v.1.4 版本 自动幽境危战(20250629) (#1233)

* v.1.4 版本 自动幽境危战(20250629)

### v.1.4版本(20250629)
- **新增功能**:
  1. 添加领奖后的树脂识别,不足时退出秘境,防止多打一次。
- **优化**:
  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。

* 浓缩为1时的处理逻辑

浓缩为1时的处理逻辑

* 优化浓缩为1时的处理

优化浓缩为1时的处理

* Delete repo/js/AutoStygianOnslaught/main.js

上传错了

* 优化浓缩为1时的处理

优化浓缩为1时的处理
This commit is contained in:
kaedelcb
2025-06-29 06:19:13 +08:00
committed by GitHub
parent ebb4e676a3
commit 31d5cb1b3e
3 changed files with 179 additions and 49 deletions

View File

@@ -73,3 +73,12 @@
4. 优化LOG输出显示内容。
- **修复**
1. 修复默认状态下选择长夜套的BUG。
### v.1.4版本20250629
- **新增功能**
1. 添加领奖后的树脂识别,不足时退出秘境,防止多打一次。
- **优化**
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``圣遗物选择`的识别范围。

View File

@@ -61,6 +61,8 @@
"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++)
@@ -82,6 +84,10 @@
if (clickocr===2){await sleep(100);keyPress("F");}else{}
return result = { text: res.text, x: res.x, y: res.y, found: true }
}
if (debugcode===2 && !res.isEmpty()){
// log.info("({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 }
}
}
const NowTime = new Date();
if (Math.abs(NowTime - startTime)>chaotime*1000){if (x===0 & y===0){log.info(`${chaotime}秒超时退出,"${wenzi}"未找到`);}return result = {found: false };}else{ii=8;if (x !== 861){if(debugcode!==3){await keyPress("VK_W");}};}
@@ -100,8 +106,9 @@
} else {
if (afterBehavior===1){if (xa===0 & ya===0){log.info("点击模式:开");}await sleep(1000);click(res.x+xa, res.y+ya);}else{if (debugmodel===1 & xa===0 & ya===0){log.info("点击模式:关")}}
if (afterBehavior===2){if (xa===0 & ya===0){log.info("F模式:开");}await sleep(1000);keyPress("F");}else{if (debugmodel===1 & xa===0 & ya===0){log.info("F模式:关")}}
if (debugmodel===1 & xa===0 & ya===0){log.info("全图代码位置:({x},{y},{h},{w})", res.x+xa, res.y+ya, res.width+wa, res.Height+ha);}else{ log.info("识别到页面元素");}
return result = { x: res.x+xa, y: res.y+ya, w:res.width+wa,h:res.Height+ha,found: true }
if (debugmodel===1 & xa===0 & ya===0){log.info("全图代码位置:({x},{y},{h},{w})", res.x+xa, res.y+ya, res.width, res.Height);}else{ log.info("识别到页面元素");}
return result = { x: res.x+xa, y: res.y+ya, w:res.width,h:res.Height,found: true }
}
const NowTime = new Date();
if ((NowTime - startTime)>timeout*1000){if (debugmodel===1 & xa===0 & ya===0){log.info(`${timeout}秒超时退出,未找到图片`);}return result = {found: false };}else{ii=8}
@@ -110,6 +117,83 @@
await sleep(1200);
}
var condensedResin = "assets/condensed_resin_count.png";
var originalResin = "assets/original_resin_count.png";
var fragileResin = "assets/fragile_resin_count.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
// 浓缩树脂
var condensedResinCountRa = await imageRecognition(condensedResin,0, 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);//
if (countArea.found){
// log.info("浓缩树脂识别数量结果: "+ countArea.text);
condensedResinCount = countArea.text
}
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
}
} else {
log.info("未检测到浓缩树脂图标");
}
var originalResinCountRa = await imageRecognition(originalResin,0, 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);//
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)/);
if (match) {
originalResinCount = match[1];
// log.info("脆弱树脂识别数量提取:"+ originalResinCount);
}
else
{
log.info("原粹树脂识别数量提取失败");
}
}
else
{
log.info("原粹树脂识别数量结果::无");
}
} else {
log.info("未检测到原粹树脂图标");
}
var fragileResinCountRa = await imageRecognition(fragileResin,0, 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);//
if (countArea.found){
// log.info("脆弱树脂识别数量结果:"+ countArea.text);
fragileResinCount = countArea.text
}
else
{
log.info("脆弱树脂识别数量结果::无");
}
} 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}
}
//征讨之花领奖
const autoNavigateToReward = async () => {
// 定义识别对象
@@ -313,30 +397,31 @@
await sleep(100);
await moveMouseTo(1642,155);
const maxRetries = 15; // 最大重试次数
const maxRetries = 9; // 最大重试次数
let retries = 0; // 当前重试次数
while (retries < maxRetries) {
let result1 = await imageRecognition(newImagePath, 1, 0, 0,1178,148,87,857);//
let result1 = await imageRecognition(newImagePath,1, 0, 0,1166,141,210,857);//
if (result1.found) {
await leftButtonUp();
await sleep(500);
await click(result.x-200,result.y);
await click(result.x-500,result.y);
await sleep(1000);
await keyPress("VK_ESCAPE");
return true
}
retries++; // 重试次数加1
//滚轮操作
YOffset += 200;
if (retries === maxRetries || retries+YOffset > 1920) {
YOffset += 100;
if (retries === maxRetries || retries+YOffset > 1080) {
await leftButtonUp();
await sleep(100);
await keyPress("VK_ESCAPE");
await genshin.returnMainUi();
return false;}
return false;
}
await moveMouseTo(1642,155+YOffset);
await sleep(500);
}
}
return true;
}
@@ -344,7 +429,7 @@
async function claimRewards() {
log.info(`尝试领取奖励,优先${onerewards}'`);
let SHUN01 = await Textocr("激活地脉之花",0.6,2,0,1188,358,200,400);
let SHUN02 = await Textocr("地脉之花", 0.2, 0, 0, 861,265, 194, 265);
let SHUN02 = await Textocr("地脉之花", 0.2, 1, 0, 861,265, 194, 265);
if (SHUN01.found || SHUN02.found) {
log.info("找到地脉之花,开始领取奖励...");
}
@@ -373,17 +458,40 @@
await click(SHU.x+550,SHU.y)
await sleep(300);
log.info(` ${resinTypeMap[rewards[i]]} 获取奖励...`);
// dispatcher.addTimer(new RealtimeTimer("AutoPick", { forceInteraction: true }));
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": false }));
await Textocr("锁定辅助",10,0,0,1768,0,115,90);
let { condensedResinCount, originalResinCount, fragileResinCount } = await getRemainResinStatus();
let shouldExit = true;
if (resinTypes.includes("1"))
{
shouldExit &= (parseInt(condensedResinCount, 10) == 0);
}
if (resinTypes.includes("2"))
{
shouldExit &= (parseInt(originalResinCount, 10) < 20);
}
if (resinTypes.includes("3"))
{
shouldExit &= (parseInt(fragileResinCount, 10) == 0);
}
if (shouldExit)
{
log.warn("树脂耗尽,停止执行...");
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
return false;
}
log.warn("还有树脂...");
return true;
}
}
await sleep(500);
}
log.warn("未找到树脂,结束领取奖励...");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": false }));
await sleep(1000);
await keyPress("VK_ESCAPE"); //退出待写
await keyPress("VK_ESCAPE");
await sleep(1000);
return false;
}
@@ -393,33 +501,28 @@
let JIECHU = await Textocr("F",2,2,0,1098,519,35,32);
if (JIECHU.found)
{
await keyPress("F");await dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));await keyPress("F");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": false }));
await keyPress("F");
await keyPress("F");
break;
}
else{
if(i == 1)
{
else
{
if(i == 1){
log.warn("没找入口,尝试强制转圈寻找...");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("W");await sleep(500);await keyUp("W");
await keyDown("D");await sleep(500);await keyUp("D");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("S");await sleep(500);await keyUp("S");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("A");await sleep(500);await keyUp("A");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("W");await sleep(500);await keyUp("W");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": false }));
await keyDown("W");keyPress("F");await sleep(500);keyPress("F");await keyUp("W");
await keyDown("D");keyPress("F");await sleep(500);keyPress("F");await keyUp("D");
await keyDown("S");keyPress("F");await sleep(500);keyPress("F");await keyUp("S");
await keyDown("A");keyPress("F");await sleep(500);keyPress("F");await keyUp("A");
await keyDown("W");keyPress("F");await sleep(500);keyPress("F");await keyUp("W");
break;
}
}
}
}
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": false }));
}
var resinAgain = false;
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("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("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...");
@@ -438,14 +541,20 @@
// 进入-选择难道
let intoAction = await Textocr("单人挑战",10,0,0,1554,970,360, 105);
if (!intoAction.found) {await genshin.returnMainUi();throw new Error("未进入挑战页面,停止执行...")}
let adjustmentType = await Textocr("常规挑战", 2, 0, 0,797,144,223,84);
if (!adjustmentType.found) {
log.warn("找到常规挑战,尝试切换...")
let adjustmentType = await Textocr("至危挑战", 1, 0, 0,797,144,223,84);
if (adjustmentType.found) {
log.warn("找到至危挑战,尝试切换...")
await sleep(500);
await click(890,191)
await sleep(500);
}
let hardMode = await Textocr("困难", 2, 0, 0,1049,157,72,47);
if (!hardMode.found) {
let hardMode = await Textocr("困难", 0.3, 0, 0,1049,157,72,47);
let hardMode2 = await Textocr("困难", 0.2, 0, 0,805,156,83,47);
if (hardMode.found || hardMode2.found) {
log.warn("确认困难模式...")
}
else
{
log.warn("未找到困难模式,尝试切换...")
await sleep(500);
await click(1096,186);
@@ -511,7 +620,7 @@
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`);
log.info(`进入战斗环境,开始第 ${i+1} 次战斗`);
await keyDown("w");
await sleep(Startforward);
@@ -546,7 +655,7 @@
await sleep(1000);
}
log.info(`${i+1}次领奖`);
log.info(` ${i+1} 次领奖`);
if(!(await autoNavigateToReward())){verticalNum++;continue;}
@@ -560,7 +669,18 @@
{
if (challengeNum != i+1)
{
let challengeAgian = await Textocr("再次挑战",10,1,0,1094,958,200,70);
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
for (let retry = 0; retry < 5 && challengeAgian.found; retry++)
{
challengeAgian = await Textocr("再次挑战",0.2,0,0,1094,958,200,70);
if (challengeAgian.found){
await sleep(500);
await click(challengeAgian.x, challengeAgian.y);
await sleep(1000);
}
await sleep(200);
}
}
}
}
@@ -568,7 +688,7 @@
//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...`);
dispatcher.addTimer(new RealtimeTimer("AutoPick", { forceInteraction: false }));
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
@@ -592,6 +712,7 @@
if (resinAgain == true){throw new Error("执行错误,重试一次...")}
return true;
}
await sleep(500);
}
}

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@@ -1,7 +1,7 @@
{
"manifest_version": 1,
"name": "自动幽境危战",
"version": "1.3",
"version": "1.4",
"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",