JS脚本:一只爱可菲(厨娘版)【更新】、JS脚本:联机锄地【新增】 (#973)
* JS脚本:一只爱可菲(厨娘版)【更新】 * JS脚本:联机锄地【新增】 * 修正了几个问题
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{
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"manifest_version": 1,
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"name": "一只爱可菲(厨娘版)",
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"version": "1.2.2",
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"version": "1.2.3",
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"bgi_version": "0.45.0",
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"description": "脚本名称:一只爱可菲(厨娘版)\n功能描述:专精料理制作的爱可菲(自动烹饪及解锁、特殊料理)\n核心功能------------------------------>\n1.自动烹饪:支持手动烹饪和自动烹饪,支持只刷满熟练度\n2.自动特殊料理:支持根据菜名和角色名自动进行单/多个特殊料理的烹饪(可以调节预期数量)\n3.其他料理获取:除了烹饪以外的部分料理的获取[仅有数据,未实装]\n注意事项------------------------------>\n1.请确保原神分辨率是1920x1080\n2.请尽量确保食材充足,如果食材不充足会自动跳过\n---------------------------------------->\n作者:提瓦特钓鱼玳师\n脚本反馈邮箱:hijiwos@hotmail.com",
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"authors": [
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repo/js/OnlineHoeing/READEME.md
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repo/js/OnlineHoeing/READEME.md
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# 1. JS脚本的关键配置和路径选择
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- **注意:**
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只有严格按照以下步骤配置后才能使用,否则将**无法运行**(也可以参考左下角的日志来确认下一步需要如何配置)
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- **配置步骤:**
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未配置的情况下直接运行左下角日志会显示```请在assets/pathing文件夹手动添加路径文件夹后重新运行...```,代表你需要进行如下配置
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1. 将你的路径文件夹(该文件夹内尤其仅有.json后缀的路径文件)复制粘贴到```assets/pathing```路径
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2. 确保原神左上角有派蒙图像,在**调度器**直接运行脚本,左下角日志出现```JS脚本配置已更新,请重新选择路径...```字样代表JS脚本已经加载了上一步中的路径文件夹,此时脚本应该已经**结束运行**
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3. 在**调度器**右键脚本,点击**修改JS脚本自定义配置**选择你要执行的路径-配置好所有的JS配置(配置项**路径设置-选择要执行的路径文件夹**就是你刚放入的路径文件加名称)
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4. 该步骤根据你选择的加世界模式有所区别
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1. 手动加世界
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确保在**多人模式**下,运行脚本,此时脚本会在聊天框发送校验信息,代表脚本正常运行
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2. 自动加世界
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确保在**单人模式**下,运行脚本,此时脚本会自动等待队员加入(作为领队)或加入队长世界(作为队员),代表脚本正常运行
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- **更多的路径:**
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如果需要添加更多的路径文件,请重复以上**配置步骤**的```1-4```添加路径文件夹即可(文件夹名称不可重复)
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添加完成后在**JS脚本自定义配置**的**请选择要执行的路径文件夹**下拉菜单选择对应的路径
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# 2. JS脚本自定义配置说明
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- **选择加入世界的方式**
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1. 自动加世界 \[推荐\]
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选择这个选项后,需要配置下方的```自动加世界```内的三个配置项
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2. 手动加世界
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选择这个选项后,需要配置下方的```自动加世界```内的两个个配置项
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- **手动加世界-请挑选你的玩家标识:**
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手动加世界模式下,在所有人都已经加入世界的情况下,你的玩家标识
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- **手动加世界-选择玩家总数:**
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手动加世界模式下,在所有人都已经加入世界的情况下的玩家总数
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- **自动加世界-请挑选你的身份:**
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自动加世界模式下,你作为领队还是队员(领队只能存在一个,选择多个可能会报错)
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- **自动加世界-文本输入框**
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1. 作为领队
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填入要加入你世界的所有玩家的昵称(顺序无关),每个玩家的名称ID使用单个空格隔开
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2. 作为队员
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填入你要加入的世界(队长)的UID
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- **自动加世界-名称匹配模式:**
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自动加世界模式下,匹配玩家名称的匹配方式(仅队长生效)
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1. 全字匹配(此模式下请使用玩家的全称)
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匹配玩家的完整名称,在玩家的名称便于识别时使用
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2. 部分匹配(此模式下请填入玩家名称内易于识别的**连续文本**)
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匹配玩家名称内包含的文本,在玩家的名称难以识别时使用
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- **路径设置-选择要执行的路径文件夹**
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初次使用时该下拉菜单为空,详情配置见下方```2. JS脚本的关键配置和路径选择```
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# 3. 注意事项
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所有人使用的路径文件夹及其内容应当**完全一致**,否则验证失败会导致脚本异常终止
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- **路径文件夹存放位置:** ```assets/pathing```
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假设你有一个文件夹名为```死亡笔记-400```,这个文件夹内含有若干个```.json```后缀的路径文件,你需要将```死亡笔记-400```文件夹复制粘贴到```assets/pathing```文件夹内
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- **路径相关格式:** ```assets/pathing/你的路径文件夹名/若干路径文件.json...```
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路径```assets/pathing```内只能存放文件夹,存放其他文件无效
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路径```assets/pathing你的路径文件夹名```内只能存放```.json```后缀的文件
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# 4.适用场景
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- **配置了本地远程,可以在一个设备上运行两套原神+BGI:**
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可以用两个账号实现双倍的锄地收益,例如在调度器内都配置两个锄地脚本,一个先作为房主后作为成员,另一个先作为成员后作为房主,可以自动实现两个号同时锄地,锄完两个世界的资源
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- **和其他BGI用户一起锄地:**
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所有人协商好,正确导入相同的路径后就可以实现2-4人的联机锄地(路线进度将保持同步,确保所有玩家都能获得相同的收益)
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BIN
repo/js/OnlineHoeing/assets/others/1P.png
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repo/js/OnlineHoeing/assets/others/1P.png
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repo/js/OnlineHoeing/assets/others/2P.png
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repo/js/OnlineHoeing/assets/others/2P.png
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repo/js/OnlineHoeing/assets/others/3P.png
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repo/js/OnlineHoeing/assets/others/3P.png
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repo/js/OnlineHoeing/assets/others/4P.png
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repo/js/OnlineHoeing/assets/others/4P.png
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953
repo/js/OnlineHoeing/main.js
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repo/js/OnlineHoeing/main.js
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(async function () { // 掉队识别(聊天框增加超时检测,超时后检测玩家数,如果少人则更换策略),队长模式启动时检测到多人模式应当先退出多人模式[待定],加世界自动识别P几[实现],uid加世界[实现],核对JS版号[实现],每个传送点同步[待定],超时检测(等太久了就都跳到进度最新的传送点),每个传送点规定时间完全同步,按照传送切分路径、方法:回到(退出到)单人模式和退出检测、领队的实际逻辑为实现
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// const pathingList = file.readPathSync("assets/pathing");
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const nameDic = {
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"1P": "一号",
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"2P": "二号",
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"3P": "三号",
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"4P": "四号"
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}
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const picDic = {
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"1P": "assets/others/1P.png",
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"2P": "assets/others/2P.png",
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"3P": "assets/others/3P.png",
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"4P": "assets/others/4P.png"
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}
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let settingDic = {
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"mode": undefined,
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"player_id": undefined,
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"player_all": undefined,
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"match_identity": undefined,
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"match_detail": undefined,
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"match_mode": undefined,
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"path_folder": undefined
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};
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/**
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*
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* 检查并读取JS脚本配置
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*
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* @returns {Promise<boolean>}
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*/
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async function dealSettings() {
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let mode = typeof(settings.mode) === "undefined" ? false : settings.mode;
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if (mode === false) {
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log.warn(`JS脚本配置错误: 选择加入世界的方式`);
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} else if (mode === "手动加世界") {
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settingDic["mode"] = mode;
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let player_id = typeof(settings.player_id) === "undefined" ? false : settings.player_id;
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let player_all = typeof(settings.player_all) === "undefined" ? false : settings.player_all;
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if (player_id === false || player_all === false) {
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log.warn(`JS脚本配置错误: 手动加世界`);
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} else {
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settingDic["player_id"] = player_id;
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settingDic["player_all"] = player_all;
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let pathFolder = typeof(settings.path_folder) === "undefined" ? false : settings.path_folder;
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if (pathFolder === false) {
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log.warn(`JS脚本配置错误: 路径设置`);
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} else {
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settingDic["path_folder"] = pathFolder;
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return true;
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}
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}
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} else if (mode === "自动加世界") {
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settingDic["mode"] = mode;
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let match_identity = typeof(settings.match_identity) === "undefined" ? false : settings.match_identity;
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if (match_identity === false) {
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log.warn(`JS脚本配置错误: 请挑选你的身份`);
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} else {
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if (match_identity.startsWith("作为领队")) { // 领队
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settingDic["match_identity"] = "领队";
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let match_detail = typeof(settings.match_detail) === "undefined" ? false : settings.match_detail;
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if (match_detail === false) {
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log.warn(`JS脚本配置错误: 自动加世界`); // 该选项无具体文本-位于 自动加世界
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} else {
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settingDic["match_detail"] = match_detail.split(" "); // 玩家名
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settingDic["match_mode"] = typeof(settings.match_mode) === "undefined" ? "全字匹配" : "部分匹配";
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pathingFolder = typeof(settings.path_folder) === "undefined" ? false : settings.path_folder;
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if (pathingFolder === false) {
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log.warn(`JS脚本配置错误: 路径设置`);
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} else {
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settingDic["path_folder"] = pathingFolder;
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}
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return true;
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}
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} else if (match_identity.startsWith("作为队员")) { // 队员
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settingDic["match_identity"] = "队员";
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let match_detail = typeof(settings.match_detail) === "undefined" ? false : settings.match_detail;
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if (match_detail === false) {
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log.warn(`JS脚本配置错误: 自动加世界`); // 该选项无具体文本-位于 自动加世界
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} else {
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settingDic["match_detail"] = match_detail; // uid
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settingDic["match_mode"] = typeof(settings.match_mode) === "undefined" ? "全字匹配" : "部分匹配";
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pathingFolder = typeof(settings.path_folder) === "undefined" ? false : settings.path_folder;
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if (pathingFolder === false) {
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log.warn(`JS脚本配置错误: 路径设置`);
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} else {
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settingDic["path_folder"] = pathingFolder;
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}
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return true;
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}
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}
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}
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}
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return false;
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}
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/**
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*
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* 在联机状态下的聊天框发送信息
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*
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* @param msg 发送的信息
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* @returns {Promise<boolean>}
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*/
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async function sendMessage(msg) {
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await genshin.returnMainUi(); // 保证在主界面
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await sleep(500);
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await keyPress("VK_RETURN"); // 按Enter进入聊天界面
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await sleep(500);
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const ocrRo = RecognitionObject.Ocr(0, 0, 257, 173);
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moveMouseTo(1555, 860); // 移走鼠标,防止干扰OCR
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await sleep(300);
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let ocr = captureGameRegion().Find(ocrRo); // 当前页面OCR
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for (let i = 0; i < 3; i++) {
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if (ocr.isExist() && ocr.text === "当前队伍") {
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ocr.Click(); // 点击 当前队伍
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await sleep(500);
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click(445, 1010); // 点击聊天框
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await sleep(200);
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inputText(msg); // 输入文本
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keyPress("VK_RETURN"); // 发送
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await sleep(200);
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await genshin.returnMainUi(); // 返回主界面
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return true;
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} else {
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log.error(`未检测到 当前队伍 ,可能不处于联机状态 ${i + 1}/3`);
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await sleep(200); // 等待0.5s
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return false;
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}
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}
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log.error(`未检测到 当前队伍 ,尝试发送信息...`);
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click(445, 1010); // 点击聊天框
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await sleep(200);
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inputText(msg); // 输入文本
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keyPress("VK_RETURN"); // 发送
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await sleep(200);
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await genshin.returnMainUi(); // 返回主界面
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return false;
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}
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/**
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*
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* 生成任务标识
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*
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* @param num 数字
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* @returns {string} 根据数字生成的汉字标识
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*/
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async function numberToChinese(num) {
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// 定义数字到中文的映射
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// const chineseDigits = ['零', '一', '二', '三', '四', '五', '六', '七', '八', '九'];
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const chineseDigits = ['癸', '甲', '乙', '丙', '丁', '戊', '己', '庚', '辛', '壬'];
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// 将数字转换为字符串,以便逐个处理
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const numStr = num.toString();
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let result = '';
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for (let i = 0; i < numStr.length; i++) {
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const digit = parseInt(numStr[i], 10);
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// 获取对应的中文数字
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result += chineseDigits[digit];
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}
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return result;
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}
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/**
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* 计算 SHA-256 哈希(完全纯计算实现)并返回 8 位数字字符串。
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* 参考了原先的 Python 实现。
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*
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* @param {string | number[]} data - 输入数据,可以是字符串(采用 UTF-8 编码)或者字节数组(各元素 0~255)。
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* @returns {string} 返回一个 8 位数字字符串(不足 8 位时左侧补零)。
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*/
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function sha256To8(data) {
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// --- 辅助函数部分 ---
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// 将字符串转换为 UTF-8 编码的字节数组
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function stringToBytes(str) {
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||||
var bytes = [];
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||||
for (var i = 0; i < str.length; i++) {
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||||
var code = str.charCodeAt(i);
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if (code < 0x80) {
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bytes.push(code);
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} else if (code < 0x800) {
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bytes.push(0xc0 | (code >> 6));
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bytes.push(0x80 | (code & 0x3f));
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} else {
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bytes.push(0xe0 | (code >> 12));
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bytes.push(0x80 | ((code >> 6) & 0x3f));
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bytes.push(0x80 | (code & 0x3f));
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}
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}
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return bytes;
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}
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// 右旋操作(32位无符号数)
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||||
function rotr(x, n) {
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return ((x >>> n) | (x << (32 - n))) >>> 0;
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||||
}
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||||
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||||
// --- 数据预处理 ---
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||||
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||||
// 如果数据为字符串,则转换为字节数组;否则假设 data 已是数组形式
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||||
var bytes;
|
||||
if (typeof data === "string") {
|
||||
bytes = stringToBytes(data);
|
||||
} else {
|
||||
// 此处要求 data 为一个数组形式,复制一份
|
||||
bytes = data.slice();
|
||||
}
|
||||
|
||||
// 保存原始数据长度(单位:比特数)
|
||||
var bitLen = bytes.length * 8;
|
||||
|
||||
// 按照 SHA-256 规范先附加一个 0x80 字节
|
||||
bytes.push(0x80);
|
||||
|
||||
// 然后填充 0,直到消息长度(字节数)模 64 等于 56
|
||||
while ((bytes.length % 64) !== 56) {
|
||||
bytes.push(0);
|
||||
}
|
||||
|
||||
// 最后附加原始数据长度的 8 字节大端表示
|
||||
for (var i = 7; i >= 0; i--) {
|
||||
bytes.push((bitLen >>> (i * 8)) & 0xff);
|
||||
}
|
||||
|
||||
// --- 初始化常量 ---
|
||||
var k = [
|
||||
0x428a2f98, 0x71374491, 0xb5c0fbcf, 0xe9b5dba5,
|
||||
0x3956c25b, 0x59f111f1, 0x923f82a4, 0xab1c5ed5,
|
||||
0xd807aa98, 0x12835b01, 0x243185be, 0x550c7dc3,
|
||||
0x72be5d74, 0x80deb1fe, 0x9bdc06a7, 0xc19bf174,
|
||||
0xe49b69c1, 0xefbe4786, 0x0fc19dc6, 0x240ca1cc,
|
||||
0x2de92c6f, 0x4a7484aa, 0x5cb0a9dc, 0x76f988da,
|
||||
0x983e5152, 0xa831c66d, 0xb00327c8, 0xbf597fc7,
|
||||
0xc6e00bf3, 0xd5a79147, 0x06ca6351, 0x14292967,
|
||||
0x27b70a85, 0x2e1b2138, 0x4d2c6dfc, 0x53380d13,
|
||||
0x650a7354, 0x766a0abb, 0x81c2c92e, 0x92722c85,
|
||||
0xa2bfe8a1, 0xa81a664b, 0xc24b8b70, 0xc76c51a3,
|
||||
0xd192e819, 0xd6990624, 0xf40e3585, 0x106aa070,
|
||||
0x19a4c116, 0x1e376c08, 0x2748774c, 0x34b0bcb5,
|
||||
0x391c0cb3, 0x4ed8aa4a, 0x5b9cca4f, 0x682e6ff3,
|
||||
0x748f82ee, 0x78a5636f, 0x84c87814, 0x8cc70208,
|
||||
0x90befffa, 0xa4506ceb, 0xbef9a3f7, 0xc67178f2
|
||||
];
|
||||
var h0 = 0x6a09e667;
|
||||
var h1 = 0xbb67ae85;
|
||||
var h2 = 0x3c6ef372;
|
||||
var h3 = 0xa54ff53a;
|
||||
var h4 = 0x510e527f;
|
||||
var h5 = 0x9b05688c;
|
||||
var h6 = 0x1f83d9ab;
|
||||
var h7 = 0x5be0cd19;
|
||||
|
||||
// --- 主循环:分块处理 ---
|
||||
for (var chunk = 0; chunk < bytes.length; chunk += 64) {
|
||||
var w = new Array(64);
|
||||
// 将 64 字节拆分成 16 个 32 位大端字
|
||||
for (var i = 0; i < 16; i++) {
|
||||
var j = chunk + i * 4;
|
||||
w[i] = ((bytes[j] << 24) | (bytes[j+1] << 16) | (bytes[j+2] << 8) | bytes[j+3]) >>> 0;
|
||||
}
|
||||
// 扩展消息
|
||||
for (var i = 16; i < 64; i++) {
|
||||
var s0 = rotr(w[i - 15], 7) ^ rotr(w[i - 15], 18) ^ (w[i - 15] >>> 3);
|
||||
var s1 = rotr(w[i - 2], 17) ^ rotr(w[i - 2], 19) ^ (w[i - 2] >>> 10);
|
||||
w[i] = (w[i - 16] + s0 + w[i - 7] + s1) >>> 0;
|
||||
}
|
||||
|
||||
// 初始化工作变量为当前哈希值
|
||||
var a = h0;
|
||||
var b = h1;
|
||||
var c = h2;
|
||||
var d = h3;
|
||||
var e = h4;
|
||||
var f = h5;
|
||||
var g = h6;
|
||||
var hh = h7;
|
||||
|
||||
// 主压缩循环
|
||||
for (var i = 0; i < 64; i++) {
|
||||
var S1 = rotr(e, 6) ^ rotr(e, 11) ^ rotr(e, 25);
|
||||
var ch = (e & f) ^ ((~e) & g);
|
||||
var temp1 = (hh + S1 + ch + k[i] + w[i]) >>> 0;
|
||||
var S0 = rotr(a, 2) ^ rotr(a, 13) ^ rotr(a, 22);
|
||||
var maj = (a & b) ^ (a & c) ^ (b & c);
|
||||
var temp2 = (S0 + maj) >>> 0;
|
||||
|
||||
hh = g;
|
||||
g = f;
|
||||
f = e;
|
||||
e = (d + temp1) >>> 0;
|
||||
d = c;
|
||||
c = b;
|
||||
b = a;
|
||||
a = (temp1 + temp2) >>> 0;
|
||||
}
|
||||
|
||||
// 更新哈希值
|
||||
h0 = (h0 + a) >>> 0;
|
||||
h1 = (h1 + b) >>> 0;
|
||||
h2 = (h2 + c) >>> 0;
|
||||
h3 = (h3 + d) >>> 0;
|
||||
h4 = (h4 + e) >>> 0;
|
||||
h5 = (h5 + f) >>> 0;
|
||||
h6 = (h6 + g) >>> 0;
|
||||
h7 = (h7 + hh) >>> 0;
|
||||
}
|
||||
|
||||
// --- 生成最终结果 ---
|
||||
// 这里取 h0 作为哈希结果的前 32 位数字,并对 100,000,000 取模,
|
||||
// 保证结果范围在 0 ~ 99,999,999 之间,再手工左侧补零至 8 位字符串格式
|
||||
|
||||
var num = h0 >>> 0;
|
||||
num = num % 100000000;
|
||||
|
||||
// 将数字转换为字符串,并手工左侧补零
|
||||
var numStr = "";
|
||||
// 这里采用逐位构造补零字符串
|
||||
var temp = num;
|
||||
do {
|
||||
numStr = (temp % 10).toString() + numStr;
|
||||
temp = Math.floor(temp / 10);
|
||||
} while (temp > 0);
|
||||
while (numStr.length < 8) {
|
||||
numStr = "0" + numStr;
|
||||
}
|
||||
|
||||
return numStr;
|
||||
}
|
||||
|
||||
/**
|
||||
* 异步计算指定文件夹中所有 JSON 文件内容的 SHA-256 哈希值(返回8位数字字符串)(附带JS版号)。
|
||||
*
|
||||
* 该方法执行步骤如下:
|
||||
* 1. 调用 file.readPathSync() 读取指定文件夹下所有文件和文件夹的路径(非递归)。
|
||||
* 2. 使用 Array.from() 将返回值转换为标准数组。
|
||||
* 3. 过滤出所有非文件夹且文件名以 ".json" 结尾的路径。
|
||||
* 4. 将这些 JSON 文件内容读取后合并成一个总体字符串。
|
||||
* 5. 调用自定义的 sha256To8() 方法生成并返回 8 位数字的哈希值。
|
||||
* 6. 如果没有符合条件的 JSON 文件,返回 "00000000"。
|
||||
*
|
||||
* @param {string} path - 文件夹路径(相对于根目录)。
|
||||
* @returns {Promise<string>} 返回一个 Promise,其解析结果为8位数字格式的哈希值字符串。
|
||||
*/
|
||||
async function getSha256FromPath(path) {
|
||||
// 读取指定路径下所有文件和文件夹的路径(非递归)
|
||||
let allPaths = file.readPathSync(path);
|
||||
|
||||
// 将返回值转换为标准数组,以确保可以使用 filter 方法
|
||||
allPaths = Array.from(allPaths);
|
||||
|
||||
// 过滤出所有非文件夹且以 ".json" 结尾的文件路径
|
||||
const jsonPaths = allPaths.filter(p => !file.isFolder(p) && p.endsWith(".json"));
|
||||
|
||||
// 读取JS版号
|
||||
const version = JSON.parse(file.readTextSync("manifest.json"))["version"];
|
||||
|
||||
// 如果有符合条件的文件,读取并合并文件内容后计算哈希
|
||||
if (jsonPaths.length > 0) {
|
||||
const combinedContent = jsonPaths
|
||||
.map(p => file.readTextSync(p))
|
||||
.join('');
|
||||
return sha256To8(version + combinedContent);
|
||||
} else {
|
||||
// 如果没有符合条件的文件,则返回 "00000000"
|
||||
return "00000000";
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* 验证当前所选文件夹下所有路径文件的哈希值是否与其他玩家一致(附带JS版号)
|
||||
*
|
||||
* @param pathDir 路径文件夹路径
|
||||
* @param mode 领队 队员
|
||||
* @param sendSignal 是否发送队长信号
|
||||
* @returns {Promise<boolean>}
|
||||
*/
|
||||
async function verifyPlayerPath(pathDir, mode="领队", sendSignal=false) {
|
||||
const ocrMsgRo = RecognitionObject.Ocr(293, 80, 873, 868); // 聊天框
|
||||
let playerNum;
|
||||
if (mode === "领队") {
|
||||
playerNum = parseInt(settingDic["player_all"], 10);
|
||||
}
|
||||
let verifyDic = {};
|
||||
await sleep(200); // 延时等待
|
||||
const verifyString = await numberToChinese(await getSha256FromPath(pathDir)); // 计算8位验证值并转换为中文字符串
|
||||
await sendMessage(`${nameDic[settingDic["player_id"]]}验证${verifyString}`);
|
||||
await sleep(500);
|
||||
keyPress("VK_RETURN"); // 进入聊天界面
|
||||
await sleep(500);
|
||||
while (true) { // 注意死循环
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰OCR
|
||||
await sleep(200);
|
||||
let ocrList = captureGameRegion().FindMulti(ocrMsgRo); // 当前页面OCR
|
||||
if (mode === "领队") {
|
||||
if (Object.keys(verifyDic).length != playerNum) {
|
||||
for (let j = 1; j < playerNum + 1; j++) {
|
||||
let playerP = `${j.toString()}P`;
|
||||
if (!Object.keys(verifyDic).includes(playerP)) {
|
||||
verifyDic[playerP] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (let i = 0; i < ocrList.count; i++) {
|
||||
for (let j = 1; j < playerNum + 1; j++) {
|
||||
let playerP = `${j.toString()}P`;
|
||||
if (verifyDic[playerP] == true) {
|
||||
continue;
|
||||
}
|
||||
if (ocrList[i].text.includes(`${nameDic[playerP]}验证`)) {
|
||||
let tempString = ocrList[i].text.split("验证")[1]; // 可能的报错(indexError)
|
||||
if (tempString === verifyString){
|
||||
verifyDic[playerP] = true;
|
||||
log.info(`${playerP}校验通过`);
|
||||
} else {
|
||||
log.error(`${playerP}校验失败: ${ocrList[i].text}`);
|
||||
if (sendSignal) { // 队长发布检验完成信息
|
||||
await sendMessage(`校验失败`);
|
||||
}
|
||||
return false
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Object.values(verifyDic).every(value => value === true)) { // 全部验证通过
|
||||
if (sendSignal) { // 队长发布检验完成信息
|
||||
await sendMessage(`校验完成`);
|
||||
}
|
||||
await sleep(300);
|
||||
return true;
|
||||
};
|
||||
}
|
||||
} else { // 队员
|
||||
for (let i = 0; i < ocrList.count; i++) {
|
||||
if (ocrList[i].text.includes("校验完成")) {
|
||||
log.info(`检测到队长的校验完成信号`)
|
||||
return true;
|
||||
} else if (ocrList[i].text.includes("校验失败")) {
|
||||
log.error(`检测到队长的校验失败信号`)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* 更新settings的路径文件夹
|
||||
*
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async function dealSettingsFolder() {
|
||||
let settingsJson = JSON.parse(file.readTextSync("settings.json"));
|
||||
let pathingFiles = file.readPathSync("assets/pathing");
|
||||
let pathFolder = [];
|
||||
for (let i = 0; i < pathingFiles.length; i++) {
|
||||
if (file.isFolder(pathingFiles[i])) {
|
||||
pathFolder.push(pathingFiles[i].replace(/assets\\pathing\\/, ''));
|
||||
log.info(`识别到路径文件夹: ${pathingFiles[i]}`);
|
||||
}
|
||||
}
|
||||
if (pathFolder.length == 0) {
|
||||
log.error("请在assets/pathing文件夹手动添加路径文件夹后重新运行...");
|
||||
settingsJson[6]["options"] = [];
|
||||
file.writeTextSync("settings.json", JSON.stringify(settingsJson, null, 2)); // 覆写settings
|
||||
return false;
|
||||
} else if (pathFolder.join("") === settingsJson[6]["options"].join("")) { // 内容一样
|
||||
return true;
|
||||
} else {
|
||||
settingsJson[6]["options"] = [];
|
||||
for (let j = 0; j < pathFolder.length; j++) {
|
||||
settingsJson[6]["options"].push(pathFolder[j]);
|
||||
}
|
||||
file.writeTextSync("settings.json", JSON.stringify(settingsJson, null, 2)); // 覆写settings
|
||||
log.info("JS脚本配置已更新,请重新选择路径...");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* 获取联机世界的当前玩家标识
|
||||
*
|
||||
* @returns {Promise<boolean|string>}
|
||||
*/
|
||||
async function getPlayerSign() {
|
||||
await genshin.returnMainUi();
|
||||
await sleep(500);
|
||||
const p1Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["1P"]), 344, 22, 45, 45);
|
||||
const p2Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["2P"]), 344, 22, 45, 45);
|
||||
const p3Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["3P"]), 344, 22, 45, 45);
|
||||
const p4Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["4P"]), 344, 22, 45, 45);
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰识别
|
||||
const gameRegion = captureGameRegion();
|
||||
await sleep(200);
|
||||
// 当前页面模板匹配
|
||||
let p1 = gameRegion.Find(p1Ro);
|
||||
let p2 = gameRegion.Find(p2Ro);
|
||||
let p3 = gameRegion.Find(p3Ro);
|
||||
let p4 = gameRegion.Find(p4Ro);
|
||||
if (p1.isExist()) return "1P";
|
||||
if (p2.isExist()) return "2P";
|
||||
if (p3.isExist()) return "3P";
|
||||
if (p4.isExist()) return "4P";
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* 循环等待并点进联机申请界面
|
||||
*
|
||||
* @param timeOut 超时时间(应大于等于100)
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async function enterMultiUi(timeOut = 30000) {
|
||||
const ocrRo = RecognitionObject.Ocr(923, 72, 45, 23);
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰识别
|
||||
let ocr = captureGameRegion().Find(ocrRo);
|
||||
log.info(`开始检测进入世界申请弹窗, 超时时长: ${timeOut}ms`);
|
||||
for (let i = 0; i < Math.floor(timeOut / 100); i++) {
|
||||
if (ocr.isExist() && ocr.text === "世界") {
|
||||
log.info(`检测到弹窗!`);
|
||||
keyPress("Y");
|
||||
await sleep(300); // 弹窗打开的时间
|
||||
return true;
|
||||
} else {
|
||||
ocr = captureGameRegion().Find(ocrRo);
|
||||
await sleep(100);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* 在联机申请界面处理玩家的进入世界请求(循环检测)
|
||||
*
|
||||
* @param playerList 放行的玩家列表
|
||||
* @param timeOut 检测的超时时长
|
||||
* @param mode 玩家名匹配模式(exact完全匹配,feature部分匹配)
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async function dealPlayerRequest(playerList, timeOut=30000, mode="exact") {
|
||||
const ocrTitleRo = RecognitionObject.Ocr(874, 236, 171, 33);
|
||||
const ocrTextRo = RecognitionObject.Ocr(507, 285, 907, 484);
|
||||
let ocrTitle = captureGameRegion().Find(ocrTitleRo);
|
||||
let ocrText = captureGameRegion().FindMulti(ocrTextRo);
|
||||
let count = 0;
|
||||
await sleep(1000);
|
||||
if (!(ocrTitle.isExist() && ocrTitle.text === "多人游戏申请")) {
|
||||
log.error(`未处于 多人游戏申请 界面...`);
|
||||
return false;
|
||||
}
|
||||
log.info(`开始验证进入世界申请, 超时时长: ${timeOut}ms`);
|
||||
for (let i = 0; i < Math.floor(timeOut / 100); i++) {
|
||||
for (let j = 0; j < ocrText.count; j++) { // 迭代ocr数组
|
||||
log.info(`${ocrText[j].text}`);
|
||||
if (mode === "exact") {
|
||||
for (let k = 0; k < playerList.length; k++) {
|
||||
if (playerList[k] === ocrText[j].text) {
|
||||
let x = ocrText[j].x + 642;
|
||||
let y = ocrText[j].y + ocrText[j].height; // 尽可能点中间
|
||||
log.info(`检测到玩家: ${playerList[k]},验证通过(exact)...`);
|
||||
count++;
|
||||
click(x, y); // 点击通过申请
|
||||
await sleep(100);
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if (mode === "feature") {
|
||||
for (let k = 0; k < playerList.length; k++) {
|
||||
if (ocrText[j].text.includes(playerList[k])) {
|
||||
let x = ocrText[j].x + 642;
|
||||
let y = ocrText[j].y + ocrText[j].height; // 尽可能点中间
|
||||
log.info(`检测到玩家: ${playerList[k]},验证通过(exact)...`);
|
||||
count++;
|
||||
click(x, y); // 点击通过申请
|
||||
await sleep(100);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (count >= playerList.length) {
|
||||
keyPress("ESCAPE");
|
||||
await sleep(5000); // 单人模式进入多人模式的耗时
|
||||
return true;
|
||||
};
|
||||
}
|
||||
await sleep(100);
|
||||
ocrText = captureGameRegion().FindMulti(ocrTextRo);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* 输入玩家UID加入房主
|
||||
*
|
||||
* @param playerUid 房主UID
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async function sendMultiRequest(playerUid) {
|
||||
const ocrMultiRo = RecognitionObject.Ocr(141, 34, 102, 27);
|
||||
const ocrJoinRo = RecognitionObject.Ocr(1561, 223, 119, 34);
|
||||
await genshin.returnMainUi();
|
||||
await sleep(100);
|
||||
keyPress("F2");
|
||||
await sleep(200);
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰识别
|
||||
for (let i = 0; i < 3; i++) {
|
||||
await sleep(200);
|
||||
let ocrMulti = captureGameRegion().Find(ocrMultiRo);
|
||||
if (ocrMulti.isExist() && ocrMulti.text === "多人游戏") break;
|
||||
}
|
||||
click(260, 115); // 点击搜索框
|
||||
await sleep(100);
|
||||
inputText(playerUid);
|
||||
await sleep(200);
|
||||
for (let i = 0; i < 10; i++) { // 防止队长未及时通过,此处待改进
|
||||
log.info(`尝试加入房主(${playerUid})世界[${i + 1}/10]`);
|
||||
click(1681, 115); // 搜索
|
||||
await sleep(200);
|
||||
let ocrJoin = captureGameRegion().Find(ocrJoinRo);
|
||||
if (ocrJoin.isExist() && ocrJoin.text === "申请加入") {
|
||||
ocrJoin.Click();
|
||||
await sleep(10000);
|
||||
ocrJoin = captureGameRegion().Find(ocrJoinRo);
|
||||
if (!(ocrJoin.isExist() && ocrJoin.text === "申请加入")) return true;
|
||||
}
|
||||
await sleep(8000);
|
||||
}
|
||||
log.info(`未能加入房主(${playerUid})世界...`);
|
||||
return false;
|
||||
}
|
||||
|
||||
async function main() {
|
||||
if (!(await dealSettingsFolder())) { // 检查路径文件夹
|
||||
return null;
|
||||
}
|
||||
if (!(await dealSettings())) { // 读取JS脚本配置
|
||||
return null;
|
||||
}
|
||||
let choicePath = `assets/pathing/${settingDic["path_folder"]}`;
|
||||
const pathingList = file.readPathSync(choicePath);
|
||||
// 以下根据加世界模式存在差异(首先确保所有玩家加入了世界[自动模式])
|
||||
if (settingDic["mode"] === "手动加世界") { // 运行前确保玩家全部加入了世界
|
||||
if (!(await verifyPlayerPath(choicePath, "领队"))) { // 验证路径一致性
|
||||
log.error("路径校验未通过...");
|
||||
return null;
|
||||
}
|
||||
for (let i = 0; i < pathingList.length; i++) {
|
||||
log.info(`当前路线标识(${i})${pathingList[i]}`);
|
||||
let pathDic = JSON.parse(file.readTextSync(pathingList[i]));
|
||||
for (let j = 0; j < pathDic["positions"].length; j++) {
|
||||
if (pathDic["positions"][j]["id"] === 1) {
|
||||
for (let i = 0; i < 3; i++) {
|
||||
await genshin.tp(pathDic["positions"][j]["x"].toString(), pathDic["positions"][j]["y"].toString()); // 传送到第一个点位
|
||||
await genshin.returnMainUi();
|
||||
await sleep(200);
|
||||
let pos = await genshin.getPositionFromMap();
|
||||
if (pathDic["positions"][j]["x"] - 15 < pos.X && pos.X < pathDic["positions"][j]["x"] + 15 && pathDic["positions"][j]["y"] - 15 < pos.Y && pos.y < pathDic["positions"][j]["y"] + 15) {
|
||||
log.info(`传送点范围坐标正确`);
|
||||
break; // 确保在大地图上的位置正确再发送就位消息
|
||||
}
|
||||
await sleep(200);
|
||||
}
|
||||
// 删去第一个传送点位,避免再次传送
|
||||
pathDic["positions"].splice(j, 1);
|
||||
// 发消息
|
||||
await sendMessage(`${nameDic[settingDic["player_id"]]}已就位${await numberToChinese(i)}`);
|
||||
// 打开聊天框等待继续
|
||||
keyPress("VK_RETURN"); // 按Enter进入聊天界面
|
||||
await sleep(500);
|
||||
const ocrRo = RecognitionObject.Ocr(0, 0, 257, 173);
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰OCR
|
||||
await sleep(200);
|
||||
let ocr = captureGameRegion().Find(ocrRo); // 当前页面OCR
|
||||
if (ocr.isExist() && ocr.text === "当前队伍") { // 多此一举
|
||||
ocr.Click(); // 点击 当前队伍
|
||||
}
|
||||
await sleep(200);
|
||||
// const ocrMsgRo = RecognitionObject.Ocr(397, 83, 662, 870); // 聊天框
|
||||
const ocrMsgRo = RecognitionObject.Ocr(293, 80, 873, 868); // 聊天框
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰OCR
|
||||
await sleep(200);
|
||||
let wait_flag = true;
|
||||
const player_num = parseInt(settingDic["player_all"], 10);
|
||||
let judge_dic = {};
|
||||
while (wait_flag) { // 循环等待
|
||||
let ocr = captureGameRegion().FindMulti(ocrMsgRo); // 当前页面OCR
|
||||
for (let k = 1; k < player_num + 1; k++) { // 遍历总玩家数
|
||||
const player_key = `${player_num.toString()}P`;
|
||||
if (Object.keys(judge_dic).length < k) { // 将玩家加入判断字典
|
||||
judge_dic[player_key] = false;
|
||||
}
|
||||
if (!judge_dic[player_key]) { // 未识别到对应玩家就绪的信息,继续识别
|
||||
for (let l = 0; l < ocr.count; l++) { // 遍历OCR数组
|
||||
if (ocr[l].text === nameDic[player_key] + `已就位${await numberToChinese(i)}`) { // 检测是否存在该玩家信息
|
||||
judge_dic[player_key] = true;
|
||||
log.info(`${player_key} 已就位...`);
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
log.info(`${player_key} 已就位...`);
|
||||
}
|
||||
|
||||
}
|
||||
if (Object.values(judge_dic).every(value => value === true)) wait_flag = false; // 全部就位
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
await pathingScript.run(JSON.stringify(pathDic));
|
||||
}
|
||||
// 返回单人模式(如果是队长会自动踢出队员)
|
||||
if (settingDic["player_id"] === "1P") {
|
||||
// 等待队员退出(防止自己返回单人模式时卡死)
|
||||
await sleep(12000);
|
||||
// 返回单人模式(会自动踢出队员)
|
||||
genshin.returnMainUi();
|
||||
await sleep(1000);
|
||||
keyPress("VK_F2");
|
||||
await sleep(2500);
|
||||
click(1651, 1019);
|
||||
await sleep(1000);
|
||||
click(1180, 754);
|
||||
} else {
|
||||
genshin.returnMainUi();
|
||||
await sleep(1000);
|
||||
keyPress("VK_F2");
|
||||
await sleep(2500);
|
||||
click(1651, 1019);
|
||||
}
|
||||
|
||||
} else if (settingDic["mode"] === "自动加世界") {
|
||||
if (settingDic["match_identity"] === "领队") { // 作为领队
|
||||
settingDic["player_id"] = "1P";
|
||||
settingDic["player_all"] = `${settingDic["match_detail"].length + 1}`;
|
||||
let enterFeedback = await enterMultiUi(60000); // 超时时间60s
|
||||
if (enterFeedback) {
|
||||
let requestFeedback = await dealPlayerRequest(settingDic["match_detail"], 60000, settingDic["match_mode"] === "全字匹配" ? "exact" : "feature");
|
||||
// if (settingDic["match_mode"] === "全字匹配") {
|
||||
// requestFeedback = await dealPlayerRequest(settingDic["match_detail"], 60000, "exact");
|
||||
// } else if (settingDic["match_mode"] === "部分匹配") {
|
||||
// requestFeedback = await dealPlayerRequest(settingDic["match_detail"], 60000, "feature");
|
||||
// }
|
||||
log.info(`${requestFeedback}`);
|
||||
if (requestFeedback) {
|
||||
// 第一步,路径文件校验
|
||||
if (!(await verifyPlayerPath(choicePath, "领队", true))) { // 验证路径一致性
|
||||
log.error("路径校验未通过...");
|
||||
return null;
|
||||
}
|
||||
// 第二步,跑路线
|
||||
for (let i = 0; i < pathingList.length; i++) {
|
||||
log.info(`当前路线标识(${i})${pathingList[i]}`);
|
||||
let pathDic = JSON.parse(file.readTextSync(pathingList[i]));
|
||||
for (let j = 0; j < pathDic["positions"].length; j++) {
|
||||
if (pathDic["positions"][j]["id"] === 1) {
|
||||
for (let i = 0; i < 3; i++) {
|
||||
await genshin.tp(pathDic["positions"][j]["x"].toString(), pathDic["positions"][j]["y"].toString()); // 传送到第一个点位
|
||||
await genshin.returnMainUi();
|
||||
await sleep(200);
|
||||
let pos = await genshin.getPositionFromMap();
|
||||
log.info(`${pathDic["positions"][j]["x"]}${pos.X}${pathDic["positions"][j]["y"]}${pos.Y}`);
|
||||
if (pathDic["positions"][j]["x"] - 15 < pos.X && pos.X < pathDic["positions"][j]["x"] + 15 && pathDic["positions"][j]["y"] - 15 < pos.Y && pos.y < pathDic["positions"][j]["y"] + 15) {
|
||||
log.info(`传送点范围坐标正确`);
|
||||
break; // 确保在大地图上的位置正确再发送就位消息
|
||||
}
|
||||
await sleep(200);
|
||||
}
|
||||
// 删去第一个传送点位,避免再次传送
|
||||
pathDic["positions"].splice(j, 1);
|
||||
// 发消息
|
||||
await sendMessage(`${nameDic[settingDic["player_id"]]}已就位${await numberToChinese(i)}`);
|
||||
// 打开聊天框等待继续
|
||||
keyPress("VK_RETURN"); // 按Enter进入聊天界面
|
||||
await sleep(500);
|
||||
const ocrRo = RecognitionObject.Ocr(0, 0, 257, 173);
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰OCR
|
||||
await sleep(200);
|
||||
let ocr = captureGameRegion().Find(ocrRo); // 当前页面OCR
|
||||
if (ocr.isExist() && ocr.text === "当前队伍") { // 多此一举
|
||||
ocr.Click(); // 点击 当前队伍
|
||||
}
|
||||
await sleep(200);
|
||||
// const ocrMsgRo = RecognitionObject.Ocr(397, 83, 662, 870); // 聊天框
|
||||
const ocrMsgRo = RecognitionObject.Ocr(293, 80, 873, 868); // 聊天框
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰OCR
|
||||
await sleep(200);
|
||||
let wait_flag = true;
|
||||
const player_num = parseInt(settingDic["player_all"], 10);
|
||||
let judge_dic = {};
|
||||
while (wait_flag) { // 循环等待
|
||||
let ocr = captureGameRegion().FindMulti(ocrMsgRo); // 当前页面OCR
|
||||
for (let k = 1; k < player_num + 1; k++) { // 遍历总玩家数
|
||||
const player_key = `${player_num.toString()}P`;
|
||||
if (Object.keys(judge_dic).length < k) { // 将玩家加入判断字典
|
||||
judge_dic[player_key] = false;
|
||||
}
|
||||
if (!judge_dic[player_key]) { // 未识别到对应玩家就绪的信息,继续识别
|
||||
for (let l = 0; l < ocr.count; l++) { // 遍历OCR数组
|
||||
if (ocr[l].text === nameDic[player_key] + `已就位${await numberToChinese(i)}`) { // 检测是否存在该玩家信息
|
||||
judge_dic[player_key] = true;
|
||||
log.info(`${player_key} 已就位...`);
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
log.info(`${player_key} 已就位...`);
|
||||
}
|
||||
|
||||
}
|
||||
if (Object.values(judge_dic).every(value => value === true)) { // 全部就位
|
||||
log.info("全部就位");
|
||||
await sendMessage("路线启动");
|
||||
wait_flag = false;
|
||||
};
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
await pathingScript.run(JSON.stringify(pathDic));
|
||||
}
|
||||
// 跑完了全部路线
|
||||
await sendMessage("全部路线结束");
|
||||
// 等待队员退出(防止自己返回单人模式时卡死)
|
||||
await sleep(12000);
|
||||
// 返回单人模式(会自动踢出队员)
|
||||
genshin.returnMainUi();
|
||||
await sleep(1000);
|
||||
keyPress("VK_F2");
|
||||
await sleep(2500);
|
||||
click(1651, 1019);
|
||||
await sleep(1000);
|
||||
click(1180, 754);
|
||||
} else {
|
||||
log.error("超时时间内无人加入或未全部加入..."); // 应该加一个解散重试之类的逻辑
|
||||
}
|
||||
} else {
|
||||
log.error("超时时间内无人申请加入...");
|
||||
}
|
||||
} else { // 作为队员
|
||||
let enterFeedback = await sendMultiRequest(settingDic["match_detail"]);
|
||||
if (enterFeedback) {
|
||||
let playerSign = await getPlayerSign();
|
||||
if (playerSign !== false) {
|
||||
settingDic["player_id"] = playerSign;
|
||||
// 第一步,发送路径校验信息
|
||||
if (!(await verifyPlayerPath(choicePath, "队员"))) { // 验证路径一致性
|
||||
log.error("路径校验未通过...");
|
||||
return null;
|
||||
}
|
||||
// 第二步,跑路线
|
||||
for (let i = 0; i < pathingList.length; i++) {
|
||||
log.info(`当前路线标识(${i})${pathingList[i]}`);
|
||||
let pathDic = JSON.parse(file.readTextSync(pathingList[i]));
|
||||
for (let j = 0; j < pathDic["positions"].length; j++) {
|
||||
if (pathDic["positions"][j]["id"] === 1) {
|
||||
for (let i = 0; i < 3; i++) {
|
||||
await genshin.tp(pathDic["positions"][j]["x"].toString(), pathDic["positions"][j]["y"].toString()); // 传送到第一个点位
|
||||
await genshin.returnMainUi();
|
||||
await sleep(200);
|
||||
let pos = await genshin.getPositionFromMap();
|
||||
if (pathDic["positions"][j]["x"] - 15 < pos.X && pos.X < pathDic["positions"][j]["x"] + 15 && pathDic["positions"][j]["y"] - 15 < pos.Y && pos.y < pathDic["positions"][j]["y"] + 15) {
|
||||
log.info(`传送点范围坐标正确`);
|
||||
break; // 确保在大地图上的位置正确再发送就位消息
|
||||
}
|
||||
await sleep(200);
|
||||
}
|
||||
// 删去第一个传送点位,避免再次传送
|
||||
pathDic["positions"].splice(j, 1);
|
||||
// 发消息
|
||||
await sendMessage(`${nameDic[settingDic["player_id"]]}已就位${await numberToChinese(i)}`);
|
||||
// 打开聊天框等待继续
|
||||
keyPress("VK_RETURN"); // 按Enter进入聊天界面
|
||||
await sleep(500);
|
||||
const ocrRo = RecognitionObject.Ocr(0, 0, 257, 173);
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰OCR
|
||||
await sleep(200);
|
||||
let ocr = captureGameRegion().Find(ocrRo); // 当前页面OCR
|
||||
if (ocr.isExist() && ocr.text === "当前队伍") { // 多此一举
|
||||
ocr.Click(); // 点击 当前队伍
|
||||
}
|
||||
await sleep(200);
|
||||
// const ocrMsgRo = RecognitionObject.Ocr(397, 83, 662, 870); // 聊天框
|
||||
const ocrMsgRo = RecognitionObject.Ocr(293, 80, 873, 868); // 聊天框
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰OCR
|
||||
await sleep(200);
|
||||
let wait_flag = true;
|
||||
const player_num = parseInt(settingDic["player_all"], 10);
|
||||
let judge_dic = {};
|
||||
while (wait_flag) { // 循环等待
|
||||
let ocr = captureGameRegion().FindMulti(ocrMsgRo); // 当前页面OCR
|
||||
for (let l = 0; l < ocr.count; l++) { // 遍历OCR数组
|
||||
if (ocr[l].text === "路线启动") { // 检测队长的消息
|
||||
log.info(`检测到队长发送的路线启动信息`);
|
||||
wait_flag = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
await sleep(500);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
await pathingScript.run(JSON.stringify(pathDic));
|
||||
}
|
||||
genshin.returnMainUi();
|
||||
await sleep(1000);
|
||||
// 打开聊天框等待继续
|
||||
keyPress("VK_RETURN"); // 按Enter进入聊天界面
|
||||
await sleep(500);
|
||||
const ocrRo = RecognitionObject.Ocr(0, 0, 257, 173);
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰OCR
|
||||
await sleep(200);
|
||||
let ocr = captureGameRegion().Find(ocrRo); // 当前页面OCR
|
||||
if (ocr.isExist() && ocr.text === "当前队伍") { // 多此一举
|
||||
ocr.Click(); // 点击 当前队伍
|
||||
}
|
||||
await sleep(200);
|
||||
// const ocrMsgRo = RecognitionObject.Ocr(397, 83, 662, 870); // 聊天框
|
||||
const ocrMsgRo = RecognitionObject.Ocr(293, 80, 873, 868); // 聊天框
|
||||
moveMouseTo(1555, 860); // 移走鼠标,防止干扰OCR
|
||||
await sleep(200);
|
||||
while (true) { // 循环等待
|
||||
let ocr = captureGameRegion().FindMulti(ocrMsgRo); // 当前页面OCR
|
||||
for (let l = 0; l < ocr.count; l++) { // 遍历OCR数组
|
||||
if (ocr[l].text.includes("全部路线结束")) { // 检测队长的消息
|
||||
log.info(`检测到队长发送的脚本结束信息`);
|
||||
// 返回单人模式(会自动踢出队员)
|
||||
genshin.returnMainUi();
|
||||
await sleep(1000);
|
||||
keyPress("VK_F2");
|
||||
await sleep(2500);
|
||||
click(1651, 1019);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
await sleep(500);
|
||||
}
|
||||
} else {
|
||||
log.error(`未能获取玩家标识...`);
|
||||
}
|
||||
} else {
|
||||
log.error(`未能成功加入房主(${settingDic["match_detail"]})...`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
await main();
|
||||
})();
|
||||
15
repo/js/OnlineHoeing/manifest.json
Normal file
15
repo/js/OnlineHoeing/manifest.json
Normal file
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"manifest_version": 1,
|
||||
"name": "锄地-联机版",
|
||||
"version": "1.0",
|
||||
"bgi_version": "0.45.0",
|
||||
"description": "脚本名称:锄地-联机版\n功能描述:\n核心功能------------------------------>\n1.实现联机锄地\n2.通过发送聊天内容核验路线进度,实现每条路线同步开始\n注意事项------------------------------>\n1.手动加世界(不推荐)必须两人都在一个世界且必须是联机模式\n2.自动加世界需要再JS脚本配置正确的进行设置\n3.支持自定义路线,需要严格按照说明进行配置(详细说明位于READEME.md)\n---------------------------------------->\n作者:提瓦特钓鱼玳师\n脚本反馈邮箱:hijiwos@hotmail.com",
|
||||
"authors": [
|
||||
{
|
||||
"name": "提瓦特钓鱼玳师",
|
||||
"url": "https://github.com/Hijiwos"
|
||||
}
|
||||
],
|
||||
"settings_ui": "settings.json",
|
||||
"main": "main.js"
|
||||
}
|
||||
61
repo/js/OnlineHoeing/settings.json
Normal file
61
repo/js/OnlineHoeing/settings.json
Normal file
@@ -0,0 +1,61 @@
|
||||
[
|
||||
{
|
||||
"name": "mode",
|
||||
"type": "select",
|
||||
"label": "选择加入世界的方式(所有玩家的该选项应一致): \n(选择后在下方对应区域进行设置)",
|
||||
"options": [
|
||||
"手动加世界",
|
||||
"自动加世界"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "player_id",
|
||||
"type": "select",
|
||||
"label": "<--------------------------手动加世界-------------------------->\n\n请挑选你的玩家标识: ",
|
||||
"options": [
|
||||
"1P",
|
||||
"2P",
|
||||
"3P",
|
||||
"4P"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "player_all",
|
||||
"type": "select",
|
||||
"label": "选择玩家总数: ",
|
||||
"options": [
|
||||
"2",
|
||||
"3",
|
||||
"4"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "match_identity",
|
||||
"type": "select",
|
||||
"label": "<--------------------------自动加世界-------------------------->\n注意: 该模式需要选择领队\n\n请挑选你的身份: ",
|
||||
"options": [
|
||||
"作为领队(房主)[下方填入队员昵称,空格隔开]",
|
||||
"作为队员(组车)[下方填入房主uid]"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "match_detail",
|
||||
"type": "input-text",
|
||||
"label": "⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬"
|
||||
},
|
||||
{
|
||||
"name": "match_mode",
|
||||
"type": "select",
|
||||
"label": "名称匹配模式: ",
|
||||
"options": [
|
||||
"全字匹配",
|
||||
"部分匹配"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "path_folder",
|
||||
"type": "select",
|
||||
"label": "<---------------------------路径设置--------------------------->\n选择要执行的路径文件夹: \n(请手动添加到assets文件夹内,添加完成后运行一遍程序)",
|
||||
"options": []
|
||||
}
|
||||
]
|
||||
Reference in New Issue
Block a user