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MaaAssistantArknights/src/MaaCore/Common/AsstBattleDef.h

238 lines
6.7 KiB
C++

#pragma once
#include <string>
#include <unordered_map>
#include <vector>
#include "AsstTypes.h"
#include "Utils/NoWarningCVMat.h"
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]
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
Once = 2, // 只用一次,例如干员 山 2 技能
InTime = 3, // 自动判断使用时机,画饼.jpg
OnceUsed
};
struct OperUsage // 干员用法
{
std::string name;
int skill = 1; // 技能序号,取值范围 [1, 3]
SkillUsage skill_usage = SkillUsage::NotUse;
};
struct BattlefieldOper // 战场上的干员
{
std::string name;
Point loc;
};
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 },
{ "pioneer", Role::Pioneer }, { "PIONEER", Role::Pioneer },
{ "Pioneer", Role::Pioneer }, { "先锋", 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 },
{ "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 },
{ "support", Role::Support }, { "SUPPORT", Role::Support },
{ "Support", Role::Support }, { "辅助", Role::Support },
{ "special", Role::Special }, { "SPECIAL", Role::Special },
{ "Special", Role::Special }, { "特种", Role::Special },
{ "drone", Role::Drone }, { "DRONE", Role::Drone },
{ "Drone", Role::Drone }, { "无人机", Role::Drone },
};
if (auto iter = NameToRole.find(role_name); iter != NameToRole.end()) {
return iter->second;
}
return Role::Unknown;
}
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;
};
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
};
struct OperProps
{
std::string name;
Role role = Role::Unknown;
std::array<std::string, 3> ranges;
int rarity = 0;
LocationType location_type = LocationType::None;
};
using AttackRange = std::vector<Point>;
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
};
struct Action
{
int kills = 0;
int costs = 0;
int cost_changes = 0;
int cooling = 0;
ActionType type = ActionType::Deploy;
std::string group_name; // 目标名,若 type >= SwitchSpeed, group_name 为空
Point location;
DeployDirection direction = DeployDirection::Right;
SkillUsage modify_usage = SkillUsage::NotUse;
int pre_delay = 0;
int post_delay = 0;
int time_out = INT_MAX; // TODO
std::string doc;
std::string doc_color;
};
struct CombatData // 作业 JSON 数据
{
std::string minimum_required;
std::string title;
std::string title_color;
std::string details;
std::string details_color;
std::unordered_map<std::string, std::vector<OperUsage>> groups;
std::vector<Action> actions;
};
}
namespace roguelike
{
struct ReplacementHome
{
Point location;
DeployDirection direction = DeployDirection::Right;
};
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;
};
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
} // namespace asst::battle