diff --git a/repo/js/AutoStygianOnslaught/README.md b/repo/js/AutoStygianOnslaught/README.md new file mode 100644 index 00000000..5b09efe8 --- /dev/null +++ b/repo/js/AutoStygianOnslaught/README.md @@ -0,0 +1,108 @@ +# 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`和`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) + 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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" + } + ] +} \ No newline at end of file diff --git a/repo/js/AutoStygianOnslaught/main.js b/repo/js/AutoStygianOnslaught/main.js new file mode 100644 index 00000000..6be19411 --- /dev/null +++ b/repo/js/AutoStygianOnslaught/main.js @@ -0,0 +1,811 @@ +(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${advanceNum}次`); + break; + } else { + // 小幅度调整 + if(iconRes.y >= 520) moveMouseBy(0, 920); + let adjustAmount = iconRes.x < 920 ? -20 : 20; + let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离 + let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放,最小为1 + let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10; + moveMouseBy(adjustAmount * adjustAmount2, 0); + await sleep(100); + } + + if(i > 97) { + if (verticalNum >= 2) { + verticalNum = 0; + await getOut(); + await await genshin.returnMainUi(); + throw new Error('领取超时'); + } + log.info("领取超时,重新尝试1次"); + await sleep(1000); + return false; + } + } + // 3. 前进一小步 + keyDown("w"); + await sleep(600); + keyUp("w"); + await sleep(100); // 等待角色移动稳定 + let earthlyVeins = await Textocr("地脉之花", 0.1, 0, 0, 840,225, 230, 125) + if (earthlyVeins.found) { + return true; + } + } + } + + //向前寻找钥匙函数 + async function readyFightIn(){ + var startTime = new Date(); + await sleep(500); + var NowTime = new Date(); + keyDown("w"); + while ((NowTime - startTime)<15*1000){ + const result = await Textocr("战斗准备",0,0,3,1198,492,150,80); + const result2 = await Textocr("开始挑战",0,0,3,1554,970,360, 105); + if (result.found || result2.found) { + keyPress("F");keyPress("F");keyPress("F");keyPress("F"); + keyUp("w"); + return true; + } + keyDown("w"); + keyPress("F"); + NowTime = new Date(); + } + await keyUp("w"); + return false + } + + //异步检测战斗执行函数,来自D捣蛋&秋云佬的全自动地脉花的代码 + async function autoFight(timeout) { + const cts = new CancellationTokenSource(); + log.info("开始战斗"); + dispatcher.RunTask(new SoloTask("AutoFight"), cts); + let fightResult = await recognizeTextInRegion(timeout); + logFightResult = fightResult ? "成功" : "失败"; + log.info(`战斗结束,战斗结果:${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...`); + } + } + +})(); diff --git a/repo/js/AutoStygianOnslaught/manifest.json b/repo/js/AutoStygianOnslaught/manifest.json new file mode 100644 index 00000000..06f599bb --- /dev/null +++ b/repo/js/AutoStygianOnslaught/manifest.json @@ -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" +} diff --git a/repo/js/AutoStygianOnslaught/settings.json b/repo/js/AutoStygianOnslaught/settings.json new file mode 100644 index 00000000..ece7dafd --- /dev/null +++ b/repo/js/AutoStygianOnslaught/settings.json @@ -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:秒)" + } +]