JS脚本:首领讨伐一条龙 (#612)

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5117600049
2025-04-20 23:53:40 +08:00
committed by GitHub
parent 710e3d6eb7
commit 23be297741
72 changed files with 1024 additions and 0 deletions

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(async function () {
let challengeNum= settings.challengeNum ?? 1;//挑战次数
let challengeName = settings.challengeName ?? 0;//挑战首领名称
let resinNum = settings.resinNum ?? 0;//使用树脂数量
let samePlace = settings.samePlace ?? 1;//是否原地连续挑战
if(challengeName =="纯水精灵" || challengeName =="歌裴莉娅的葬送" ||challengeName =="科培琉司的劫罚") samePlace = 1;//这些 boss 挑战后不会原地刷新
const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png"));
const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
let advanceNum = 0;//前进次数
const autoNavigateToReward = async () => {
middleButtonClick();
await sleep(1000);
moveMouseBy(0, 1030);//调整为俯视视野
await sleep(500);
moveMouseBy(0, 920);//调整为俯视视野
await sleep(500);
moveMouseBy(0, 710);//调整为俯视视野
while (true) {
// 1. 优先检查是否已到达领奖点
let captureRegion = captureGameRegion();
let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
let ocrResults = rewardTextArea.findMulti(RecognitionObject.ocrThis);
// 仅检测到文字则结束!!!
if (ocrResults.count > 0 && ocrResults[0].text.trim().length > 0) {
log.info("已到达领奖点,检测到文字: " + ocrResults[0].text);
return;
}
else if(advanceNum > 80){
throw new Error('前进时间超时');
}
// 2. 未到达领奖点,则调整视野
await adjustViewForReward();
// 3. 前进一小步
keyDown("w");
await sleep(900);
keyUp("w");
await sleep(100); // 等待角色移动稳定
}
};
/**
* 调整视野直到图标位于正前方
*/
const adjustViewForReward = async () => {
for(let i = 0; i < 100; i++){
let captureRegion = captureGameRegion();
let iconRes = captureRegion.Find(boxIconRo);
if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) {
advanceNum++;
log.info(`视野已调正,前进第${advanceNum}`);
return;
} else {
// 小幅度调整
let adjustAmount = iconRes.x < 920 ? -20 : 20;
let adjustAmount2 = iconRes.y < 540 ? 1 : 10;
moveMouseBy(adjustAmount*adjustAmount2, 0);
await sleep(100);
}
}
throw new Error('视野调整超时');
};
//主流程
if(!settings.confirm) throw new Error('请阅读使用说明后在调度器中调用JS脚本并设置好相关参数');
if(challengeName){
//使用树脂
if (resinNum){
await genshin.returnMainUi();
keyPress("M");//打开地图
await sleep(1200);
click(2476/2, 96/2);// 点击添加体力
await sleep(600);
click(1660/2, 950/2)// 选择脆弱树脂
await sleep(600);
click(2350/2, 1550/2);// 点击使用
await sleep(600);
for (let i = 1; i < resinNum; ++i) {
click(2586/2, 1296/2);// 点击使用数量
await sleep(600);
}
}
click(2350/2, 1550/2);// 点击使用
await sleep(600);
click(1920/2, 1500/2);// 点击空白处
await sleep(600);
keyPress("VK_ESCAPE");//关闭地图
}
if(samePlace == "YES" ) log.info(`已启用原地连续挑战模式`);
log.info(`前往第1次恢复状态`);
await pathingScript.runFile("assets/recover.json");//回复状态
log.info(`前往第1次讨伐${challengeName}`);
await pathingScript.runFile(`assets/${challengeName}前往.json`);
await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
for (let i = 0;i < challengeNum; i++) {
await sleep(1000);
if(samePlace == 1&& i > 0){
log.info(`前往第${i+1}次恢复状态`);
await pathingScript.runFile("assets/recover.json");//回复状态
log.info(`前往第${i+1}次讨伐${challengeName}`);
await pathingScript.runFile(`assets/${challengeName}前往.json`);
await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
}
log.info(`开始第${i+1}次战斗`);
await dispatcher.runTask(new SoloTask("AutoFight"));
log.info(`等待一会儿,避免钟离柱子害人`);
await sleep(10000);
log.info(`${i+1}次领奖`);
await autoNavigateToReward();//前往地脉之花
//await pathingScript.runFile(`assets/${challengeName}领奖.json`);
await sleep(600);
keyPress("F");
await sleep(800);
click(968, 759);//消耗树脂领取
await sleep(3000);
click(975, 1000);//点击空白区域
await sleep(5000);//等待 boss 刷新
}
await pathingScript.runFile("assets/recover.json");//回复状态
log.info(`首领讨伐结束`);
})();