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cocogoat-client's Issues

建议增加功能: 自动筛选圣遗物进行强化

您好,

我在原神里遇到最多的问题就是圣遗物爆仓的问题, 但目前原神圣遗物浏览的界面非常的不人性化, 在强化是经常整的自己眼睛都要花了, 最后一看才喂掉了2-30个圣遗物, 刷两次副本就又爆仓了, 我一直想着如果有一个能够自动喂圣遗物的工具就好了

所以我希望您们能否增加一个能够自动选择不需要的圣遗物来喂掉, 具体功能的需求:

允许玩家选择几星下的什么词条的圣遗物需要保留, 而什么属于不需要的圣遗物可以喂掉,

如:
- 四星圣遗物, 空之杯, 各类元素加成的主要词条, 则判断为不需要的圣遗物
- 五星圣遗物, 各类圣遗物, 没有爆伤, 爆率, 则判断为不需要的圣遗物

具体实现方法可以先让玩家选择一个星级的圣遗物, 然后给一个大的复选表, 让玩家选择各位置圣遗物什么主词条和副词条需要保留, 细节设定期待有:

- 副词条同时存在几种选择的类型才做保留
(如: 我选择了爆伤, 爆率, 攻击, 攻击%, 充能为保留的类型, 同时选择了同时存在两种以上才做保留, 
 则: 如果一个圣遗物是攻击, 防御, 生命(判断为不需要), 如果一个圣遗物是攻击, 生命, 暴击(判断为保留))
- 对特定圣遗物允许玩家自主选择进行特定判定
(如: 千岩牢固类圣遗物玩家可能会选择生命, 生命%为需要保留的词条, 而守护之心则是防御, 防御%)

关于识别的问题(重复识别?多引擎交叉识别?等)

小建议:
1.对爆红的词条进行double check ,两次识别,实在不行再调用百度ocr[手动滑稽]
2.增加(识别错误时)遇到爆红词条暂停自动选择录入,修改成功后手动恢复自动录入的快捷键,现在的~是停止,不是暂停,遇到错误手改有好几条还是反应不过来(间隔时间已经调至3s)

ps:
我有个暴击率+8.9%的识别了n次老是是18.9%,建议查查字库
图片
图片

四星圣遗物识别后显示错误

对四星圣遗物支持不好 满级(+16)识别后显示的是+20
image
但是点开更正后 默认显示的确是 +16
image
点完保存后才会显示+16
如果不更正 导入占卜铺的就是+20
image

i18n support [Let us know if you need other languages]

Everyone can join translation Here in POEditor.

Multilingual supports is needed.
We will support english first. UI will be done firstly, than followed by OCR.

  • Basic i18n support
  • English UI translation for main window
  • English UI translation for scanner window
  • English UI translation for swicher window
  • English artifact name translation
  • English OCR
  • Japanese translation
  • Japanese artifact name translation
  • Japanese OCR
  • Global Map Support
  • i18n for map part

0.4.4自动切换时经常主属性识别异常

目前使用的是窗口化. 0.4.4自动切换时, 主属性经常识别疑似异常, 甚至主属性会识别错误, 例如给沙漏识别生命4780. (已取消加速滚动)
手动单点切换识别时间较长, 但识别率更高.

在性能较低设备上会出现漏识别的情况

在30帧、MX250的垃圾笔记本上用的时候有时候会出现切换器点击后识别到的仍是前一个圣遗物的情况。

src/ArtifactSwitch/App.vuesleepRatio = 3并重新编译后就基本不会出现了。肉眼看了一段时间没有发现出错,最后统计的时候仓库685个识别到665个,没有仔细check是同样问题漏了还是某些圣遗物被当成相同的筛掉了/识别失败了。

因为不会写UI所以只能开个issue了= =请问能否将该参数作为设置中可调整参数?

另一种设想的解决方案是对于连续识别到相同圣遗物的情况特殊处理,只不过好像会和当前的识别终止逻辑有冲突(现在是4次相同就停止识别的样子?),可能得和自动切换器识别到的圣遗物位置联动来推测是识别完了还是识别漏了。

等级识别错误老大难的建议

实验了好多次,识别出问题主要都出现在强化等级出错(很容易),比如把“+”号识别成“1”、部分级别识别成别的数字。其实在目前识别率下,通过移动识别窗口是可以较好改善识别等级,但是识别窗口各个因素的识别相对位置是定死的,移动后可能强化等级识别ok了,但星等又出问题等等,要想所有圣遗物全部正确识别目前难、累。
故建议,加强强化等级识别在各种情况下的识别率;或者把识别窗口中的各个因素识别小区域框完全自定义放开,自定义拖动每个小区域。
另外,识别窗口的识别功能考虑加一个全局快捷键?场景:调整识别窗口位置时,窗口焦点点了游戏后,再点识别窗口,窗口就到桌面底层了(没能一直置顶)。
发文测试环境:1600*900 窗口化游戏,在肥坨坨门口暗处实验。
最后,谢谢你的付出,提供了这么方便的工具~~

1360*768窗口识别/显示问题

  • 配置原因平时都是开小窗玩,然后发现似乎出现了识别问题
  • 然后同时下面三个按钮都看不见了
  • log可以在哪找得到呢

image

识别错误反馈

版本:v0.4.7_rel2105201725
问题:如图,所有+20的羽毛主属性攻击力全部识别成了3311,其他等级羽毛数值识别正常
因为羽毛主属性数值固定,建议做下限制
a189a98b5fc9e33a6b741c96e05f316

Translations not populating & non-i18n strings

The following lines in the EN translation do not get translated despite having translations in en.json:
https://github.com/YuehaiTeam/cocogoat/blob/fa34615da4e85bd50d9aae34bf2f135c34df1a39/src/i18n/locales/en.json#L109-L113

As can be seen here:
image

Additionally, are there any plans to expand i18n to other parts of the application such as the optimize interface? I know that certain parts are beyond your control as Mona's Divination Shop is embedded but for example,

https://github.com/YuehaiTeam/cocogoat/blob/524c37b0d7a124f6a4f0112971bf979ce8a1d8fc/src/App/Views/Frames/MonaFrame.vue#L48-L49

could easily be translated to:

"Mona's Divination Shop (Developed & Authorized by @wormtql)"

and https://github.com/YuehaiTeam/cocogoat/blob/524c37b0d7a124f6a4f0112971bf979ce8a1d8fc/src/App/Views/Frames/MonaFrame.vue#L54

to:
"Knocking on the door of an astrologer prodigy..."

This would at least give English users an idea of what this section is, even if we can not make use of it.

根据主词条和数值判断并修正识别结果

根据主词条,比如数值生命值,数值攻击力,元素伤害加成等固定位置的,可以修正识别名称错误的情况。目前遇到经常出错的是宗室之翎识别为宗室之花,角斗士的酣醉识别为角斗士的留恋,赌徒的骰盅识别为赌徒的胸花,守护之皿识别为守护之花(似乎都是识别为花)。

同时因为主词条的数值在每一级都是已知的,也可以用此修正等级,比如+0识别为+10的可以进行修正。

即使不进行主动修正也可以提示识别有误。

image
image
image
image
image

v0.4.7 识别第二个圣遗物时闪退

打包版本,未打包版本均出现闪退,尝试自己编译,还是闪退

回退至v0.4.4可以正常识别

环境:

OS: Windows 10 x64 19043.1023

log如下

refresh_locale_list [476]: GetKeyboardLayoutList(0, NULL) found 1 layouts.
refresh_locale_list [493]: Received 1 locales.
load_input_helper [866]: refresh_locale_list() found 1 locale(s).
[2021-05-22 20:53:32][LOG][MAIN] cocogoat v0.4.7
[2021-05-22 20:53:32][LOG][MAIN] confd = C:\Users\everything411\AppData\Roaming\cocogoat\config
[2021-05-22 20:53:32][LOG][MAIN] build = REL2105201725
[2021-05-22 20:53:32][ERR][MAIN] (node:15416) ProtocolDeprecateCallback: The callback argument of protocol module APIs is no longer needed.
[2021-05-22 20:53:37][LOG][MAIN] { x: 1074, y: 180, width: 332, height: 650 }
[2021-05-22 20:53:37][LOG][MAIN] OCR Datadir is D:\bin\genshin\cocogoat-bin\resources\data\ppocr-data
[2021-05-22 20:53:37][LOG][MAIN] no non-ascii characters in path, read model directly
[2021-05-22 20:53:37][LOG][ocr-0] Worker started :ppocr
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
[2021-05-22 20:53:38][LOG][MAIN] first worker loadd successfully
[2021-05-22 20:53:37][LOG][ocr-0] Worker started
[2021-05-22 20:53:38][LOG][ocr-2] Worker started :ppocr
[2021-05-22 20:53:38][LOG][ocr-5] Worker started :ppocr
[2021-05-22 20:53:38][LOG][ocr-3] Worker started :ppocr
[2021-05-22 20:53:38][LOG][ocr-6] Worker started :ppocr
[2021-05-22 20:53:38][LOG][ocr-4] Worker started :ppocr
[2021-05-22 20:53:38][LOG][ocr-1] Worker started :ppocr
[2021-05-22 20:53:38][LOG][ocr-7] Worker started :ppocr
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
[2021-05-22 20:53:38][LOG][ocr-2] Worker started
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
[2021-05-22 20:53:38][LOG][ocr-5] Worker started
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
[2021-05-22 20:53:38][LOG][ocr-3] Worker started
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
[2021-05-22 20:53:38][LOG][ocr-6] Worker started
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
[2021-05-22 20:53:38][LOG][ocr-4] Worker started
[2021-05-22 20:53:41][LOG][MAIN] { x: 200, y: 29, width: 889, height: 811 }
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
[2021-05-22 20:53:38][LOG][ocr-1] Worker started
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
e[37m---    Fused 0 subgraphs into layer_norm op.e[0m
[2021-05-22 20:53:41][LOG][MAIN] ocr ready
[2021-05-22 20:53:38][LOG][ocr-7] Worker started
[2021-05-22 20:53:55][LOG][MAIN] Worker 0 processing
[2021-05-22 20:53:55][LOG][MAIN] Worker 1 processing
[2021-05-22 20:53:55][LOG][MAIN] Worker 2 processing
[2021-05-22 20:53:55][LOG][MAIN] Worker 3 processing
[2021-05-22 20:53:57][LOG][MAIN] { x: 200, y: 28, width: 890, height: 816 }
[2021-05-22 20:54:19][LOG][MAIN] Worker 4 processing
[2021-05-22 20:54:19][LOG][MAIN] Worker 5 processing
[2021-05-22 20:54:19][LOG][MAIN] Worker 6 processing
OMP: Error #13: Assertion failure at C:\src\llvm_package_1200-final\llvm-project\openmp\runtime\src\kmp_runtime.cpp(3689).
OMP: Hint Please submit a bug report with this message, compile and run commands used, and machine configuration info including native compiler and operating system versions. Faster response will be obtained by including all program sources. For information on submitting this issue, please see https://bugs.llvm.org/.
[2021-05-22 20:54:19][LOG][MAIN] Worker 7 processing

悬浮地图同步在小地图有缩放时无效

Issue描述

悬浮地图的小地图同步功能在游戏内小地图有缩放时会失效。主要发生在各地区主城内。

示例及截图

城里路太复杂,我们的储存空间只够容纳野外的地图包

蒙德城

璃月港

稻妻城

运行环境

  • 软件版本: 0.5.0
  • 操作系统: Windows 10 21H1 19043.1288
  • 显示器分辨率: 2560*1440
  • DPI缩放: 100%
  • 游戏版本: 2.2.0正式版 国服
  • 游戏分辨率: 1920*1080 窗口化

建议解决方案

主城内小地图的缩放比例应该是固定的,建议直接针对有缩放的区域按比例放大后过一个second pass(

Using Genshin Optimizer format will delete character data on GO.

Unfortunately, the logic for the import of GO format is to overwrite the database.
Since you are generating a fake GO data that doesn't have character data, it will wipe the character data on import.

We support mona-uranai format as of v5.21.0

The recommendation right now is for cocogoat to output mona-uranai format for the "Genshin Optimizer" export option. In that case, Go will do a database merge, and no character data will be harmed.

引入单元测试

目前纠错算法量有些大,这部分需要引入测试 。
除此之外格式转换等也需要测试。

识别精细化、高级筛选

识别精细化

  • 我不想识别某一类圣遗物(识别到该类的圣遗物后不做记录)
    • 除了角斗士我都要!
    • 除了羽毛我都要!
  • 我不想识别X星以下的圣遗物(识别到该等级的圣遗物后停止识别)

圣遗物分类

  • 按主词条分类
    • 让我看看我有几个爆伤头?
  • 按副词条分类——类似于excel的筛选功能
    • 让我看看有没有元素精通+充能效率的圣遗物!
    • 不要任何带有防御力/生命值的圣遗物
  • 按套装分类

0.4.7 路径无中文识别闪退

refresh_locale_list [476]: GetKeyboardLayoutList(0, NULL) found 4 layouts.
refresh_locale_list [493]: Received 4 locales.
load_input_helper [866]: refresh_locale_list() found 4 locale(s).
[2021-05-21 00:36:46][LOG][MAIN] cocogoat v0.4.7
[2021-05-21 00:36:46][LOG][MAIN] confd = C:\Users\shizuno\AppData\Roaming\cocogoat\config
[2021-05-21 00:36:46][LOG][MAIN] build = REL2105201725
[2021-05-21 00:36:47][ERR][MAIN] (node:16220) ProtocolDeprecateCallback: The callback argument of protocol module APIs is no longer needed.
[2021-05-21 00:36:55][LOG][MAIN] { width: 410, height: 810 }
[2021-05-21 00:36:55][LOG][MAIN] OCR Datadir is E:\Games\GenshinTools\resources\data\ppocr-data
[2021-05-21 00:36:55][LOG][MAIN] no non-ascii characters in path, read model directly
[2021-05-21 00:36:55][LOG][ocr-0] Worker started :ppocr


--------------------------------------
C++ Traceback (most recent call last):
--------------------------------------
Not support stack backtrace yet.

----------------------
Error Message Summary:
----------------------
PreconditionNotMetError: The third-party dynamic library (mklml.dll) that Paddle depends on is not configured correctly. (error code is 1114)
  Suggestions:
  1. Check if the third-party dynamic library (e.g. CUDA, CUDNN) is installed correctly and its version is matched with paddlepaddle you installed.
  2. Configure third-party dynamic library environment variables as follows:
  - Linux: set LD_LIBRARY_PATH by `export LD_LIBRARY_PATH=...`
  - Windows: set PATH by `set PATH=XXX; (at C:\home\workspace\Paddle\paddle\fluid\platform\dynload\dynamic_loader.cc:252)

嘤嘤嘤

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