Use combat error signals for recovery actions

This commit is contained in:
王鹏
2026-04-20 18:54:32 +08:00
parent beb1375d71
commit bfbeaa36b5
2 changed files with 40 additions and 56 deletions

View File

@@ -269,12 +269,9 @@ class AutoBotMove:
self.attack_loop_config = load_attack_loop(attack_loop_path)
self._prev_death_state = 0
self._eating_started_at = None
self.last_target_damage_time = None
self.last_attack_scan_time = 0.0
self.attack_stall_scan_threshold = 2.0
self.attack_scan_retry_sec = 2.0
self.attack_stall_s_hold_sec = 0.5
self.min_effective_target_damage_pct = 5
self.last_turn_signal_time = 0.0
self.combat_signal_retry_sec = 1.0
self.turn_error_hold_sec = 0.8
self._last_mouse_path_scale_signature = None
# stop_check: 返回 True 表示需要立即停止(用于中断阻塞中的后勤/路线导航)
self._stop_check = stop_check if callable(stop_check) else (lambda: False)
@@ -633,6 +630,7 @@ class AutoBotMove:
self.is_moving = False
return
combat_error_signal = int(state.get('combat_error_signal', 255) or 255)
death = state.get('death_state', 0)
if self._prev_death_state in (1, 2) and death == 0:
self.death_manager.reset_when_alive()
@@ -700,31 +698,22 @@ class AutoBotMove:
hw_ctrl.keyUp('s')
self._has_braked_for_target = True
# 2. 只有超过 5% 的明显掉血才算“新的有效掉血”
hp_drop_amount = max(0, self.last_target_hp - target_hp)
significant_hp_dropped = (
self.last_target_hp > 0
and hp_drop_amount > self.min_effective_target_damage_pct
)
if is_new_target or significant_hp_dropped or self.last_target_damage_time is None:
self.last_target_damage_time = now
# 目标血量100%且超过2秒没掉血按交互键尝试选中/攻击
if target_hp >= 100 and self.last_target_damage_time is not None:
if (now - self.last_target_damage_time) >= 2.0:
hw_ctrl.press(KEY_LOOT)
self.last_target_damage_time = now
# 根据战斗信号执行纠偏动作
if (
combat_error_signal == 100
and (now - self.last_interaction_time) >= self.combat_signal_retry_sec
):
hw_ctrl.press(KEY_LOOT)
self.last_interaction_time = now
if (
state['combat']
and self.last_target_damage_time is not None
and (now - self.last_target_damage_time) >= self.attack_stall_scan_threshold
and (now - self.last_attack_scan_time) >= self.attack_scan_retry_sec
combat_error_signal == 50
and (now - self.last_turn_signal_time) >= self.combat_signal_retry_sec
):
hw_ctrl.keyDown('s')
time.sleep(self.attack_stall_s_hold_sec)
time.sleep(self.turn_error_hold_sec)
hw_ctrl.keyUp('s')
self.last_attack_scan_time = now
self.last_turn_signal_time = now
self.last_target_hp = target_hp
# 执行正常的攻击循环
@@ -732,8 +721,8 @@ class AutoBotMove:
else:
# 目标已死亡但还在战斗中,按 Tab 找下一个目标
self.last_target_hp = 0
self.last_target_damage_time = None
self.last_attack_scan_time = 0.0
self.last_turn_signal_time = 0.0
self.last_interaction_time = 0.0
self._has_braked_for_target = False
if state['combat']:
hw_ctrl.press(KEY_TAB)
@@ -750,14 +739,14 @@ class AutoBotMove:
# 扫尾动作执行完后,本 tick 强制结束,防止立即按下 Tab
self._was_in_combat_or_target = False
self.target_acquired_time = None
self.last_target_damage_time = None
self.last_attack_scan_time = 0.0
self.last_turn_signal_time = 0.0
self.last_interaction_time = 0.0
self.last_tab_time = time.time() + 1.0 # 给找怪增加 1 秒额外冷却
return
self.target_acquired_time = None
self.last_target_damage_time = None
self.last_attack_scan_time = 0.0
self.last_turn_signal_time = 0.0
self.last_interaction_time = 0.0
self._was_in_combat_or_target = False
# 4. 脱战低血量:就地吃面包(最多等待 30 秒或回满)