#include "RoguelikeTask.h" #include "Common/AsstBattleDef.h" #include "Config/TaskData.h" #include "Status.h" #include "Task/Miscellaneous/ScreenshotTaskPlugin.h" #include "Task/ProcessTask.h" #include "Task/Roguelike/RoguelikeBattleTaskPlugin.h" #include "Task/Roguelike/RoguelikeControlTaskPlugin.h" #include "Task/Roguelike/RoguelikeCustomStartTaskPlugin.h" #include "Task/Roguelike/RoguelikeDebugTaskPlugin.h" #include "Task/Roguelike/RoguelikeDifficultySelectionTaskPlugin.h" #include "Task/Roguelike/RoguelikeFormationTaskPlugin.h" #include "Task/Roguelike/RoguelikeLastRewardTaskPlugin.h" #include "Task/Roguelike/RoguelikeRecruitTaskPlugin.h" #include "Task/Roguelike/RoguelikeResetTaskPlugin.h" #include "Task/Roguelike/RoguelikeShoppingTaskPlugin.h" #include "Task/Roguelike/RoguelikeSkillSelectionTaskPlugin.h" #include "Task/Roguelike/RoguelikeStageEncounterTaskPlugin.h" #include "Task/Roguelike/RoguelikeStrategyChangeTaskPlugin.h" #include "Task/Roguelike/RoguelikeFoldartalGainTaskPlugin.h" #include "Task/Roguelike/RoguelikeFoldartalUseTaskPlugin.h" #include "Utils/Logger.hpp" asst::RoguelikeTask::RoguelikeTask(const AsstCallback& callback, Assistant* inst) : InterfaceTask(callback, inst, TaskType), m_roguelike_task_ptr(std::make_shared(callback, inst, TaskType)) { LogTraceFunction; m_roguelike_task_ptr->set_ignore_error(true); m_screenshot_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_formation_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_control_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_reset_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_debug_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_shopping_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_shopping_plugin_ptr->set_retry_times(0); m_custom_start_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_battle_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_battle_plugin_ptr->set_retry_times(0).set_ignore_error(true); m_recruit_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_recruit_plugin_ptr->set_retry_times(2).set_ignore_error(true); m_skill_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_skill_plugin_ptr->set_retry_times(2).set_ignore_error(true); m_stage_encounter_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_stage_encounter_plugin_ptr->set_retry_times(0); m_last_reward_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_difficulty_selection_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_strategy_change_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_foldartal_gain_plugin_ptr = m_roguelike_task_ptr->register_plugin(); m_foldartal_use_plugin_ptr = m_roguelike_task_ptr->register_plugin(); // 这个任务如果卡住会放弃当前的肉鸽并重新开始,所以多添加一点。先这样凑合用 for (int i = 0; i != 100; ++i) { m_subtasks.emplace_back(m_roguelike_task_ptr); } } bool asst::RoguelikeTask::set_params(const json::value& params) { LogTraceFunction; std::string theme = params.get("theme", std::string(RoguelikePhantomThemeName)); if (theme != RoguelikePhantomThemeName && theme != RoguelikeMizukiThemeName && theme != RoguelikeSamiThemeName) { Log.error("Unknown roguelike theme", theme); return false; } if (status() == nullptr) { m_roguelike_task_ptr->set_tasks({ "Stop" }); Log.error(__FUNCTION__, "status() is null"); return false; } for (const auto& plugin : m_roguelike_task_ptr->get_plugins()) { if (auto ptr = std::dynamic_pointer_cast(plugin)) { ptr->set_roguelike_theme(theme); } } m_foldartal_gain_plugin_ptr->set_roguelike_theme(theme); m_foldartal_use_plugin_ptr->set_roguelike_theme(theme); m_roguelike_task_ptr->set_tasks({ theme + "@Roguelike@Begin" }); // 0 - 刷经验,尽可能稳定地打更多层数,不期而遇采用激进策略 // 1 - 刷源石锭,第一层投资完就退出,不期而遇采用保守策略 // 2 - 【已移除】两者兼顾,投资过后再退出,没有投资就继续往后打 // 3 - 尝试通关,激进策略(TODO) // 4 - 刷开局藏品,以获得热水壶或者演讲稿开局,不期而遇采用保守策略 int mode = params.get("mode", 0); if (mode != 0 && mode != 1 && mode != 4) { m_roguelike_task_ptr->set_tasks({ "Stop" }); Log.error(__FUNCTION__, "| Unknown mode", mode); return false; } m_debug_plugin_ptr->set_enable(mode != 1); // 是否凹指定干员开局直升 bool start_with_elite_two = params.get("start_with_elite_two", false); status()->set_properties(Status::RoguelikeMode, std::to_string(mode)); status()->set_properties(Status::RoguelikeDifficulty, "0"); status()->set_properties(Status::RoguelikeStartWithEliteTwo, std::to_string(start_with_elite_two)); // 设置层数选点策略,相关逻辑在 RoguelikeStrategyChangeTaskPlugin { Task.set_task_base(theme + "@Roguelike@Stages", theme + "@Roguelike@Stages_default"); std::string strategy_task = theme + "@Roguelike@StrategyChange"; std::string strategy_task_with_mode = strategy_task + "_mode" + std::to_string(mode); if (Task.get(strategy_task_with_mode) == nullptr) { strategy_task_with_mode = "#none"; // 没有对应的层数选点策略,使用默认策略(避战) Log.warn(__FUNCTION__, "No strategy for mode", mode); } Task.set_task_base(strategy_task, strategy_task_with_mode); } // 重置开局奖励 next,获得任意奖励均继续;烧水相关逻辑在 RoguelikeLastRewardTaskPlugin Task.set_task_base("Roguelike@LastReward", "Roguelike@LastReward_default"); Task.set_task_base("Roguelike@LastReward2", "Roguelike@LastReward_default"); Task.set_task_base("Roguelike@LastReward3", "Roguelike@LastReward_default"); Task.set_task_base("Roguelike@LastReward4", "Roguelike@LastReward_default"); Task.set_task_base("Roguelike@LastRewardRand", "Roguelike@LastReward_default"); if (mode == 1) { // 战斗后奖励只拿钱 Task.set_task_base(theme + "@Roguelike@DropsFlag", theme + "@Roguelike@DropsFlag_mode1"); // 刷源石锭模式是否进入第二层 bool investment_enter_second_floor = params.get("investment_enter_second_floor", true); if (investment_enter_second_floor) { m_roguelike_task_ptr->set_times_limit("StageTraderInvestCancel", INT_MAX); m_roguelike_task_ptr->set_times_limit("StageTraderLeaveConfirm", 0, ProcessTask::TimesLimitType::Post); } else { m_roguelike_task_ptr->set_times_limit("StageTraderInvestCancel", 0); m_roguelike_task_ptr->set_times_limit("StageTraderLeaveConfirm", INT_MAX); } } else { // 重置战斗后奖励next Task.set_task_base(theme + "@Roguelike@DropsFlag", theme + "@Roguelike@DropsFlag_default"); m_roguelike_task_ptr->set_times_limit("StageTraderInvestCancel", INT_MAX); m_roguelike_task_ptr->set_times_limit("StageTraderLeaveConfirm", INT_MAX); } int number_of_starts = params.get("starts_count", INT_MAX); m_roguelike_task_ptr->set_times_limit(theme + "@Roguelike@StartExplore", number_of_starts); bool investment_enabled = params.get("investment_enabled", true); if (!investment_enabled) { // 禁用投资系统,通过 exceededNext 进入商店购买逻辑 m_roguelike_task_ptr->set_times_limit("StageTraderInvestSystem", 0); } bool refresh_trader_with_dice = params.get("refresh_trader_with_dice", false); if (!refresh_trader_with_dice) { m_roguelike_task_ptr->set_times_limit("StageTraderRefreshWithDice", 0); } int number_of_investments = params.get("investments_count", INT_MAX); m_roguelike_task_ptr->set_times_limit("StageTraderInvestConfirm", number_of_investments); bool stop_when_full = params.get("stop_when_investment_full", false); if (stop_when_full) { m_roguelike_task_ptr->set_times_limit("StageTraderInvestSystemFull", 0); constexpr int InvestLimit = 999; m_roguelike_task_ptr->set_times_limit("StageTraderInvestConfirm", InvestLimit); } if (auto squad_opt = params.find("squad"); squad_opt && !squad_opt->empty()) { m_custom_start_plugin_ptr->set_custom(RoguelikeCustomType::Squad, *squad_opt); } if (auto roles_opt = params.find("roles"); roles_opt && !roles_opt->empty()) { m_custom_start_plugin_ptr->set_custom(RoguelikeCustomType::Roles, *roles_opt); } if (auto core_char_opt = params.find("core_char"); core_char_opt && !core_char_opt->empty()) { m_custom_start_plugin_ptr->set_custom(RoguelikeCustomType::CoreChar, *core_char_opt); } if (auto use_support_opt = params.find("use_support"); use_support_opt) { m_custom_start_plugin_ptr->set_custom(RoguelikeCustomType::UseSupport, *use_support_opt ? "1" : "0"); } if (auto use_nonfriend_opt = params.find("use_nonfriend_support"); use_nonfriend_opt) { m_custom_start_plugin_ptr->set_custom(RoguelikeCustomType::UseNonfriendSupport, *use_nonfriend_opt ? "1" : "0"); } return true; }