in_bullet_time = false;
}
} break;
case ActionType::UseSkill: {
auto& avatar = action.getPayload<AvatarInfo>();
const std::string& name = get_name_from_group(avatar.name);
const auto& location = avatar.location;
case ActionType::UseSkill:
ret = m_in_bullet_time ? click_skill() : (location.empty() ? use_skill(name) : use_skill(location));
if (ret) m_in_bullet_time = false;
break;
if (ret) {
m_in_bullet_time = false;
}
} break;
case ActionType::SwitchSpeed:
ret = speed_up();
break;
case ActionType::BulletTime: {
auto& avatar = action.getPayload<AvatarInfo>();
const std::string& name = get_name_from_group(avatar.name);
const auto& location = avatar.location;
case ActionType::BulletTime:
ret = enter_bullet_time(name, location);
if (ret) m_in_bullet_time = true;
break;
if (ret) {
m_in_bullet_time = true;
}
} break;
case ActionType::SkillUsage: {
auto& avatar = action.getPayload<AvatarInfo>();
case ActionType::SkillUsage:
m_skill_usage[name] = action.modify_usage;
if (action.modify_usage == SkillUsage::Times) m_skill_times[name] = action.modify_times;
const std::string& name = get_name_from_group(avatar.name);
m_skill_usage[name] = avatar.modify_usage;
if (avatar.modify_usage == SkillUsage::Times) {
m_skill_times[name] = avatar.modify_times;
}
ret = true;
break;
} break;
case ActionType::Output:
// DoNothing
ret = true;
break;
case ActionType::MoveCamera: {
auto& info = action.getPayload<MoveCameraInfo>();
case ActionType::MoveCamera:
ret = move_camera(action.distance);
break;
ret = move_camera(info.distance);
} break;
case ActionType::SkillDaemon:
ret = wait_until_end();
break;
case ActionType::Loop: {
auto& info = action.getPayload<LoopInfo>();
// 假设被设置了自然数才赋值
info.end_info.resetCounter();
while (!check_condition(info.end_info)) {
// 需要维护counter
info.end_info.activeCounter();
// 执行循环体
for (int i = 0; i < info.loop_actions.size(); ++i) {
if (need_exit() || !m_in_battle) {
goto END_LOOP;
}
if (info.continue_info.active() && !check_condition(info.continue_info)) {
goto NEXT_LOOP;
}
if (info.break_info.active() && !check_condition(info.break_info)) {
goto BREAK_LOOP;
}
ret &= do_action_sync(*info.loop_actions[i], i);
}
NEXT_LOOP:
continue;
BREAK_LOOP:
break;
}
END_LOOP:;
} break;
case ActionType::Case: {
auto& info = action.getPayload<CaseInfo>();
if (auto it = m_oper_in_group.find(info.group_select); it != m_oper_in_group.cend()) {
// 没找到或者没在CaseInfo 中匹配就使用默认的
// 能够找到干员就使用对应的case
if (auto itFind = info.dispatch_actions.find(it->second); itFind != info.dispatch_actions.cend()) {
for (int i = 0; i < itFind->second.size(); ++i) {
ret &= do_action_sync(*itFind->second[i], i);
if (need_exit() || !m_in_battle) {
ret = false;
break;
}
}
}
}
else {
Log.warn("failed to find select group");
ret = false;
}
} break;
case ActionType::Until: {
auto& info = action.getPayload<UntilInfo>();
// 循环遍历携带的所有子动作,只要成功一个才退出
// 防止死循环添加loop_limit参数来限制循环
action.trigger.resetCounter();
switch (info.category) {
case TriggerInfo::Category::Any: {
int idx = 0;
while (ret == false) {
// 到达循环极限,退出
if (action.trigger.counter == action.trigger.count) {
ret = false;
break;
}
action.trigger.activeCounter();
// 只要其中一个命令执行成功就退出
size_t i = idx++ % info.candidate.size();
if (do_action_async(*info.candidate[i], i)) {
ret = true;
break;
}
if (need_exit() || !m_in_battle) {
ret = false;
break;
}
}
} break;
case TriggerInfo::Category::All:
[[fallthrough]];
default: {
std::set<ActionPtr> setSucc;
int idx = 0;
// 全部成功则完成循环
while (setSucc.size() != info.candidate.size()) {
// 到达循环极限,退出
if (action.trigger.counter == action.trigger.count) {
ret = false;
break;
}
action.trigger.activeCounter();
// 判断是否已经执行成功,如果已经成功就判断下一个
size_t i = idx++ % info.candidate.size();
if (setSucc.find(info.candidate[i]) != setSucc.end()) {
continue;
}
// 记录成功完成的动作
if (do_action_async(*info.candidate[i], i)) {
setSucc.emplace(info.candidate[i]);
}
if (need_exit() || !m_in_battle) {
break;
}
}
} break;
}
ret = true;
} break;
case ActionType::Check: {
auto& info = action.getPayload<CheckInfo>();
if (check_condition(info.condition_info)) {
// 触发器满足条件
int i = 0;
for (; i < info.then_actions.size(); ++i) {
if (!do_action_sync(*info.then_actions[i], i)) {
break;
}
if (need_exit() || !m_in_battle) {
break;
}
}
ret = (i == info.then_actions.size());
}
else { // 触发器不满足条件
int i = 0;
for (; i < info.else_actions.size(); ++i) {
if (!do_action_sync(*info.else_actions[i], i)) {
break;
}
if (need_exit() || !m_in_battle) {
break;
}
}
ret = (i == info.else_actions.size());
}
} break;
default:
ret = do_derived_action(action, index);
break;
}
sleep_and_do_strategy(action.post_delay);
sleep_and_do_strategy(action.delay.post_delay);
return ret;
}
bool asst::BattleProcessTask::do_action_sync(const battle::copilot::Action& action, size_t index)
{
LogTraceFunction;
notify_action(action);
thread_local auto prev_frame_time = std::chrono::steady_clock::time_point {};
static const auto min_frame_interval =
std::chrono::milliseconds(Config.get_options().copilot_fight_screencap_interval);
// prevent our program from consuming too much CPU
if (const auto now = std::chrono::steady_clock::now(); prev_frame_time > now - min_frame_interval) [[unlikely]] {
Log.debug("Sleeping for framerate limit");
std::this_thread::sleep_for(min_frame_interval - (now - prev_frame_time));
}
// 所有被设置的触发器都满足
switch (action.trigger.category) {
case TriggerInfo::Category::Succ: // 默认成功,跳过条件阶段,什么都不用做
break;
case TriggerInfo::Category::Any: {
if (!wait_condition_any(action)) {
return false;
}
} break;
case TriggerInfo::Category::Not: {
if (!wait_condition_not(action)) {
return false;
}
} break;
case TriggerInfo::Category::All:
[[fallthrough]];
default: {
if (!wait_condition_all(action)) {
return false;
}
} break;
}
// 部署干员还要额外等待费用够或 CD 转好
if (action.type == ActionType::Deploy) {
if (!wait_operator_ready(action)) {
return false;
}
}
prev_frame_time = std::chrono::steady_clock::now();
return do_action(action, index);
}
bool asst::BattleProcessTask::do_action_async(const battle::copilot::Action& action, size_t index)
{
LogTraceFunction;
notify_action(action);
thread_local auto prev_frame_time = std::chrono::steady_clock::time_point {};
static const auto min_frame_interval =
std::chrono::milliseconds(Config.get_options().copilot_fight_screencap_interval);
// prevent our program from consuming too much CPU
if (const auto now = std::chrono::steady_clock::now(); prev_frame_time > now - min_frame_interval) [[unlikely]] {
Log.debug("Sleeping for framerate limit");
std::this_thread::sleep_for(min_frame_interval - (now - prev_frame_time));
}
// 所有被设置的触发器都满足, 不等待
if (check_condition(action.trigger)) {
return false;
}
// 部署干员还要额外等待费用够或 CD 转好
if (action.type == ActionType::Deploy) {
if (!wait_operator_ready(action)) {
return false;
}
}
prev_frame_time = std::chrono::steady_clock::now();
return do_action(action, index);
}
const std::string& asst::BattleProcessTask::get_name_from_group(const std::string& action_name)
{
auto iter = m_oper_in_group.find(action_name);
@@ -271,116 +529,489 @@ void asst::BattleProcessTask::notify_action(const battle::copilot::Action& actio
{ ActionType::MoveCamera, "MoveCamera" },
{ ActionType::DrawCard, "DrawCard" },
{ ActionType::CheckIfStartOver, "CheckIfStartOver" },
{ ActionType::Loop, "Loop" },
{ ActionType::Case, "Case" },
{ ActionType::Check, "Check" },
{ ActionType::Until, "Until" },
};
json::value info = basic_info_with_what("CopilotAction");
std::string strActionName;
if (action.hasAvatarInfo()) {
strActionName = action.getPayload<AvatarInfo>().name;
}
info["details"] |= json::object {
{ "action", ActionNames.at(action.type) },
{ "target", action.name },
{ "doc", action.doc },
{ "doc_color", action.doc_color },
{ "target", strActionName },
{ "doc", action.text.doc },
{ "doc_color", action.text.doc_color },
};
callback(AsstMsg::SubTaskExtraInfo, info);
}
bool asst::BattleProcessTask::wait_condition(const Action& action)
bool asst::BattleProcessTask::wait_operator_ready(const battle::copilot::Action& action)
{
cv::Mat image;
auto update_image_if_empty = [&]() {
if (image.empty()) {
image = ctrler()->get_image();
check_in_battle(image);
auto& avatarName = action.getPayload<AvatarInfo>().name;
const std::string& name = get_name_from_group(avatarName);
update_image_if_empty(&image);
while (!need_exit()) {
if (!update_deployment(false, image)) {
return false;
}
};
auto do_strategy_and_update_image = [&]() {
do_strategic_action(image);
image = ctrler()->get_image();
};
if (auto iter = ranges::find_if(m_cur_deployment_opers, [&](const auto& oper) { return oper.name == name; });
iter != m_cur_deployment_opers.end() && iter->available) {
break;
}
do_strategy_and_update_image(&image);
}
if (action.cost_changes != 0) {
update_image_if_empty();
return true;
}
void asst::BattleProcessTask::update_image_if_empty(cv::Mat* _Image)
{
if (_Image->empty()) {
(*_Image) = ctrler()->get_image();
check_in_battle(*_Image);
}
}
void asst::BattleProcessTask::do_strategy_and_update_image(cv::Mat* _Image)
{
do_strategic_action(*_Image);
(*_Image) = ctrler()->get_image();
}
// 等待至所有被设置的条件不被满足
bool asst::BattleProcessTask::wait_condition_not(const Action& action)
{
cv::Mat image;
// cost_changes 被指定才进入判断,且等待直至满足
if (action.trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
update_image_if_empty(&image);
update_cost(image);
int pre_cost = m_cost;
while (!need_exit()) {
update_cost(image);
if (action.cost_changes != 0) {
if ((pre_cost + action.cost_changes < 0) ? (m_cost <= pre_cost + action.cost_changes)
: (m_cost >= pre_cost + action.cost_changes)) {
if (action.trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
if ((pre_cost + action.trigger.cost_changes < 0) ? (m_cost <= pre_cost + action.trigger.cost_changes)
: (m_cost >= pre_cost + action.trigger.cost_changes)) {
;
}
else {
break;
}
if (!check_in_battle(image)) {
return false;
}
do_strategy_and_update_image(&image);
}
if (!check_in_battle(image)) {
return false;
}
do_strategy_and_update_image();
}
}
if (m_kills < action.kills) {
update_image_if_empty();
while (!need_exit() && m_kills < action.kills) {
if (m_kills < action.trigger.kills) {
update_image_if_empty(&image);
while (!need_exit() && m_kills < action.trigger.kills) {
update_kills(image);
if (m_kills >= action.kills) {
if (m_kills >= action.trigger.kills) {
;
}
else {
break;
}
if (!check_in_battle(image)) {
return false;
}
do_strategy_and_update_image();
do_strategy_and_update_image(&image);
}
}
if (action.costs) {
update_image_if_empty();
if (action.trigger.costs != TriggerInfo::DEACTIVE_COST) {
update_image_if_empty(&image);
while (!need_exit()) {
update_cost(image);
if (m_cost >= action.costs) {
if (m_cost >= action.trigger.costs) {
;
}
else {
break;
}
if (!check_in_battle(image)) {
return false;
}
do_strategy_and_update_image();
do_strategy_and_update_image(&image);
}
}
// 计算有几个干员在cd
if (action.cooling >= 0) {
update_image_if_empty();
if (action.trigger.cooling > TriggerInfo::DEACTIVE_COOLING) {
update_image_if_empty(&image);
while (!need_exit()) {
if (!update_deployment(false, image)) {
return false;
}
size_t cooling_count =
ranges::count_if(m_cur_deployment_opers, [](const auto& oper) -> bool { return oper.cooling; });
if (cooling_count == static_cast<size_t>(action.cooling)) {
if (cooling_count == static_cast<size_t>(action.trigger.cooling)) {
;
}
else {
break;
}
do_strategy_and_update_image();
do_strategy_and_update_image(&image);
}
}
// 部署干员还要额外等待费用够或 CD 转好
if (action.type == ActionType::Deploy) {
const std::string& name = get_name_from_group(action.name);
update_image_if_empty();
return true;
}
// 等待至所有被设置的条件被满足
bool asst::BattleProcessTask::wait_condition_all(const Action& action)
{
cv::Mat image;
// cost_changes 被指定才进入判断,且等待直至满足
if (action.trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
update_image_if_empty(&image);
update_cost(image);
int pre_cost = m_cost;
while (!need_exit()) {
update_cost(image);
if (action.trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
if ((pre_cost + action.trigger.cost_changes < 0) ? (m_cost <= pre_cost + action.trigger.cost_changes)
: (m_cost >= pre_cost + action.trigger.cost_changes)) {
break;
}
}
if (!check_in_battle(image)) {
return false;
}
do_strategy_and_update_image(&image);
}
}
if (m_kills < action.trigger.kills) {
update_image_if_empty(&image);
while (!need_exit() && m_kills < action.trigger.kills) {
update_kills(image);
if (m_kills >= action.trigger.kills) {
break;
}
if (!check_in_battle(image)) {
return false;
}
do_strategy_and_update_image(&image);
}
}
if (action.trigger.costs != TriggerInfo::DEACTIVE_COST) {
update_image_if_empty(&image);
while (!need_exit()) {
update_cost(image);
if (m_cost >= action.trigger.costs) {
break;
}
if (!check_in_battle(image)) {
return false;
}
do_strategy_and_update_image(&image);
}
}
// 计算有几个干员在cd
if (action.trigger.cooling > TriggerInfo::DEACTIVE_COOLING) {
update_image_if_empty(&image);
while (!need_exit()) {
if (!update_deployment(false, image)) {
return false;
}
if (auto iter =
ranges::find_if(m_cur_deployment_opers, [&](const auto& oper) { return oper.name == name; });
iter != m_cur_deployment_opers.end() && iter->available) {
size_t cooling_count =
ranges::count_if(m_cur_deployment_opers, [](const auto& oper) -> bool { return oper.cooling; });
if (cooling_count == static_cast<size_t>(action.trigger.cooling)) {
break;
}
do_strategy_and_update_image();
do_strategy_and_update_image(&image);
}
}
return true;
}
// 等待至被设定的任意一个条件被满足
bool asst::BattleProcessTask::wait_condition_any(const Action& action)
{
cv::Mat image;
// 提前准备好快照,便于后续设置判断费用差距
if (action.trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
update_image_if_empty(&image);
update_cost(image);
}
int pre_cost = m_cost;
while (!need_exit()) {
update_image_if_empty(&image);
if (action.trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
update_cost(image);
if ((pre_cost + action.trigger.cost_changes < 0) ? (m_cost <= pre_cost + action.trigger.cost_changes)
: (m_cost >= pre_cost + action.trigger.cost_changes)) {
return true;
}
}
if (action.trigger.kills != TriggerInfo::DEACTIVE_KILLS) {
update_kills(image);
if (m_kills >= action.trigger.kills) {
return true;
}
}
if (action.trigger.costs != TriggerInfo::DEACTIVE_COST) {
update_cost(image);
if (m_cost >= action.trigger.costs) {
return true;
}
}
// 计算有几个干员在cd
if (action.trigger.cooling != TriggerInfo::DEACTIVE_COOLING) {
if (update_deployment(false, image)) {
size_t cooling_count =
ranges::count_if(m_cur_deployment_opers, [](const auto& oper) -> bool { return oper.cooling; });
if (cooling_count == static_cast<size_t>(action.trigger.cooling)) {
return true;
}
}
}
if (!check_in_battle(image)) {
return false;
}
do_strategy_and_update_image(&image);
}
return false;
}
bool asst::BattleProcessTask::check_condition_not(const battle::copilot::TriggerInfo& _Trigger)
{
using TriggerInfo = battle::copilot::TriggerInfo;
cv::Mat image;
update_image_if_empty(&image);
if (_Trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
int pre_cost = m_cost;
update_cost(image);
if (_Trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
if ((pre_cost + _Trigger.cost_changes < 0) ? (m_cost <= pre_cost + _Trigger.cost_changes)
: (m_cost >= pre_cost + _Trigger.cost_changes)) {
return false;
}
}
}
if (_Trigger.kills != TriggerInfo::DEACTIVE_KILLS) {
update_kills(image);
if (m_kills >= _Trigger.kills) {
return false;
}
}
if (_Trigger.costs != TriggerInfo::DEACTIVE_COST) {
update_cost(image);
if (m_cost >= _Trigger.costs) {
return false;
}
}
// 计算有几个干员在cd
if (_Trigger.cooling != TriggerInfo::DEACTIVE_COOLING) {
if (update_deployment(false, image)) {
size_t cooling_count =
ranges::count_if(m_cur_deployment_opers, [](const auto& oper) -> bool { return oper.cooling; });
if (cooling_count == static_cast<size_t>(_Trigger.cooling)) {
return false;
}
}
}
if (_Trigger.count != TriggerInfo::DEACTIVE_COUNT) {
if (_Trigger.counter == _Trigger.count) {
return false;
}
}
do_strategy_and_update_image(&image);
return true;
}
bool asst::BattleProcessTask::check_condition_all(const battle::copilot::TriggerInfo& _Trigger)
{
using TriggerInfo = battle::copilot::TriggerInfo;
cv::Mat image;
update_image_if_empty(&image);
if (_Trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
int pre_cost = m_cost;
update_cost(image);
if (_Trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
if ((pre_cost + _Trigger.cost_changes < 0) ? (m_cost <= pre_cost + _Trigger.cost_changes)
: (m_cost >= pre_cost + _Trigger.cost_changes)) {
;
}
else {
return false;
}
}
}
if (_Trigger.kills != TriggerInfo::DEACTIVE_KILLS) {
update_kills(image);
if (m_kills >= _Trigger.kills) {
;
}
else {
return false;
}
}
if (_Trigger.costs != TriggerInfo::DEACTIVE_COST) {
update_cost(image);
if (m_cost >= _Trigger.costs) {
;
}
else {
return false;
}
}
// 计算有几个干员在cd
if (_Trigger.cooling != TriggerInfo::DEACTIVE_COOLING) {
if (!update_deployment(false, image)) {
return false;
}
size_t cooling_count =
ranges::count_if(m_cur_deployment_opers, [](const auto& oper) -> bool { return oper.cooling; });
if (cooling_count == static_cast<size_t>(_Trigger.cooling)) {
;
}
else {
return false;
}
}
if (_Trigger.count != TriggerInfo::DEACTIVE_COUNT) {
if (_Trigger.counter == _Trigger.count) {
;
}
else {
return false;
}
}
do_strategy_and_update_image(&image);
return true;
}
bool asst::BattleProcessTask::check_condition_any(const battle::copilot::TriggerInfo& _Trigger)
{
using TriggerInfo = battle::copilot::TriggerInfo;
cv::Mat image;
update_image_if_empty(&image);
if (_Trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
int pre_cost = m_cost;
update_cost(image);
if (_Trigger.cost_changes != TriggerInfo::DEACTIVE_COST_CHANGES) {
if ((pre_cost + _Trigger.cost_changes < 0) ? (m_cost <= pre_cost + _Trigger.cost_changes)
: (m_cost >= pre_cost + _Trigger.cost_changes)) {
return true;
}
}
}
if (_Trigger.kills != TriggerInfo::DEACTIVE_KILLS) {
update_kills(image);
if (m_kills >= _Trigger.kills) {
return true;
}
}
if (_Trigger.costs != TriggerInfo::DEACTIVE_COST) {
update_cost(image);
if (m_cost >= _Trigger.costs) {
return true;
}
}
// 计算有几个干员在cd
if (_Trigger.cooling > TriggerInfo::DEACTIVE_COOLING) {
if (update_deployment(false, image)) {
size_t cooling_count =
ranges::count_if(m_cur_deployment_opers, [](const auto& oper) -> bool { return oper.cooling; });
if (cooling_count == static_cast<size_t>(_Trigger.cooling)) {
return true;
}
}
}
if (_Trigger.count != TriggerInfo::DEACTIVE_COUNT) {
if (_Trigger.counter == _Trigger.count) {
return true;
}
}
do_strategy_and_update_image(&image);
return false;
}
bool asst::BattleProcessTask::check_condition(const battle::copilot::TriggerInfo& _Trigger)
{
switch (_Trigger.category) {
case TriggerInfo::Category::Succ: // 默认成功,跳过条件阶段,什么都不用做
break;
case TriggerInfo::Category::Any: {
if (check_condition_any(_Trigger)) {
return false;
}
} break;
case TriggerInfo::Category::Not: {
if (check_condition_not(_Trigger)) {
return false;
}
} break;
case TriggerInfo::Category::All:
[[fallthrough]];
default: {
if (check_condition_all(_Trigger)) {
return false;
}
} break;
}
return true;
}
bool asst::BattleProcessTask::enter_bullet_time(const std::string& name, const Point& location)
{
LogTraceFunction;

View File

@@ -8,45 +8,67 @@
namespace asst
{
class BattleProcessTask : public AbstractTask, public BattleHelper
class BattleProcessTask : public AbstractTask, public BattleHelper
{
public:
BattleProcessTask(const AsstCallback& callback, Assistant* inst, std::string_view task_chain);
virtual ~BattleProcessTask() override = default;
virtual bool set_stage_name(const std::string& stage_name) override;
void set_wait_until_end(bool wait_until_end);
void set_formation_task_ptr(std::shared_ptr<std::unordered_map<std::string, std::string>> value);
protected:
virtual bool _run() override;
virtual AbstractTask& this_task() override { return *this; }
virtual void clear() override;
virtual bool
do_derived_action([[maybe_unused]] const battle::copilot::Action& action, [[maybe_unused]] size_t index)
{
public:
BattleProcessTask(const AsstCallback& callback, Assistant* inst, std::string_view task_chain);
virtual ~BattleProcessTask() override = default;
return false;
}
virtual bool set_stage_name(const std::string& stage_name) override;
void set_wait_until_end(bool wait_until_end);
void set_formation_task_ptr(std::shared_ptr<std::unordered_map<std::string, std::string>> value);
virtual battle::copilot::CombatData& get_combat_data() { return m_combat_data; }
protected:
virtual bool _run() override;
virtual AbstractTask& this_task() override { return *this; }
virtual void clear() override;
virtual bool need_to_wait_until_end() const { return m_need_to_wait_until_end; }
virtual bool do_derived_action([[maybe_unused]] const battle::copilot::Action& action,
[[maybe_unused]] size_t index)
{
return false;
}
virtual battle::copilot::CombatData& get_combat_data() { return m_combat_data; }
virtual bool need_to_wait_until_end() const { return m_need_to_wait_until_end; }
bool to_group();
bool to_group();
bool do_action(const battle::copilot::Action& action, size_t index);
// 考虑到程序共用部分把actions执行部分抽取出来
bool do_action(const battle::copilot::Action& action, [[maybe_unused]] size_t index);
const std::string& get_name_from_group(const std::string& action_name);
void notify_action(const battle::copilot::Action& action);
bool wait_condition(const battle::copilot::Action& action);
bool enter_bullet_time(const std::string& name, const Point& location);
void sleep_and_do_strategy(unsigned millisecond);
// 阻塞式判断action命令中的前置条件是否满足阻塞至满足才执行后续的操作
bool do_action_sync(const battle::copilot::Action& action, [[maybe_unused]] size_t index);
virtual bool check_in_battle(const cv::Mat& reusable = cv::Mat(), bool weak = true) override;
// 非阻塞式判断action命令中的前置条件是否满足如果条件满足执行后续的操作否则返回false
bool do_action_async(const battle::copilot::Action& action, [[maybe_unused]] size_t index);
battle::copilot::CombatData m_combat_data;
std::unordered_map</*group*/ std::string, /*oper*/ std::string> m_oper_in_group;
const std::string& get_name_from_group(const std::string& action_name);
void notify_action(const battle::copilot::Action& action);
bool wait_operator_ready(const battle::copilot::Action& action);
void update_image_if_empty(cv::Mat* _Image);
void do_strategy_and_update_image(cv::Mat* _Image);
bool wait_condition_not(const battle::copilot::Action& action); // 等待所有条件都不满足
bool wait_condition_all(const battle::copilot::Action& action); // 等待所有条件都满足
bool wait_condition_any(const battle::copilot::Action& action); // 等待某个条件都满足
bool check_condition_not(const battle::copilot::TriggerInfo& action); // 所有条件都不满足
bool check_condition_all(const battle::copilot::TriggerInfo& action); // 所有条件都满足
bool check_condition_any(const battle::copilot::TriggerInfo& action); // 某个条件都满足
bool check_condition(const battle::copilot::TriggerInfo& action);
bool m_in_bullet_time = false;
bool m_need_to_wait_until_end = false;
std::shared_ptr<std::unordered_map<std::string, std::string>> m_formation_ptr = nullptr;
};
bool enter_bullet_time(const std::string& name, const Point& location);
void sleep_and_do_strategy(unsigned millisecond);
virtual bool check_in_battle(const cv::Mat& reusable = cv::Mat(), bool weak = true) override;
battle::copilot::CombatData m_combat_data;
std::unordered_map</*group*/ std::string, /*oper*/ std::string> m_oper_in_group;
bool m_in_bullet_time = false;
bool m_need_to_wait_until_end = false;
std::shared_ptr<std::unordered_map<std::string, std::string>> m_formation_ptr = nullptr;
};
}

View File

@@ -19,11 +19,14 @@ bool asst::SSSBattleProcessTask::set_stage_name(const std::string& stage_name)
return false;
}
m_sss_combat_data = SSSCopilot.get_data(stage_name);
ranges::transform(m_sss_combat_data.strategies, std::inserter(m_all_cores, m_all_cores.begin()),
[](const auto& strategy) { return strategy.core; });
ranges::transform(
m_sss_combat_data.strategies,
std::inserter(m_all_cores, m_all_cores.begin()),
[](const auto& strategy) { return strategy.core; });
for (const auto& action : m_sss_combat_data.actions) {
if (action.type == battle::copilot::ActionType::Deploy) {
m_all_action_opers.emplace(action.name);
auto& info = action.getPayload<battle::copilot::AvatarInfo>();
m_all_action_opers.emplace(info.name);
}
}
@@ -58,7 +61,8 @@ bool asst::SSSBattleProcessTask::update_deployment_with_skip(const cv::Mat& reus
}
if (ranges::equal(
m_cur_deployment_opers, old_deployment_opers,
m_cur_deployment_opers,
old_deployment_opers,
[](const DeploymentOper& oper1, const DeploymentOper& oper2) { return oper1.name == oper2.name; })) {
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - last_same_time).count() > 30000) {
// 30s 能回 60 费,基本上已经到了挂机的时候,放缓检查的速度
@@ -100,8 +104,7 @@ bool asst::SSSBattleProcessTask::do_strategic_action(const cv::Mat& reusable)
static const auto min_frame_interval = std::chrono::milliseconds(Config.get_options().sss_fight_screencap_interval);
// prevent our program from consuming too much CPU
if (const auto now = std::chrono::steady_clock::now();
prev_frame_time > now - min_frame_interval) [[unlikely]] {
if (const auto now = std::chrono::steady_clock::now(); prev_frame_time > now - min_frame_interval) [[unlikely]] {
Log.debug("Sleeping for framerate limit");
std::this_thread::sleep_for(min_frame_interval - (now - prev_frame_time));
}
@@ -145,8 +148,9 @@ bool asst::SSSBattleProcessTask::wait_until_start(bool weak)
}
else {
replace_count = 4;
if (ranges::count_if(m_cur_deployment_opers,
[](const auto& oper) { return oper.role == Role::Pioneer; }) /* 先锋数量 */
if (ranges::count_if(
m_cur_deployment_opers,
[](const auto& oper) { return oper.role == Role::Pioneer; }) /* 先锋数量 */
< 2) {
cost_limit = 25; // 先锋低于2个时降低费用阈值以试图换出先锋
}
@@ -219,8 +223,9 @@ bool asst::SSSBattleProcessTask::check_and_do_strategy(const cv::Mat& reusable)
Role role_for_lambda = role;
// 如果有可用的干员,直接使用
auto available_iter = ranges::find_if(
tool_men, [&](const DeploymentOper& oper) { return oper.available && oper.role == role_for_lambda; });
auto available_iter = ranges::find_if(tool_men, [&](const DeploymentOper& oper) {
return oper.available && oper.role == role_for_lambda;
});
if (available_iter != tool_men.cend()) {
--quantity;
// 部署完,画面会发生变化,所以直接返回,后续逻辑交给下次循环处理
@@ -252,18 +257,19 @@ bool asst::SSSBattleProcessTask::check_if_start_over(const battle::copilot::Acti
update_deployment();
bool to_abandon = false;
auto& info = action.getPayload<battle::copilot::CheckIfStartOverInfo>();
if (!action.name.empty() &&
!ranges::any_of(m_cur_deployment_opers, [&](const auto& oper) { return oper.name == action.name; }) &&
!m_battlefield_opers.contains(action.name)) {
if (!info.name.empty() &&
!ranges::any_of(m_cur_deployment_opers, [&](const auto& oper) { return oper.name == info.name; }) &&
!m_battlefield_opers.contains(info.name)) {
to_abandon = true;
}
else if (!action.role_counts.empty()) {
else if (!info.role_counts.empty()) {
std::unordered_map<Role, size_t> cur_counts;
for (const auto& oper : m_cur_deployment_opers) {
cur_counts[oper.role] += 1;
}
for (const auto& [role, number] : action.role_counts) {
for (const auto& [role, number] : info.role_counts) {
if (cur_counts[role] < static_cast<size_t>(number)) {
to_abandon = true;
break;