JS脚本:自动周本全部升级至2.0,以及打牌流程优化 (#674)
* 测试 * 你的提交信息 * 周本全2.0更新以及打牌更新 * Update manifest.json * Update manifest.json * Update manifest.json * Update manifest.json * Update manifest.json * Update manifest.json * Update manifest.json * Update manifest.json * Update manifest.json
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@@ -8,65 +8,76 @@ const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/
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const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
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let advanceNum = 0;//前进次数
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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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let advanceNum = 0;//前进次数
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//调整为俯视视野
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middleButtonClick();
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await sleep(1000);
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moveMouseBy(0, 1030);//调整为俯视视野
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await sleep(500);
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moveMouseBy(0, 920);//调整为俯视视野
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await sleep(500);
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moveMouseBy(0, 710);//调整为俯视视野
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await sleep(800);
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moveMouseBy(0, 1030);
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await sleep(400);
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moveMouseBy(0, 920);
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await sleep(400);
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moveMouseBy(0, 710);
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log.info("开始领奖");
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while (true) {
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// 1. 优先检查是否已到达领奖点
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let captureRegion = captureGameRegion();
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let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
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let ocrResults = rewardTextArea.findMulti(RecognitionObject.ocrThis);
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// 仅检测到文字则结束!!!
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if (ocrResults.count > 0 && ocrResults[0].text.trim().length > 0) {
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log.info("已到达领奖点,检测到文字: " + ocrResults[0].text);
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let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
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// 检测到特点文字则结束!!!
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if (rewardResult.text == "接触征讨之花") {
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log.info("已到达领奖点,检测到文字: " + rewardResult.text);
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return;
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}
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else if(advanceNum > 80){
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throw new Error('前进时间超时');
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}
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// 2. 未到达领奖点,则调整视野
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await adjustViewForReward();
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for(let i = 0; i < 100; i++){
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captureRegion = captureGameRegion();
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let iconRes = captureRegion.Find(boxIconRo);
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let climbTextArea = captureRegion.DeriveCrop(1808, 1030, 25, 25);
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let climbResult = climbTextArea.find(RecognitionObject.ocrThis);
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// 检查是否处于攀爬状态
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if (climbResult.isEmpty()){
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log.info("检侧进入攀爬状态,尝试脱离");
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keyPress("x");
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await sleep(1000);
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keyDown("a");
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await sleep(800);
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keyUp("a");
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keyDown("w");
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await sleep(800);
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keyUp("w");
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}
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if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) {
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advanceNum++;
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log.info(`视野已调正,前进第${advanceNum}次`);
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break;
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} else {
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// 小幅度调整
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if(iconRes.y >= 520) moveMouseBy(0, 920);
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let adjustAmount = iconRes.x < 920 ? -20 : 20;
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let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
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let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放,最小为1
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let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
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moveMouseBy(adjustAmount * adjustAmount2, 0);
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await sleep(100);
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}
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if(i > 97) throw new Error('视野调整超时');
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}
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// 3. 前进一小步
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keyDown("w");
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await sleep(800);
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keyUp("w");
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await sleep(100); // 等待角色移动稳定
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}
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};
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/**
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* 调整视野直到图标位于正前方
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*/
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const adjustViewForReward = async () => {
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for(let i = 0; i < 100; i++){
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let captureRegion = captureGameRegion();
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let iconRes = captureRegion.Find(boxIconRo);
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if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) {
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advanceNum++;
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log.info(`视野已调正,前进第${advanceNum}次`);
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return;
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} else {
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// 小幅度调整
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let adjustAmount = iconRes.x < 920 ? -20 : 20;
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let adjustAmount2 = iconRes.y < 540 ? 1 : 10;
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moveMouseBy(adjustAmount*adjustAmount2, 0);
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await sleep(100);
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}
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}
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throw new Error('视野调整超时');
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};
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}
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//主流程
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@@ -120,9 +131,7 @@ await pathingScript.runFile(`assets/${challengeName}前往.json`);
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await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
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await dispatcher.runTask(new SoloTask("AutoFight"));
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}
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log.info(`等待一会儿,避免钟离柱子害人`);
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await sleep(10000);
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await sleep(1000);
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log.info(`第${i+1}次领奖`);
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await autoNavigateToReward();//前往地脉之花
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//await pathingScript.runFile(`assets/${challengeName}领奖.json`);
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@@ -1,7 +1,7 @@
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{
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"manifest_version": 1,
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"name": "首领连续讨伐",
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"version": "1.3",
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"version": "1.4",
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"description": "请看一看readme文件",
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"authors": [
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{
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@@ -3,5 +3,5 @@
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机制BOSS:无相之雷、无相之水、无相之火、无相之草、深罪浸礼者、灵觉隐修的迷者……
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此外「冰风组曲」分为「歌裴莉娅的葬送」荒(蓝)与「科培琉司的劫罚」芒(金),不要选错了。
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3、由于一些 boss 的特殊性,不能选择原地连续挑战,比如「冰风组曲」和纯水精灵。
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4、另外很多行走脚本,是基于键鼠录制制作的,只能选择钟离作为行走位,并保证队伍中没有任何速度加成。(想解决这个问题,只能靠大家一起找鸭蛋催一下分层地图了)
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4、另外很多行走脚本,是基于键鼠录制制作的,只能选择钟离作为行走位,并保证队伍中没有任何速度加成,没有的话,只能自己单独录制前往的键鼠脚本了。(想解决这个问题,只能靠大家一起找鸭蛋催一下分层地图了)
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5、最后讲一下调度器中的设置,打开地图追踪行走配置,打开允许在JsScript中使用,选择切换的队伍,选择行走位(钟离),打开战斗配置,打开覆盖JS中的自动战斗配置,选择战斗策略,关闭战斗结束拾取物品和万叶拾取,不要打开更快的检查结束,战斗超时可以设置长一点,比如240s。
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