add: 鳄鱼好感

This commit is contained in:
秋云
2025-05-31 20:53:54 +08:00
parent 77e81985a8
commit b39e6cca65
12 changed files with 484 additions and 204 deletions

View File

@@ -40,6 +40,13 @@
| **活动地区** | 须弥地区 |
| **敌人强度** | ⭐⭐⭐⭐ (较高) |
#### 鳄鱼
| 属性 | 详情 |
|------|------|
| **触发任务** | 张牙舞爪的恶党 - 打倒所有鳄鱼 |
| **活动地区** | 须弥地区 |
| **敌人强度** | ⭐⭐ (较低) |
### 快速开始
#### 环境准备
✅ 安装 BetterGI版本大于 0.44.7

View File

@@ -15,7 +15,7 @@
"id": 1,
"x": 4783.79,
"y": -3065.62,
"action": "exit_and_relogin",
"action": "",
"move_mode": "dash",
"action_params": "",
"type": "path"

View File

@@ -11,24 +11,24 @@
"positions": [
{
"id": 1,
"x": -2740.6000000000004,
"y": -3410.6900000000005,
"x": -2740.60,
"y": -3410.69,
"action": "",
"move_mode": "walk",
"type": "teleport"
},
{
"id": 2,
"x": -2764.4062480249577,
"y": -3465.687530315927,
"x": -2764.40,
"y": -3465.68,
"action": "",
"move_mode": "dash",
"type": "path"
},
{
"id": 3,
"x": -2770.4169921875,
"y": -3450.8349609375,
"x": -2770.41,
"y": -3450.83,
"type": "path",
"move_mode": "dash",
"action": "fight",

View File

@@ -12,7 +12,7 @@
{
"id": 1,
"x": -2741.25,
"y": -3441,
"y": -3441.00,
"action": "",
"move_mode": "dash",
"action_params": "",
@@ -20,8 +20,8 @@
},
{
"id": 2,
"x": -2757.28125,
"y": -3468.4376106653963,
"x": -2757.28,
"y": -3468.43,
"action": "",
"move_mode": "dash",
"action_params": "",

View File

@@ -20,22 +20,13 @@
},
{
"id": 2,
"x": -2736.6005859375,
"y": -3415.4443359375,
"x": -2736.60,
"y": -3415.44,
"type": "path",
"move_mode": "walk",
"action": "combat_script",
"action_params": "wait(0.5)",
"locked": false
},
{
"id": 3,
"x": -2736.6005859375,
"y": -3415.4443359375,
"type": "path",
"move_mode": "walk",
"action": "exit_and_relogin",
"action_params": ""
}
]
}

View File

@@ -0,0 +1,39 @@
{
"info": {
"name": "鳄鱼-准备",
"type": "collect",
"author": "秋云",
"version": "1.0",
"description": "",
"bgi_version": "0.45.1"
},
"positions": [
{
"id": 1,
"action": "",
"move_mode": "walk",
"type": "teleport",
"x": 3705.53,
"y": -497.45,
"action_params": ""
},
{
"id": 2,
"x": 3615.48,
"y": -521.27,
"type": "path",
"move_mode": "fly",
"action": "stop_flying",
"action_params": "2500"
},
{
"id": 3,
"x": 3615.48,
"y": -521.27,
"type": "path",
"move_mode": "walk",
"action": "",
"action_params": ""
}
]
}

View File

@@ -0,0 +1,30 @@
{
"info": {
"name": "鳄鱼-战斗点",
"type": "collect",
"author": "秋云",
"version": "1.0",
"description": "",
"bgi_version": "0.45.1"
},
"positions": [
{
"id": 1,
"x": 3614.63,
"y": -521.6,
"action": "",
"move_mode": "dash",
"action_params": "",
"type": "path"
},
{
"id": 2,
"x": 3578.08,
"y": -500.75,
"action": "",
"move_mode": "dash",
"action_params": "",
"type": "path"
}
]
}

View File

@@ -0,0 +1,30 @@
{
"info": {
"name": "鳄鱼-拾取",
"type": "collect",
"author": "秋云",
"version": "1.0",
"description": "",
"bgiVersion": "0.42.3"
},
"positions": [
{
"id": 1,
"x": 3576.7568359375,
"y": -495.845703125,
"type": "path",
"move_mode": "walk",
"action": "",
"action_params": ""
},
{
"id": 2,
"x": 3572.375,
"y": -502.4375,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "path"
}
]
}

View File

@@ -0,0 +1,30 @@
{
"info": {
"name": "鳄鱼-触发点",
"type": "collect",
"author": "秋云",
"version": "1.0",
"description": "",
"bgi_version": "0.45.1"
},
"positions": [
{
"id": 1,
"x": 3605.18,
"y": -513.31,
"type": "path",
"move_mode": "dash",
"action": "",
"action_params": ""
},
{
"id": 1,
"x": 3614.63,
"y": -521.6,
"action": "",
"move_mode": "dash",
"action_params": "",
"type": "path"
}
]
}

View File

@@ -9,69 +9,34 @@ const DEFAULT_FIGHT_TIMEOUT_SECONDS = 120;
// 启用自动拾取的实时任务
const startTime = Date.now();
dispatcher.addTimer(new RealtimeTimer("AutoPick"));
log.info(`'请确保队伍满员,并为队伍配置相应的战斗策略'`);
// 计算运行次数
let runTimes = Number(settings.runTimes);
if(!isPositiveInteger(runTimes) && !settings.waitTimeMode){
log.warn("请输入正确的次数,必须是正整数!");
log.warn(`运行次数重置为 ${DEFAULT_RUNS} 次!`);
runTimes = DEFAULT_RUNS;
}
if(settings.waitTimeMode){
if(!isPositiveInteger(runTimes)){
log.warn("运行次数必须是正整数,使用默认基准次数");
log.warn(`运行次数重置为 ${DEFAULT_BASE_RUNS} 次!`);
runTimes = DEFAULT_BASE_RUNS;
}
// 验证日期格式
const waitTimeModeDay = settings.waitTimeModeDay;
if (!isValidDateFormat(waitTimeModeDay)) {
log.error("基准日期格式错误,请检查后重试!");
log.error("参考格式2025-01-01");
log.error(`错误输入:${waitTimeModeDay}`);
await sleep(5000);
return;
}
let period = Number(settings.waitTimeModePeriod);
if(!isPositiveInteger(period) || period > runTimes){
period = DEFAULT_PERIOD < runTimes? DEFAULT_PERIOD : runTimes;
log.warn(`卡时间模式周期必须是 1-${runTimes} 之间的正整数!使用 ${period} 作为周期`);
}
runTimes = calculateWaitModeRuns(runTimes, waitTimeModeDay, period);
// 添加日志输出,提醒用户当前使用的基准日期和周期
log.info(`当前使用的基准日期: ${waitTimeModeDay}`);
log.info(`当前使用的周期: ${period}`);
log.info(`根据基准日期和周期计算,今日运行次数: ${runTimes}`);
} else {
log.info(`当前设置的运行次数: ${runTimes}`);
}
runTimes = await calulateRunTimes();
await switchPartyIfNeeded(settings.partyName);
// 获取敌人类型设置,默认为盗宝团
const enemyType = settings.enemyType || "盗宝团";
log.info(`当前选择的敌人类型: ${enemyType}`);
log.info(`${enemyType}好感开始...`);
// 清理丘丘人(仅盗宝团需要)
if(settings.qiuQiuRen && enemyType === "盗宝团"){
log.info(`清理原住民...`);
await AutoPath('盗宝团-准备');
}
if(enemyType === "愚人众"){
// 获取敌人类型设置,默认为盗宝团
const enemyType = settings.enemyType || "盗宝团";
log.info(`当前选择的敌人类型: ${enemyType}`);
log.info(`${enemyType}好感开始...`);
// 清理丘丘人(仅盗宝团需要)
if (settings.qiuQiuRen && enemyType === "盗宝团") {
log.info(`清理原住民...`);
await AutoPath('盗宝团-准备');
}
if (enemyType === "愚人众") {
log.info(`导航到愚人众触发点...`);
await AutoPath('愚人众-准备');
}
// 验证超时设置
if (enemyType === "鳄鱼") {
log.info(`导航到盗宝团触发点...`);
await AutoPath('鳄鱼-准备');
}
// 验证超时设置
const ocrTimeout = validateTimeoutSetting(settings.ocrTimeout, DEFAULT_OCR_TIMEOUT_SECONDS, "OCR");
const fightTimeout = validateTimeoutSetting(settings.fightTimeout, DEFAULT_FIGHT_TIMEOUT_SECONDS, "战斗");
// 好感循环开始
await AutoFriendshipDev(runTimes, ocrTimeout, fightTimeout, enemyType);
log.info(`${enemyType}好感运行总时长:${LogTimeTaken(startTime)}`);
await AutoFriendshipDev(runTimes, ocrTimeout, fightTimeout, enemyType);
log.info(`${enemyType}好感运行总时长:${LogTimeTaken(startTime)}`);
})();
@@ -106,108 +71,265 @@ function CalculateEstimatedCompletion(startTime, current, total) {
return `${completionDate.toLocaleTimeString()} (约 ${Math.round(remainingTime / 60000)} 分钟)`;
}
// 执行 N 次好感任务并输出日志
async function AutoFriendshipDev(times, ocrTimeout, fightTimeout, enemyType = "盗宝团") {
let startFirstTime = Date.now();
for (let i = 0; i < times; i++) {
await AutoPath(`${enemyType}-触发点`);
// 启动路径导航任务
let pathTaskPromise = AutoPath(`${enemyType}-战斗点`);
// 根据敌人类型设置不同的OCR检测关键词
const ocrKeywords = getOcrKeywords(enemyType);
// OCR检测
let ocrStatus = false;
let ocrStartTime = Date.now();
while (Date.now() - ocrStartTime < ocrTimeout * 1000 && !ocrStatus) {
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(RecognitionObject.ocr(0, 200, 300, 300));
for (let o = 0; o < resList.count; o++) {
let res = resList[o];
for (let keyword of ocrKeywords) {
if (res.text.includes(keyword)) {
ocrStatus = true;
log.info("检测到突发任务触发");
break;
}
}
if (ocrStatus) break;
}
if (!ocrStatus) {
await sleep(1000);
}
}
if(ocrStatus){
const cts = new CancellationTokenSource();
try { // 设置最大等待时间为15秒
const maxWaitTime = 15000;
const waitStartTime = Date.now();
// 根据敌人类型设置不同的目标坐标
const targetCoords = getTargetCoordinates(enemyType);
const maxDistance = 10; // 10米距离判定
// 等待角色到达指定位置附近
let isNearTarget = false;
let pathTaskFinished = false;
// 简单监控路径任务完成
pathTaskPromise.then(() => {
pathTaskFinished = true;
log.info("路径任务已完成");
}).catch(error => {
pathTaskFinished = true;
log.error(`路径任务出错: ${error}`);
});
// 等待角色到达目标位置或超时
while (!isNearTarget && !pathTaskFinished && (Date.now() - waitStartTime < maxWaitTime)) {
const pos = genshin.getPositionFromMap();
if (pos) {
const distance = Math.sqrt(Math.pow(pos.x - targetCoords.x, 2) + Math.pow(pos.y - targetCoords.y, 2));
if (distance <= maxDistance) {
isNearTarget = true;
log.info(`已到达目标点附近,距离: ${distance.toFixed(2)}`);
break;
}
}
await sleep(1000);
} log.info("开始战斗...");
const battleTask = dispatcher.RunTask(new SoloTask("AutoFight"), cts);
const fightResultPromise = waitForBattleResult(fightTimeout * 1000, enemyType, cts);
// 使用 Promise.all 等待两个任务完成
const [battleResult, fightResult] = await Promise.all([
battleTask.catch(error => {
return { success: false, error: error };
}),
fightResultPromise // 不捕获超时错误,让它直接抛到外层
]);
await pathTaskPromise; // 等待路径任务完成
cts.cancel();
} catch (error) {
cts.cancel();
if (error.message && error.message.includes("战斗超时")) {
log.error(`战斗超时,终止整个任务: ${error.message}`);
await genshin.tpToStatueOfTheSeven(); // 超时回到七天神像终止任务
throw error; // 重新抛出超时错误,终止整个任务
}
log.error(`执行过程中出错: ${error}`);
}
const estimatedCompletion = CalculateEstimatedCompletion(startFirstTime, i + 1, times);
const currentTime = LogTimeTaken(startFirstTime);
log.info(`当前进度:${i + 1}/${times} (${((i + 1) / times * 100).toFixed(1)}%)`);
log.info(`当前运行总时长:${currentTime}`);
log.info(`预计完成时间:${estimatedCompletion}`);
// 检查并导航到触发点
async function navigateToTriggerPoint(enemyType) {
await AutoPath(`${enemyType}-触发点`);
const triggerPoint = getTriggerPoint(enemyType);
const pos = genshin.getPositionFromMap();
if (pos) {
const distance = Math.sqrt(Math.pow(pos.x - triggerPoint.x, 2) + Math.pow(pos.y - triggerPoint.y, 2));
if (distance <= 8) {
log.info(`已到达触发点附近,距离: ${distance.toFixed(2)}`);
} else {
notification.send(`识别到突发任务,${enemyType}好感结束`);
log.info(`未识别到突发任务,${enemyType}好感结束`);
break;
log.info(`到达触发点,当前距离: ${distance.toFixed(2)}米,正在导航...`);
await AutoPath(`${enemyType}-触发点`);
}
}
}
// OCR检测突发任务
async function detectTaskTrigger(ocrTimeout, enemyType) {
const ocrKeywords = getOcrKeywords(enemyType);
let ocrStatus = false;
let ocrStartTime = Date.now();
while (Date.now() - ocrStartTime < ocrTimeout * 1000 && !ocrStatus) {
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(RecognitionObject.ocr(0, 200, 300, 300));
for (let o = 0; o < resList.count; o++) {
let res = resList[o];
for (let keyword of ocrKeywords) {
if (res.text.includes(keyword)) {
ocrStatus = true;
log.info("检测到突发任务触发");
break;
}
}
if (ocrStatus) break;
}
if (!ocrStatus) {
await sleep(1000);
}
}
return ocrStatus;
}
// 等待角色到达目标位置
async function waitForTargetPosition(pathTask, targetCoords, maxWaitTime = 15000) {
const waitStartTime = Date.now();
const maxDistance = 5;
let isNearTarget = false;
let pathTaskFinished = false;
// 监控路径任务完成
pathTask.then(() => {
pathTaskFinished = true;
log.info("路径任务已完成");
}).catch(error => {
pathTaskFinished = true;
log.error(`路径任务出错: ${error}`);
});
// 等待角色到达目标位置或超时
while (!isNearTarget && !pathTaskFinished && (Date.now() - waitStartTime < maxWaitTime)) {
const pos = genshin.getPositionFromMap();
if (pos) {
const distance = Math.sqrt(Math.pow(pos.x - targetCoords.x, 2) + Math.pow(pos.y - targetCoords.y, 2));
if (distance <= maxDistance) {
isNearTarget = true;
log.info(`已到达目标点附近,距离: ${distance.toFixed(2)}`);
break;
}
}
await sleep(1000);
}
return { isNearTarget, pathTaskFinished };
}
// 执行战斗任务(并发执行战斗和结果检测)
async function executeBattleTasks(fightTimeout, enemyType, cts) {
log.info("开始战斗!");
let battleTask;
let battleResult = null;
let fightResult = null;
try {
battleTask = dispatcher.RunTask(new SoloTask("AutoFight"), cts);
const battleDetectTask = waitForBattleResult(fightTimeout * 1000, enemyType, cts);
// 使用 Promise.allSettled 而不是 Promise.all这样可以处理部分成功的情况
const results = await Promise.allSettled([
battleTask.catch(error => {
// 如果是取消错误(成功检测后的正常取消),不算真正的错误
if (error.message && error.message.includes("取消自动任务")) {
log.info("战斗任务已被成功取消");
return { cancelled: true };
}
throw error; // 其他错误继续抛出
}),
battleDetectTask
]);
battleResult = results[0];
fightResult = results[1];
// 检查检测任务是否成功
if (fightResult.status === 'fulfilled') {
log.info("战斗检测任务完成");
return { success: true, battleResult: battleResult.value, fightResult: fightResult.value };
} else if (fightResult.status === 'rejected') {
throw fightResult.reason;
}
} catch (error) {
if (error.message && error.message.includes("战斗超时")) {
log.error(`战斗超时,终止整个任务: ${error.message}`);
await genshin.tpToStatueOfTheSeven();
throw error;
}
// 过滤掉正常的取消错误
if (error.message && error.message.includes("取消自动任务")) {
log.info("战斗任务正常取消(战斗检测成功)");
return { success: true, cancelled: true };
}
log.error(`战斗执行过程中出错: ${error.message}`);
throw error;
} finally {
// 确保战斗任务被等待完成(即使被取消)
if (battleTask) {
try {
await battleTask;
} catch (error) {
// 忽略 finally 块中的取消错误
if (!error.message || !error.message.includes("取消自动任务")) {
log.warn(`清理战斗任务时出错: ${error.message}`);
}
}
}
}
}
// 执行单次好感任务循环
async function executeSingleFriendshipRound(roundIndex, ocrTimeout, fightTimeout, enemyType) {
// 导航到触发点
await navigateToTriggerPoint(enemyType);
if (roundIndex === 0 && enemyType === "鳄鱼") {
await sleep(5000);
}
// 重新登录
await genshin.relogin();
// 启动路径导航任务(异步)
let pathTask = AutoPath(`${enemyType}-战斗点`);
const ocrStatus = await detectTaskTrigger(ocrTimeout, enemyType);
if (!ocrStatus) {
notification.send(`未识别到突发任务,${enemyType}好感结束`);
log.info(`未识别到突发任务,${enemyType}好感结束`);
await pathTask; // 防止报错
return false; // 返回 false 表示需要终止循环
}
const cts = new CancellationTokenSource();
const targetCoords = getTargetCoordinates(enemyType);
await waitForTargetPosition(pathTask, targetCoords);
await executeBattleTasks(fightTimeout, enemyType, cts);
await pathTask;
// 特殊处理:鳄鱼战斗后需要拾取
if (enemyType === "鳄鱼") {
await AutoPath('鳄鱼-拾取');
}
// 返回 true 表示成功完成这一轮
return true;
}
// 记录进度信息
function logProgress(startTime, currentRound, totalRounds) {
const estimatedCompletion = CalculateEstimatedCompletion(startTime, currentRound + 1, totalRounds);
const currentTime = LogTimeTaken(startTime);
log.info(`当前进度:${currentRound + 1}/${totalRounds} (${((currentRound + 1) / totalRounds * 100).toFixed(1)}%)`);
log.info(`当前运行总时长:${currentTime}`);
log.info(`预计完成时间:${estimatedCompletion}`);
}
// 执行 N 次好感任务并输出日志 - 重构后的主函数
async function AutoFriendshipDev(times, ocrTimeout, fightTimeout, enemyType = "盗宝团") {
const startFirstTime = Date.now();
for (let i = 0; i < times; i++) {
try {
const success = await executeSingleFriendshipRound(i, ocrTimeout, fightTimeout, enemyType);
if (!success)
break;
logProgress(startFirstTime, i, times);
} catch (error) {
log.error(`${i + 1} 轮好感任务失败: ${error.message}`);
// 如果是战斗超时错误,直接终止整个任务
if (error.message && error.message.includes("战斗超时")) {
throw error;
}
continue;
}
}
log.info(`${enemyType}好感已完成`);
// await genshin.tpToStatueOfTheSeven(); // 虽然不知道什么原因,但是不加这句会报错
}
async function calulateRunTimes() {
log.info(`'请确保队伍满员,并为队伍配置相应的战斗策略'`);
// 计算运行次数
let runTimes = Number(settings.runTimes);
if (!isPositiveInteger(runTimes) && !settings.waitTimeMode) {
log.warn("请输入正确的次数,必须是正整数!");
log.warn(`运行次数重置为 ${DEFAULT_RUNS} 次!`);
runTimes = DEFAULT_RUNS;
}
if (settings.waitTimeMode) {
if (!isPositiveInteger(runTimes)) {
log.warn("运行次数必须是正整数,使用默认基准次数");
log.warn(`运行次数重置为 ${DEFAULT_BASE_RUNS} 次!`);
runTimes = DEFAULT_BASE_RUNS;
}
// 验证日期格式
const waitTimeModeDay = settings.waitTimeModeDay;
if (!isValidDateFormat(waitTimeModeDay)) {
log.error("基准日期格式错误,请检查后重试!");
log.error("参考格式2025-01-01");
log.error(`错误输入:${waitTimeModeDay}`);
await sleep(5000);
return;
}
let period = Number(settings.waitTimeModePeriod);
if (!isPositiveInteger(period) || period > runTimes) {
period = DEFAULT_PERIOD < runTimes ? DEFAULT_PERIOD : runTimes;
log.warn(`卡时间模式周期必须是 1-${runTimes} 之间的正整数!使用 ${period} 作为周期`);
}
runTimes = calculateWaitModeRuns(runTimes, waitTimeModeDay, period);
// 添加日志输出,提醒用户当前使用的基准日期和周期
log.info(`当前使用的基准日期: ${waitTimeModeDay}`);
log.info(`当前使用的周期: ${period}`);
log.info(`根据基准日期和周期计算,今日运行次数: ${runTimes}`);
} else {
log.info(`当前设置的运行次数: ${runTimes}`);
}
return runTimes;
}
// 验证输入是否是正整数
@@ -218,21 +340,41 @@ function isPositiveInteger(value) {
// 根据敌人类型获取OCR关键词
function getOcrKeywords(enemyType) {
if (enemyType === "愚人众") {
return ["买卖", "不成", "正义存", "愚人众","禁止","危险","运输","打倒","盗宝团"];
}
return ["买卖", "不成", "正义存", "愚人众", "禁止", "危险", "运输", "打倒", "盗宝团", "丘丘人", "今晚", "伙食", "所有人"];
}
else if (enemyType === "盗宝团") {
return ["岛上", "无贼", "消灭", "鬼鬼祟祟", "盗宝团"];
}
else if (enemyType === "鳄鱼") {
return ["张牙", "舞爪", "恶党", "鳄鱼", "打倒", "所有", "鳄鱼"];
}
else {
return ["突发", "任务", "打倒", "消灭", "敌人", "所有"]; // 兜底关键词
}
}
// 根据敌人类型获取目标战斗点坐标
function getTargetCoordinates(enemyType) {
if (enemyType === "愚人众") {
// 愚人众战斗点坐标(需要根据实际位置调整)
return { x: 4840.55, y: -3078.01 }; // 这里需要替换为实际的愚人众战斗点坐标
} else {
return { x: 4840.55, y: -3078.01 };
} else if (enemyType === "盗宝团") {
// 盗宝团战斗点坐标
return { x: -2757.281, y: -3468.437 };
return { x: -2757.28, y: -3468.43 };
} else if (enemyType === "鳄鱼") {
// 鳄鱼战斗点坐标
return { x: 3578.08, y: -500.75 };
}
}
function getTriggerPoint(enemyType) {
if (enemyType === "愚人众") {
return { x: 4783.79, y: -3065.62 }; // 愚人众触发点坐标
}
else if (enemyType === "盗宝团") {
return { x: -2736.60, y: -3415.44 }; // 盗宝团触发点坐标
}
else if (enemyType === "鳄鱼") {
return { x: 3614.63, y: -521.60 }; // 鳄鱼触发点坐标
}
}
@@ -267,7 +409,7 @@ async function switchPartyIfNeeded(partyName) {
}
try {
log.info("正在尝试切换至" + partyName);
if(!await genshin.switchParty(partyName)){
if (!await genshin.switchParty(partyName)) {
log.info("切换队伍失败,前往七天神像重试");
await genshin.tpToStatueOfTheSeven();
await genshin.switchParty(partyName);
@@ -285,7 +427,7 @@ async function waitForBattleResult(timeout = 2 * 60 * 1000, enemyType = "盗宝
const failureKeywords = ["失败"];
const eventKeywords = getOcrKeywords(enemyType);
let notFind = 0;
while (Date.now() - fightStartTime < timeout) {
try {
// 简化OCR检测只使用一个try-catch块
@@ -293,7 +435,7 @@ async function waitForBattleResult(timeout = 2 * 60 * 1000, enemyType = "盗宝
let result2 = captureGameRegion().find(RecognitionObject.ocr(0, 200, 300, 300));
let text = result.text;
let text2 = result2.text;
// 检查成功关键词
for (let keyword of successKeywords) {
if (text.includes(keyword)) {
@@ -303,7 +445,7 @@ async function waitForBattleResult(timeout = 2 * 60 * 1000, enemyType = "盗宝
return true;
}
}
// 检查失败关键词
for (let keyword of failureKeywords) {
if (text.includes(keyword)) {
@@ -311,48 +453,53 @@ async function waitForBattleResult(timeout = 2 * 60 * 1000, enemyType = "盗宝
log.warn("战斗结果:失败,回到七天神像重试");
cts.cancel(); // 取消任务
await genshin.tpToStatueOfTheSeven();
if(enemyType=== "愚人众"){
await AutoPath('愚人众-准备');
if (enemyType === "愚人众") {
await AutoPath('愚人众-准备');
}
return false;
}
}
// 检查事件关键词
let find = 0;
for(let keyword of eventKeywords) {
for (let keyword of eventKeywords) {
if (text2.includes(keyword)) {
find++;
}
}
if(find === 0) {
if (find === 0) {
notFind++;
log.info("未检测到任务触发关键词:{0} 次", notFind);
}else{
} else {
notFind = 0;
}
if (notFind > 10) {
log.warn("不在任务触发区域,战斗失败");
cts.cancel(); // 取消任务
if(enemyType=== "愚人众"){
if (enemyType === "愚人众") {
log.warn("回到愚人众准备点");
await AutoPath('愚人众-准备');
await AutoPath('愚人众-准备');
}
if (enemyType === "鳄鱼") {
log.warn("回到鳄鱼准备点");
await AutoPath('鳄鱼-准备');
await sleep(5000);
}
return false;
}
}
catch (error) {
log.error("OCR过程中出错: {0}", error);
// 出错后继续循环,不进行额外嵌套处理
}
// 统一的检查间隔
await sleep(1000);
}
log.warn("在超时时间内未检测到战斗结果");
cts.cancel(); // 取消任务
throw new Error("战斗超时,未检测到结果");
@@ -368,13 +515,13 @@ async function waitForBattleResult(timeout = 2 * 60 * 1000, enemyType = "盗宝
function validateTimeoutSetting(value, defaultValue, timeoutType) {
// 转换为数字
const timeout = Number(value);
// 检查是否为有效数字且大于0
if (!isFinite(timeout) || timeout <= 0) {
log.warn(`${timeoutType}超时设置无效必须是大于0的数字将使用默认值 ${defaultValue}`);
return defaultValue;
}
log.info(`${timeoutType}超时设置为 ${timeout}`);
return timeout;
}

View File

@@ -1,12 +1,15 @@
{
"manifest_version": 1,
"name": "战斗好感:自动好感度&卡时间",
"version": "1.3.3",
"version": "1.4",
"bgi_version": "0.45.1",
"tags": [
"好感",
"盗宝团",
"突发事件",
"愚人众"
"愚人众",
"鳄鱼",
"兽肉"
],
"description": "通过战斗类突发事件刷好感度,刷盗宝团、愚人众材料,概率掉落兽肉,小怪锄地,卡时间等,请配合战斗策略使用。盗宝团部分在 HZYgrandma & 愚溪的原始脚本上改编。当前版本可能无法以任意方式拾取掉落物,如果有拾取掉落物需求,请勿更新。",
"authors": [

View File

@@ -5,7 +5,8 @@
"label": "选择敌人类型",
"options": [
"盗宝团",
"愚人众"
"愚人众",
"鳄鱼"
],
"default": "盗宝团"
},
@@ -42,11 +43,13 @@
{
"name": "ocrTimeout",
"type": "input-text",
"label": "OCR超时时间\n【选填默认为30秒如果经常提前判定未识别到任务请适当调大】"
"label": "OCR超时时间\n【选填默认为10秒如果经常提前判定未识别到任务请适当调大】",
"default": 10
},
{
"name": "fightTimeout",
"type": "input-text",
"label": "战斗超时时间\n【选填默认为120秒】"
"label": "战斗超时时间\n【选填默认为120秒】",
"default": 120
}
]