Files
MaaAssistantArknights/src/MeoAssistant/RoguelikeCopilotConfiger.cpp

162 lines
6.3 KiB
C++

#include "RoguelikeCopilotConfiger.h"
#include <meojson/json.hpp>
#include "Logger.hpp"
bool asst::RoguelikeCopilotConfiger::parse(const json::value& json)
{
std::string stage_name = json.at("stage_name").as_string();
std::vector<RoguelikeBattleAction> actions_vec;
for (const auto& action_info : json.at("actions").as_array()) {
RoguelikeBattleAction action;
static const std::unordered_map<std::string, BattleActionType> ActionTypeMapping = {
{ "Deploy", BattleActionType::Deploy },
{ "DEPLOY", BattleActionType::Deploy },
{ "deploy", BattleActionType::Deploy },
{ "部署", BattleActionType::Deploy },
{ "Skill", BattleActionType::UseSkill },
{ "SKILL", BattleActionType::UseSkill },
{ "skill", BattleActionType::UseSkill },
{ "技能", BattleActionType::UseSkill },
{ "Retreat", BattleActionType::Retreat },
{ "RETREAT", BattleActionType::Retreat },
{ "retreat", BattleActionType::Retreat },
{ "撤退", BattleActionType::Retreat },
{ "AllSkill", BattleActionType::UseAllSkill },
{ "allskill", BattleActionType::UseAllSkill },
{ "ALLSKILL", BattleActionType::UseAllSkill },
{ "Allskill", BattleActionType::UseAllSkill },
{ "全部技能", BattleActionType::UseAllSkill },
};
std::string type_str = action_info.get("type", "Deploy");
if (auto iter = ActionTypeMapping.find(type_str);
iter != ActionTypeMapping.end()) {
action.type = iter->second;
}
else {
action.type = BattleActionType::Deploy;
}
action.kills = action_info.get("kills", 0);
if (action_info.contains("roles")) {
for (const auto& role_info : action_info.at("roles").as_array()) {
static const std::unordered_map<std::string, BattleRole> RoleMapping = {
{ "MEDIC", BattleRole::Medic },
{ "Medic", BattleRole::Medic },
{ "medic", BattleRole::Medic },
{ "医疗", BattleRole::Medic },
{ "WARRIOR", BattleRole::Warrior },
{ "Warrior", BattleRole::Warrior },
{ "warrior", BattleRole::Warrior },
{ "近卫", BattleRole::Warrior },
{ "SPECIAL", BattleRole::Special },
{ "Special", BattleRole::Special },
{ "special", BattleRole::Special },
{ "特种", BattleRole::Special },
{ "SNIPER", BattleRole::Sniper },
{ "Sniper", BattleRole::Sniper },
{ "sniper", BattleRole::Sniper },
{ "狙击", BattleRole::Sniper },
{ "PIONEER", BattleRole::Pioneer },
{ "Pioneer", BattleRole::Pioneer },
{ "pioneer", BattleRole::Pioneer },
{ "先锋", BattleRole::Pioneer },
{ "TANK", BattleRole::Tank },
{ "Tank", BattleRole::Tank },
{ "tank", BattleRole::Tank },
{ "重装", BattleRole::Tank },
{ "SUPPORT", BattleRole::Support },
{ "Support", BattleRole::Support },
{ "support", BattleRole::Support },
{ "辅助", BattleRole::Support },
{ "CASTER", BattleRole::Caster },
{ "Caster", BattleRole::Caster },
{ "caster", BattleRole::Caster },
{ "术师", BattleRole::Caster },
{ "Drone", BattleRole::Drone },
{ "DRONE", BattleRole::Drone },
{ "drone", BattleRole::Drone },
{ "召唤物", BattleRole::Drone },
{ "无人机", BattleRole::Drone }
};
std::string role_name = role_info.as_string();
if (auto iter = RoleMapping.find(role_name);
iter != RoleMapping.end()) {
action.roles.emplace_back(iter->second);
}
else {
Log.error("Unknown role", role_name);
}
}
}
action.location.x = action_info.get("location", 0, 0);
action.location.y = action_info.get("location", 1, 0);
static const std::unordered_map<std::string, BattleDeployDirection> DeployDirectionMapping = {
{ "Right", BattleDeployDirection::Right },
{ "RIGHT", BattleDeployDirection::Right },
{ "right", BattleDeployDirection::Right },
{ "", BattleDeployDirection::Right },
{ "Left", BattleDeployDirection::Left },
{ "LEFT", BattleDeployDirection::Left },
{ "left", BattleDeployDirection::Left },
{ "", BattleDeployDirection::Left },
{ "Up", BattleDeployDirection::Up },
{ "UP", BattleDeployDirection::Up },
{ "up", BattleDeployDirection::Up },
{ "", BattleDeployDirection::Up },
{ "Down", BattleDeployDirection::Down },
{ "DOWN", BattleDeployDirection::Down },
{ "down", BattleDeployDirection::Down },
{ "", BattleDeployDirection::Down },
{ "None", BattleDeployDirection::None },
{ "NONE", BattleDeployDirection::None },
{ "none", BattleDeployDirection::None },
{ "", BattleDeployDirection::None },
};
std::string direction_str = action_info.get("direction", "Right");
if (auto iter = DeployDirectionMapping.find(direction_str);
iter != DeployDirectionMapping.end()) {
action.direction = iter->second;
}
else {
action.direction = BattleDeployDirection::Right;
}
action.waiting_cost = action_info.get("waiting_cost", false);
action.pre_delay = action_info.get("pre_delay", 0);
action.rear_delay = action_info.get("rear_delay", 0);
action.time_out = action_info.get("timeout", INT_MAX);
actions_vec.emplace_back(std::move(action));
}
m_battle_actions[std::move(stage_name)] = std::move(actions_vec);
return true;
}