更新首领讨伐的攀爬检测逻辑 (#1520)
This commit is contained in:
@@ -17,12 +17,11 @@ const QuickUsePlusButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSy
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const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
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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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let advanceNum = 0;//前进次数
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//征讨之花领奖
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//征讨之花领奖(图标识别)
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const autoNavigateToReward = async () => {
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const autoNavigateToReward = async () => {
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// 定义识别对象
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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 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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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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let advanceNum = 0;//前进次数
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//调整为俯视视野
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//调整为俯视视野
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middleButtonClick();
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middleButtonClick();
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@@ -33,60 +32,61 @@ const QuickUsePlusButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSy
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await sleep(400);
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await sleep(400);
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moveMouseBy(0, 710);
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moveMouseBy(0, 710);
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log.info("开始领奖");
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log.info("开始领奖");
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while (true) {
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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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// 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 captureRegion = captureGameRegion();
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let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
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let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
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let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
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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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// 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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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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log.info(`总计前进第${advanceNum}次`);
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return;
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log.info("已到达领奖点,检测到文字: " + rewardResult.text);
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}
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return;
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else if (advanceNum > 40) {
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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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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 > 50) 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(500);
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keyUp("w");
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await sleep(200); // 等待角色移动稳定
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}
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}
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else if(advanceNum > 150){
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log.info(`总计前进第${advanceNum}次`);
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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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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(1685, 1030, 65, 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.text == "Space"){
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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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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 > 20) throw new Error('视野调整超时');
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}
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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(200);
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keyUp("w");
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}
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}
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//主流程
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//主流程
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@@ -124,14 +124,14 @@ const QuickUsePlusButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSy
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}
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}
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if (samePlace == "YES") log.info(`已启用原地连续挑战模式`);
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if (samePlace == "YES") log.info(`已启用原地连续挑战模式`);
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log.info(`前往第1次恢复状态`);
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log.info(`前往第1次恢复状态`);
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await pathingScript.runFile("assets/recover.json");//回复状态
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await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
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log.info(`前往第1次讨伐${challengeName}`);
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log.info(`前往第1次讨伐${challengeName}`);
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await pathingScript.runFile(`assets/${challengeName}前往.json`);
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await pathingScript.runFile(`assets/${challengeName}前往.json`);
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for (let i = 0; i < challengeNum; i++) {
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for (let i = 0; i < challengeNum; i++) {
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await sleep(1000);
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await sleep(1000);
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if (samePlace != "YES" && i > 0) {
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if (samePlace != "YES" && i > 0) {
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log.info(`前往第${i + 1}次恢复状态`);
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log.info(`前往第${i + 1}次恢复状态`);
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await pathingScript.runFile("assets/recover.json");//回复状态
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await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
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log.info(`前往第${i + 1}次讨伐${challengeName}`);
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log.info(`前往第${i + 1}次讨伐${challengeName}`);
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await pathingScript.runFile(`assets/${challengeName}前往.json`);
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await pathingScript.runFile(`assets/${challengeName}前往.json`);
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}
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}
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@@ -141,7 +141,7 @@ const QuickUsePlusButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSy
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} catch (error) {
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} catch (error) {
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//失败后最多只挑战一次,因为两次都打不过,基本上没戏,干脆直接报错结束
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//失败后最多只挑战一次,因为两次都打不过,基本上没戏,干脆直接报错结束
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log.info(`挑战失败,再来一次`);
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log.info(`挑战失败,再来一次`);
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await pathingScript.runFile("assets/recover.json");//回复状态
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await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
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await pathingScript.runFile(`assets/${challengeName}前往.json`);
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await pathingScript.runFile(`assets/${challengeName}前往.json`);
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await dispatcher.runTask(new SoloTask("AutoFight"));
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await dispatcher.runTask(new SoloTask("AutoFight"));
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}
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}
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@@ -160,6 +160,7 @@ const QuickUsePlusButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSy
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}
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}
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await pathingScript.runFile("assets/recover.json");//回复状态
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await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
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log.info(`首领讨伐结束`);
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log.info(`首领讨伐结束`);
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})();
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})();
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