铁匠铺2.0更新 (#905)
* 铁匠铺2.0更新 - 新增矿石未能识别时自动选择备用选矿 * Create 建文件夹用 * Add files via upload * Delete repo/js/铁匠铺/assets/RecognitionObject/建文件夹用 * Update and rename readme(25.05.21).md to readme(25.05.22).md * Add files via upload
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repo/js/铁匠铺/assets/RecognitionObject/Confirm Deploy Button.png
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repo/js/铁匠铺/assets/RecognitionObject/Confirm Deploy Button.png
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repo/js/铁匠铺/assets/RecognitionObject/Forge.png
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repo/js/铁匠铺/assets/RecognitionObject/Forge.png
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repo/js/铁匠铺/assets/RecognitionObject/ForgingInterface.png
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repo/js/铁匠铺/assets/RecognitionObject/ForgingInterface.png
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repo/js/铁匠铺/assets/RecognitionObject/全部领取.png
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repo/js/铁匠铺/assets/RecognitionObject/全部领取.png
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@@ -1,3 +1,10 @@
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//锻造按钮模板
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const ConfirmDeployButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Confirm Deploy Button.png"), 0, 870, 1920, 210);
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const ForgingInterfaceRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/ForgingInterface.png"), 0, 0, 140, 100);
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const ForgeRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Forge.png"), 1260, 300, 600, 600);
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(async function () {
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// 设置通知状态
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let notice = settings.notice ?? false;
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@@ -12,8 +19,8 @@
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// 读取用户配置
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let smithyName = settings.smithyName || "枫丹铁匠铺";
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let primaryOre = settings.ore || "水晶块";
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let secondaryOre = settings.secondaryOre || "萃凝晶"; // 新增备选矿物2
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let tertiaryOre = settings.tertiaryOre || "紫晶块"; // 新增备选矿物3
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let secondaryOre = settings.secondaryOre || "萃凝晶";
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let tertiaryOre = settings.tertiaryOre || "紫晶块";
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// 定义矿物名称和图片文件名的映射表
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const ingredientImageMap = {
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@@ -38,7 +45,6 @@
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// 行列数的排列组合
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const rows = [1, 2, 3]; // 行数
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const cols = [1, 2, 3, 4, 5]; // 列数
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const gridCoordinates = [];
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for (const row of rows) {
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@@ -122,75 +128,163 @@
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log.info(`开始识别矿石: ${OreChineseMap[oreType]}`);
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const scanOffset = { x: -35, y: -35 };
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// 最大尝试次数
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const maxAttempts = 3;
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for (let attempt = 0; attempt < maxAttempts; attempt++) {
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let found = false;
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for (const coordinate of gridCoordinates) {
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const scanX = coordinate.x + scanOffset.x;
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const scanY = coordinate.y + scanOffset.y;
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const imageResult = recognizeImage(imagePath, scanX, scanY, 70, 70);
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if (imageResult) {
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found = true;
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imageResult.click();
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await sleep(2000);
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await sleep(1000);
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if (notice) {
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notification.send(`通过图像识别找到矿石: ${OreChineseMap[oreType]}`);
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} else {
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log.info(`通过图像识别找到矿石: ${OreChineseMap[oreType]}`);
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}
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determineOre(oreType);
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// 点击"开始锻造"3次
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for (let i = 0; i < 3; i++) {
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await sleep(1000);
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click(1645, 1015);
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}
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return true;
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}
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}
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if (notice) {
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notification.error(`未能识别到矿石: ${OreChineseMap[oreType]}`);
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// 点击“开始锻造”按钮3次,每次点击后进行OCR识别提示
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const ocrRegion = { x: 660, y: 495, width: 1250 - 660, height: 550 - 495 };
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// 内部点击循环——点击“开始锻造”按钮后,进行OCR识别
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let clickAttempts = 0;
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let forgingTriggered = false;
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while (clickAttempts < 3 && !forgingTriggered) {
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// 点击“开始锻造”
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let ConfirmButton = captureGameRegion().find(ConfirmDeployButtonRo);
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if (ConfirmButton.isExist()) {
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//log.info("识别到确定按钮:({x},{y},{w},{h})", ConfirmButton.x, ConfirmButton.y, ConfirmButton.Width, ConfirmButton.Height);
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ConfirmButton.click();
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} else {
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log.error(`未能识别到矿石: ${OreChineseMap[oreType]}`);
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//log.warn("未能识别到确定按钮");
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}
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await sleep(1500); // 等待提示出现
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// 执行OCR识别提示区域内的文字
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let ocrResults = captureGameRegion().find(
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RecognitionObject.ocr(ocrRegion.x, ocrRegion.y, ocrRegion.width, ocrRegion.height)
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);
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if (ocrResults) {
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log.info(`${ocrResults.text}`);
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if (ocrResults.text.includes("今日已无法锻造")) {
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if (notice) {
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notification.send("检测到 今日已无法锻造 停止脚本");
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} else {
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log.info("检测到 今日已无法锻造 停止脚本");
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}
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return true; // 完全终止锻造流程
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} else if (ocrResults.text.includes("材料不足")) {
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if (notice) {
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notification.send("检测到 材料不足 跳过当前矿物。请检查背包,及时补充矿物。");
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} else {
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log.info("检测到 材料不足 跳过当前矿物。请检查背包,及时补充矿物。");
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}
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await click(960, 800); // 点击确定关闭提示
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await sleep(1000);
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return false; // 直接返回,跳过识别当前矿物
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} else {
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// 如果OCR识别结果没有检测到错误提示,则认为本次锻造指令有效
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forgingTriggered = true;
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}
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} else {
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//log.warn("未能识别到任何文字");
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}
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clickAttempts++;
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}
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}
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}
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// 如果本次尝试未识别到矿石,则等待后重试
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if (!found) {
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if (notice) {
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//notification.error(`未能识别到矿石: ${OreChineseMap[oreType]},重试中... (${attempt + 1}/${maxAttempts})`);
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}
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log.error(`未能识别到矿石: ${OreChineseMap[oreType]},重试中... (${attempt + 1}/${maxAttempts})`);
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await sleep(1000);
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}
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}
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if (notice) {
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notification.error(`未能识别到矿石: ${OreChineseMap[oreType]},停止尝试`);
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} else {
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log.error(`未能识别到矿石: ${OreChineseMap[oreType]},停止尝试`);
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}
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return false;
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}
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// 锻造矿石操作
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const forgeOre = async function (smithyName) {
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// 对话
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// 对话部分(如果需要可打开注释)
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await sleep(1000); keyPress("F");
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await sleep(1000); await click(960, 600);
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await sleep(1000); await click(960, 600);
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await sleep(1000); await click(1375, 500);
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await sleep(1000); await click(960, 600); await sleep(1000);
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await click(960, 600); await sleep(1000);
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await sleep(1000); await click(960, 1042);
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await sleep(1000); await click(960, 1042);
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let Forge = captureGameRegion().find(ForgeRo);
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if (Forge.isExist()) {
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//log.info("识别到锻造图标:({x},{y},{w},{h})", Forge.x, Forge.y, Forge.Width, Forge.Height);
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await Forge.click();
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} else {
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log.warn("未能识别到锻造图标");
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}
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await sleep(1000); await click(960, 1042);
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await sleep(1000); await click(960, 1042);
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//检测到锻造界面
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for (let i = 0; i < 3; i++) {
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let ForgingInterface = captureGameRegion().find(ForgingInterfaceRo);
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if (ForgingInterface.isExist()) {
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log.info("已进入锻造界面,准备锻造");
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// 锻造领取
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await click(520, 140); await sleep(1000);
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await click(170, 1010); await sleep(1000);
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await click(960, 900); await sleep(1000);
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break;
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} else {
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await sleep(1000);
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}
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}
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// 锻造领取(如果需要可打开注释)
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//领取全部
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const ClaimAllRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/全部领取.png"), 0, 900, 1920, 180);
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let ClaimAll = captureGameRegion().find(ClaimAllRo);
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if (ClaimAll.isExist()) {
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//log.info("识别到全部领取按钮:({x},{y},{w},{h})", ClaimAll.x, ClaimAll.y, ClaimAll.Width, ClaimAll.Height);
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ClaimAll.click();
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await sleep(1000); // 等待提示出现
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//确认领取
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let ConfirmButton = captureGameRegion().find(ConfirmDeployButtonRo);
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if (ConfirmButton.isExist()) {
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//log.info("识别到确定按钮:({x},{y},{w},{h})", ConfirmButton.x, ConfirmButton.y, ConfirmButton.Width, ConfirmButton.Height);
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ConfirmButton.click();
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} else {
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//log.warn("未能识别到确定按钮");
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}
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} else {
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//log.warn("未能识别到全部领取按钮");
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}
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click(220, 150); await sleep(1000);
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// 按优先级尝试识别矿石
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let forgeSuccess = false;
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// 尝试主选矿石
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if (!forgeSuccess) {
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forgeSuccess = await tryForgeOre(primaryOre, []);
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if (await tryForgeOre(primaryOre, [])) {
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forgeSuccess = true;
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}
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// 如果主选矿石识别失败,尝试备选矿石2(跳过与主选相同的)
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if (!forgeSuccess) {
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forgeSuccess = await tryForgeOre(secondaryOre, [primaryOre]);
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// 如果主选识别失败,尝试备选矿石2
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else if (await tryForgeOre(secondaryOre, [primaryOre])) {
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forgeSuccess = true;
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}
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// 如果备选矿石2也识别失败,尝试备选矿石3(跳过与主选和备选2相同的)
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if (!forgeSuccess) {
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forgeSuccess = await tryForgeOre(tertiaryOre, [primaryOre, secondaryOre]);
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// 如果备选矿石2也失败,尝试备选矿石3
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else if (await tryForgeOre(tertiaryOre, [primaryOre, secondaryOre])) {
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forgeSuccess = true;
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}
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// 如果所有矿石都识别失败
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if (!forgeSuccess) {
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// 所有备选矿石都未能识别,结束锻造
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else {
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if (notice) {
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notification.error("所有备选矿石都未能识别,结束锻造");
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} else {
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@@ -198,7 +292,7 @@
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}
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}
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// 退出锻造界面
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// 退出锻造界面(如果需要可打开注释)
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await click(520, 140); await sleep(1000);
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if (notice) {
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notification.send("锻造结束,退出界面");
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@@ -208,6 +302,7 @@
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await genshin.returnMainUi();
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};
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// 执行步骤
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await autoSmithy(smithyName);
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await forgeOre(smithyName);
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await genshin.returnMainUi();
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@@ -1,9 +1,9 @@
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{
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"manifest_version": 1,
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"name": "自动锻造魔矿",
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"version": "1.40521(2025.05.21版)",
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"version": "2.0\n(2025.05.22版)",
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"bgi_version": "0.44.0",
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"description": "自动选择铁匠铺和使用矿物去锻造精锻矿。\n \n使用前请阅读“readme”文件。 \n---更新说明--- \n- 新增矿石未能识别时自动选择备用选矿",
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"description": "自动选择铁匠铺和使用矿物去锻造精锻矿。\n \n使用前请阅读“readme”文件。 \n---更新说明--- \n- 新增矿石不足时自动选择备用选矿",
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"tags": ["铁匠铺", "锻造", "精锻用矿"],
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"authors": [
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{
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@@ -55,6 +55,9 @@
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## 更新日志
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### 2.0(2025.05.22)
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- 新增矿石不足时自动选择备用选矿
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### 1.40521(2025.05.21)
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- 新增矿石未能识别时自动选择备用选矿
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