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:
@@ -82,3 +82,17 @@
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1. 优化`再次挑战`挑战的点击逻辑,添加重试。
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2. 优化相关自动拾取代码。
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3. 优化`难度选择`和`圣遗物选择`的识别范围。
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### v.1.5版本(20250630)
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- **新增功能**:
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1. 自动战斗失败原地`重试2次`,失败后再退出秘境重试。
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- **优化**:
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1. 优化`LOG`显示。
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2. 优化`完全没有树脂`情况弹窗提示处理。
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3. 优化删除拾取`黑名单`文件(0.47.0后不会乱触发了)。
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4. 优化各种`异常状态`的退出处理方法。
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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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Before Width: | Height: | Size: 3.7 KiB After Width: | Height: | Size: 1.9 KiB |
BIN
repo/js/AutoStygianOnslaught/assets/moment_resin_count.png
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repo/js/AutoStygianOnslaught/assets/moment_resin_count.png
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After Width: | Height: | Size: 1.9 KiB |
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repo/js/AutoStygianOnslaught/assets/one.png
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repo/js/AutoStygianOnslaught/assets/one.png
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After Width: | Height: | Size: 2.8 KiB |
@@ -24,18 +24,17 @@
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rewards.push(resinType);
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}
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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"];
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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
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// 根据 rewards 数组长度,依次赋值给对应的变量
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if (rewards.length > 0) onerewards = resinTypeMap[rewards[0]];
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if (rewards.length > 1) secendrewards = resinTypeMap[rewards[1]];
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if (rewards.length > 2) threendrewards = resinTypeMap[rewards[2]];
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if (rewards.length > 3) fourdrewards = resinTypeMap[rewards[3]];
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if (rewards.length > 0) onerewards = golbalRewards[rewards[0]];
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if (rewards.length > 1) secendrewards = golbalRewards[rewards[1]];
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if (rewards.length > 2) threendrewards = golbalRewards[rewards[2]];
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if (rewards.length > 3) fourdrewards = golbalRewards[rewards[3]];
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const golbalRewardText = [onerewards, secendrewards, threendrewards, fourdrewards].filter(Boolean);//
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log.info(`使用树脂类型数量:${rewards.length}`);
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log.info(`优先使用的树脂类型:${onerewards} --> ${secendrewards??"无"} --> ${threendrewards??"无"} --> ${fourdrewards??"无"}`);
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const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
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var advanceNum = 0;//前进次数
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var verticalNum = 0;
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var resinAgain = false;
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var Artifacts = settings.Artifacts ? settings.Artifacts : "保持圣遗物奖励不变";
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@@ -61,8 +60,6 @@
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"如雷的盛怒 / 平息鸣雷的尊者": "assets/Artifacts/artifact_18.bmp"
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};
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async function Textocr(wenzi="空参数",chaotime=10,clickocr=0,debugcode=0,x=0,y=0,w=1920,h=1080) {
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const startTime = new Date();
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for (let ii = 0; ii < 10; ii++)
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@@ -80,8 +77,8 @@
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if (res.text===wenzi) {
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log.info(`识别到 ·${res1}·`);
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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);}}
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if (clickocr===1){await sleep(1000);click(res.x, res.y);}else{}
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if (clickocr===2){await sleep(100);keyPress("F");}else{}
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if (clickocr===1){await sleep(1000);await click(res.x, res.y);}else{}
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if (clickocr===2){await sleep(100);await keyPress("F");}else{}
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return result = { text: res.text, x: res.x, y: res.y, found: true }
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}
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if (debugcode===2 && !res.isEmpty()){
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@@ -120,17 +117,19 @@
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var condensedResin = "assets/condensed_resin_count.png";
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var originalResin = "assets/original_resin_count.png";
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var fragileResin = "assets/fragile_resin_count.png";
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var momentResin = "assets/moment_resin_count.png";
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var oneResin = "assets/one.png";
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async function getRemainResinStatus() {
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var condensedResinCount = 0; // 浓缩树脂
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var originalResinCount = 0; // 原粹树脂
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var fragileResinCount = 0; // 脆弱树脂
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var momentResinCount = 0; // 须臾树脂
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var originalResinCountRa = await imageRecognition(originalResin,0.3, 0, 0,1500,0,200,90);
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if (originalResinCountRa.found) {
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// await moveMouseTo(originalResinCountRa.x,originalResinCountRa.y);
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let countArea = await Textocr("",1, 1, 2,originalResinCountRa.x+originalResinCountRa.w,originalResinCountRa.y,originalResinCountRa.w*3,originalResinCountRa.h);//
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let countArea = await Textocr("",1, 0, 2,originalResinCountRa.x+originalResinCountRa.w,originalResinCountRa.y,originalResinCountRa.w*3,originalResinCountRa.h);//
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if (countArea.found){
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log.info("原粹树脂识别数量结果:"+ countArea.text);
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let match = countArea.text.match(/(\d+)\s*[/1]\s*(2|20|200)/);
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@@ -138,13 +137,11 @@
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originalResinCount = match[1];
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// log.info("脆弱树脂识别数量提取:"+ originalResinCount);
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}
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else
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{
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else{
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log.info("原粹树脂识别数量提取失败");
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}
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}
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else
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{
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else{
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log.info("原粹树脂识别数量结果::无");
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}
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@@ -156,51 +153,72 @@
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var condensedResinCountRa = await imageRecognition(condensedResin,0.1, 0, 0,960,0,800,100);
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if (condensedResinCountRa.found) {
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// await moveMouseTo(condensedResinCountRa.x,condensedResinCountRa.y);
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let countArea = await Textocr("",0.5, 1, 2,condensedResinCountRa.x+condensedResinCountRa.w,condensedResinCountRa.y,condensedResinCountRa.w,condensedResinCountRa.h);//
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let countArea = await Textocr("",0.5, 0, 2,condensedResinCountRa.x+condensedResinCountRa.w,condensedResinCountRa.y,condensedResinCountRa.w,condensedResinCountRa.h);//
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if (countArea.found){
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// log.info("浓缩树脂识别数量结果: "+ countArea.text);
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condensedResinCount = countArea.text
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}
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else
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{
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else{
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condensedResinCount = "1";
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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
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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
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}
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} else {
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log.info("未检测到浓缩树脂图标");
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}
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var momentResinCountRa = await imageRecognition(momentResin,0.1, 0, 1,1170,0,350,100);
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if (momentResinCountRa.found) {
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// await moveMouseTo(momentResinCountRa.x+momentResinCountRa.w+15+momentResinCountRa.w+50,momentResinCountRa.y-15+momentResinCountRa.h+25);
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let countArea = await Textocr("",0.5, 0, 2,momentResinCountRa.x+momentResinCountRa.w+15,momentResinCountRa.y-15,momentResinCountRa.w+50,momentResinCountRa.h+25);//
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if (countArea.found){
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//log.info("须臾树脂识别数量结果:"+ countArea.text);
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momentResinCount = countArea.text
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}
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else{
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var oneRa = await imageRecognition(oneResin,0.1, 0, 1,momentResinCountRa.x+momentResinCountRa.w+15,momentResinCountRa.y-15,momentResinCountRa.w+50,momentResinCountRa.h+25);
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if (oneRa.found){
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momentResinCount = "1";
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}else{
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log.info("须臾树脂强制为 1 ");
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momentResinCount = "1";
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}
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}
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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
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fragileResinCount = "1";
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}else
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{
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var fragileResinCountRa = await imageRecognition(fragileResin,0.1, 0, 1,1170,0,350,100);
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if (fragileResinCountRa.found) {
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// await moveMouseTo(fragileResinCountRa.x,fragileResinCountRa.y);
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let countArea = await Textocr("",1, 1, 2,fragileResinCountRa.x+fragileResinCountRa.w,fragileResinCountRa.y,fragileResinCountRa.w*2,fragileResinCountRa.h);//
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let countArea = await Textocr("",0.5, 0, 2,fragileResinCountRa.x+fragileResinCountRa.w+15,fragileResinCountRa.y-15,fragileResinCountRa.w+50,fragileResinCountRa.h+25);//
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if (countArea.found){
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// log.info("脆弱树脂识别数量结果:"+ countArea.text);
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fragileResinCount = countArea.text
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}
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else
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{
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log.info("脆弱树脂识别数量结果::无");
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else{
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var oneRa = await imageRecognition(oneResin,0.1, 0, 1,fragileResinCountRa.x+fragileResinCountRa.w+15,fragileResinCountRa.y-15,fragileResinCountRa.w+50,fragileResinCountRa.h+25);
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if (oneRa.found){
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fragileResinCount = "1";
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}else{
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fragileResinCount = "1";
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log.info("脆弱树脂识别强制为 1 ");//有图标说明至少为1
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}
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} else {
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}
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}
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else {
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log.info("未检测到脆弱树脂图标");
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}
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log.info("树脂状态:浓缩{0} 原粹{1} 脆弱{2} ", condensedResinCount, originalResinCount, fragileResinCount)
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return {condensedResinCount,originalResinCount,fragileResinCount}
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}
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log.info("树脂状态:浓缩{0} 原粹{1} 脆弱{2} 须臾{3}", condensedResinCount, originalResinCount, fragileResinCount,momentResinCount)
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return {condensedResinCount,originalResinCount,fragileResinCount,momentResinCount}
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}
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//征讨之花领奖
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const autoNavigateToReward = async () => {
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// 定义识别对象
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const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png"));
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const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
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advanceNum = 0;//前进次数
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//调整为俯视视野
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@@ -312,8 +330,8 @@
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logFightResult = fightResult ? "成功" : "失败";
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log.info(`战斗结束,战斗结果:${logFightResult}`);
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cts.cancel();
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return fightResult;}
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return fightResult;
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}
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async function recognizeTextInRegion(timeout) {
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return new Promise((resolve, reject) => {
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@@ -462,7 +480,7 @@
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log.info(` ${resinTypeMap[rewards[i]]} 获取奖励...`);
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await Textocr("锁定辅助",10,0,0,1768,0,115,90);
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let { condensedResinCount, originalResinCount, fragileResinCount } = await getRemainResinStatus();
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let { condensedResinCount, originalResinCount, fragileResinCount , momentResinCount} = await getRemainResinStatus();
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let shouldExit = true;
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if (resinTypes.includes("1"))
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@@ -477,6 +495,11 @@
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{
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shouldExit &= (parseInt(fragileResinCount, 10) == 0);
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}
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if (resinTypes.includes("4"))
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{
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shouldExit &= (parseInt(momentResinCount, 10) == 0);
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}
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if (shouldExit)
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{
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log.warn("树脂耗尽,停止执行...");
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@@ -522,13 +545,12 @@
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}
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}
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var resinAgain = false;
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log.warn("自动幽境危战版本:v1.4");
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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>> ...");
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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...");
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log.warn("自动幽境危战版本:v1.5");
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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...");
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log.warn("使用前请在 <<幽境危战>> 中配置好战斗队伍...");
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log.warn("最好关闭自动拾取功能...");
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log.info(`圣遗物奖励选择:'${Artifacts}'`);
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log.info("使用树脂类型数量:{0} ", rewards.length)
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log.info(`使用树脂顺序:${golbalRewardText.join(" ->")}`);
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log.info("圣遗物奖励选择:{0} ", Artifacts)
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//重试两次
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for (let j = 0;j < 2;j++) {
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@@ -569,11 +591,11 @@
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let artifact = await imageRecognition(artifactImageMap[Artifacts],0.2,0,0,186,972,71,71);
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if (!artifact.found) {
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log.warn("圣遗物奖励和设定不一致,尝试切换...")
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if (!await selectionHolyRelics()){throw new Error("圣遗物奖励设置错误,停止执行...")}
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if (!await selectionHolyRelics()){await genshin.returnMainUi();throw new Error("圣遗物奖励设置错误,停止执行...")}
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}
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else
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{
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log.warn("圣遗物奖励一致,无需切换...")
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log.warn("圣遗物奖励一致,无需切换 {0} ", Artifacts)
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}
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}
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@@ -592,7 +614,7 @@
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await sleep(1000);
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//选择挑战怪兽
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log.info(`选择挑战Boss:'${challengeName}' 挑战次数:'${challengeNum}'`);
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log.info("选择挑战Boss:'{0}' 挑战次数:'{1}'", challengeName,challengeNum)
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log.info(`期间树脂耗尽会自动退出秘境...`);
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switch (challengeName) {
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@@ -619,30 +641,54 @@
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//开始战斗循环
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for (let i = 0;i < challengeNum; i++) {
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//进入秘境
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log.info("进入战斗环境,开始第 {0} 次战斗", i+1)
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for (let fightCount = 0; fightCount < 3; fightCount++) {
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let battleBegins = await Textocr("战斗开始",20,0,0,877,235,164,50);
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if (!battleBegins.found){await genshin.returnMainUi();throw new Error("未进入战斗环境,停止执行...")}//退出待写
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log.info(`进入战斗环境,开始第 ${i+1} 次战斗`);
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if (!battleBegins.found){
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await keyPress("VK_ESCAPE");
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await sleep(1000);
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await keyPress("VK_ESCAPE");
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await sleep(1000);
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let exitChallenge = await Textocr("退出挑战",5,1,0,866,719,274,86);
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await sleep(1000);
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throw new Error("未进入战斗环境,停止执行...")
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}
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try {
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await keyDown("w");
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await sleep(Startforward);
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await keyUp("w");
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try {
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if(!await autoFight(Fighttimeout)){
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log.warn("战斗失败,退出秘境...");
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resinAgain = true;
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if (fightCount >= 2){
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await sleep(1000);
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await keyPress("VK_ESCAPE");
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await sleep(1000);
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await keyPress("VK_ESCAPE");
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break;
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}
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else
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{
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let Again = await Textocr("再次挑战",10,1,0,1059,920,177,65);
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if (!Again.found)break;
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await sleep(1000);
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let exitChallenge = await Textocr("退出挑战",2,1,0,866,719,274,86);
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await sleep(1000);
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throw new Error("战斗失败,停止执行...");
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log.warn("战斗失败,第 {0} 次重试...", fightCount+1)
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throw new Error(`战斗失败,第 ${fightCount+1} 次重试...`)
|
||||
}
|
||||
|
||||
}else
|
||||
{
|
||||
resinAgain= false;
|
||||
break;
|
||||
}
|
||||
} catch (error) {
|
||||
resinAgain = true;
|
||||
if (j==0)log.info(`挑战失败,再来一次...`);
|
||||
if (fightCount < 2)continue;
|
||||
else break;
|
||||
}
|
||||
}
|
||||
|
||||
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");
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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",
|
||||
|
||||
Reference in New Issue
Block a user