v.1.5版本 自动幽境危战(20250630) (#1249)

- **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。
This commit is contained in:
kaedelcb
2025-07-01 00:17:12 +08:00
committed by GitHub
parent 367e36f7cd
commit 1940bdf0e7
6 changed files with 159 additions and 91 deletions

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@@ -82,3 +82,17 @@
1. 优化`再次挑战`挑战的点击逻辑,添加重试。 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。 2. 优化相关自动拾取代码。
3. 优化`难度选择``圣遗物选择`的识别范围。 3. 优化`难度选择``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。

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@@ -24,18 +24,17 @@
rewards.push(resinType); 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 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 // 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 > 0) onerewards = golbalRewards[rewards[0]];
if (rewards.length > 1) secendrewards = resinTypeMap[rewards[1]]; if (rewards.length > 1) secendrewards = golbalRewards[rewards[1]];
if (rewards.length > 2) threendrewards = resinTypeMap[rewards[2]]; if (rewards.length > 2) threendrewards = golbalRewards[rewards[2]];
if (rewards.length > 3) fourdrewards = resinTypeMap[rewards[3]]; 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"} --> ${fourdrewards??"无"}`);
const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
var advanceNum = 0;//前进次数 var advanceNum = 0;//前进次数
var verticalNum = 0; var verticalNum = 0;
var resinAgain = false;
var Artifacts = settings.Artifacts ? settings.Artifacts : "保持圣遗物奖励不变"; var Artifacts = settings.Artifacts ? settings.Artifacts : "保持圣遗物奖励不变";
@@ -61,8 +60,6 @@
"如雷的盛怒 / 平息鸣雷的尊者": "assets/Artifacts/artifact_18.bmp" "如雷的盛怒 / 平息鸣雷的尊者": "assets/Artifacts/artifact_18.bmp"
}; };
async function Textocr(wenzi="空参数",chaotime=10,clickocr=0,debugcode=0,x=0,y=0,w=1920,h=1080) { async function Textocr(wenzi="空参数",chaotime=10,clickocr=0,debugcode=0,x=0,y=0,w=1920,h=1080) {
const startTime = new Date(); const startTime = new Date();
for (let ii = 0; ii < 10; ii++) for (let ii = 0; ii < 10; ii++)
@@ -80,8 +77,8 @@
if (res.text===wenzi) { if (res.text===wenzi) {
log.info(`识别到 ·${res1}·`); 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 (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===1){await sleep(1000);await click(res.x, res.y);}else{}
if (clickocr===2){await sleep(100);keyPress("F");}else{} if (clickocr===2){await sleep(100);await keyPress("F");}else{}
return result = { text: res.text, x: res.x, y: res.y, found: true } return result = { text: res.text, x: res.x, y: res.y, found: true }
} }
if (debugcode===2 && !res.isEmpty()){ if (debugcode===2 && !res.isEmpty()){
@@ -120,17 +117,19 @@
var condensedResin = "assets/condensed_resin_count.png"; var condensedResin = "assets/condensed_resin_count.png";
var originalResin = "assets/original_resin_count.png"; var originalResin = "assets/original_resin_count.png";
var fragileResin = "assets/fragile_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() { async function getRemainResinStatus() {
var condensedResinCount = 0; // 浓缩树脂 var condensedResinCount = 0; // 浓缩树脂
var originalResinCount = 0; // 原粹树脂 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); var originalResinCountRa = await imageRecognition(originalResin,0.3, 0, 0,1500,0,200,90);
if (originalResinCountRa.found) { if (originalResinCountRa.found) {
// await moveMouseTo(originalResinCountRa.x,originalResinCountRa.y); // 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){ if (countArea.found){
log.info("原粹树脂识别数量结果:"+ countArea.text); 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)/); let match = countArea.text.match(/(\d+)\s*[/1]\s*(2|20|200)/);
@@ -138,13 +137,11 @@
originalResinCount = match[1]; originalResinCount = match[1];
// log.info("脆弱树脂识别数量提取:"+ originalResinCount); // 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"); 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"); log.info("原粹树脂识别数量结果::无");
} }
@@ -156,51 +153,72 @@
var condensedResinCountRa = await imageRecognition(condensedResin,0.1, 0, 0,960,0,800,100); var condensedResinCountRa = await imageRecognition(condensedResin,0.1, 0, 0,960,0,800,100);
if (condensedResinCountRa.found) { if (condensedResinCountRa.found) {
// await moveMouseTo(condensedResinCountRa.x,condensedResinCountRa.y); // 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){ if (countArea.found){
// log.info("浓缩树脂识别数量结果: "+ countArea.text); // log.info("浓缩树脂识别数量结果: "+ countArea.text);
condensedResinCount = countArea.text condensedResinCount = countArea.text
} }
else else{
{
condensedResinCount = "1"; 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 { } else {
log.info("未检测到浓缩树脂图标"); log.info("未检测到浓缩树脂图标");
} }
var momentResinCountRa = await imageRecognition(momentResin,0.1, 0, 1,1170,0,350,100);
if (momentResinCountRa.found) {
var fragileResinCountRa = await imageRecognition(fragileResin,0.1, 0, 1,1170,0,350,100); // await moveMouseTo(momentResinCountRa.x+momentResinCountRa.w+15+momentResinCountRa.w+50,momentResinCountRa.y-15+momentResinCountRa.h+25);
if (fragileResinCountRa.found) { let countArea = await Textocr("",0.5, 0, 2,momentResinCountRa.x+momentResinCountRa.w+15,momentResinCountRa.y-15,momentResinCountRa.w+50,momentResinCountRa.h+25);//
// await moveMouseTo(fragileResinCountRa.x,fragileResinCountRa.y);
let countArea = await Textocr("",1, 1, 2,fragileResinCountRa.x+fragileResinCountRa.w,fragileResinCountRa.y,fragileResinCountRa.w*2,fragileResinCountRa.h);//
if (countArea.found){ if (countArea.found){
// log.info("脆弱树脂识别数量结果:"+ countArea.text); //log.info("须臾树脂识别数量结果:"+ countArea.text);
fragileResinCount = countArea.text momentResinCount = countArea.text
} }
else else{
{ var oneRa = await imageRecognition(oneResin,0.1, 0, 1,momentResinCountRa.x+momentResinCountRa.w+15,momentResinCountRa.y-15,momentResinCountRa.w+50,momentResinCountRa.h+25);
log.info("脆弱树脂识别数量结果::无"); 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) 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} return {condensedResinCount,originalResinCount,fragileResinCount,momentResinCount}
} }
//征讨之花领奖 //征讨之花领奖
const autoNavigateToReward = async () => { const autoNavigateToReward = async () => {
// 定义识别对象 // 定义识别对象
const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png")); 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 advanceNum = 0;//前进次数
//调整为俯视视野 //调整为俯视视野
@@ -312,8 +330,8 @@
logFightResult = fightResult ? "成功" : "失败"; logFightResult = fightResult ? "成功" : "失败";
log.info(`战斗结束,战斗结果:${logFightResult}`); log.info(`战斗结束,战斗结果:${logFightResult}`);
cts.cancel(); cts.cancel();
return fightResult;} return fightResult;
}
async function recognizeTextInRegion(timeout) { async function recognizeTextInRegion(timeout) {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
@@ -462,7 +480,7 @@
log.info(` ${resinTypeMap[rewards[i]]} 获取奖励...`); log.info(` ${resinTypeMap[rewards[i]]} 获取奖励...`);
await Textocr("锁定辅助",10,0,0,1768,0,115,90); await Textocr("锁定辅助",10,0,0,1768,0,115,90);
let { condensedResinCount, originalResinCount, fragileResinCount } = await getRemainResinStatus(); let { condensedResinCount, originalResinCount, fragileResinCount , momentResinCount} = await getRemainResinStatus();
let shouldExit = true; let shouldExit = true;
if (resinTypes.includes("1")) if (resinTypes.includes("1"))
@@ -477,6 +495,11 @@
{ {
shouldExit &= (parseInt(fragileResinCount, 10) == 0); shouldExit &= (parseInt(fragileResinCount, 10) == 0);
} }
if (resinTypes.includes("4"))
{
shouldExit &= (parseInt(momentResinCount, 10) == 0);
}
if (shouldExit) if (shouldExit)
{ {
log.warn("树脂耗尽,停止执行..."); log.warn("树脂耗尽,停止执行...");
@@ -522,13 +545,12 @@
} }
} }
var resinAgain = false; log.warn("自动幽境危战版本v1.5");
log.warn("自动幽境危战版本v1.4"); log.warn("请保证队伍战斗实力,战斗失败或执行错误,会重试两次...");
log.warn("根目录下有建议加的黑名单的名称,建议加入自动 <<拾取黑名单>> ...");
log.warn("请保证队伍战斗实力,战斗失败或执行错误,会重试一次...");
log.warn("使用前请在 <<幽境危战>> 中配置好战斗队伍..."); log.warn("使用前请在 <<幽境危战>> 中配置好战斗队伍...");
log.warn("最好关闭自动拾取功能..."); log.info("使用树脂类型数量:{0} ", rewards.length)
log.info(`圣遗物奖励选择:'${Artifacts}'`); log.info(`使用树脂顺序:${golbalRewardText.join(" ->")}`);
log.info("圣遗物奖励选择:{0} ", Artifacts)
//重试两次 //重试两次
for (let j = 0;j < 2;j++) { for (let j = 0;j < 2;j++) {
@@ -569,11 +591,11 @@
let artifact = await imageRecognition(artifactImageMap[Artifacts],0.2,0,0,186,972,71,71); let artifact = await imageRecognition(artifactImageMap[Artifacts],0.2,0,0,186,972,71,71);
if (!artifact.found) { if (!artifact.found) {
log.warn("圣遗物奖励和设定不一致,尝试切换...") log.warn("圣遗物奖励和设定不一致,尝试切换...")
if (!await selectionHolyRelics()){throw new Error("圣遗物奖励设置错误,停止执行...")} if (!await selectionHolyRelics()){await genshin.returnMainUi();throw new Error("圣遗物奖励设置错误,停止执行...")}
} }
else else
{ {
log.warn("圣遗物奖励一致,无需切换...") log.warn("圣遗物奖励一致,无需切换 {0} ", Artifacts)
} }
} }
@@ -592,7 +614,7 @@
await sleep(1000); await sleep(1000);
//选择挑战怪兽 //选择挑战怪兽
log.info(`选择挑战Boss'${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...`); log.info(`期间树脂耗尽会自动退出秘境...`);
switch (challengeName) { switch (challengeName) {
@@ -619,30 +641,54 @@
//开始战斗循环 //开始战斗循环
for (let i = 0;i < challengeNum; i++) { for (let i = 0;i < challengeNum; i++) {
//进入秘境 //进入秘境
let battleBegins = await Textocr("战斗开始",20,0,0,877,235,164,50); log.info("进入战斗环境,开始第 {0} 次战斗", i+1)
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`); for (let fightCount = 0; fightCount < 3; fightCount++) {
await keyDown("w"); let battleBegins = await Textocr("战斗开始",20,0,0,877,235,164,50);
await sleep(Startforward); if (!battleBegins.found){
await keyUp("w"); await keyPress("VK_ESCAPE");
try {
if(!await autoFight(Fighttimeout)){
log.warn("战斗失败,退出秘境...");
await sleep(1000); await sleep(1000);
await keyPress("VK_ESCAPE"); await keyPress("VK_ESCAPE");
await sleep(1000); await sleep(1000);
await keyPress("VK_ESCAPE"); let exitChallenge = await Textocr("退出挑战",5,1,0,866,719,274,86);
await sleep(1000); await sleep(1000);
let exitChallenge = await Textocr("退出挑战",2,1,0,866,719,274,86); throw new Error("未进入战斗环境,停止执行...")
await sleep(1000); }
throw new Error("战斗失败,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 ${fightCount+1} 次重试...`)
}
}else
{
resinAgain= false;
break;
}
} catch (error) {
if (fightCount < 2)continue;
else break;
} }
} catch (error) {
resinAgain = true;
if (j==0)log.info(`挑战失败,再来一次...`);
} }
if (resinAgain != true) { if (resinAgain != true) {
@@ -657,14 +703,13 @@
await sleep(1000); await sleep(1000);
} }
log.info(`${i+1} 次领奖`); log.info("幽境危战:第 {0} 次领奖...", i+1)
if(!(await autoNavigateToReward())){verticalNum++;continue;} if(!(await autoNavigateToReward())){verticalNum++;continue;}
await sleep(1000); await sleep(1000);
if (!(await claimRewards())) { if (!(await claimRewards())) {
log.warn("树脂消耗完毕,结束任务");
resinexhaustion = true; resinexhaustion = true;
} }
else else
@@ -672,7 +717,15 @@
if (challengeNum != i+1) if (challengeNum != i+1)
{ {
let challengeAgian = await Textocr("再次挑战",10,0,0,1094,958,200,70); 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++) for (let retry = 0; retry < 5 && challengeAgian.found; retry++)
{ {
challengeAgian = await Textocr("再次挑战",0.2,0,0,1094,958,200,70); challengeAgian = await Textocr("再次挑战",0.2,0,0,1094,958,200,70);
@@ -688,7 +741,7 @@
await sleep(1000); await sleep(1000);
await keyPress("VK_ESCAPE"); await keyPress("VK_ESCAPE");
await sleep(200); await sleep(200);
log.info(`树脂提已耗尽,...`); log.info(`树脂提已耗尽,...`);
resinexhaustion = true; resinexhaustion = true;
} }
} }
@@ -696,8 +749,9 @@
} }
//是否继续 //是否继续
if (challengeNum == i+1 || resinexhaustion == true){ if (challengeNum == i+1 || resinexhaustion == true || resinAgain == true ){
log.info (`完成 ${i+1} 次战斗或树脂耗尽,退出挑战...`); 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 sleep(1000);
await keyPress("VK_ESCAPE"); await keyPress("VK_ESCAPE");
await sleep(1000); await sleep(1000);
@@ -719,7 +773,7 @@
exitTimeout++; exitTimeout++;
} }
await genshin.returnMainUi(); 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; return true;
} }

View File

@@ -1,7 +1,7 @@
{ {
"manifest_version": 1, "manifest_version": 1,
"name": "自动幽境危战", "name": "自动幽境危战",
"version": "1.4", "version": "1.5",
"tags": ["幽境危战"], "tags": ["幽境危战"],
"bgi_version": "0.44.8", "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", "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",