Files
MaaAssistantArknights/src/MeoAssistant/Task/Plugin/RoguelikeBattleTaskPlugin.h
2022-10-11 00:49:20 +08:00

137 lines
5.0 KiB
C++

#pragma once
#include <queue>
#include <stack>
#include "AbstractTaskPlugin.h"
#include "ImageAnalyzer/BattleImageAnalyzer.h"
#include "Resource/TilePack.h"
#include "Utils/AsstBattleDef.h"
#include "Utils/AsstTypes.h"
namespace asst
{
class RoguelikeBattleTaskPlugin : public AbstractTaskPlugin
{
using Time_Point = std::chrono::time_point<std::chrono::system_clock>;
inline static const std::string Dice = "骰子";
inline static const std::string UnknownName = "Unknown";
public:
using AbstractTaskPlugin::AbstractTaskPlugin;
virtual ~RoguelikeBattleTaskPlugin() override = default;
virtual bool verify(AsstMsg msg, const json::value& details) const override;
void set_stage_name(std::string stage);
protected:
virtual bool _run() override;
// 有些特殊的角色,他的职业并不一定和正常的位置相对应,比如“掠风”是地面辅助
// get_role_position 可以仅知道干员职业的情况下,大概猜测一下位置
// get_oper_position 可以在已知干员名的时候获得准确的位置
BattleLocationType get_role_location_type(const BattleRole& role);
BattleLocationType get_oper_location_type(const std::string& name);
std::vector<Point> available_locations(BattleRole role);
std::vector<Point> available_locations(const std::string& name);
std::vector<Point> available_locations(BattleLocationType type);
BattleOperPosition get_role_position(const BattleRole& role);
void wait_for_start();
bool get_stage_info();
bool battle_pause();
bool auto_battle();
void all_melee_retreat();
bool speed_up();
bool use_skill(const Rect& rect);
bool retreat(const Point& point);
bool abandon();
void clear();
bool try_possible_skill(const cv::Mat& image);
bool check_key_kills(const cv::Mat& image);
bool wait_start();
bool cancel_oper_selection();
struct DeployInfo
{
Point placed;
Point direction;
};
BattleAttackRange get_attack_range(const BattleRealTimeOper& oper);
DeployInfo calc_best_plan(const BattleRealTimeOper& oper);
// 计算摆放干员的朝向
// 返回滑动的方向、得分
std::pair<Point, int> calc_best_direction_and_score(Point loc, const BattleRealTimeOper& oper,
Point recommended_direction);
struct DroneTile
{
Time_Point placed_time;
Point placed_loc;
DroneTile(Time_Point placed_time, Point placed_loc)
{
this->placed_time = placed_time;
this->placed_loc = placed_loc;
}
bool operator<(const DroneTile& x) const { return x.placed_time < placed_time; }
};
bool m_opers_used = false;
bool m_is_cur_urgent = false;
bool m_stage_use_dice = true;
bool m_use_dice = false;
bool m_first_deploy = true;
int m_last_not_urgent = -1;
int m_pre_hp = 0;
int m_kills = 0;
int m_total_kills = 0;
struct
{
int stop_blocking_deploy_num = INT_MAX;
int has_deployed_blocking_num = 0;
int deploy_air_defense_num = 0;
int has_deployed_air_defense_num = 0;
bool has_finished_deploy_air_defense = false;
void clear() noexcept
{
stop_blocking_deploy_num = INT_MAX;
deploy_air_defense_num = 0;
has_deployed_blocking_num = 0;
has_deployed_air_defense_num = 0;
has_finished_deploy_air_defense = false;
}
} m_force_air_defense;
int m_last_cooling_count = 0;
size_t m_cur_home_index = 0;
cv::Mat m_dice_image;
std::array<BattleRole, 9> m_role_order;
std::unordered_map<Point, TilePack::TileInfo> m_side_tile_info;
std::unordered_map<Point, TilePack::TileInfo> m_normal_tile_info;
std::vector<ReplacementHome> m_homes;
std::vector<bool> m_wait_blocking;
std::vector<bool> m_wait_medic;
std::vector<bool> m_indeed_no_medic;
std::unordered_map<Point, size_t> m_blocking_for_home_index;
std::unordered_map<Point, std::vector<size_t>> m_medic_for_home_index;
std::stack<size_t> m_next_urgent_index;
std::unordered_set<Point> m_blacklist_location;
std::set<std::string> m_retreated_opers;
std::queue<int> m_key_kills;
std::unordered_map<Point, std::string> m_used_tiles;
std::unordered_map<std::string, Point> m_opers_in_field;
std::unordered_map<std::string, int64_t> m_restore_status;
std::priority_queue<DroneTile> m_need_clear_tiles;
std::unordered_map<Point, ForceDeployDirection> m_force_deploy_direction;
std::string m_stage_name;
};
} // namespace asst