JS脚本:BGI-地图追踪加载器(联机版)【更新】 (#1348)

* 适应性更新

* 修复了已知问题(无法制作特色料理)

* 适应性更新

* 更新settings

* 更改名称
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提瓦特钓鱼玳师
2025-07-15 22:14:18 +08:00
committed by GitHub
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# 1. JS脚本的关键配置和路径选择
- **注意:**
只有严格按照以下步骤配置后才能使用,否则将**无法运行**(也可以参考左下角的日志来确认下一步需要如何配置)
- **配置步骤:**
未配置的情况下直接运行左下角日志会显示```请在assets/pathing文件夹手动添加路径文件夹后重新运行...```,代表你需要进行如下配置
1. 将你的路径文件夹(该文件夹内尤其仅有.json后缀的路径文件)复制粘贴到```assets/pathing```路径
2. 确保原神左上角有派蒙图像,在**调度器**直接运行脚本,左下角日志出现```JS脚本配置已更新请重新选择路径...```字样代表JS脚本已经加载了上一步中的路径文件夹此时脚本应该已经**结束运行**
3. 在**调度器**右键脚本,点击**修改JS脚本自定义配置**选择你要执行的路径-配置好所有的JS配置配置项**路径设置-选择要执行的路径文件夹**就是你刚放入的路径文件加名称)
4. 该步骤根据你选择的加世界模式有所区别
1. 手动加世界
确保在**多人模式**下,运行脚本,此时脚本会在聊天框发送校验信息,代表脚本正常运行
2. 自动加世界
确保在**单人模式**下,运行脚本,此时脚本会自动等待队员加入(作为领队)或加入队长世界(作为队员),代表脚本正常运行
- **更多的路径:**
如果需要添加更多的路径文件,请重复以上**配置步骤**的```1-4```添加路径文件夹即可(文件夹名称不可重复)
添加完成后在**JS脚本自定义配置**的**请选择要执行的路径文件夹**下拉菜单选择对应的路径
# 2. JS脚本自定义配置说明
- **选择加入世界的方式**
1. 自动加世界 \[推荐\]
选择这个选项后,需要配置下方的```自动加世界```内的三个配置项
2. 手动加世界
选择这个选项后,需要配置下方的```自动加世界```内的两个个配置项
- **手动加世界-请挑选你的玩家标识:**
手动加世界模式下,在所有人都已经加入世界的情况下,你的玩家标识
- **手动加世界-选择玩家总数:**
手动加世界模式下,在所有人都已经加入世界的情况下的玩家总数
- **自动加世界-请挑选你的身份:**
自动加世界模式下,你作为领队还是队员(领队只能存在一个,选择多个可能会报错)
- **自动加世界-文本输入框**
1. 作为领队
填入要加入你世界的所有玩家的昵称顺序无关每个玩家的名称ID使用单个空格隔开
2. 作为队员
填入你要加入的世界队长的UID
- **自动加世界-名称匹配模式:**
自动加世界模式下,匹配玩家名称的匹配方式(仅队长生效)
1. 全字匹配(此模式下请使用玩家的全称)
匹配玩家的完整名称,在玩家的名称便于识别时使用
2. 部分匹配(此模式下请填入玩家名称内易于识别的**连续文本**
匹配玩家名称内包含的文本,在玩家的名称难以识别时使用
- **路径设置-选择要执行的路径文件夹**
初次使用时该下拉菜单为空,详情配置见下方```2. JS脚本的关键配置和路径选择```
# 3. 注意事项
所有人使用的路径文件夹及其内容应当**完全一致**,否则验证失败会导致脚本异常终止
- **路径文件夹存放位置:** ```assets/pathing```
假设你有一个文件夹名为```死亡笔记-400```,这个文件夹内含有若干个```.json```后缀的路径文件,你需要将```死亡笔记-400```文件夹复制粘贴到```assets/pathing```文件夹内
- **路径相关格式:** ```assets/pathing/你的路径文件夹名/若干路径文件.json...```
路径```assets/pathing```内只能存放文件夹,存放其他文件无效
路径```assets/pathing你的路径文件夹名```内只能存放```.json```后缀的文件
- **assets/pathing文件夹下已经内置了部分路径**
内置的路径已经做过联机情况下的适配,可以放心使用
# 4.适用场景
- **同步运行同一组路径追踪文件**
自行探索,理论上所有地图追踪文件都可以同步执行
- **配置了本地远程,可以在一个设备上运行两套原神+BGI**
可以用两个账号实现双倍的锄地收益,例如在调度器内都配置两个锄地脚本,一个先作为房主后作为成员,另一个先作为成员后作为房主,可以自动实现两个号同时锄地,锄完两个世界的资源
- **和其他BGI用户一起锄地**
所有人协商好正确导入相同的路径后就可以实现2-4人的联机锄地路线进度将保持同步确保所有玩家都能获得相同的收益

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View File

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View File

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"author": "忆雪晴-828632080",
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(async function () { // 掉队识别(聊天框增加超时检测,超时后检测玩家数,如果少人则更换策略),队长模式启动时检测到多人模式应当先退出多人模式[待定]加世界自动识别P几[实现]uid加世界[实现]核对JS版号[实现],每个传送点同步[待定],超时检测(等太久了就都跳到进度最新的传送点),每个传送点规定时间完全同步,按照传送切分路径、方法:回到(退出到)单人模式和退出检测、领队的实际逻辑为实现
// const pathingList = file.readPathSync("assets/pathing");
const nameDic = {
"1P": "一号",
"2P": "二号",
"3P": "三号",
"4P": "四号"
}
const picDic = {
"1P": "assets/others/1P.png",
"2P": "assets/others/2P.png",
"3P": "assets/others/3P.png",
"4P": "assets/others/4P.png"
}
let settingDic = {
"mode": undefined,
"player_id": undefined,
"player_all": undefined,
"match_identity": undefined,
"match_detail": undefined,
"match_mode": undefined,
"path_folder": undefined
};
/**
*
* 检查并读取JS脚本配置
*
* @returns {Promise<boolean>}
*/
async function dealSettings() {
let mode = typeof(settings.mode) === "undefined" ? false : settings.mode;
if (mode === false) {
log.warn(`JS脚本配置错误: 选择加入世界的方式`);
} else if (mode === "手动加世界") {
settingDic["mode"] = mode;
let player_id = typeof(settings.player_id) === "undefined" ? false : settings.player_id;
let player_all = typeof(settings.player_all) === "undefined" ? false : settings.player_all;
if (player_id === false || player_all === false) {
log.warn(`JS脚本配置错误: 手动加世界`);
} else {
settingDic["player_id"] = player_id;
settingDic["player_all"] = player_all;
let pathFolder = typeof(settings.path_folder) === "undefined" ? false : settings.path_folder;
if (pathFolder === false) {
log.warn(`JS脚本配置错误: 路径设置`);
} else {
settingDic["path_folder"] = pathFolder;
return true;
}
}
} else if (mode === "自动加世界") {
settingDic["mode"] = mode;
let match_identity = typeof(settings.match_identity) === "undefined" ? false : settings.match_identity;
if (match_identity === false) {
log.warn(`JS脚本配置错误: 请挑选你的身份`);
} else {
if (match_identity.startsWith("作为领队")) { // 领队
settingDic["match_identity"] = "领队";
let match_detail = typeof(settings.match_detail) === "undefined" ? false : settings.match_detail;
if (match_detail === false) {
log.warn(`JS脚本配置错误: 自动加世界`); // 该选项无具体文本-位于 自动加世界
} else {
settingDic["match_detail"] = match_detail.split(" "); // 玩家名
settingDic["match_mode"] = typeof(settings.match_mode) === "undefined" ? "全字匹配" : "部分匹配";
pathingFolder = typeof(settings.path_folder) === "undefined" ? false : settings.path_folder;
if (pathingFolder === false) {
log.warn(`JS脚本配置错误: 路径设置`);
} else {
settingDic["path_folder"] = pathingFolder;
}
return true;
}
} else if (match_identity.startsWith("作为队员")) { // 队员
settingDic["match_identity"] = "队员";
let match_detail = typeof(settings.match_detail) === "undefined" ? false : settings.match_detail;
if (match_detail === false) {
log.warn(`JS脚本配置错误: 自动加世界`); // 该选项无具体文本-位于 自动加世界
} else {
settingDic["match_detail"] = match_detail; // uid
settingDic["match_mode"] = typeof(settings.match_mode) === "undefined" ? "全字匹配" : "部分匹配";
pathingFolder = typeof(settings.path_folder) === "undefined" ? false : settings.path_folder;
if (pathingFolder === false) {
log.warn(`JS脚本配置错误: 路径设置`);
} else {
settingDic["path_folder"] = pathingFolder;
}
return true;
}
}
}
}
return false;
}
/**
*
* 在联机状态下的聊天框发送信息
*
* @param msg 发送的信息
* @returns {Promise<boolean>}
*/
async function sendMessage(msg) {
await genshin.returnMainUi(); // 保证在主界面
await sleep(500);
await keyPress("VK_RETURN"); // 按Enter进入聊天界面
await sleep(500);
const ocrRo = RecognitionObject.Ocr(0, 0, 257, 173);
moveMouseTo(1555, 860); // 移走鼠标防止干扰OCR
await sleep(300);
let ocr = captureGameRegion().Find(ocrRo); // 当前页面OCR
for (let i = 0; i < 3; i++) {
if (ocr.isExist() && ocr.text === "当前队伍") {
ocr.Click(); // 点击 当前队伍
await sleep(500);
click(445, 1010); // 点击聊天框
await sleep(200);
inputText(msg); // 输入文本
keyPress("VK_RETURN"); // 发送
await sleep(200);
await genshin.returnMainUi(); // 返回主界面
return true;
} else {
log.error(`未检测到 当前队伍 ,可能不处于联机状态 ${i + 1}/3`);
await sleep(200); // 等待0.5s
return false;
}
}
log.error(`未检测到 当前队伍 ,尝试发送信息...`);
click(445, 1010); // 点击聊天框
await sleep(200);
inputText(msg); // 输入文本
keyPress("VK_RETURN"); // 发送
await sleep(200);
await genshin.returnMainUi(); // 返回主界面
return false;
}
/**
*
* 生成任务标识
*
* @param num 数字
* @returns {string} 根据数字生成的汉字标识
*/
async function numberToChinese(num) {
// 定义数字到中文的映射
// const chineseDigits = ['零', '一', '二', '三', '四', '五', '六', '七', '八', '九'];
const chineseDigits = ['癸', '甲', '乙', '丙', '丁', '戊', '己', '庚', '辛', '壬'];
// 将数字转换为字符串,以便逐个处理
const numStr = num.toString();
let result = '';
for (let i = 0; i < numStr.length; i++) {
const digit = parseInt(numStr[i], 10);
// 获取对应的中文数字
result += chineseDigits[digit];
}
return result;
}
/**
* 计算 SHA-256 哈希(完全纯计算实现)并返回 8 位数字字符串。
* 参考了原先的 Python 实现。
*
* @param {string | number[]} data - 输入数据,可以是字符串(采用 UTF-8 编码)或者字节数组(各元素 0~255
* @returns {string} 返回一个 8 位数字字符串(不足 8 位时左侧补零)。
*/
function sha256To8(data) {
// --- 辅助函数部分 ---
// 将字符串转换为 UTF-8 编码的字节数组
function stringToBytes(str) {
var bytes = [];
for (var i = 0; i < str.length; i++) {
var code = str.charCodeAt(i);
if (code < 0x80) {
bytes.push(code);
} else if (code < 0x800) {
bytes.push(0xc0 | (code >> 6));
bytes.push(0x80 | (code & 0x3f));
} else {
bytes.push(0xe0 | (code >> 12));
bytes.push(0x80 | ((code >> 6) & 0x3f));
bytes.push(0x80 | (code & 0x3f));
}
}
return bytes;
}
// 右旋操作32位无符号数
function rotr(x, n) {
return ((x >>> n) | (x << (32 - n))) >>> 0;
}
// --- 数据预处理 ---
// 如果数据为字符串,则转换为字节数组;否则假设 data 已是数组形式
var bytes;
if (typeof data === "string") {
bytes = stringToBytes(data);
} else {
// 此处要求 data 为一个数组形式,复制一份
bytes = data.slice();
}
// 保存原始数据长度(单位:比特数)
var bitLen = bytes.length * 8;
// 按照 SHA-256 规范先附加一个 0x80 字节
bytes.push(0x80);
// 然后填充 0直到消息长度字节数模 64 等于 56
while ((bytes.length % 64) !== 56) {
bytes.push(0);
}
// 最后附加原始数据长度的 8 字节大端表示
for (var i = 7; i >= 0; i--) {
bytes.push((bitLen >>> (i * 8)) & 0xff);
}
// --- 初始化常量 ---
var k = [
0x428a2f98, 0x71374491, 0xb5c0fbcf, 0xe9b5dba5,
0x3956c25b, 0x59f111f1, 0x923f82a4, 0xab1c5ed5,
0xd807aa98, 0x12835b01, 0x243185be, 0x550c7dc3,
0x72be5d74, 0x80deb1fe, 0x9bdc06a7, 0xc19bf174,
0xe49b69c1, 0xefbe4786, 0x0fc19dc6, 0x240ca1cc,
0x2de92c6f, 0x4a7484aa, 0x5cb0a9dc, 0x76f988da,
0x983e5152, 0xa831c66d, 0xb00327c8, 0xbf597fc7,
0xc6e00bf3, 0xd5a79147, 0x06ca6351, 0x14292967,
0x27b70a85, 0x2e1b2138, 0x4d2c6dfc, 0x53380d13,
0x650a7354, 0x766a0abb, 0x81c2c92e, 0x92722c85,
0xa2bfe8a1, 0xa81a664b, 0xc24b8b70, 0xc76c51a3,
0xd192e819, 0xd6990624, 0xf40e3585, 0x106aa070,
0x19a4c116, 0x1e376c08, 0x2748774c, 0x34b0bcb5,
0x391c0cb3, 0x4ed8aa4a, 0x5b9cca4f, 0x682e6ff3,
0x748f82ee, 0x78a5636f, 0x84c87814, 0x8cc70208,
0x90befffa, 0xa4506ceb, 0xbef9a3f7, 0xc67178f2
];
var h0 = 0x6a09e667;
var h1 = 0xbb67ae85;
var h2 = 0x3c6ef372;
var h3 = 0xa54ff53a;
var h4 = 0x510e527f;
var h5 = 0x9b05688c;
var h6 = 0x1f83d9ab;
var h7 = 0x5be0cd19;
// --- 主循环:分块处理 ---
for (var chunk = 0; chunk < bytes.length; chunk += 64) {
var w = new Array(64);
// 将 64 字节拆分成 16 个 32 位大端字
for (var i = 0; i < 16; i++) {
var j = chunk + i * 4;
w[i] = ((bytes[j] << 24) | (bytes[j+1] << 16) | (bytes[j+2] << 8) | bytes[j+3]) >>> 0;
}
// 扩展消息
for (var i = 16; i < 64; i++) {
var s0 = rotr(w[i - 15], 7) ^ rotr(w[i - 15], 18) ^ (w[i - 15] >>> 3);
var s1 = rotr(w[i - 2], 17) ^ rotr(w[i - 2], 19) ^ (w[i - 2] >>> 10);
w[i] = (w[i - 16] + s0 + w[i - 7] + s1) >>> 0;
}
// 初始化工作变量为当前哈希值
var a = h0;
var b = h1;
var c = h2;
var d = h3;
var e = h4;
var f = h5;
var g = h6;
var hh = h7;
// 主压缩循环
for (var i = 0; i < 64; i++) {
var S1 = rotr(e, 6) ^ rotr(e, 11) ^ rotr(e, 25);
var ch = (e & f) ^ ((~e) & g);
var temp1 = (hh + S1 + ch + k[i] + w[i]) >>> 0;
var S0 = rotr(a, 2) ^ rotr(a, 13) ^ rotr(a, 22);
var maj = (a & b) ^ (a & c) ^ (b & c);
var temp2 = (S0 + maj) >>> 0;
hh = g;
g = f;
f = e;
e = (d + temp1) >>> 0;
d = c;
c = b;
b = a;
a = (temp1 + temp2) >>> 0;
}
// 更新哈希值
h0 = (h0 + a) >>> 0;
h1 = (h1 + b) >>> 0;
h2 = (h2 + c) >>> 0;
h3 = (h3 + d) >>> 0;
h4 = (h4 + e) >>> 0;
h5 = (h5 + f) >>> 0;
h6 = (h6 + g) >>> 0;
h7 = (h7 + hh) >>> 0;
}
// --- 生成最终结果 ---
// 这里取 h0 作为哈希结果的前 32 位数字,并对 100,000,000 取模,
// 保证结果范围在 0 ~ 99,999,999 之间,再手工左侧补零至 8 位字符串格式
var num = h0 >>> 0;
num = num % 100000000;
// 将数字转换为字符串,并手工左侧补零
var numStr = "";
// 这里采用逐位构造补零字符串
var temp = num;
do {
numStr = (temp % 10).toString() + numStr;
temp = Math.floor(temp / 10);
} while (temp > 0);
while (numStr.length < 8) {
numStr = "0" + numStr;
}
return numStr;
}
/**
* 异步计算指定文件夹中所有 JSON 文件内容的 SHA-256 哈希值返回8位数字字符串(附带JS版号)。
*
* 该方法执行步骤如下:
* 1. 调用 file.readPathSync() 读取指定文件夹下所有文件和文件夹的路径(非递归)。
* 2. 使用 Array.from() 将返回值转换为标准数组。
* 3. 过滤出所有非文件夹且文件名以 ".json" 结尾的路径。
* 4. 将这些 JSON 文件内容读取后合并成一个总体字符串。
* 5. 调用自定义的 sha256To8() 方法生成并返回 8 位数字的哈希值。
* 6. 如果没有符合条件的 JSON 文件,返回 "00000000"。
*
* @param {string} path - 文件夹路径(相对于根目录)。
* @returns {Promise<string>} 返回一个 Promise其解析结果为8位数字格式的哈希值字符串。
*/
async function getSha256FromPath(path) {
// 读取指定路径下所有文件和文件夹的路径(非递归)
let allPaths = file.readPathSync(path);
// 将返回值转换为标准数组,以确保可以使用 filter 方法
allPaths = Array.from(allPaths);
// 过滤出所有非文件夹且以 ".json" 结尾的文件路径
const jsonPaths = allPaths.filter(p => !file.isFolder(p) && p.endsWith(".json"));
// 读取JS版号
const version = JSON.parse(file.readTextSync("manifest.json"))["version"];
// 如果有符合条件的文件,读取并合并文件内容后计算哈希
if (jsonPaths.length > 0) {
const combinedContent = jsonPaths
.map(p => file.readTextSync(p))
.join('');
return sha256To8(version + combinedContent);
} else {
// 如果没有符合条件的文件,则返回 "00000000"
return "00000000";
}
}
/**
*
* 验证当前所选文件夹下所有路径文件的哈希值是否与其他玩家一致(附带JS版号)
*
* @param pathDir 路径文件夹路径
* @param mode 领队 队员
* @param sendSignal 是否发送队长信号
* @returns {Promise<boolean>}
*/
async function verifyPlayerPath(pathDir, mode="领队", sendSignal=false) {
const ocrMsgRo = RecognitionObject.Ocr(293, 80, 873, 868); // 聊天框
let playerNum;
if (mode === "领队") {
playerNum = parseInt(settingDic["player_all"], 10);
}
let verifyDic = {};
await sleep(200); // 延时等待
const verifyString = await numberToChinese(await getSha256FromPath(pathDir)); // 计算8位验证值并转换为中文字符串
await sendMessage(`${nameDic[settingDic["player_id"]]}验证${verifyString}`);
await sleep(500);
keyPress("VK_RETURN"); // 进入聊天界面
await sleep(500);
while (true) { // 注意死循环
moveMouseTo(1555, 860); // 移走鼠标防止干扰OCR
await sleep(200);
let ocrList = captureGameRegion().FindMulti(ocrMsgRo); // 当前页面OCR
if (mode === "领队") {
if (Object.keys(verifyDic).length != playerNum) {
for (let j = 1; j < playerNum + 1; j++) {
let playerP = `${j.toString()}P`;
if (!Object.keys(verifyDic).includes(playerP)) {
verifyDic[playerP] = false;
}
}
}
for (let i = 0; i < ocrList.count; i++) {
for (let j = 1; j < playerNum + 1; j++) {
let playerP = `${j.toString()}P`;
if (verifyDic[playerP] == true) {
continue;
}
if (ocrList[i].text.includes(`${nameDic[playerP]}验证`)) {
let tempString = ocrList[i].text.split("验证")[1]; // 可能的报错(indexError)
if (tempString === verifyString){
verifyDic[playerP] = true;
log.info(`${playerP}校验通过`);
} else {
log.error(`${playerP}校验失败: ${ocrList[i].text}`);
if (sendSignal) { // 队长发布检验完成信息
await sendMessage(`校验失败`);
}
return false
}
}
}
if (Object.values(verifyDic).every(value => value === true)) { // 全部验证通过
if (sendSignal) { // 队长发布检验完成信息
await sendMessage(`校验完成`);
}
await sleep(300);
return true;
};
}
} else { // 队员
for (let i = 0; i < ocrList.count; i++) {
if (ocrList[i].text.includes("校验完成")) {
log.info(`检测到队长的校验完成信号`)
return true;
} else if (ocrList[i].text.includes("校验失败")) {
log.error(`检测到队长的校验失败信号`)
return false;
}
}
}
}
}
/**
*
* 更新settings的路径文件夹
*
* @returns {Promise<void>}
*/
async function dealSettingsFolder() {
let settingsJson = JSON.parse(file.readTextSync("settings.json"));
let pathingFiles = file.readPathSync("assets/pathing");
let pathFolder = [];
for (let i = 0; i < pathingFiles.length; i++) {
if (file.isFolder(pathingFiles[i])) {
pathFolder.push(pathingFiles[i].replace(/assets\\pathing\\/, ''));
log.info(`识别到路径文件夹: ${pathingFiles[i]}`);
}
}
if (pathFolder.length == 0) {
log.error("请在assets/pathing文件夹手动添加路径文件夹后重新运行...");
settingsJson[6]["options"] = [];
file.writeTextSync("settings.json", JSON.stringify(settingsJson, null, 2)); // 覆写settings
return false;
} else if (pathFolder.join("") === settingsJson[6]["options"].join("")) { // 内容一样
return true;
} else {
settingsJson[6]["options"] = [];
for (let j = 0; j < pathFolder.length; j++) {
settingsJson[6]["options"].push(pathFolder[j]);
}
file.writeTextSync("settings.json", JSON.stringify(settingsJson, null, 2)); // 覆写settings
log.info("JS脚本配置已更新请重新选择路径...");
return false;
}
}
/**
*
* 获取联机世界的当前玩家标识
*
* @returns {Promise<boolean|string>}
*/
async function getPlayerSign() {
await genshin.returnMainUi();
await sleep(500);
const p1Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["1P"]), 344, 22, 45, 45);
const p2Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["2P"]), 344, 22, 45, 45);
const p3Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["3P"]), 344, 22, 45, 45);
const p4Ro = RecognitionObject.TemplateMatch(file.ReadImageMatSync(picDic["4P"]), 344, 22, 45, 45);
moveMouseTo(1555, 860); // 移走鼠标,防止干扰识别
const gameRegion = captureGameRegion();
await sleep(200);
// 当前页面模板匹配
let p1 = gameRegion.Find(p1Ro);
let p2 = gameRegion.Find(p2Ro);
let p3 = gameRegion.Find(p3Ro);
let p4 = gameRegion.Find(p4Ro);
if (p1.isExist()) return "1P";
if (p2.isExist()) return "2P";
if (p3.isExist()) return "3P";
if (p4.isExist()) return "4P";
return false;
}
/**
*
* 循环等待并点进联机申请界面
*
* @param timeOut 超时时间(应大于等于100)
* @returns {Promise<void>}
*/
async function enterMultiUi(timeOut = 30000) {
const ocrRo = RecognitionObject.Ocr(923, 72, 45, 23);
moveMouseTo(1555, 860); // 移走鼠标,防止干扰识别
let ocr = captureGameRegion().Find(ocrRo);
log.info(`开始检测进入世界申请弹窗, 超时时长: ${timeOut}ms`);
for (let i = 0; i < Math.floor(timeOut / 100); i++) {
if (ocr.isExist() && ocr.text === "世界") {
log.info(`检测到弹窗!`);
keyPress("Y");
await sleep(300); // 弹窗打开的时间
return true;
} else {
ocr = captureGameRegion().Find(ocrRo);
await sleep(100);
}
}
return false;
}
/**
*
* 在联机申请界面处理玩家的进入世界请求(循环检测)
*
* @param playerList 放行的玩家列表
* @param timeOut 检测的超时时长
* @param mode 玩家名匹配模式(exact完全匹配feature部分匹配)
* @returns {Promise<void>}
*/
async function dealPlayerRequest(playerList, timeOut=30000, mode="exact") {
const ocrTitleRo = RecognitionObject.Ocr(874, 236, 171, 33);
const ocrTextRo = RecognitionObject.Ocr(507, 285, 907, 484);
let ocrTitle = captureGameRegion().Find(ocrTitleRo);
let ocrText = captureGameRegion().FindMulti(ocrTextRo);
let count = 0;
await sleep(1000);
if (!(ocrTitle.isExist() && ocrTitle.text === "多人游戏申请")) {
log.error(`未处于 多人游戏申请 界面...`);
return false;
}
log.info(`开始验证进入世界申请, 超时时长: ${timeOut}ms`);
for (let i = 0; i < Math.floor(timeOut / 100); i++) {
for (let j = 0; j < ocrText.count; j++) { // 迭代ocr数组
log.info(`${ocrText[j].text}`);
if (mode === "exact") {
for (let k = 0; k < playerList.length; k++) {
if (playerList[k] === ocrText[j].text) {
let x = ocrText[j].x + 642;
let y = ocrText[j].y + ocrText[j].height; // 尽可能点中间
log.info(`检测到玩家: ${playerList[k]},验证通过(exact)...`);
count++;
click(x, y); // 点击通过申请
await sleep(100);
break;
}
}
} else if (mode === "feature") {
for (let k = 0; k < playerList.length; k++) {
if (ocrText[j].text.includes(playerList[k])) {
let x = ocrText[j].x + 642;
let y = ocrText[j].y + ocrText[j].height; // 尽可能点中间
log.info(`检测到玩家: ${playerList[k]},验证通过(exact)...`);
count++;
click(x, y); // 点击通过申请
await sleep(100);
break;
}
}
}
if (count >= playerList.length) {
keyPress("ESCAPE");
await sleep(5000); // 单人模式进入多人模式的耗时
return true;
};
}
await sleep(100);
ocrText = captureGameRegion().FindMulti(ocrTextRo);
}
return false;
}
/**
*
* 输入玩家UID加入房主
*
* @param playerUid 房主UID
* @returns {Promise<void>}
*/
async function sendMultiRequest(playerUid) {
const ocrMultiRo = RecognitionObject.Ocr(141, 34, 102, 27);
const ocrJoinRo = RecognitionObject.Ocr(1561, 223, 119, 34);
await genshin.returnMainUi();
await sleep(100);
keyPress("F2");
await sleep(200);
moveMouseTo(1555, 860); // 移走鼠标,防止干扰识别
for (let i = 0; i < 3; i++) {
await sleep(200);
let ocrMulti = captureGameRegion().Find(ocrMultiRo);
if (ocrMulti.isExist() && ocrMulti.text === "多人游戏") break;
}
click(260, 115); // 点击搜索框
await sleep(100);
inputText(playerUid);
await sleep(200);
for (let i = 0; i < 10; i++) { // 防止队长未及时通过,此处待改进
log.info(`尝试加入房主(${playerUid})世界[${i + 1}/10]`);
click(1681, 115); // 搜索
await sleep(200);
let ocrJoin = captureGameRegion().Find(ocrJoinRo);
if (ocrJoin.isExist() && ocrJoin.text === "申请加入") {
ocrJoin.Click();
await sleep(10000);
ocrJoin = captureGameRegion().Find(ocrJoinRo);
if (!(ocrJoin.isExist() && ocrJoin.text === "申请加入")) return true;
}
await sleep(8000);
}
log.info(`未能加入房主(${playerUid})世界...`);
return false;
}
async function main() {
if (!(await dealSettingsFolder())) { // 检查路径文件夹
return null;
}
if (!(await dealSettings())) { // 读取JS脚本配置
return null;
}
let choicePath = `assets/pathing/${settingDic["path_folder"]}`;
const pathingList = file.readPathSync(choicePath);
// 以下根据加世界模式存在差异(首先确保所有玩家加入了世界[自动模式])
if (settingDic["mode"] === "手动加世界") { // 运行前确保玩家全部加入了世界
if (!(await verifyPlayerPath(choicePath, "领队"))) { // 验证路径一致性
log.error("路径校验未通过...");
return null;
}
for (let i = 0; i < pathingList.length; i++) {
log.info(`当前路线标识(${i})${pathingList[i]}`);
let pathDic = JSON.parse(file.readTextSync(pathingList[i]));
for (let j = 0; j < pathDic["positions"].length; j++) {
if (pathDic["positions"][j]["id"] === 1) {
for (let i = 0; i < 3; i++) {
await genshin.tp(pathDic["positions"][j]["x"].toString(), pathDic["positions"][j]["y"].toString()); // 传送到第一个点位
await genshin.returnMainUi();
await sleep(200);
let pos = await genshin.getPositionFromMap();
if (pathDic["positions"][j]["x"] - 15 < pos.X && pos.X < pathDic["positions"][j]["x"] + 15 && pathDic["positions"][j]["y"] - 15 < pos.Y && pos.y < pathDic["positions"][j]["y"] + 15) {
log.info(`传送点范围坐标正确`);
break; // 确保在大地图上的位置正确再发送就位消息
}
await sleep(200);
}
// 删去第一个传送点位,避免再次传送
pathDic["positions"].splice(j, 1);
// 发消息
await sendMessage(`${nameDic[settingDic["player_id"]]}已就位${await numberToChinese(i)}`);
// 打开聊天框等待继续
keyPress("VK_RETURN"); // 按Enter进入聊天界面
await sleep(500);
const ocrRo = RecognitionObject.Ocr(0, 0, 257, 173);
moveMouseTo(1555, 860); // 移走鼠标防止干扰OCR
await sleep(200);
let ocr = captureGameRegion().Find(ocrRo); // 当前页面OCR
if (ocr.isExist() && ocr.text === "当前队伍") { // 多此一举
ocr.Click(); // 点击 当前队伍
}
await sleep(200);
// const ocrMsgRo = RecognitionObject.Ocr(397, 83, 662, 870); // 聊天框
const ocrMsgRo = RecognitionObject.Ocr(293, 80, 873, 868); // 聊天框
moveMouseTo(1555, 860); // 移走鼠标防止干扰OCR
await sleep(200);
let wait_flag = true;
const player_num = parseInt(settingDic["player_all"], 10);
let judge_dic = {};
while (wait_flag) { // 循环等待
let ocr = captureGameRegion().FindMulti(ocrMsgRo); // 当前页面OCR
for (let k = 1; k < player_num + 1; k++) { // 遍历总玩家数
const player_key = `${player_num.toString()}P`;
if (Object.keys(judge_dic).length < k) { // 将玩家加入判断字典
judge_dic[player_key] = false;
}
if (!judge_dic[player_key]) { // 未识别到对应玩家就绪的信息,继续识别
for (let l = 0; l < ocr.count; l++) { // 遍历OCR数组
if (ocr[l].text === nameDic[player_key] + `已就位${await numberToChinese(i)}`) { // 检测是否存在该玩家信息
judge_dic[player_key] = true;
log.info(`${player_key} 已就位...`);
break;
}
}
} else {
log.info(`${player_key} 已就位...`);
}
}
if (Object.values(judge_dic).every(value => value === true)) wait_flag = false; // 全部就位
}
break;
}
}
await pathingScript.run(JSON.stringify(pathDic));
}
// 返回单人模式(如果是队长会自动踢出队员)
if (settingDic["player_id"] === "1P") {
// 等待队员退出(防止自己返回单人模式时卡死)
await sleep(12000);
// 返回单人模式(会自动踢出队员)
genshin.returnMainUi();
await sleep(1000);
keyPress("VK_F2");
await sleep(2500);
click(1651, 1019);
await sleep(1000);
click(1180, 754);
} else {
genshin.returnMainUi();
await sleep(1000);
keyPress("VK_F2");
await sleep(2500);
click(1651, 1019);
}
} else if (settingDic["mode"] === "自动加世界") {
if (settingDic["match_identity"] === "领队") { // 作为领队
settingDic["player_id"] = "1P";
settingDic["player_all"] = `${settingDic["match_detail"].length + 1}`;
let enterFeedback = await enterMultiUi(60000); // 超时时间60s
if (enterFeedback) {
let requestFeedback = await dealPlayerRequest(settingDic["match_detail"], 60000, settingDic["match_mode"] === "全字匹配" ? "exact" : "feature");
// if (settingDic["match_mode"] === "全字匹配") {
// requestFeedback = await dealPlayerRequest(settingDic["match_detail"], 60000, "exact");
// } else if (settingDic["match_mode"] === "部分匹配") {
// requestFeedback = await dealPlayerRequest(settingDic["match_detail"], 60000, "feature");
// }
log.info(`${requestFeedback}`);
if (requestFeedback) {
// 第一步,路径文件校验
if (!(await verifyPlayerPath(choicePath, "领队", true))) { // 验证路径一致性
log.error("路径校验未通过...");
return null;
}
// 第二步,跑路线
for (let i = 0; i < pathingList.length; i++) {
log.info(`当前路线标识(${i})${pathingList[i]}`);
let pathDic = JSON.parse(file.readTextSync(pathingList[i]));
for (let j = 0; j < pathDic["positions"].length; j++) {
if (pathDic["positions"][j]["id"] === 1) {
for (let i = 0; i < 3; i++) {
await genshin.tp(pathDic["positions"][j]["x"].toString(), pathDic["positions"][j]["y"].toString()); // 传送到第一个点位
await genshin.returnMainUi();
await sleep(200);
let pos = await genshin.getPositionFromMap();
log.info(`${pathDic["positions"][j]["x"]}${pos.X}${pathDic["positions"][j]["y"]}${pos.Y}`);
if (pathDic["positions"][j]["x"] - 15 < pos.X && pos.X < pathDic["positions"][j]["x"] + 15 && pathDic["positions"][j]["y"] - 15 < pos.Y && pos.y < pathDic["positions"][j]["y"] + 15) {
log.info(`传送点范围坐标正确`);
break; // 确保在大地图上的位置正确再发送就位消息
}
await sleep(200);
}
// 删去第一个传送点位,避免再次传送
pathDic["positions"].splice(j, 1);
// 发消息
await sendMessage(`${nameDic[settingDic["player_id"]]}已就位${await numberToChinese(i)}`);
// 打开聊天框等待继续
keyPress("VK_RETURN"); // 按Enter进入聊天界面
await sleep(500);
const ocrRo = RecognitionObject.Ocr(0, 0, 257, 173);
moveMouseTo(1555, 860); // 移走鼠标防止干扰OCR
await sleep(200);
let ocr = captureGameRegion().Find(ocrRo); // 当前页面OCR
if (ocr.isExist() && ocr.text === "当前队伍") { // 多此一举
ocr.Click(); // 点击 当前队伍
}
await sleep(200);
// const ocrMsgRo = RecognitionObject.Ocr(397, 83, 662, 870); // 聊天框
const ocrMsgRo = RecognitionObject.Ocr(293, 80, 873, 868); // 聊天框
moveMouseTo(1555, 860); // 移走鼠标防止干扰OCR
await sleep(200);
let wait_flag = true;
const player_num = parseInt(settingDic["player_all"], 10);
let judge_dic = {};
while (wait_flag) { // 循环等待
let ocr = captureGameRegion().FindMulti(ocrMsgRo); // 当前页面OCR
for (let k = 1; k < player_num + 1; k++) { // 遍历总玩家数
const player_key = `${player_num.toString()}P`;
if (Object.keys(judge_dic).length < k) { // 将玩家加入判断字典
judge_dic[player_key] = false;
}
if (!judge_dic[player_key]) { // 未识别到对应玩家就绪的信息,继续识别
for (let l = 0; l < ocr.count; l++) { // 遍历OCR数组
if (ocr[l].text === nameDic[player_key] + `已就位${await numberToChinese(i)}`) { // 检测是否存在该玩家信息
judge_dic[player_key] = true;
log.info(`${player_key} 已就位...`);
break;
}
}
} else {
log.info(`${player_key} 已就位...`);
}
}
if (Object.values(judge_dic).every(value => value === true)) { // 全部就位
log.info("全部就位");
await sendMessage("路线启动");
wait_flag = false;
};
}
break;
}
}
await pathingScript.run(JSON.stringify(pathDic));
}
// 跑完了全部路线
await sendMessage("全部路线结束");
// 等待队员退出(防止自己返回单人模式时卡死)
await sleep(12000);
// 返回单人模式(会自动踢出队员)
genshin.returnMainUi();
await sleep(1000);
keyPress("VK_F2");
await sleep(2500);
click(1651, 1019);
await sleep(1000);
click(1180, 754);
} else {
log.error("超时时间内无人加入或未全部加入..."); // 应该加一个解散重试之类的逻辑
}
} else {
log.error("超时时间内无人申请加入...");
}
} else { // 作为队员
let enterFeedback = await sendMultiRequest(settingDic["match_detail"]);
if (enterFeedback) {
let playerSign = await getPlayerSign();
if (playerSign !== false) {
settingDic["player_id"] = playerSign;
// 第一步,发送路径校验信息
if (!(await verifyPlayerPath(choicePath, "队员"))) { // 验证路径一致性
log.error("路径校验未通过...");
return null;
}
// 第二步,跑路线
for (let i = 0; i < pathingList.length; i++) {
log.info(`当前路线标识(${i})${pathingList[i]}`);
let pathDic = JSON.parse(file.readTextSync(pathingList[i]));
for (let j = 0; j < pathDic["positions"].length; j++) {
if (pathDic["positions"][j]["id"] === 1) {
for (let i = 0; i < 3; i++) {
await genshin.tp(pathDic["positions"][j]["x"].toString(), pathDic["positions"][j]["y"].toString()); // 传送到第一个点位
await genshin.returnMainUi();
await sleep(200);
let pos = await genshin.getPositionFromMap();
if (pathDic["positions"][j]["x"] - 15 < pos.X && pos.X < pathDic["positions"][j]["x"] + 15 && pathDic["positions"][j]["y"] - 15 < pos.Y && pos.y < pathDic["positions"][j]["y"] + 15) {
log.info(`传送点范围坐标正确`);
break; // 确保在大地图上的位置正确再发送就位消息
}
await sleep(200);
}
// 删去第一个传送点位,避免再次传送
pathDic["positions"].splice(j, 1);
// 发消息
await sendMessage(`${nameDic[settingDic["player_id"]]}已就位${await numberToChinese(i)}`);
// 打开聊天框等待继续
keyPress("VK_RETURN"); // 按Enter进入聊天界面
await sleep(500);
const ocrRo = RecognitionObject.Ocr(0, 0, 257, 173);
moveMouseTo(1555, 860); // 移走鼠标防止干扰OCR
await sleep(200);
let ocr = captureGameRegion().Find(ocrRo); // 当前页面OCR
if (ocr.isExist() && ocr.text === "当前队伍") { // 多此一举
ocr.Click(); // 点击 当前队伍
}
await sleep(200);
// const ocrMsgRo = RecognitionObject.Ocr(397, 83, 662, 870); // 聊天框
const ocrMsgRo = RecognitionObject.Ocr(293, 80, 873, 868); // 聊天框
moveMouseTo(1555, 860); // 移走鼠标防止干扰OCR
await sleep(200);
let wait_flag = true;
const player_num = parseInt(settingDic["player_all"], 10);
let judge_dic = {};
while (wait_flag) { // 循环等待
let ocr = captureGameRegion().FindMulti(ocrMsgRo); // 当前页面OCR
for (let l = 0; l < ocr.count; l++) { // 遍历OCR数组
if (ocr[l].text === "路线启动") { // 检测队长的消息
log.info(`检测到队长发送的路线启动信息`);
wait_flag = false;
break;
}
}
await sleep(500);
}
break;
}
}
await pathingScript.run(JSON.stringify(pathDic));
}
genshin.returnMainUi();
await sleep(1000);
// 打开聊天框等待继续
keyPress("VK_RETURN"); // 按Enter进入聊天界面
await sleep(500);
const ocrRo = RecognitionObject.Ocr(0, 0, 257, 173);
moveMouseTo(1555, 860); // 移走鼠标防止干扰OCR
await sleep(200);
let ocr = captureGameRegion().Find(ocrRo); // 当前页面OCR
if (ocr.isExist() && ocr.text === "当前队伍") { // 多此一举
ocr.Click(); // 点击 当前队伍
}
await sleep(200);
// const ocrMsgRo = RecognitionObject.Ocr(397, 83, 662, 870); // 聊天框
const ocrMsgRo = RecognitionObject.Ocr(293, 80, 873, 868); // 聊天框
moveMouseTo(1555, 860); // 移走鼠标防止干扰OCR
await sleep(200);
while (true) { // 循环等待
let ocr = captureGameRegion().FindMulti(ocrMsgRo); // 当前页面OCR
for (let l = 0; l < ocr.count; l++) { // 遍历OCR数组
if (ocr[l].text.includes("全部路线结束")) { // 检测队长的消息
log.info(`检测到队长发送的脚本结束信息`);
// 返回单人模式(会自动踢出队员)
genshin.returnMainUi();
await sleep(1000);
keyPress("VK_F2");
await sleep(2500);
click(1651, 1019);
return true;
}
}
await sleep(500);
}
} else {
log.error(`未能获取玩家标识...`);
}
} else {
log.error(`未能成功加入房主(${settingDic["match_detail"]})...`);
}
}
}
}
await main();
})();

View File

@@ -0,0 +1,15 @@
{
"manifest_version": 1,
"name": "BGI-地图追踪加载器(联机版)",
"version": "1.0",
"bgi_version": "0.45.0",
"description": "脚本名称BGI-地图追踪加载器(联机版)\n功能描述\n核心功能------------------------------>\n1.实现联机锄地\n2.通过发送聊天内容核验路线进度,实现每条路线同步开始\n注意事项------------------------------>\n1.本脚本是多用户脚本,单个原神账号无法使用\n2.手动加世界(不推荐)必须两人都在一个世界且必须是联机模式\n3.自动加世界需要再JS脚本配置正确的进行设置\n4.支持自定义路线需要严格按照说明进行配置详细说明位于READEME.md\n---------------------------------------->\n作者提瓦特钓鱼玳师\n脚本反馈邮箱hijiwos@hotmail.com",
"authors": [
{
"name": "提瓦特钓鱼玳师",
"url": "https://github.com/Hijiwos"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -0,0 +1,63 @@
[
{
"name": "mode",
"type": "select",
"label": "选择加入世界的方式(所有玩家的该选项应一致): \n(选择后在下方对应区域进行设置)",
"options": [
"手动加世界",
"自动加世界"
]
},
{
"name": "player_id",
"type": "select",
"label": "<--------------------------手动加世界-------------------------->\n\n请挑选你的玩家标识: ",
"options": [
"1P",
"2P",
"3P",
"4P"
]
},
{
"name": "player_all",
"type": "select",
"label": "选择玩家总数: ",
"options": [
"2",
"3",
"4"
]
},
{
"name": "match_identity",
"type": "select",
"label": "<--------------------------自动加世界-------------------------->\n注意: 该模式需要选择领队\n\n请挑选你的身份: ",
"options": [
"作为领队(房主)[下方填入队员昵称,空格隔开]",
"作为队员(组车)[下方填入房主uid]"
]
},
{
"name": "match_detail",
"type": "input-text",
"label": "⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬"
},
{
"name": "match_mode",
"type": "select",
"label": "名称匹配模式: ",
"options": [
"全字匹配",
"部分匹配"
]
},
{
"name": "path_folder",
"type": "select",
"label": "<---------------------------路径设置--------------------------->\n选择要执行的路径文件夹: \n(请手动添加到assets文件夹内添加完成后运行一遍程序)",
"options": [
"水晶块@忆雪晴"
]
}
]