diff --git a/repo/js/AutoStygianOnslaught/README.md b/repo/js/AutoStygianOnslaught/README.md index 63eae94c..c60357c1 100644 --- a/repo/js/AutoStygianOnslaught/README.md +++ b/repo/js/AutoStygianOnslaught/README.md @@ -82,3 +82,17 @@ 1. 优化`再次挑战`挑战的点击逻辑,添加重试。 2. 优化相关自动拾取代码。 3. 优化`难度选择`和`圣遗物选择`的识别范围。 + + ### v.1.5版本(20250630) + +- **新增功能**: + 1. 自动战斗失败原地`重试2次`,失败后再退出秘境重试。 +- **优化**: + 1. 优化`LOG`显示。 + 2. 优化`完全没有树脂`情况弹窗提示处理。 + 3. 优化删除拾取`黑名单`文件(0.47.0后不会乱触发了)。 + 4. 优化各种`异常状态`的退出处理方法。 + 5. 优化当有须臾树脂时,脆弱树脂不显示时的处理。 + + + diff --git a/repo/js/AutoStygianOnslaught/assets/fragile_resin_count.png b/repo/js/AutoStygianOnslaught/assets/fragile_resin_count.png index e1e4bc01..8a000ea8 100644 Binary files a/repo/js/AutoStygianOnslaught/assets/fragile_resin_count.png and b/repo/js/AutoStygianOnslaught/assets/fragile_resin_count.png differ diff --git a/repo/js/AutoStygianOnslaught/assets/moment_resin_count.png b/repo/js/AutoStygianOnslaught/assets/moment_resin_count.png new file mode 100644 index 00000000..3e3342be Binary files /dev/null and b/repo/js/AutoStygianOnslaught/assets/moment_resin_count.png differ diff --git a/repo/js/AutoStygianOnslaught/assets/one.png b/repo/js/AutoStygianOnslaught/assets/one.png new file mode 100644 index 00000000..c8e6e3f8 Binary files /dev/null and b/repo/js/AutoStygianOnslaught/assets/one.png differ diff --git a/repo/js/AutoStygianOnslaught/main.js b/repo/js/AutoStygianOnslaught/main.js index fe49325d..dbdec370 100644 --- a/repo/js/AutoStygianOnslaught/main.js +++ b/repo/js/AutoStygianOnslaught/main.js @@ -24,18 +24,17 @@ rewards.push(resinType); } const resinTypeMap = ["","使用1个浓缩树脂,获取2倍产出", "使用20个原粹树脂", "使用1个脆弱树脂,获取3倍产出", "使用1个须臾树脂,获取3倍产出"]; + const golbalRewards = ["","浓缩树脂","原粹树脂","脆弱树脂","须臾树脂"]; // 表示四个奖励的选项 // 根据 rewards 数组长度,依次赋值给对应的变量 - if (rewards.length > 0) onerewards = resinTypeMap[rewards[0]]; - if (rewards.length > 1) secendrewards = resinTypeMap[rewards[1]]; - if (rewards.length > 2) threendrewards = resinTypeMap[rewards[2]]; - if (rewards.length > 3) fourdrewards = resinTypeMap[rewards[3]]; + if (rewards.length > 0) onerewards = golbalRewards[rewards[0]]; + if (rewards.length > 1) secendrewards = golbalRewards[rewards[1]]; + if (rewards.length > 2) threendrewards = golbalRewards[rewards[2]]; + if (rewards.length > 3) fourdrewards = golbalRewards[rewards[3]]; + const golbalRewardText = [onerewards, secendrewards, threendrewards, fourdrewards].filter(Boolean);// - log.info(`使用树脂类型数量:${rewards.length}`); - log.info(`优先使用的树脂类型:${onerewards} --> ${secendrewards??"无"} --> ${threendrewards??"无"} --> ${fourdrewards??"无"}`); - - const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测 var advanceNum = 0;//前进次数 var verticalNum = 0; + var resinAgain = false; var Artifacts = settings.Artifacts ? settings.Artifacts : "保持圣遗物奖励不变"; @@ -61,8 +60,6 @@ "如雷的盛怒 / 平息鸣雷的尊者": "assets/Artifacts/artifact_18.bmp" }; - - async function Textocr(wenzi="空参数",chaotime=10,clickocr=0,debugcode=0,x=0,y=0,w=1920,h=1080) { const startTime = new Date(); for (let ii = 0; ii < 10; ii++) @@ -80,8 +77,8 @@ if (res.text===wenzi) { log.info(`识别到 ·${res1}·`); if (debugcode===1){if (x===0 & y===0){log.info("全图代码位置:({x},{y},{h},{w})", res.x-10, res.y-10, res.width+10, res.Height+10);return result = { text: res.text, x: res.x, y: res.y, found: true }}}else{if (x===0 & y===0){log.info("文本OCR完成'{text}'", res.text);}} - if (clickocr===1){await sleep(1000);click(res.x, res.y);}else{} - if (clickocr===2){await sleep(100);keyPress("F");}else{} + if (clickocr===1){await sleep(1000);await click(res.x, res.y);}else{} + if (clickocr===2){await sleep(100);await keyPress("F");}else{} return result = { text: res.text, x: res.x, y: res.y, found: true } } if (debugcode===2 && !res.isEmpty()){ @@ -120,17 +117,19 @@ var condensedResin = "assets/condensed_resin_count.png"; var originalResin = "assets/original_resin_count.png"; var fragileResin = "assets/fragile_resin_count.png"; + var momentResin = "assets/moment_resin_count.png"; + var oneResin = "assets/one.png"; async function getRemainResinStatus() { var condensedResinCount = 0; // 浓缩树脂 var originalResinCount = 0; // 原粹树脂 - var fragileResinCount = 0; // 脆弱树脂 - + var fragileResinCount = 0; // 脆弱树脂 + var momentResinCount = 0; // 须臾树脂 var originalResinCountRa = await imageRecognition(originalResin,0.3, 0, 0,1500,0,200,90); if (originalResinCountRa.found) { // await moveMouseTo(originalResinCountRa.x,originalResinCountRa.y); - let countArea = await Textocr("",1, 1, 2,originalResinCountRa.x+originalResinCountRa.w,originalResinCountRa.y,originalResinCountRa.w*3,originalResinCountRa.h);// + let countArea = await Textocr("",1, 0, 2,originalResinCountRa.x+originalResinCountRa.w,originalResinCountRa.y,originalResinCountRa.w*3,originalResinCountRa.h);// if (countArea.found){ log.info("原粹树脂识别数量结果:"+ countArea.text); let match = countArea.text.match(/(\d+)\s*[/1]\s*(2|20|200)/); @@ -138,13 +137,11 @@ originalResinCount = match[1]; // log.info("脆弱树脂识别数量提取:"+ originalResinCount); } - else - { + else{ log.info("原粹树脂识别数量提取失败"); } } - else - { + else{ log.info("原粹树脂识别数量结果::无"); } @@ -156,52 +153,73 @@ var condensedResinCountRa = await imageRecognition(condensedResin,0.1, 0, 0,960,0,800,100); if (condensedResinCountRa.found) { // await moveMouseTo(condensedResinCountRa.x,condensedResinCountRa.y); - let countArea = await Textocr("",0.5, 1, 2,condensedResinCountRa.x+condensedResinCountRa.w,condensedResinCountRa.y,condensedResinCountRa.w,condensedResinCountRa.h);// + let countArea = await Textocr("",0.5, 0, 2,condensedResinCountRa.x+condensedResinCountRa.w,condensedResinCountRa.y,condensedResinCountRa.w,condensedResinCountRa.h);// if (countArea.found){ // log.info("浓缩树脂识别数量结果: "+ countArea.text); condensedResinCount = countArea.text } - else - { + else{ condensedResinCount = "1"; - log.info("浓缩树脂识别数量结果:1");//1无法识别,0是不显示图标的,所以就当时1了,反正也没啥影响 + log.info("浓缩树脂识别数量结果:1");//不知道为什么,1无法识别,0是不显示图标的,所以就当时1了,反正也没啥影响 } } else { log.info("未检测到浓缩树脂图标"); - } + } - - - var fragileResinCountRa = await imageRecognition(fragileResin,0.1, 0, 1,1170,0,350,100); - if (fragileResinCountRa.found) { - // await moveMouseTo(fragileResinCountRa.x,fragileResinCountRa.y); - let countArea = await Textocr("",1, 1, 2,fragileResinCountRa.x+fragileResinCountRa.w,fragileResinCountRa.y,fragileResinCountRa.w*2,fragileResinCountRa.h);// + var momentResinCountRa = await imageRecognition(momentResin,0.1, 0, 1,1170,0,350,100); + if (momentResinCountRa.found) { + // await moveMouseTo(momentResinCountRa.x+momentResinCountRa.w+15+momentResinCountRa.w+50,momentResinCountRa.y-15+momentResinCountRa.h+25); + let countArea = await Textocr("",0.5, 0, 2,momentResinCountRa.x+momentResinCountRa.w+15,momentResinCountRa.y-15,momentResinCountRa.w+50,momentResinCountRa.h+25);// if (countArea.found){ - // log.info("脆弱树脂识别数量结果:"+ countArea.text); - fragileResinCount = countArea.text + //log.info("须臾树脂识别数量结果:"+ countArea.text); + momentResinCount = countArea.text } - else - { - log.info("脆弱树脂识别数量结果::无"); - + else{ + var oneRa = await imageRecognition(oneResin,0.1, 0, 1,momentResinCountRa.x+momentResinCountRa.w+15,momentResinCountRa.y-15,momentResinCountRa.w+50,momentResinCountRa.h+25); + if (oneRa.found){ + momentResinCount = "1"; + }else{ + log.info("须臾树脂强制为 1 "); + momentResinCount = "1"; + } + } + log.info("脆弱树脂强制为 1 ");//须臾树脂出现,脆弱树脂不显示,强制设置为1,情况非常少,大不了打多一次 + fragileResinCount = "1"; + }else + { + var fragileResinCountRa = await imageRecognition(fragileResin,0.1, 0, 1,1170,0,350,100); + if (fragileResinCountRa.found) { + // await moveMouseTo(fragileResinCountRa.x,fragileResinCountRa.y); + let countArea = await Textocr("",0.5, 0, 2,fragileResinCountRa.x+fragileResinCountRa.w+15,fragileResinCountRa.y-15,fragileResinCountRa.w+50,fragileResinCountRa.h+25);// + if (countArea.found){ + // log.info("脆弱树脂识别数量结果:"+ countArea.text); + fragileResinCount = countArea.text + } + else{ + var oneRa = await imageRecognition(oneResin,0.1, 0, 1,fragileResinCountRa.x+fragileResinCountRa.w+15,fragileResinCountRa.y-15,fragileResinCountRa.w+50,fragileResinCountRa.h+25); + if (oneRa.found){ + fragileResinCount = "1"; + }else{ + fragileResinCount = "1"; + log.info("脆弱树脂识别强制为 1 ");//有图标说明至少为1 + } + } + } + else { + log.info("未检测到脆弱树脂图标"); } - - } else { - log.info("未检测到脆弱树脂图标"); } - log.info("树脂状态:浓缩{0} 原粹{1} 脆弱{2} ", condensedResinCount, originalResinCount, fragileResinCount) - return {condensedResinCount,originalResinCount,fragileResinCount} + log.info("树脂状态:浓缩{0} 原粹{1} 脆弱{2} 须臾{3}", condensedResinCount, originalResinCount, fragileResinCount,momentResinCount) + return {condensedResinCount,originalResinCount,fragileResinCount,momentResinCount} } - //征讨之花领奖 const autoNavigateToReward = async () => { // 定义识别对象 const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png")); - const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测 - + advanceNum = 0;//前进次数 //调整为俯视视野 middleButtonClick(); @@ -312,8 +330,8 @@ logFightResult = fightResult ? "成功" : "失败"; log.info(`战斗结束,战斗结果:${logFightResult}`); cts.cancel(); - return fightResult;} - + return fightResult; + } async function recognizeTextInRegion(timeout) { return new Promise((resolve, reject) => { @@ -462,7 +480,7 @@ log.info(` ${resinTypeMap[rewards[i]]} 获取奖励...`); await Textocr("锁定辅助",10,0,0,1768,0,115,90); - let { condensedResinCount, originalResinCount, fragileResinCount } = await getRemainResinStatus(); + let { condensedResinCount, originalResinCount, fragileResinCount , momentResinCount} = await getRemainResinStatus(); let shouldExit = true; if (resinTypes.includes("1")) @@ -476,7 +494,12 @@ if (resinTypes.includes("3")) { shouldExit &= (parseInt(fragileResinCount, 10) == 0); - } + } + if (resinTypes.includes("4")) + { + shouldExit &= (parseInt(momentResinCount, 10) == 0); + } + if (shouldExit) { log.warn("树脂耗尽,停止执行..."); @@ -520,16 +543,15 @@ } } } - } - - var resinAgain = false; - log.warn("自动幽境危战版本:v1.4"); - log.warn("根目录下有建议加的黑名单的名称,建议加入自动 <<拾取黑名单>> ..."); - log.warn("请保证队伍战斗实力,战斗失败或执行错误,会重试一次..."); + } + + log.warn("自动幽境危战版本:v1.5"); + log.warn("请保证队伍战斗实力,战斗失败或执行错误,会重试两次..."); log.warn("使用前请在 <<幽境危战>> 中配置好战斗队伍..."); - log.warn("最好关闭自动拾取功能..."); - log.info(`圣遗物奖励选择:'${Artifacts}'`); - + log.info("使用树脂类型数量:{0} ", rewards.length) + log.info(`使用树脂顺序:${golbalRewardText.join(" ->")}`); + log.info("圣遗物奖励选择:{0} ", Artifacts) + //重试两次 for (let j = 0;j < 2;j++) { @@ -569,11 +591,11 @@ let artifact = await imageRecognition(artifactImageMap[Artifacts],0.2,0,0,186,972,71,71); if (!artifact.found) { log.warn("圣遗物奖励和设定不一致,尝试切换...") - if (!await selectionHolyRelics()){throw new Error("圣遗物奖励设置错误,停止执行...")} + if (!await selectionHolyRelics()){await genshin.returnMainUi();throw new Error("圣遗物奖励设置错误,停止执行...")} } else - { - log.warn("圣遗物奖励一致,无需切换...") + { + log.warn("圣遗物奖励一致,无需切换 {0} ", Artifacts) } } @@ -592,7 +614,7 @@ await sleep(1000); //选择挑战怪兽 - log.info(`选择挑战Boss:'${challengeName}' 挑战次数:'${challengeNum}'`); + log.info("选择挑战Boss:'{0}' 挑战次数:'{1}'", challengeName,challengeNum) log.info(`期间树脂耗尽会自动退出秘境...`); switch (challengeName) { @@ -618,32 +640,56 @@ //开始战斗循环 for (let i = 0;i < challengeNum; i++) { - //进入秘境 - let battleBegins = await Textocr("战斗开始",20,0,0,877,235,164,50); - if (!battleBegins.found){await genshin.returnMainUi();throw new Error("未进入战斗环境,停止执行...")}//退出待写 - - log.info(`进入战斗环境,开始第 ${i+1} 次战斗`); + //进入秘境 + log.info("进入战斗环境,开始第 {0} 次战斗", i+1) - await keyDown("w"); - await sleep(Startforward); - await keyUp("w"); + for (let fightCount = 0; fightCount < 3; fightCount++) { - try { - if(!await autoFight(Fighttimeout)){ - log.warn("战斗失败,退出秘境..."); - await sleep(1000); + let battleBegins = await Textocr("战斗开始",20,0,0,877,235,164,50); + if (!battleBegins.found){ await keyPress("VK_ESCAPE"); - await sleep(1000); - await keyPress("VK_ESCAPE"); - await sleep(1000); - let exitChallenge = await Textocr("退出挑战",2,1,0,866,719,274,86); await sleep(1000); - throw new Error("战斗失败,停止执行..."); + await keyPress("VK_ESCAPE"); + await sleep(1000); + let exitChallenge = await Textocr("退出挑战",5,1,0,866,719,274,86); + await sleep(1000); + throw new Error("未进入战斗环境,停止执行...") + } + + try { + await keyDown("w"); + await sleep(Startforward); + await keyUp("w"); + + if(!await autoFight(Fighttimeout)){ + + resinAgain = true; + + if (fightCount >= 2){ + await sleep(1000); + await keyPress("VK_ESCAPE"); + await sleep(1000); + break; + } + else + { + let Again = await Textocr("再次挑战",10,1,0,1059,920,177,65); + if (!Again.found)break; + await sleep(1000); + log.warn("战斗失败,第 {0} 次重试...", fightCount+1) + throw new Error(`战斗失败,第 ${fightCount+1} 次重试...`) + } + + }else + { + resinAgain= false; + break; + } + } catch (error) { + if (fightCount < 2)continue; + else break; } - } catch (error) { - resinAgain = true; - if (j==0)log.info(`挑战失败,再来一次...`); - } + } if (resinAgain != true) { @@ -657,14 +703,13 @@ await sleep(1000); } - log.info(`第 ${i+1} 次领奖`); + log.info("幽境危战:第 {0} 次领奖...", i+1) if(!(await autoNavigateToReward())){verticalNum++;continue;} await sleep(1000); - if (!(await claimRewards())) { - log.warn("树脂消耗完毕,结束任务"); + if (!(await claimRewards())) { resinexhaustion = true; } else @@ -672,7 +717,15 @@ if (challengeNum != i+1) { let challengeAgian = await Textocr("再次挑战",10,0,0,1094,958,200,70); - if (!challengeAgian.found){await genshin.returnMainUi();throw new Error("未找到·再次挑战·按键,停止执行...")}//退出待写 + if (!challengeAgian.found){ + await keyPress("VK_ESCAPE"); + await sleep(1000); + await keyPress("VK_ESCAPE"); + await sleep(1000); + let exitChallenge = await Textocr("退出挑战",5,1,0,866,719,274,86); + await sleep(1000); + throw new Error("未找到·再次挑战·按键,停止执行...") + } for (let retry = 0; retry < 5 && challengeAgian.found; retry++) { challengeAgian = await Textocr("再次挑战",0.2,0,0,1094,958,200,70); @@ -688,7 +741,7 @@ await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(200); - log.info(`树脂提升已耗尽,...`); + log.info(`树脂提示已耗尽,...`); resinexhaustion = true; } } @@ -696,8 +749,9 @@ } //是否继续 - if (challengeNum == i+1 || resinexhaustion == true){ - log.info (`完成 ${i+1} 次战斗或树脂耗尽,退出挑战...`); + if (challengeNum == i+1 || resinexhaustion == true || resinAgain == true ){ + log.info(resinAgain ? "累计战斗失败 3 次,退出秘境..." + : (challengeNum == i+1) ? `完成 ${i+1}/${challengeNum} 次战斗,退出挑战...`: `树脂耗尽,退出挑战...`); await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(1000); @@ -719,7 +773,7 @@ exitTimeout++; } await genshin.returnMainUi(); - if (resinAgain == true){throw new Error("执行错误,重试一次...")} + if (resinAgain == true){throw new Error("执行重试错误...")} return true; } diff --git a/repo/js/AutoStygianOnslaught/manifest.json b/repo/js/AutoStygianOnslaught/manifest.json index ba4d2706..112b135d 100644 --- a/repo/js/AutoStygianOnslaught/manifest.json +++ b/repo/js/AutoStygianOnslaught/manifest.json @@ -1,7 +1,7 @@ { "manifest_version": 1, "name": "自动幽境危战", - "version": "1.4", + "version": "1.5", "tags": ["幽境危战"], "bgi_version": "0.44.8", "description": "请先配置好秘境内的队伍,幽境危战战斗失败或执行错误会重试一次,请保证队伍实力",