js:狗粮重制版1.6.0 (#1359)

This commit is contained in:
mno
2025-07-16 23:50:56 +08:00
committed by GitHub
parent b7e82972a7
commit 514efa5041
9 changed files with 168 additions and 93 deletions

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@@ -171,7 +171,8 @@ https://www.kdocs.cn/wo/sl/v13uXscL
## 更新日志 ## 更新日志
### 1.6.02025.07.16
1.新增摧毁换取摩拉的选项和沿途分解选项
### 1.5.92025.07.15 ### 1.5.92025.07.15
1.微调(激活大炮第二炮掉出影响/204卡木条/216避开穷点/224避开书本/302微调/405微调/407微调/428微调/605微调) 1.微调(激活大炮第二炮掉出影响/204卡木条/216避开穷点/224避开书本/302微调/405微调/407微调/428微调/605微调)
### 1.5.72025.07.13 ### 1.5.72025.07.13

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@@ -9,6 +9,9 @@ let finished = false;
const accountName = settings.accountName || "默认账户"; const accountName = settings.accountName || "默认账户";
let version = "default"; let version = "default";
let runnedToday = false; let runnedToday = false;
let artifactExperienceDiff = 0;
let moraDiff = 0;
let pathIndex = 0;
//预处理 //预处理
const minIntervalTime = settings.minIntervalTime || "5"; const minIntervalTime = settings.minIntervalTime || "5";
@@ -20,6 +23,7 @@ const runActivatePath = settings.runActivatePath || false;
let enemyType = "无"; let enemyType = "无";
(async function () { (async function () {
setGameMetrics(1920, 1080, 1);
//伪造js结束记录 //伪造js结束记录
await fakeLog("自动狗粮重制版", true, true, 0); await fakeLog("自动狗粮重制版", true, true, 0);
@@ -370,8 +374,12 @@ let enemyType = "无";
} }
//运行前按自定义配置清理狗粮 //运行前按自定义配置清理狗粮
const result1 = await decomposeArtifacts(settings.keep4Star, settings.doDecompose); if (settings.decomposeMode === "分解(经验瓶)") {
await processArtifacts(21);
} else {
artifactExperienceDiff -= await processArtifacts(21);
}
moraDiff -= await mora();
artifacts: { artifacts: {
if (runnedToday && finished) { if (runnedToday && finished) {
break artifacts; break artifacts;
@@ -379,19 +387,9 @@ let enemyType = "无";
// 开始运行狗粮路线 // 开始运行狗粮路线
let runArtifactsResult = true; let runArtifactsResult = true;
runArtifactsResult = await runArtifactsPaths(runRouteA, grindPartyName, settings.useABE); runArtifactsResult = await runArtifactsPaths(runRouteA, grindPartyName, settings.useABE);
const result2 = await decomposeArtifacts(settings.keep4Star, settings.doDecompose); artifactExperienceDiff += await processArtifacts(21);
// 计算 mora 和 artifactExperience 的差值 moraDiff += await mora();
const moraDiff = Number(result2.mora) - Number(result1.mora); // 将字符串转换为数字后计算差值
let artifactExperienceDiff;
if (!settings.doDecompose) {
artifactExperienceDiff = result2.artifactExperience - result1.artifactExperience;
} else {
artifactExperienceDiff = result2.artifactExperience;
}
log.info(`狗粮路线获取摩拉: ${moraDiff}`); log.info(`狗粮路线获取摩拉: ${moraDiff}`);
log.info(`狗粮路线获取狗粮经验: ${artifactExperienceDiff}`); log.info(`狗粮路线获取狗粮经验: ${artifactExperienceDiff}`);
@@ -503,6 +501,10 @@ async function runArtifactsPaths(runRouteA, grindPartyName, useABE) {
// 执行地图追踪文件 // 执行地图追踪文件
for (const fileName of jsonFilePaths) { for (const fileName of jsonFilePaths) {
pathIndex++;
if ((pathIndex % 5 === 0) && settings.autoSalvage && settings.decomposeMode != "保留") {
artifactExperienceDiff += await processArtifacts(1);
}
const fullPath = fileName; const fullPath = fileName;
await fakeLog(fileName, false, true, 0); await fakeLog(fileName, false, true, 0);
currentTask += 1; // 更新当前任务计数器 currentTask += 1; // 更新当前任务计数器
@@ -934,12 +936,6 @@ function validateTimeoutSetting(value, defaultValue, timeoutType) {
return timeout; return timeout;
} }
// 定义替换映射表
const replacementMap = {
"监": "盐",
"卵": "卯"
};
// 定义所有图标的图像识别对象,每个图片都有自己的识别区域 // 定义所有图标的图像识别对象,每个图片都有自己的识别区域
let CharacterMenuRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/CharacterMenu.png"), 60, 991, 38, 38); let CharacterMenuRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/CharacterMenu.png"), 60, 991, 38, 38);
@@ -974,12 +970,7 @@ async function recognizeTextAndClick(targetText, ocrRegion, timeout = 3000) {
let resList = captureGameRegion().findMulti(RecognitionObject.ocr(ocrRegion.x, ocrRegion.y, ocrRegion.width, ocrRegion.height)); // 指定识别区域 let resList = captureGameRegion().findMulti(RecognitionObject.ocr(ocrRegion.x, ocrRegion.y, ocrRegion.width, ocrRegion.height)); // 指定识别区域
// 遍历识别结果,检查是否找到目标文本 // 遍历识别结果,检查是否找到目标文本
for (let res of resList) { for (let res of resList) {
// 后处理:根据替换映射表检查和替换错误识别的字符
let correctedText = res.text; let correctedText = res.text;
for (let [wrongChar, correctChar] of Object.entries(replacementMap)) {
correctedText = correctedText.replace(new RegExp(wrongChar, 'g'), correctChar);
}
if (correctedText.includes(targetText)) { if (correctedText.includes(targetText)) {
// 如果找到目标文本,计算并点击文字的中心坐标 // 如果找到目标文本,计算并点击文字的中心坐标
let centerX = Math.round(res.x + res.width / 2); let centerX = Math.round(res.x + res.width / 2);
@@ -1024,7 +1015,7 @@ async function recognizeTextInRegion(ocrRegion, timeout = 5000) {
} }
} catch (error) { } catch (error) {
retryCount++; // 增加重试计数 retryCount++; // 增加重试计数
log.warn(`OCR 摩拉数识别失败,正在进行第 ${retryCount} 次重试...`); log.warn(`OCR 识别失败,正在进行第 ${retryCount} 次重试...`);
} }
await sleep(500); // 短暂延迟,避免过快循环 await sleep(500); // 短暂延迟,避免过快循环
} }
@@ -1032,8 +1023,204 @@ async function recognizeTextInRegion(ocrRegion, timeout = 5000) {
return null; // 如果未识别到文字,返回 null return null; // 如果未识别到文字,返回 null
} }
async function decomposeArtifacts(keep4Star, doDecompose) { async function decomposeArtifacts() {
setGameMetrics(1920, 1080, 1); keyPress("B");
await sleep(1000);
await click(670, 45);
await sleep(500);
await recognizeTextAndClick("分解", { x: 635, y: 991, width: 81, height: 57 });
await sleep(1000);
//识别已储存经验1570-880-1650-930
let regionToCheck1 = { x: 1570, y: 880, width: 80, height: 50 };
let initialNum = await recognizeTextInRegion(regionToCheck1);
let initialValue = 0;
if (initialNum && !isNaN(parseInt(initialNum, 10))) {
initialValue = parseInt(initialNum, 10);
log.info(`已储存经验识别成功: ${initialValue}`);
} else {
log.warn(`在指定区域未识别到有效数字: ${initialValue}`);
}
let regionToCheck3 = { x: 100, y: 885, width: 170, height: 50 };
let decomposedNum = 0;
let firstNumber = 0;
let firstNumber2 = 0;
if (settings.keep4Star) {
await recognizeTextAndClick("快速选择", { x: 248, y: 996, width: 121, height: 49 });
moveMouseTo(960, 540);
await sleep(1000);
await click(370, 1020); // 点击“确认选择”按钮
await sleep(1500);
decomposedNum = await recognizeTextInRegion(regionToCheck3);
// 使用正则表达式提取第一个数字
const match = decomposedNum.match(/已选(\d+)/);
// 检查是否匹配成功
if (match) {
// 将匹配到的第一个数字转换为数字类型并存储在变量中
firstNumber = Number(match[1]);
log.info(`1-4星总数量: ${firstNumber}`);
} else {
log.info("识别失败");
}
keyPress("VK_ESCAPE");
await recognizeTextAndClick("分解", { x: 635, y: 991, width: 81, height: 57 });
await sleep(1000);
}
await recognizeTextAndClick("快速选择", { x: 248, y: 996, width: 121, height: 49 });
moveMouseTo(960, 540);
await sleep(1000);
if (settings.keep4Star) {
await click(370, 370);//取消选择四星
await sleep(1000);
}
await click(370, 1020); // 点击“确认选择”按钮
await sleep(1500);
let decomposedNum2 = await recognizeTextInRegion(regionToCheck3);
// 使用正则表达式提取第一个数字
const match2 = decomposedNum2.match(/已选(\d+)/);
// 检查是否匹配成功
if (match2) {
// 将匹配到的第一个数字转换为数字类型并存储在变量中
firstNumber2 = Number(match2[1]);
log.info(`分解总数是: ${firstNumber2}`);
} else {
log.info("识别失败");
}
//识别当前总经验
let regionToCheck2 = { x: 1500, y: 900, width: 150, height: 100 };
let newNum = await recognizeTextInRegion(regionToCheck2);
let newValue = 0;
if (newNum && !isNaN(parseInt(newNum, 10))) {
newValue = parseInt(newNum, 10);
log.info(`当前总经验识别成功: ${newValue}`);
} else {
log.warn(`在指定区域未识别到有效数字: ${newValue}`);
}
if (settings.decomposeMode === "分解(经验瓶)") {
log.info(`用户选择了分解,执行分解`);
// 根据用户配置,分解狗粮
await sleep(1000);
await click(1620, 1020); // 点击分解按钮
await sleep(1000);
// 4. 识别"进行分解"按钮
await click(1340, 755); // 点击进行分解按钮
await sleep(1000);
// 5. 关闭确认界面
await click(1340, 755);
await sleep(1000);
}
else {
log.info(`用户未选择分解,不执行分解`);
}
// 7. 计算分解获得经验=总经验-上次剩余
const resinExperience = Math.max(newValue - initialValue, 0);
log.info(`分解可获得经验: ${resinExperience}`);
let fourStarNum = firstNumber - firstNumber2;
if (settings.keep4Star) {
log.info(`保留的四星数量: ${fourStarNum}`);
}
let resultExperience = resinExperience;
if (resultExperience === 0) {
resultExperience = initialValue;
}
const result = resultExperience;
await genshin.returnMainUi();
return result;
}
/**
* 摧毁圣遗物换摩拉
*/
async function destroyArtifacts(times = 1) {
const ArtifactsButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/ArtifactsButton.png"));
const DeleteButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/DeleteButton.png"));
const AutoAddButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/AutoAddButton.png"));
const ConfirmButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/ConfirmButton.png"));
const DestoryButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/DestoryButton.png"));
const MidDestoryButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/DestoryButton.png"), 900, 600, 500, 300);
await genshin.returnMainUi();
keyPress("B");
await sleep(1500);
let ArtifactsButton = captureGameRegion().find(ArtifactsButtonRo);
if (ArtifactsButton.isExist()) {
log.info("识别到圣遗物按钮");
ArtifactsButton.click();
await sleep(1500);
}
try {
for (let i = 0; i < times; i++) {
captureGameRegion().find(DeleteButtonRo).click();// 点击摧毁
await sleep(600);
captureGameRegion().find(AutoAddButtonRo).click();// 点击自动添加
await sleep(600);
await sleep(300);
click(150, 150);
await sleep(300);
click(150, 220);
await sleep(300);
click(150, 300);
if (!settings.keep4Star) {
await sleep(300);
click(150, 370);
}
captureGameRegion().find(ConfirmButtonRo).click();// 点击快捷放入
await sleep(600);
captureGameRegion().find(DestoryButtonRo).click();// 点击摧毁
await sleep(600);
captureGameRegion().find(MidDestoryButtonRo).click();// 弹出页面点击摧毁
await sleep(600);
click(960, 1000);// 点击空白处
await sleep(1000);
}
} catch (ex) {
log.info("背包里的圣遗物已摧毁完毕,提前结束")
} finally {
await genshin.returnMainUi();
}
}
async function processArtifacts(times = 1) {
await genshin.returnMainUi();
let result = 0;
try {
if (settings.decomposeMode === "销毁(摩拉)") {
result = await destroyArtifacts(times);
} else {
result = await decomposeArtifacts();
}
} catch (error) {
log.error(`处理狗粮分解时发生异常: ${error.message}`);
}
await genshin.returnMainUi();
return result;
}
async function mora() {
let result = 0;
let tryTimes = 0;
while (result = 0 && tryTimes < 3) {
await genshin.returnMainUi(); await genshin.returnMainUi();
// 按下 C 键 // 按下 C 键
@@ -1075,140 +1262,16 @@ async function decomposeArtifacts(keep4Star, doDecompose) {
recognizedText = await recognizeTextInRegion(ocrRegionMora); recognizedText = await recognizeTextInRegion(ocrRegionMora);
if (recognizedText) { if (recognizedText) {
log.info(`成功识别到摩拉数值: ${recognizedText}`); log.info(`成功识别到摩拉数值: ${recognizedText}`);
result = recognizedText;
} else { } else {
log.warn("未能识别到摩拉数值。"); log.warn("未能识别到摩拉数值。");
} }
} else { } else {
log.warn("未能识别到角色菜单或天赋,跳过摩拉数值识别。"); log.warn("未能识别到角色菜单或天赋");
} }
await sleep(500); await sleep(500);
tryTimes++;
await genshin.returnMainUi(); await genshin.returnMainUi();
keyPress("B");
await sleep(1000);
await click(670, 45);
await sleep(500);
await recognizeTextAndClick("分解", { x: 635, y: 991, width: 81, height: 57 });
await sleep(1000);
//识别已储存经验1570-880-1650-930
let regionToCheck1 = { x: 1570, y: 880, width: 80, height: 50 };
let initialNum = await recognizeTextInRegion(regionToCheck1);
let initialValue = 0;
if (initialNum && !isNaN(parseInt(initialNum, 10))) {
initialValue = parseInt(initialNum, 10);
log.info(`已储存经验识别成功: ${initialValue}`);
} else {
log.warn(`在指定区域未识别到有效数字: ${initialValue}`);
} }
let regionToCheck3 = { x: 100, y: 885, width: 170, height: 50 }; return Number(result);
let decomposedNum = 0;
let firstNumber = 0;
let firstNumber2 = 0;
if (keep4Star) {
await recognizeTextAndClick("快速选择", { x: 248, y: 996, width: 121, height: 49 });
moveMouseTo(960, 540);
await sleep(1000);
await click(370, 1020); // 点击“确认选择”按钮
await sleep(1500);
decomposedNum = await recognizeTextInRegion(regionToCheck3);
// 使用正则表达式提取第一个数字
const match = decomposedNum.match(/已选(\d+)/);
// 检查是否匹配成功
if (match) {
// 将匹配到的第一个数字转换为数字类型并存储在变量中
firstNumber = Number(match[1]);
log.info(`1-4星总数量: ${firstNumber}`);
} else {
log.info("识别失败");
}
keyPress("VK_ESCAPE");
await recognizeTextAndClick("分解", { x: 635, y: 991, width: 81, height: 57 });
await sleep(1000);
}
await recognizeTextAndClick("快速选择", { x: 248, y: 996, width: 121, height: 49 });
moveMouseTo(960, 540);
await sleep(1000);
if (keep4Star) {
await click(370, 370);//取消选择四星
await sleep(1000);
}
await click(370, 1020); // 点击“确认选择”按钮
await sleep(1500);
let decomposedNum2 = await recognizeTextInRegion(regionToCheck3);
// 使用正则表达式提取第一个数字
const match2 = decomposedNum2.match(/已选(\d+)/);
// 检查是否匹配成功
if (match2) {
// 将匹配到的第一个数字转换为数字类型并存储在变量中
firstNumber2 = Number(match2[1]);
log.info(`分解总数是: ${firstNumber2}`);
} else {
log.info("识别失败");
}
//识别当前总经验
let regionToCheck2 = { x: 1500, y: 900, width: 150, height: 100 };
let newNum = await recognizeTextInRegion(regionToCheck2);
let newValue = 0;
if (newNum && !isNaN(parseInt(newNum, 10))) {
newValue = parseInt(newNum, 10);
log.info(`当前总经验识别成功: ${newValue}`);
} else {
log.warn(`在指定区域未识别到有效数字: ${newValue}`);
}
if (doDecompose) {
log.info(`用户选择了分解,执行分解`);
// 根据用户配置,分解狗粮
await sleep(1000);
await click(1620, 1020); // 点击分解按钮
await sleep(1000);
// 4. 识别"进行分解"按钮
await click(1340, 755); // 点击进行分解按钮
await sleep(1000);
// 5. 关闭确认界面
await click(1340, 755);
await sleep(1000);
}
else {
log.info(`用户未选择分解,不执行分解`);
}
// 7. 计算分解获得经验=总经验-上次剩余
const resinExperience = Math.max(newValue - initialValue, 0);
log.info(`分解可获得经验: ${resinExperience}`);
let fourStarNum = firstNumber - firstNumber2;
if (settings.keep4Star) {
log.info(`保留的四星数量: ${fourStarNum}`);
}
let resultExperience = resinExperience;
if (resultExperience === 0) {
resultExperience = initialValue;
}
const result = {
mora: recognizedText, // 将 recognizedText 赋值给 mora
artifactExperience: resultExperience,
fourStarNum: fourStarNum
};
await genshin.returnMainUi();
return result;
} }

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@@ -1,7 +1,7 @@
{ {
"manifest_version": 1, "manifest_version": 1,
"name": "自动狗粮重制版", "name": "自动狗粮重制版",
"version": "1.5.9", "version": "1.6.0",
"tags": [ "tags": [
"好感", "好感",
"狗粮" "狗粮"

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@@ -15,7 +15,7 @@
{ {
"name": "runActivatePath", "name": "runActivatePath",
"type": "checkbox", "type": "checkbox",
"label": "是否启用激活路线,启用后将先花费约3分钟激活狗粮点\n启用该选项后可提高稳定性并允许中断后重新运行和极大降低最短间隔时间" "label": "是否启用激活路线,启用后将先花费约5分钟激活狗粮点\n启用该选项后可提高稳定性并允许极大降低最短间隔时间"
}, },
{ {
"name": "useABE", "name": "useABE",
@@ -47,15 +47,26 @@
"default": "狗粮" "default": "狗粮"
}, },
{ {
"name": "doDecompose", "name": "decomposeMode",
"type": "checkbox", "type": "select",
"label": "是否分解狗粮(默认不分解)" "label": "狗粮分解模式",
"options": [
"保留",
"分解(经验瓶)",
"销毁(摩拉)"
],
"default": "保留"
}, },
{ {
"name": "keep4Star", "name": "keep4Star",
"type": "checkbox", "type": "checkbox",
"label": "是否保留四星(默认不保留)" "label": "是否保留四星(默认不保留)"
}, },
{
"name": "autoSalvage",
"type": "checkbox",
"label": "是否沿路自动分解(默认:否)"
},
{ {
"name": "minIntervalTime", "name": "minIntervalTime",
"type": "input-text", "type": "input-text",