自动幽境危战 v.1.7版本:20250807 (#1492)

### v.1.7版本:20250807

- **新功能**:

- **优化**:
1. 进入选择页面时,判断是否在爆发期。
2. 更改进入秘境的判断,避免因为聊天按键被改导致判断错误。
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# 自动幽境危战注意事项
## 零、前言
- 本代码仅供娱乐学习下载请24小时内删除禁止用于商业行为如有BUG非常欢迎请到测试群反馈或Q119996800。
- 本脚本基于地脉花和首领一条龙脚本进行改造。
## 一、省流注意事项
1. **使用前准备**
- 请在`<<幽境危战>>`中配置好战斗队伍。
2. **黑名单建议**
- 根目录下有文件内含建议加入`自动拾取黑名单`的名称,请检查并添加。
3. **战斗实力**
- 请确保队伍具备足够的战斗实力,当前版本在战斗失败或执行错误,只会重试`一次`
4. **自动拾取功能**
- 为避免不必要的干扰,建议关闭自动拾取功能。
## 二、配置简介
1. **圣遗物奖励**
- 默认设置下,脚本不会修改圣遗物奖励。
2. **Boss挑战关卡选择**
- 必填项请从上往下选择第几个Boss挑战关卡`1至3`,否则脚本将无法执行。
3. **挑战次数**
- 默认设置为`15`次,期间若树脂耗尽,脚本将自动结束。
4. **树脂顺序设定**
- 使用`/`隔开数字来设定树脂使用顺序,如`1/2`表示先使用浓缩树脂,再使用原粹树脂。
- 树脂类型对应关系:
- 1 = 浓缩树脂
- 2 = 原粹树脂
- 3 = 脆弱树脂
- 4 = 须臾树脂
- 默认设置:`1/2`,表示先使用浓缩树脂,再使用原粹树脂,不填的不使用"。
5. **最长战斗超时时间**
- 默认设置为`180`秒,一般情况下无需修改,建议和配置组中的战斗超时一致。
6. **开始战斗后的移动时间**
- 默认设置为`1`秒(注意单位为`秒`由于战斗开始位置离Boss较远请根据实际情况设定一般情况下默认设置即可。
## 三、更新说明
### v.1.7版本20250807
- **新功能**
- **优化**
1. 进入选择页面时,判断是否在爆发期。
2. 更改进入秘境的判断,避免因为聊天按键被改导致判断错误。
### v.1.6版本20250702
- **优化**
1. 优化没找到地脉花领奖的超时退出处理。
2. 优化树脂识别OCR区域。
3. 优化LOG和代码写法和整理。
### v.1.5版本20250630
- **新增功能**
1. 自动战斗失败原地`重试2次`,失败后再退出秘境重试。
- **优化**
1. 优化`LOG`显示。
2. 优化`完全没有树脂`情况弹窗提示处理。
3. 优化删除拾取`黑名单`文件0.47.0后不会乱触发了)。
4. 优化各种`异常状态`的退出处理方法。
5. 优化当有须臾树脂时,脆弱树脂不显示时的处理。
### v.1.4版本20250629
- **新增功能**
1. 添加领奖后的树脂识别,不足时退出秘境,防止多打一次。
- **优化**
1. 优化`再次挑战`挑战的点击逻辑,添加重试。
2. 优化相关自动拾取代码。
3. 优化`难度选择``圣遗物选择`的识别范围。
### v.1.3版本20250628
- **新增功能**
1. 添加`自动重试`,战斗失败或执行错误会`重试一次`
- **优化**
2. 优化退出点击时序和逻辑。
3. 优化进入秘境后向前走的逻辑。
4. 优化LOG输出显示内容。
- **修复**
1. 修复默认状态下选择长夜套的BUG。
### v.1.2版本20250627
- **新增功能**
1. 添加圣遗物`奖励选择`功能。
2. 添加自动选择`难度`功能。
- **优化**
1. 优化逻辑处理。
2. 加大战斗完成识别区域。
### v.1.1版本
- **备注**:此版本信息被省略。
### v.1.0版本20250627
- **功能**:脚本发布。

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{
"info": {
"name": "全自动幽境危战",
"type": "collect",
"author": "LCB-茶包",
"version": "1.0",
"description": "",
"bgi_version": "0.44.8"
},
"positions": [
{
"id": 1,
"x": -194.198,
"y": 984.095,
"move_mode": "walk",
"type": "teleport"
},
{
"id": 2,
"x": -194.25293,
"y": 980.6616,
"move_mode": "walk",
"type": "target"
}
]
}

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(async function () {
let challengeNum = settings.challengeNum;//挑战次数
if (challengeNum === undefined || challengeNum === ""){challengeNum = 15; }//挑战次数
let challengeName = settings.challengeName;//挑战BOSS
if (challengeName === undefined || challengeName === ""){throw new Error("挑战Boss未配置请在JS配置中选择...")}//初始化处理
let Startforward = settings.Startforward*1000 ? settings.Startforward*1000 : 1000;//开始战斗的前进时间
var Fighttimeout = settings.timeout * 1000 ? settings.timeout * 1000 : 240000;//战斗超时时间默认为240秒
const ocrRegion1 = { x: 643, y: 58, width: 800, height: 800 }; // 上方挑战成功区域
const ocrRegion2 = { x: 780, y: 406, width: 370, height: 135 }; // 中间挑战失败区域
const ocrRo1 = RecognitionObject.ocr(ocrRegion1.x, ocrRegion1.y, ocrRegion1.width, ocrRegion1.height);//上方挑战成功区域OCR对象
const ocrRo2 = RecognitionObject.ocr(ocrRegion2.x, ocrRegion2.y, ocrRegion2.width, ocrRegion2.height);//中间挑战失败区域OCR对象
var Rewardsuse = settings.Rewardsuse ? settings.Rewardsuse : "1/2";//树脂使用类型默认为1/2即浓缩树脂和原粹树脂
var resinTypes = Rewardsuse.split("/");
var rewards = [];
var onerewards, secendrewards, threendrewards, fourdrewards;
for (var i = 0; i < resinTypes.length; i++) {
var resinType = parseInt(resinTypes[i]);
if (isNaN(resinType) || resinType < 1 || resinType > 4) {
throw new Error("设定的树脂类型无效或缺失,请重新配置");
}
rewards.push(resinType);
}
const resinTypeMap = ["","使用1个浓缩树脂获取2倍产出", "使用20个原粹树脂", "使用1个脆弱树脂获取3倍产出", "使用1个须臾树脂获取3倍产出"];//识别树脂领奖文字
const golbalRewards = ["","浓缩树脂","原粹树脂","脆弱树脂","须臾树脂"]; // 对应四种树脂
// 根据 rewards 数组长度,依次赋值给对应的变量
if (rewards.length > 0) onerewards = golbalRewards[rewards[0]];
if (rewards.length > 1) secendrewards = golbalRewards[rewards[1]];
if (rewards.length > 2) threendrewards = golbalRewards[rewards[2]];
if (rewards.length > 3) fourdrewards = golbalRewards[rewards[3]];
const golbalRewardText = [onerewards, secendrewards, threendrewards, fourdrewards].filter(Boolean);//过滤树脂使用类型
var advanceNum = 0;//前进寻找地脉之花次数
var verticalNum = 0;//重试寻找地脉之花次数
var resinAgain = false;//是否重试标志
var Artifacts = settings.Artifacts ? settings.Artifacts : "保持圣遗物奖励不变";
//映射所有圣遗物对应需要识别的图片
var artifactImageMap = {
"长夜之誓 / 深廊终曲": "assets/Artifacts/artifact_1.bmp",
"黑曜秘典 / 烬城勇者绘卷": "assets/Artifacts/artifact_2.bmp",
"谐律异想断章 / 未竟的遐思": "assets/Artifacts/artifact_3.bmp",
"回声之林夜话 / 昔时之歌": "assets/Artifacts/artifact_4.bmp",
"逐影猎人 / 黄金剧团": "assets/Artifacts/artifact_5.bmp",
"水仙之梦 / 花海甘露之光": "assets/Artifacts/artifact_6.bmp",
"乐园遗落之花 / 沙上楼阁史话": "assets/Artifacts/artifact_7.bmp",
"深林的记忆 / 饰金之梦": "assets/Artifacts/artifact_8.bmp",
"来歆余响 / 辰砂往生录": "assets/Artifacts/artifact_9.bmp",
"华馆梦醒形骸记 / 海染砗磲": "assets/Artifacts/artifact_10.bmp",
"绝缘之旗印 / 追忆之注连": "assets/Artifacts/artifact_11.bmp",
"昔日宗室之仪 / 染血的骑士道": "assets/Artifacts/artifact_12.bmp",
"渡过烈火的贤人 / 炽烈的炎之魔女": "assets/Artifacts/artifact_13.bmp",
"悠古的磐岩 / 逆飞的流星": "assets/Artifacts/artifact_14.bmp",
"千岩牢固 / 苍白之火": "assets/Artifacts/artifact_15.bmp",
"冰风迷途的勇士 / 沉沦之心": "assets/Artifacts/artifact_16.bmp",
"翠绿之影 / 被怜爱的少女": "assets/Artifacts/artifact_17.bmp",
"如雷的盛怒 / 平息鸣雷的尊者": "assets/Artifacts/artifact_18.bmp"
};
//树脂识别图片
var condensedResin = "assets/condensed_resin_count.png";
var originalResin = "assets/original_resin_count.png";
var fragileResin = "assets/fragile_resin_count.png";
var momentResin = "assets/moment_resin_count.png";
var oneResin = "assets/one.png";
var enterButton = "assets/enter.png";
var rewardsButton = "assets/rewards.png";
//文字识别封装函数
async function Textocr(wenzi="空参数",chaotime=10,clickocr=0,debugcode=0,x=0,y=0,w=1920,h=1080) {
const startTime = new Date();
for (let ii = 0; ii < 10; ii++)
{
// 获取一张截图
let captureRegion = captureGameRegion();
let res1
// 对整个区域进行 OCR
let resList = captureRegion.findMulti(RecognitionObject.ocr(x,y,w,h));
//log.info("OCR 全区域识别结果数量 {len}", resList.count);
for (let i = 0; i < resList.count; i++)
{ // 遍历的是 C# 的 List 对象,所以要用 count而不是 length
let res = resList[i];
res1=res.text
if (res.text===wenzi) {
log.info(`识别到 ·${res1}·`);
if (debugcode===1){if (x===0 & y===0){log.info("全图代码位置:({x},{y},{h},{w})", res.x-10, res.y-10, res.width+10, res.Height+10);return result = { text: res.text, x: res.x, y: res.y, found: true }}}else{if (x===0 & y===0){log.info("文本OCR完成'{text}'", res.text);}}
if (clickocr===1){await sleep(1000);await click(res.x, res.y);}else{}
if (clickocr===2){await sleep(100);await keyPress("F");}else{}
return result = { text: res.text, x: res.x, y: res.y, found: true }
}
if (debugcode===2 && !res.isEmpty()){
// log.info("({x},{y},{h},{w})", res.x-10, res.y-10, res.width+10, res.Height+10);
return result = { text: res.text, x: res.x, y: res.y, found: true }
}
}
const NowTime = new Date();
if (Math.abs(NowTime - startTime)>chaotime*1000){if (x===0 & y===0){log.info(`${chaotime}秒超时退出,"${wenzi}"未找到`);}return result = {found: false };}else{ii=8;if (x !== 861){if(debugcode!==3){await keyPress("VK_W");}};}
await sleep(100);
}
}
// 图片识别封装函数
async function imageRecognition(imagefilePath="空参数",timeout=10,afterBehavior=0,debugmodel=0,xa=0,ya=0,wa=1920,ha=1080) {
const startTime = new Date();
const Imagidentify = RecognitionObject.TemplateMatch(file.ReadImageMatSync(imagefilePath));
for (let ii = 0; ii < 10; ii++) {
captureRegion = captureGameRegion(); // 获取一张截图
res = captureRegion.DeriveCrop(xa, ya, wa, ha).Find(Imagidentify);
if (res.isEmpty()) {
if (debugmodel===1 & xa===0 & ya===0){log.info("未识别页面元素")};
} else {
if (afterBehavior===1){if (xa===0 & ya===0){log.info("点击模式:开");}await sleep(1000);click(res.x+xa, res.y+ya);}else{if (debugmodel===1 & xa===0 & ya===0){log.info("点击模式:关")}}
if (afterBehavior===2){if (xa===0 & ya===0){log.info("F模式:开");}await sleep(1000);keyPress("F");}else{if (debugmodel===1 & xa===0 & ya===0){log.info("F模式:关")}}
if (debugmodel===1 & xa===0 & ya===0){log.info("全图代码位置:({x},{y},{h},{w})", res.x+xa, res.y+ya, res.width, res.Height);}else{ log.info("识别到页面元素");}
return result = { x: res.x+xa, y: res.y+ya, w:res.width,h:res.Height,found: true }
}
const NowTime = new Date();
if ((NowTime - startTime)>timeout*1000){if (debugmodel===1 & xa===0 & ya===0){log.info(`${timeout}秒超时退出,未找到图片`);}return result = {found: false };}else{ii=8}
await sleep(200);
}
await sleep(1200);
}
//树脂数量获取函数
async function getRemainResinStatus() {
var condensedResinCount = 0; // 浓缩树脂
var originalResinCount = 0; // 原粹树脂
var fragileResinCount = 0; // 脆弱树脂
var momentResinCount = 0; // 须臾树脂
var originalResinCountRa = await imageRecognition(originalResin,0.3, 0, 0,1500,0,200,90);
if (originalResinCountRa.found) {
// await moveMouseTo(originalResinCountRa.x,originalResinCountRa.y);
let countArea = await Textocr("",1, 0, 2,originalResinCountRa.x+originalResinCountRa.w,originalResinCountRa.y,originalResinCountRa.w*3,originalResinCountRa.h);//
if (countArea.found){
log.info("原粹树脂识别数量结果:"+ countArea.text);
let match = countArea.text.match(/(\d+)\s*[/17]\s*(2|20|200)/);
if (match) {
originalResinCount = match[1];
// log.info("脆弱树脂识别数量提取:"+ originalResinCount);
}
else{
log.info("原粹树脂识别数量提取失败");
}
}
else{
log.info("原粹树脂识别数量结果::无");
}
} else {
log.info("未检测到原粹树脂图标");
}
// 浓缩树脂
var condensedResinCountRa = await imageRecognition(condensedResin,0.1, 0, 0,960,0,800,100);
if (condensedResinCountRa.found) {
// await moveMouseTo(condensedResinCountRa.x,condensedResinCountRa.y);
let countArea = await Textocr("",0.5, 0, 2,condensedResinCountRa.x+condensedResinCountRa.w,condensedResinCountRa.y,condensedResinCountRa.w,condensedResinCountRa.h);//
if (countArea.found){
// log.info("浓缩树脂识别数量结果: "+ countArea.text);
condensedResinCount = countArea.text
}
else{
condensedResinCount = "1";
log.info("浓缩树脂识别数量结果1");//不知道为什么1无法识别0是不显示图标的所以就当时1了反正也没啥影响
}
} else {
log.info("未检测到浓缩树脂图标");
}
var momentResinCountRa = await imageRecognition(momentResin,0.1, 0, 1,1170,0,300,100);
if (momentResinCountRa.found) {
// await moveMouseTo(momentResinCountRa.x,momentResinCountRa.y);
let countArea = await Textocr("",0.5, 0, 2,momentResinCountRa.x+momentResinCountRa.w+20,momentResinCountRa.y-15,60,40);//
if (countArea.found){
//log.info("须臾树脂识别数量结果:"+ countArea.text);
momentResinCount = countArea.text
}
else{
var oneRa = await imageRecognition(oneResin,0.1, 0, 1,momentResinCountRa.x+momentResinCountRa.w+20,momentResinCountRa.y-15,60,40);
if (oneRa.found){
momentResinCount = "1";
}else{
log.info("须臾树脂强制为 1 ");
momentResinCount = "1";
}
}
log.info("脆弱树脂强制为 1 ");//须臾树脂出现脆弱树脂不显示强制设置为1情况非常少大不了打多一次
fragileResinCount = "1";
}else
{
var fragileResinCountRa = await imageRecognition(fragileResin,0.1, 0, 1,1170,0,300,100);
if (fragileResinCountRa.found) {
// await moveMouseTo(fragileResinCountRa.x+fragileResinCountRa.w+20,fragileResinCountRa.y-15);
let countArea = await Textocr("",0.5, 0, 2,fragileResinCountRa.x+fragileResinCountRa.w+20,fragileResinCountRa.y-15,60,40);//
if (countArea.found){
// log.info("脆弱树脂识别数量结果:"+ countArea.text);
fragileResinCount = countArea.text
}
else{
var oneRa = await imageRecognition(oneResin,0.1, 0, 1,fragileResinCountRa.x+fragileResinCountRa.w+20,fragileResinCountRa.y-15,60,40);
if (oneRa.found){
fragileResinCount = "1";
}else{
fragileResinCount = "1";
log.info("脆弱树脂识别强制为 1 ");//有图标说明至少为1
}
}
}
else {
log.info("未检测到脆弱树脂图标");
}
}
log.info("树脂状态:浓缩{0} 原粹{1} 脆弱{2} 须臾{3}", condensedResinCount, originalResinCount, fragileResinCount,momentResinCount)
return {condensedResinCount,originalResinCount,fragileResinCount,momentResinCount}
}
//征讨之花领奖寻找函数
const autoNavigateToReward = async () => {
// 定义识别对象
const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png"));
advanceNum = 0;//前进次数
//调整为俯视视野
middleButtonClick();
await sleep(800);
moveMouseBy(0, 1030);
await sleep(400);
moveMouseBy(0, 920);
await sleep(400);
moveMouseBy(0, 710);
log.info("开始领奖");
while (true) {
// 1. 优先检查是否已到达领奖点
let captureRegion = captureGameRegion();
let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
// 检测到特点文字则结束!!!
if (rewardResult.text.includes("之花") || rewardResult.text.includes("激活")) {
log.info("已到达领奖点,检测到文字: " + rewardResult.text);
return true;
}
else if(advanceNum > 40){
await getOut();
await await genshin.returnMainUi();
throw new Error('前进时间超时');
}
// 2. 未到达领奖点,则调整视野
for(let i = 0; i < 100; i++){
captureRegion = captureGameRegion();
let iconRes = captureRegion.Find(boxIconRo);
if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) {
advanceNum++;
log.info(`视野已调正,前进第${advanceNum}`);
break;
} else {
// 小幅度调整
if(iconRes.y >= 520) moveMouseBy(0, 920);
let adjustAmount = iconRes.x < 920 ? -20 : 20;
let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放最小为1
let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
moveMouseBy(adjustAmount * adjustAmount2, 0);
await sleep(100);
}
if(i > 97) {
if (verticalNum >= 2) {
verticalNum = 0;
await getOut();
await await genshin.returnMainUi();
throw new Error('领取超时');
}
log.info("领取超时重新尝试1次");
await sleep(1000);
return false;
}
}
// 3. 前进一小步
keyDown("w");
await sleep(600);
keyUp("w");
await sleep(100); // 等待角色移动稳定
let earthlyVeins = await Textocr("地脉之花", 0.1, 0, 0, 840,225, 230, 125)
if (earthlyVeins.found) {
return true;
}
}
}
//向前寻找钥匙函数
async function readyFightIn(){
var startTime = new Date();
await sleep(500);
var NowTime = new Date();
keyDown("w");
while ((NowTime - startTime)<15*1000){
const result = await Textocr("战斗准备",0,0,3,1198,492,150,80);
const result2 = await Textocr("开始挑战",0,0,3,1554,970,360, 105);
if (result.found || result2.found) {
keyPress("F");keyPress("F");keyPress("F");keyPress("F");
keyUp("w");
return true;
}
keyDown("w");
keyPress("F");
NowTime = new Date();
}
await keyUp("w");
return false
}
//异步检测战斗执行函数来自D捣蛋&秋云佬的全自动地脉花的代码
async function autoFight(timeout) {
const cts = new CancellationTokenSource();
log.info("开始战斗");
dispatcher.RunTask(new SoloTask("AutoFight"), cts);
let fightResult = await recognizeTextInRegion(timeout);
logFightResult = fightResult ? "成功" : "失败";
log.info(`战斗结束,战斗结果:${logFightResult}`);
cts.cancel();
return fightResult;
}
//异步检测战斗结果函数
async function recognizeTextInRegion(timeout) {
return new Promise((resolve, reject) => {
(async () => {
try {
let startTime = Date.now();
const successKeywords = ["挑战完成","战斗完成"];
const failureKeywords = ["战斗失败","挑战失败"];
// 循环检测直到超时
while (Date.now() - startTime < timeout) {
try {
let captureRegion = captureGameRegion();
let result = captureRegion.find(ocrRo1);
let result2 = captureRegion.find(ocrRo2);
let text = result.text;
let text2 = result2.text;
// 检查成功关键词
for (let keyword of successKeywords) {
if (text.includes(keyword)) {
log.info("检测到战斗成功关键词: {0}", keyword);
resolve(true);
return;
}
}
// 检查失败关键词--
for (let keyword of failureKeywords) {
if (text2.includes(keyword)) {
log.warn("检测到战斗失败关键词: {0}", keyword);
resolve(false);
return;
}
}
}
catch (error) {
log.error("OCR过程中出错: {0}", error);
}
await sleep(1000); // 检查间隔
}
log.warn("在超时时间内未检测到战斗结果");
resolve(false);
} catch (error) {
reject(error);
}
})();
});
}
//圣遗物奖励更换函数
async function selectionHolyRelics() {
let artifactImagePath = artifactImageMap[Artifacts];
// 检查artifactImagePath是否存在
if (!artifactImagePath) {
throw new Error(`未找到与Artifacts值'${Artifacts}'对应的图片路径`);
}
let modifiedPath = artifactImagePath.slice(0, -4);
let newImagePath = modifiedPath + "in.bmp";
await sleep(500);
await click(116,980) // 领取奖励切换按钮
await sleep(100);
await click(116,980) // 领取奖励切换按钮
await sleep(100);
let rewardSettings = await Textocr("奖励设置",15,0,0,882,34,161,52);//这个时候有人申请进入世界会遮住,真是尴尬啊,不过不影响大局。
if (!rewardSettings.found) {await genshin.returnMainUi();return false;}
await click(1642,159);
await sleep(100);
await click(1642,159);
await sleep(100);
let YOffset = 0; // Y轴偏移量根据需要调整
//滚轮预操作
await moveMouseTo(1642,159);
await sleep(100);
await leftButtonDown();
await sleep(100);
await moveMouseTo(1642,155);
const maxRetries = 9; // 最大重试次数
let retries = 0; // 当前重试次数
while (retries < maxRetries) {
let result1 = await imageRecognition(newImagePath,1, 0, 0,1166,141,210,857);//
if (result1.found) {
await leftButtonUp();
await sleep(500);
await click(result.x-500,result.y);
await sleep(1000);
await keyPress("VK_ESCAPE");
return true
}
retries++; // 重试次数加1
//滚轮操作
YOffset += 100;
if (retries === maxRetries || retries+YOffset > 1080) {
await leftButtonUp();
await sleep(100);
await keyPress("VK_ESCAPE");
await genshin.returnMainUi();
return false;
}
await moveMouseTo(1642,155+YOffset);
await sleep(500);
}
return true;
}
// 领取奖励函数
async function claimRewards() {
// log.info(`尝试领取奖励,优先${onerewards}'`);
let SHUN01 = await Textocr("激活地脉之花",0.6,2,0,1188,358,200,400);
let SHUN02 = await Textocr("地脉之花", 0.2, 1, 0, 840,225, 230, 125);
if (SHUN01.found || SHUN02.found) {
log.info("找到地脉之花,开始领取奖励...");
}
else
{
await keyPress("F");
log.warn("未找到地脉之花,尝试向前寻找...")
await keyDown("W");await sleep(300);await keyUp("W");
await keyPress("F");
await sleep(1000);
}
await sleep(300);
for (let j = 0;j < 2;j++) {
for (let i = 0;i < rewards.length;i++) {
let SHU = await Textocr(resinTypeMap[rewards[i]],0.3,0,0,510,380,640,600);
if (SHU.found){
if (resinTypeMap[rewards[i]] == "使用20个原粹树脂")
{
let BUC = await Textocr("补充",0.2,0,0,1150,440,210,130);
if (BUC.found) {continue;}
}
await sleep(100);
await click(SHU.x+550,SHU.y)
await sleep(100);
await click(SHU.x+550,SHU.y)
await sleep(300);
log.info(`${resinTypeMap[rewards[i]]} 获取奖励...`);
await Textocr("锁定辅助",10,0,0,1768,0,115,90);
let { condensedResinCount, originalResinCount, fragileResinCount , momentResinCount} = await getRemainResinStatus();
let shouldExit = true;
if (resinTypes.includes("1"))
{
shouldExit &= (parseInt(condensedResinCount, 10) == 0);
}
if (resinTypes.includes("2"))
{
shouldExit &= (parseInt(originalResinCount, 10) < 20);
}
if (resinTypes.includes("3"))
{
shouldExit &= (parseInt(fragileResinCount, 10) == 0);
}
if (resinTypes.includes("4"))
{
shouldExit &= (parseInt(momentResinCount, 10) == 0);
}
if (shouldExit)
{
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
return false;
}
log.warn("还有树脂...");
return true;
}
}
await sleep(500);
}
log.warn("未找到树脂,结束领取奖励...");
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
return false;
}
// 进入秘境入口函数
async function VeinEntrance() {
for (let i = 0;i < 2;i++) {
let JIECHU = await Textocr("F",2,2,0,1098,519,35,32);
if (JIECHU.found)
{
await keyPress("F");
await keyPress("F");
break;
}
else
{
if(i == 1){
log.warn("没找入口,尝试强制转圈寻找...");
await keyDown("W");keyPress("F");await sleep(500);keyPress("F");await keyUp("W");
await keyDown("D");keyPress("F");await sleep(500);keyPress("F");await keyUp("D");
await keyDown("S");keyPress("F");await sleep(500);keyPress("F");await keyUp("S");
await keyDown("A");keyPress("F");await sleep(500);keyPress("F");await keyUp("A");
await keyDown("W");keyPress("F");await sleep(500);keyPress("F");await keyUp("W");
break;
}
}
}
}
//秘境内退出函数
async function getOut() {
for (let i = 0;i < 2;i++){
log.info("尝试退出挑战...");
await keyPress("VK_ESCAPE");
await sleep(1000);
let exitChallenge0 = await Textocr("退出挑战",0.5,1,0,866,719,274,86);
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
let exitChallenge1 = await Textocr("退出挑战",0.5,1,0,866,719,274,86);
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
let exitChallenge2 = await Textocr("退出挑战",0.5,1,0,866,719,274,86);
if (!exitChallenge2.found){break}
}
}
log.warn("自动幽境危战版本v1.7");
log.warn("请保证队伍战斗实力,战斗失败或执行错误,会重试两次...");
log.warn("使用前请在 <<幽境危战>> 中配置好战斗队伍...");
log.info("使用树脂类型数量:{0} ", rewards.length)
log.info(`使用树脂顺序:${golbalRewardText.join(" ->")}`);
log.info("圣遗物奖励选择:{0} ", Artifacts)
//重试两次
for (let j = 0;j < 2;j++) {
resinAgain = false; //重试标志
try{
//1.导航进入页面
await genshin.returnMainUi();
await pathingScript.runFile(`assets/全自动幽境危战.json`);
await VeinEntrance();
//2.难度确认和选择
let intoAction = await Textocr("单人挑战",10,0,0,1554,970,360, 105);
if (!intoAction.found){
await genshin.returnMainUi();
throw new Error("未进入挑战页面,停止执行...")
}
//2.5 判断爆发期
let rewardsBu = await imageRecognition(rewardsButton,0.1, 0, 0,63,949,87,80);
if (!rewardsBu.found){
await genshin.returnMainUi();
throw new Error("未在爆发期内,停止执行...")
}
let adjustmentType = await Textocr("至危挑战", 1, 0, 0,797,144,223,84);
if (adjustmentType.found) {
log.warn("找到至危挑战,尝试切换...")
await sleep(500);
await click(adjustmentType.x,adjustmentType.y)
await sleep(500);
}
let hardMode = await Textocr("困难", 0.3, 0, 0,1049,157,72,47);
let hardMode2 = await Textocr("困难", 0.2, 0, 0,805,156,83,47);
if (hardMode.found || hardMode2.found) {
log.warn("确认困难模式...")
}
else{
log.warn("未找到困难模式,尝试切换...")
await sleep(500);
await click(1096,186);
await sleep(500);
await click(1093,399);
}
//3.圣遗物奖励选择
if (Artifacts != "保持圣遗物奖励不变"){
let artifact = await imageRecognition(artifactImageMap[Artifacts],0.2,0,0,186,972,71,71);
if (!artifact.found) {
log.warn("圣遗物奖励和设定不一致,尝试切换...")
if (!await selectionHolyRelics()){await genshin.returnMainUi();throw new Error("圣遗物奖励设置错误,停止执行...")}
}
else{
log.warn("圣遗物奖励一致,无需切换 {0} ", Artifacts)
}
}
//4.进入秘境
await sleep(500);
await click(intoAction.x,intoAction.y)
await sleep(1000);
await click(intoAction.x,intoAction.y)
let enter = await imageRecognition(enterButton,5, 0, 0,15,96 ,40,43);
if (!enter.found){
await genshin.returnMainUi();
throw new Error("未进入秘境,停止执行...")
}
//5.向前走进入挑战
if (!(await readyFightIn())){
await getOut();
await genshin.returnMainUi();
throw new Error("未进入准备战斗,停止执行...")
}
await sleep(1000);
//6.选择挑战boss
log.info("选择挑战Boss'{0}' 挑战次数:'{1}'", challengeName,challengeNum)
log.info(`期间树脂耗尽会自动退出秘境...`);
const clickCoordinates = [ { x: 207, y: 349 }, { x: 239, y: 531 }, { x: 227, y: 713 } ]; // Boss坐标1~3
await click(clickCoordinates[challengeName - 1].x, clickCoordinates[challengeName - 1].y);
//6.5选择队员-苏婷老师-待写
//log.warn("队伍选择功能等伟大的苏苏老师考完试做...")
//7.开始挑战
await Textocr("开始挑战",1,1,0,1554,970,360, 105);
var resinexhaustion = false; // 条件1树脂耗尽
//8.战斗循环
for (let i = 0;i < challengeNum; i++) {
log.info("进入战斗环境,开始第 {0} 次战斗", i+1)
//8.1自动战斗
for (let fightCount = 0; fightCount < 3; fightCount++) {
let battleBegins = await Textocr("战斗开始",20,0,0,877,235,164,50);
if (!battleBegins.found){
await getOut();
throw new Error("未进入战斗环境,停止执行...")
}
try {
await keyDown("w");
await sleep(Startforward);
await keyUp("w");
if(!await autoFight(Fighttimeout)){
resinAgain = true;
if (fightCount >= 2){
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
break;
}
else
{
let Again = await Textocr("再次挑战",10,1,0,1059,920,177,65);
if (!Again.found)break;
await sleep(1000);
log.warn("战斗失败,第 {0} 次重试...", fightCount+1)
throw new Error(`战斗失败,第 ${fightCount+1} 次重试...`)
}
}else
{
resinAgain= false;
break;
}
} catch (error) {
if (fightCount < 2)continue;
else break;
}
}
//8.2领取奖励
if (resinAgain != true) {
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
while(await imageRecognition(enterButton,5, 0, 0,15,96 ,40,43).found == false)
{
await keyPress("VK_ESCAPE");
await sleep(1000);
}
log.info("幽境危战:第 {0} 次领奖...", i+1)
if(!(await autoNavigateToReward())){verticalNum++;continue;}
await sleep(1000);
if (!(await claimRewards())) {
resinexhaustion = true;
}
else
{
if (challengeNum != i+1)
{
let challengeAgian = await Textocr("再次挑战",10,0,0,1094,958,200,70);
if (!challengeAgian.found){
await getOut();
throw new Error("未找到·再次挑战·按键,停止执行...")
}
for (let retry = 0; retry < 5 && challengeAgian.found; retry++) {
challengeAgian = await Textocr("再次挑战",0.2,0,0,1094,958,200,70);
if (challengeAgian.found){
await sleep(500);
await click(challengeAgian.x, challengeAgian.y);
await sleep(1000);
}
await sleep(200);
}
let resinTips = await Textocr("提示",2,0,0,840,225, 230, 125);
if (resinTips.found){
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(200);
log.info(`树脂提示已耗尽,...`);
resinexhaustion = true;
}
}
}
}
//8.3判断继续或退出
if (challengeNum == i+1 || resinexhaustion == true || resinAgain == true ){
log.info(resinAgain ? "累计战斗失败 3 次,退出秘境..."
: (challengeNum == i+1) ? `完成 ${i+1}/${challengeNum} 次战斗,退出挑战...`: `树脂耗尽,退出挑战...`);
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
var exitTimeout = 0;
while(exitTimeout < 20) {
let exitChallenge = await Textocr("退出挑战",0.3,0,0,866,719,274,86);
if (exitChallenge.found) {
await sleep(1000);
await click(exitChallenge.x, exitChallenge.y);
await sleep(1000);
break;
}
let exitChallenge2 = await Textocr("退出挑战",0.3,1,0,866,719,274,86);
log.info("尝试退出挑战...");
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
exitTimeout++;
}
await genshin.returnMainUi();
if (resinAgain == true){throw new Error("执行重试错误...")}
return true;
}
await sleep(500);
}
}
catch (error) {
//9.执行错误,重试处理
log.error(`执行过程中发生错误:${error.message}`);
resinAgain = true;
await genshin.returnMainUi();
continue;
}finally{
//10.结束脚本
await genshin.returnMainUi();
if (resinAgain == false) log.info(`Auto自动幽境危战结束...`);
}
}
})();

View File

@@ -0,0 +1,15 @@
{
"manifest_version": 1,
"name": "自动幽境危战",
"version": "1.7",
"tags": ["幽境危战"],
"bgi_version": "0.44.8",
"description": "请先配置好秘境内的队伍,幽境危战战斗失败或执行错误会重试一次,请保证队伍实力",
"authors": [
{
"name": "LCB-茶包"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -0,0 +1,58 @@
[
{
"name": "Artifacts",
"type": "select",
"label": "圣遗物奖励,默认不修改圣遗物奖励",
"options": [
"保持圣遗物奖励不变",
"长夜之誓 / 深廊终曲",
"黑曜秘典 / 烬城勇者绘卷",
"谐律异想断章 / 未竟的遐思" ,
"回声之林夜话 / 昔时之歌" ,
"逐影猎人 / 黄金剧团" ,
"水仙之梦 / 花海甘露之光" ,
"乐园遗落之花 / 沙上楼阁史话" ,
"深林的记忆 / 饰金之梦" ,
"来歆余响 / 辰砂往生录" ,
"华馆梦醒形骸记 / 海染砗磲" ,
"绝缘之旗印 / 追忆之注连" ,
"昔日宗室之仪 / 染血的骑士道" ,
"渡过烈火的贤人 / 炽烈的炎之魔女" ,
"悠古的磐岩 / 逆飞的流星",
"千岩牢固 / 苍白之火" ,
"冰风迷途的勇士 / 沉沦之心" ,
"翠绿之影 / 被怜爱的少女" ,
"如雷的盛怒 / 平息鸣雷的尊者"
]
},
{
"name": "challengeName",
"type": "select",
"label": "必填从上往下1~3选择第几个Boss挑战关卡",
"options": [
"1",
"2",
"3"
]
},
{
"name": "challengeNum",
"type": "input-text",
"label": "挑战次数默认15次期间树脂耗尽会自动结束"
},
{
"name": "Rewardsuse",
"type": "input-text",
"label": "树脂顺序1=浓缩树脂/2=原粹树脂/3=脆弱树脂/4=须臾树脂\n用`/`隔开填写对应的树脂数字即可默认1/2\n表示先使用浓缩树脂再使用原粹树脂不填的不使用"
},
{
"name": "Fighttimeout",
"type": "input-text",
"label": "最长战斗超时时间单位秒默认240秒"
},
{
"name": "Startforward",
"type": "input-text",
"label": "开始战斗后向前移动的时间默认1秒注意单位"
}
]