切换队伍角色优化 (#861)

-新增全为空时,直接跳过执行;
-修复角色为空时,依旧会执行替换角色的问题。
This commit is contained in:
呱呱z
2025-05-18 07:53:46 +08:00
committed by GitHub
parent cb29db81d0
commit a613fb4eb0

View File

@@ -25,15 +25,10 @@ async function scrollPage(totalDistance, stepDistance = 10, delayMs = 5) {
[460, 538], [460, 538],
[792, 538], [792, 538],
[1130, 538], [1130, 538],
[1462, 538] [1462, 538],
]; ];
const positionSettings = [ const positionSettings = [settings.position1, settings.position2, settings.position3, settings.position4];
settings.position1,
settings.position2,
settings.position3,
settings.position4
];
// 识别对象定义 // 识别对象定义
const roTeamConfig = RecognitionObject.TemplateMatch(file.ReadImageMatSync(`Assets/RecognitionObject/队伍配置.png`), 0, 0, 1920, 1080); const roTeamConfig = RecognitionObject.TemplateMatch(file.ReadImageMatSync(`Assets/RecognitionObject/队伍配置.png`), 0, 0, 1920, 1080);
@@ -43,6 +38,13 @@ async function scrollPage(totalDistance, stepDistance = 10, delayMs = 5) {
let openPairingTries = 0; let openPairingTries = 0;
let totalOpenPairingTries = 0; let totalOpenPairingTries = 0;
// 在进入角色切换逻辑前进行检测,如果所有角色设置均为空则直接退出
if (positionSettings.every((item) => !item || item.trim() === "")) {
log.info("未设置任何角色,跳过切换队伍步骤");
await genshin.returnMainUi();
return;
}
async function openPairingInterface() { async function openPairingInterface() {
while (openPairingTries < 3) { while (openPairingTries < 3) {
keyPress("l"); keyPress("l");
@@ -60,25 +62,27 @@ async function scrollPage(totalDistance, stepDistance = 10, delayMs = 5) {
openPairingTries = 0; openPairingTries = 0;
return openPairingInterface(); return openPairingInterface();
} else { } else {
log.error('无法打开配对界面,任务结束'); log.error("无法打开配对界面,任务结束");
return false; return false;
} }
} }
if (!await openPairingInterface()) { if (!(await openPairingInterface())) {
return; return;
} }
// 角色切换逻辑
for (let i = 0; i < positionSettings.length; i++) { for (let i = 0; i < positionSettings.length; i++) {
let rolenum = i+1; let rolenum = i + 1;
const selectedCharacter = positionSettings[i]; const selectedCharacter = positionSettings[i];
if (selectedCharacter === "") { if (!selectedCharacter || selectedCharacter.trim() === "") {
log.info(`未设置${rolenum}号位角色,跳过`); log.info(`未设置${rolenum}号位角色,跳过`);
continue; continue;
} }
const [x, y] = positionCoordinates[i]; const [x, y] = positionCoordinates[i];
click(x, y); click(x, y);
log.info(`开始设置${rolenum}号位角色`); log.info(`开始设置${rolenum}号位角色`);
await sleep(1000); await sleep(1000);
let characterFound = false; let characterFound = false;
@@ -88,12 +92,15 @@ async function scrollPage(totalDistance, stepDistance = 10, delayMs = 5) {
while (pageTries < 20) { while (pageTries < 20) {
// 尝试识别所有可能的角色文件名 // 尝试识别所有可能的角色文件名
for (let num = 1; ; num++) { for (let num = 1; ; num++) {
const paddedNum = num.toString().padStart(2, '0'); const paddedNum = num.toString().padStart(2, "0");
const characterFileName = `${selectedCharacter}${paddedNum}`; const characterFileName = `${selectedCharacter}${paddedNum}`;
try { try {
const characterRo = RecognitionObject.TemplateMatch( const characterRo = RecognitionObject.TemplateMatch(
file.ReadImageMatSync(`Assets/characterimage/${characterFileName}.png`), file.ReadImageMatSync(`Assets/characterimage/${characterFileName}.png`),
0, 0, 1920, 1080 0,
0,
1920,
1080
); );
const characterResult = captureGameRegion().find(characterRo); const characterResult = captureGameRegion().find(characterRo);
if (characterResult.isExist()) { if (characterResult.isExist()) {