配置是标准,休闲模式
然后一直重复提示
select desire deck
select causal mode
配置是狂野,休闲模式
然后一直提示
切换到狂野
切换到标准
把模式切换到auto好像就可以了
[QuestPlus] You don't have the deck name 'sqs' for the class 'PALADIN'. Please correct this DeckName or re-Cache Custom Decks.
在default bot页面勾选,重新cache卡组
后面观察发现,设置Mode为Ranked,设置RuleSet为Standard。也可以正常工作,虽然最后是在狂野,休闲模式下打的。
这样的话,只会在排名模式下运行。
切换到休闲模式的话,在上面的模式运行的过程中,切换模式到休闲。
等游戏结束,或者自己stop,然后手动投降。下一局开始的时候,还是不行。
开始之后,会一直提示,不管,直接再把模式改为ranked,然后就会在休闲模式打了。
[Start] Now creating the BotThread.
[Stats] Start
Load settings for Control
current alpha is 0.5
set enemy-face-hp to: 15
set weaponOnlyAttackMobsUntilEnfacehp to: 0
set maxwide to: 3000
calculate the second turn of the 0 best boards
playing arround secrets is true
Control settings are loaded.
[Combo] Load combos for Control
read _combo.txt…
[Combo] 0 combos loaded successfully, 0 values loaded successfully
[RulesEngine] _rules.txt - read error. We continue without user-defined rules. Only the default rules.
[CollectionManagerScene]
[CollectionManagerScene_COLLECTION]
[CollectionManagerScene_COLLECTION] Waiting to be in this state longer.
[CollectionManagerScene]
[CollectionManagerScene_COLLECTION]
[CollectionManagerScene_COLLECTION] We have the contents of this deck already.
[DefaultBotSettings] NeedsToCacheCustomDecks = False.
[CollectionManagerScene]
[CollectionManagerScene_COLLECTION]
[CollectionManagerScene_COLLECTION] Waiting to be in this state longer.
[CollectionManagerScene]
[CollectionManagerScene_COLLECTION]
[CollectionManagerScene_COLLECTION] We do not need to cache custom decks. Now leaving the "Collection Manager".
[IsClientInUsableState] SceneMgr.IsTransitioning.
[HubScene]
[HubScene] The bot needs to cache quests. Now clicking on the "Quest Log" button.
[HubScene]
[HandleQuests]
[GameEventManagerOnQuestUpdate]
[GameEventManagerOnQuestUpdate][1176]正义凛然: 使用20张圣骑士职业牌。 (3 / 20) [50x GOLD]
[GameEventManagerOnQuestUpdate][2420]火焰节快乐!: 使用30张卡牌。 (6 / 30) [1x BOOSTER_PACK]
[HubScene] Now clicking to close the "Quest Log" screen.
[DefaultBotSettings] NeedsToCacheQuests = False.
[HubScene]
[HubScene] Now clicking on the "Play" button.
[IsClientInUsableState] SceneMgr.IsTransitioning.
[IsClientInUsableState] !SceneMgr.IsSceneLoaded.
[IsClientInUsableState] !SceneMgr.IsSceneLoaded.
[IsClientInUsableState] Box.IsBusy.
[TournamentScene]
从这里开始,就一直在切换狂野和休闲模式
[TournamentScene_DeckPicker] Now changing the game ruleset to 'Wild'.
[TournamentScene]
[TournamentScene_DeckPicker] Now changing the game ruleset to 'Wild'.
[TournamentScene]
[TournamentScene_DeckPicker] Now changing the game ruleset to 'Wild'.
[Stop] Now requesting the BotThread to stop.
[Stats] Stop
[DefaultBotSettings] ForceConcedeAtMulligan = False.
在源码中搜索Assembly-Csharper中搜索TournamentScene找到一个叫DefaultBot的类,
[TournamentScene_DeckPicker] Now changing the game ruleset
在类里面搜索ruleset
else if (DefaultBotSettings.Instance.ConstructedGameRule == GameRule.Wild)
{
if (!@bool)
{
flag = true;
DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now changing the game ruleset to 'Wild'.", Array.Empty
方法是method_49
private async Task method_49(TournamentScene tournamentScene_0)
{
if (DefaultBotSettings.Instance.ClientBackAttempts >= )
{
DefaultBot.ilog_0.ErrorFormat("[TournamentScene_DeckPicker] The client has been detected to be in a broken state. Please restart it as soon as possible as it cannot leave the current scene.", Array.Empty
analyze
Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.method_49(TournamentScene) : Task @060013A0
Used By
Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.method_48(TournamentScene) : Task @0600139F
Used By
Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.method_21() : Task @06001384
Used By
Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.method_17() : void @0600137D
Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.Start() : void @0600137A
private void method_17()
{
this.coroutine_0.Dispose();
this.coroutine_0 = new Coroutine(new Func
}
\[CompilerGenerated\]
private Task method\_54()
{
return this.**method\_21**();
}
public void Start()
{
this.coroutine_0 = new Coroutine(new Func
this.bool_2 = false;
GameEventManager.Instance.Start();
PluginManager.Start();
RoutineManager.Start();
ProcessHookManager.Enable();
GameEventManager.NewGame += this.method_18;
GameEventManager.GameOver += this.method_19;
GameEventManager.MulliganConfirm += this.method_16;
InactivePlayerKicker inactivePlayerKicker = InactivePlayerKicker.Get();
if (inactivePlayerKicker != null)
{
inactivePlayerKicker.SetShouldCheckForInactivity(false);
}
}
[CompilerGenerated]
private Task method_53()
{
return this.method_21();
}
private Task method_21()
{
DefaultBot.Struct60 @struct;
@struct.defaultBot_0 = this;
@struct.asyncTaskMethodBuilder_0 = AsyncTaskMethodBuilder.Create();
@struct.int_0 = -;
AsyncTaskMethodBuilder asyncTaskMethodBuilder_ = @struct.asyncTaskMethodBuilder_0;
asyncTaskMethodBuilder_.Start
return @struct.asyncTaskMethodBuilder_0.Task;
}
不太明白method_21是怎么调用method_48的,查看代码的话,只是使用了this。
查看DefaultBot的类,发现有继承关系
public class DefaultBot : IRunnable, IAuthored, IBase, IBot, IConfigurable
猜测是因为继承了IRunnable,所以还有其他逻辑在进行启动
public interface IRunnable
{
// Token: 0x06001162 RID: 4450
void Start();
// Token: 0x06001163 RID: 4451
void Tick();
// Token: 0x06001164 RID: 4452
void Stop();
}
可以考虑查看start方法,usedby哪些类
AsyncTaskMethodBuilder在这里的使用,说明源码里面使用了async关键字进行异步编程,
可以看下面这篇文章里面的分析
C# Under the Hood: async/await
ILSpy好像可以正常反编译async
https://github.com/0xd4d/dnSpy/issues/687#issuecomment-354990427
await
is just synthetic sugar for what you see in the decompiled code. Usually ILSpy converts this back to what a programmer would normally write, but the version that dnSpy uses didn't have that implemented yet. You can find all implemented language features for the latest version of ILSpy here, but keep in mind that dnSpy still uses ILSpy 2.x, not 3.x.
奇怪的是,上面的method_49是正常识别了async的语法的,不知道为什么method_21无法识别
private async Task method_48(TournamentScene tournamentScene_0)
{
DefaultBot.ilog_0.InfoFormat("[TournamentScene]", Array.Empty
if (!tournamentScene_0.IsLoaded())
{
DefaultBot.ilog_0.DebugFormat("[TournamentScene] !TournamentScene.IsLoaded.", Array.Empty
}
else if (!tournamentScene_0.m_deckPickerIsLoaded)
{
DefaultBot.ilog_0.DebugFormat("[TournamentScene] !m_deckPickerIsLoaded.", Array.Empty
}
else
{
PresenceMgr presenceMgr = PresenceMgr.Get();
if (presenceMgr == null)
{
DefaultBot.ilog_0.DebugFormat("[TournamentScene] PresenceMgr is null.", Array.Empty
}
else
{
List
if (statusEnums != null && statusEnums.Count != )
{
foreach (MonoEnum monoEnum in statusEnums)
{
PresenceStatus presenceStatus = monoEnum.AsEnum
TritonHs.smethod_4(presenceMgr, ref presenceStatus);
if (presenceStatus == PresenceStatus.PLAY_DECKPICKER)
{
TaskAwaiter taskAwaiter = this.method_49(tournamentScene_0).GetAwaiter();
if (!taskAwaiter.IsCompleted)
{
await taskAwaiter;
TaskAwaiter taskAwaiter2;
taskAwaiter = taskAwaiter2;
taskAwaiter2 = default(TaskAwaiter);
}
taskAwaiter.GetResult();
taskAwaiter = default(TaskAwaiter);
}
else if (presenceStatus == PresenceStatus.PLAY_QUEUE)
{
TaskAwaiter taskAwaiter = this.method_51(tournamentScene_0).GetAwaiter();
if (!taskAwaiter.IsCompleted)
{
await taskAwaiter;
TaskAwaiter taskAwaiter2;
taskAwaiter = taskAwaiter2;
taskAwaiter2 = default(TaskAwaiter);
}
taskAwaiter.GetResult();
taskAwaiter = default(TaskAwaiter);
}
else
{
TaskAwaiter taskAwaiter;
TaskAwaiter taskAwaiter2;
if (presenceStatus != PresenceStatus.HUB)
{
DefaultBot.ilog_0.ErrorFormat("[TournamentScene] Unhandled presence status detected: {0}. Please restart your client and try again. If the error is still not fixed, please report this message.", monoEnum);
BotManager.Stop();
taskAwaiter = Coroutine.Yield().GetAwaiter();
if (!taskAwaiter.IsCompleted)
{
await taskAwaiter;
taskAwaiter = taskAwaiter2;
taskAwaiter2 = default(TaskAwaiter);
}
taskAwaiter.GetResult();
taskAwaiter = default(TaskAwaiter);
return;
}
DefaultBot.ilog_0.DebugFormat("[TournamentScene] Presence status [{0}] detected. Now waiting for it to update.", monoEnum);
taskAwaiter = Coroutine.Sleep().GetAwaiter();
if (!taskAwaiter.IsCompleted)
{
await taskAwaiter;
taskAwaiter = taskAwaiter2;
taskAwaiter2 = default(TaskAwaiter);
}
taskAwaiter.GetResult();
taskAwaiter = default(TaskAwaiter);
}
monoEnum = null;
}
List
}
else
{
DefaultBot.ilog_0.DebugFormat("[TournamentScene] PresenceMgr.GetStatus is null or empty.", Array.Empty
}
}
}
}
TaskAwaiter taskAwaiter = this.method_49(tournamentScene_0).GetAwaiter();
上面这段代码,应该是调用method_49的
bool @bool = Options.Get().GetBool(Option.IN_WILD_MODE);
if (flag)
{
Client.LeftClickAt(deckPickerTrayDisplay.m_switchFormatButton.Transform.Position);
taskAwaiter = Coroutine.Sleep().GetAwaiter();
if (!taskAwaiter.IsCompleted)
{
await taskAwaiter;
taskAwaiter = taskAwaiter2;
taskAwaiter2 = default(TaskAwaiter);
}
taskAwaiter.GetResult();
taskAwaiter = default(TaskAwaiter);
}
else
{
List
if (customPages != null)
{
using (List
{
while (enumerator.MoveNext())
{
if (!enumerator.Current.AreAllCustomDecksReady())
{
DefaultBot.ilog_0.DebugFormat("[TournamentScene_DeckPicker] !AreAllCustomDecksReady", Array.Empty
await Coroutine.Sleep();
return;
}
}
}
List
DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now attempting to select the desired custom deck.", Array.Empty
if (!(await DefaultBot.smethod_5("TournamentScene_DeckPicker", deckPickerTrayDisplay.m_selectedCustomDeckBox, customPages, deckPickerTrayDisplay, DefaultBotSettings.Instance.ConstructedCustomDeck)))
{
DefaultBotSettings.Instance.NeedsToCacheQuests = true;
return;
}
}
else
{
DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now attempting to select the desired basic deck.", Array.Empty
TaskAwaiter
if (!taskAwaiter3.IsCompleted)
{
await taskAwaiter3;
TaskAwaiter
taskAwaiter3 = taskAwaiter4;
taskAwaiter4 = default(TaskAwaiter
}
bool result = taskAwaiter3.GetResult();
taskAwaiter3 = default(TaskAwaiter
if (!result)
{
DefaultBotSettings.Instance.NeedsToCacheQuests = true;
return;
}
}
if (deckPickerTrayDisplay.m_rankedPlayButtons == null)
{
DefaultBot.ilog_0.DebugFormat("[TournamentScene_DeckPicker] DeckPickerTrayDisplay.m_rankedPlayButtons == null.", Array.Empty
}
else
{
bool bool2 = Options.Get().GetBool(Option.IN_RANKED_PLAY_MODE);
if (DefaultBotSettings.Instance.ConstructedMode == ConstructedMode.Casual)
{
if (bool2)
{
DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now changing to \"Casual\" constructed.", Array.Empty
Client.LeftClickAt(deckPickerTrayDisplay.m_rankedPlayButtons.m_casualButton.Transform.Position);
taskAwaiter = Coroutine.Sleep().GetAwaiter();
if (!taskAwaiter.IsCompleted)
{
await taskAwaiter;
taskAwaiter = taskAwaiter2;
taskAwaiter2 = default(TaskAwaiter);
}
taskAwaiter.GetResult();
taskAwaiter = default(TaskAwaiter);
return;
}
}
else
{
if (DefaultBotSettings.Instance.ConstructedMode != ConstructedMode.Ranked)
{
DefaultBot.ilog_0.ErrorFormat("[TournamentScene_DeckPicker] Unprocessed ConstructedMode: {0}.", DefaultBotSettings.Instance.ConstructedMode);
BotManager.Stop();
taskAwaiter = Coroutine.Yield().GetAwaiter();
if (!taskAwaiter.IsCompleted)
{
await taskAwaiter;
taskAwaiter = taskAwaiter2;
taskAwaiter2 = default(TaskAwaiter);
}
taskAwaiter.GetResult();
taskAwaiter = default(TaskAwaiter);
return;
}
if (!bool2)
{
DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now changing to \"Ranked\" constructed.", Array.Empty
Client.LeftClickAt(deckPickerTrayDisplay.m_rankedPlayButtons.m_rankedButton.Transform.Position);
taskAwaiter = Coroutine.Sleep().GetAwaiter();
if (!taskAwaiter.IsCompleted)
{
await taskAwaiter;
taskAwaiter = taskAwaiter2;
taskAwaiter2 = default(TaskAwaiter);
}
taskAwaiter.GetResult();
taskAwaiter = default(TaskAwaiter);
return;
}
}
DefaultBotSettings.Instance.ClientBackAttempts = ;
TransitionPopup transitionPopup = GameMgr.Get().m_transitionPopup;
if (transitionPopup != null && transitionPopup.IsShown())
{
DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] The \"Matching\" popup is showing.", Array.Empty
taskAwaiter = Coroutine.Sleep().GetAwaiter();
if (!taskAwaiter.IsCompleted)
{
await taskAwaiter;
taskAwaiter = taskAwaiter2;
taskAwaiter2 = default(TaskAwaiter);
}
taskAwaiter.GetResult();
taskAwaiter = default(TaskAwaiter);
}
else
{
PlayButton playButton = deckPickerTrayDisplay.m_playButton;
UberText newPlayButtonText = playButton.m_newPlayButtonText;
if (!playButton.IsEnabled())
{
DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] The \"{0}\" is not enabled.", newPlayButtonText.Text);
}
else
{
UberText newPlayButtonText2 = playButton.m_newPlayButtonText;
Vector3 center = newPlayButtonText2.m_TextMeshGameObject.Renderer.Bounds.m_Center;
DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now clicking the \"{0}\" button.", newPlayButtonText2.Text);
Client.LeftClickAt(center);
taskAwaiter = Coroutine.Sleep().GetAwaiter();
if (!taskAwaiter.IsCompleted)
{
await taskAwaiter;
taskAwaiter = taskAwaiter2;
taskAwaiter2 = default(TaskAwaiter);
}
taskAwaiter.GetResult();
taskAwaiter = default(TaskAwaiter);
}
}
}
}
Assembly-CSharp中的Option枚举,已经扩展了。原来的顺序被打乱了。
enum在c#中,默认从0开始。
将Assembly-CSharp中的Option和兄弟里的Option复制出来,然后打印in_wild_mode的值。
新版本是0xC0,也就是192
旧版本是0xAE,也就是174
尝试直接替换兄弟里面的Option,然后发现保存的代码上面的代码变成了很奇怪的模式。
bool @bool = Options.Get().GetBool(Option.HAS_STARTED_A_DECK);
尝试打印之前代码中的in_wild_mode的数值,映射到新版本的枚举,很尴尬,发现映射出来的是HAS_STARTED_A_DECK。
Option option = (Option)Enum.ToObject(typeof(Option), 0xAE);
Console.WriteLine(option);
最好的解决方案,应该是通过字符串去解析一个枚举出来。
Option option2 = (Option) Enum.Parse(typeof(Option), "IN\_WILD\_MODE");
Console.WriteLine(option2);
另外一个映射也出问题了,
bool bool2 = Options.Get().GetBool(Option.IN_RANKED_PLAY_MODE);
修改为
bool bool2 = Options.Get().GetBool(Option.HAS_SEEN_FORGE_2LOSS);
新版0x99对应153
旧版0x87对应135
https://www.cnblogs.com/chucklu/p/11334424.html
ILSpy取消反编译async methods,然后找到method_49,转到struct88的定义。
找到struct88的move next方法,然后按照如下方式修改
找到Options.Get和GetBool,然后把中间的174换成新的192
135换成153
Option option2 = (Option)Enum.Parse(typeof(Option), "IN_WILD_MODE");
Console.WriteLine((int)option2);//199
Option option2 = (Option)Enum.Parse(typeof(Option), "IN_RANKED_PLAY_MODE");
Console.WriteLine((int)option2);//160
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