v.3.0版本 全自动枫丹地脉花 20250701 (#1250)

* v.2.9版本 全自动枫丹地脉花 20250702

1. 优化战斗失败自动重试2次。
2. 优化当有须臾树脂,脆弱树脂不显示的处理。
3. 优化在地脉已经打过时,直接领取奖励。

* v.2.9版本 全自动枫丹地脉花 20250702

补传文件

* v.3.0版本 全自动枫丹地脉花 20250701

1. 优化战斗失败自动重试2次。
2. 优化当有须臾树脂,脆弱树脂不显示的处理。
3. 优化在地脉已经打过时,直接领取奖励。
This commit is contained in:
kaedelcb
2025-07-01 07:44:55 +08:00
committed by GitHub
parent b44277437a
commit d79fef4805
6 changed files with 122 additions and 70 deletions

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@@ -97,4 +97,10 @@
### v.2.9版本20250629
1. 添加树脂数量识别,防止树脂耗尽的时候多跑一次。
1. 添加树脂数量识别,防止树脂耗尽的时候多跑一次。
### v.3.0版本20250701
1. 优化战斗失败自动重试2次。
2. 优化当有须臾树脂,脆弱树脂不显示的处理。
3. 优化在地脉已经打过时,直接领取奖励。

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@@ -2,20 +2,12 @@
/**
* 封装函数,执行图片识别及点击操作(测试中,未封装完成,后续会优化逻辑)
*
* @param imagefilePath 图片路径,默认为"空参数"
* @param timeout 超时时间单位为秒默认为10秒
* @param afterBehavior 点击模式0为关闭点击1为开启点击2为开启F键点击默认为0
* @param debugmodel 调试代码模式0为关闭调试模式1为开启调试模式默认为0
* @param xa 识别区域的x轴偏移量默认为0
* @param ya 识别区域的y轴偏移量默认为0
* @param wa 识别区域的宽度默认为1920
* @param ha 识别区域的高度默认为1080
* @returns 返回识别结果包括图片的x轴坐标、y轴坐标、宽度、高度及是否找到图片
*/
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));
// const recognitionObject = new RecognitionObject();
// recognitionObject.UseMask = false; // 设置 UseMask 为 true
const Imagidentify = RecognitionObject.TemplateMatch(file.ReadImageMatSync(imagefilePath),false);
for (let ii = 0; ii < 10; ii++) {
captureRegion = captureGameRegion(); // 获取一张截图
res = captureRegion.DeriveCrop(xa, ya, wa, ha).Find(Imagidentify);
@@ -50,10 +42,10 @@
let res = resList[i];
res1=res.text
if (res.text===wenzi) {
log.info(`${res1}”找`);
log.info(`·${res1}·识别`);
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);click(res.x, res.y);}else{log.info("点击模式:关")}
if (clickocr===2){await sleep(100);keyPress("F");}else{log.info("F模式:关");}
if (clickocr===1){await sleep(1000);click(res.x, res.y);}
if (clickocr===2){await sleep(100);keyPress("F");}
return result = { text: res.text, x: res.x, y: res.y, found: true }
}
if (debugcode===2 && !res.isEmpty()){
@@ -62,7 +54,7 @@
}
}
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 !== 840){await keyPress("VK_W");}log.info(`"${wenzi}"识别中……`);}
if (Math.abs(NowTime - startTime)>chaotime*1000){if (x===0 & y===0){log.info(`${chaotime}秒超时退出,·${wenzi}·未找到`);}return result = {found: false };}else{ii=8;if(x !== 840){keyPress("w")}log.info(`·${wenzi}·识别中……`);}
await sleep(100);
}
}
@@ -128,6 +120,8 @@
var condensedResin = "assets/model/condensed_resin_count.png";
var originalResin = "assets/model/original_resin_count.png";
var fragileResin = "assets/model/fragile_resin_count.png";
var momentResin = "assets/model/moment_resin_count.png";
var oneResin = "assets/model/one.png";
log.debug(`DEBUG:${SHUV}.${color}.${rawTimes}`);//调试LOG
if (Rewards){log.warn("结束后领励练点和提交每日!");if(settings.nh === undefined || settings.nh === "") {log.warn("好感队未配置,领奖励时不切换队伍")}}
@@ -427,27 +421,38 @@
//寻找地脉溢口,文字识别不到转圈寻找,不管有没找到都执行战斗,最后领取奖励判断是否继续执行
async function VeinEntrance() {
for (let i = 0;i < 2;i++) {
let JIECHU = await Textocr("接触地脉溢口",3,2,0,1188,358,200,400);
let JIECHU = await Textocr("接触地脉溢口",1.5,2,0,1188,358,200,400);
if (JIECHU.found)
{
await keyPress("F");await dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));await keyPress("F");break;
await keyPress("F");await dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));await keyPress("F");return true;
}
else{
if(i == 1)
{
log.warn("没找到地脉花,尝试强制转圈寻找,不管有没找到都执行战斗...");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("W");await sleep(500);await keyUp("W");
await keyDown("D");await sleep(500);await keyUp("D");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("S");await sleep(1000);await keyUp("S");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("A");await sleep(1000);await keyUp("A");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("W");await sleep(1500);await keyUp("W");
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": false }));
break;
}
if(i == 1){
let SHUN01 = await Textocr("接触地脉之花",1,0,0,1188,358,200,400);
let SHUN02 = await Textocr("地脉之花", 0.5, 0, 0, 840,225, 230, 125);
if (SHUN01.found || SHUN02.found) {
await keyPress("VK_ESCAPE");
await sleep(1000);
await genshin.returnMainUi();
log.info("找到地脉之花,开始领取奖励...");
return false;
}
log.warn("没找到地脉花,尝试强制转圈寻找,不管有没找到都执行战斗...");
await dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("W");await sleep(500);await keyUp("W");
await keyDown("D");await sleep(500);await keyUp("D");
await dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("S");await sleep(1000);await keyUp("S");
await keyDown("A");await sleep(1000);await keyUp("A");
await dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": true }));
await keyDown("W");await sleep(1500);await keyUp("W");
await dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": false }));
await sleep(1000);
await keyPress("VK_ESCAPE");
await sleep(1000);
await genshin.returnMainUi();
return true;
}
}
}
}
@@ -504,6 +509,10 @@
{
shouldExit &= (parseInt(fragileResinCount, 10) <= 1);
}
if (resinTypes.includes("4"))
{
shouldExit &= (parseInt(momentResinCount, 10) <= 1);
}
await click(SHU.x+550,SHU.y)
log.info(` ${resinTypeMap[rewards[i]]} 获取奖励...`);
@@ -533,7 +542,8 @@
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 fragileResinCount = 0; // 脆弱树脂
var momentResinCount = 0; //须臾树脂
// 浓缩树脂
var condensedResinCountRa = await imageRecognition(condensedResin,0, 0, 0,1190,0,400,80);
@@ -556,7 +566,7 @@
var originalResinCountRa = await imageRecognition(originalResin,0, 0, 0,1555,0,75,80);
if (originalResinCountRa.found) {
// await moveMouseTo(originalResinCountRa.x,originalResinCountRa.y);
let countArea = await Textocr("",1, 1, 2,originalResinCountRa.x+originalResinCountRa.w,originalResinCountRa.y,originalResinCountRa.w*3,originalResinCountRa.h);//
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*[/1]\s*(2|20|200)/);
@@ -578,27 +588,52 @@
log.info("未检测到原粹树脂图标");
}
var fragileResinCountRa = await imageRecognition(fragileResin,0, 0, 1,1190,0,400,80);
if (fragileResinCountRa.found) {
// await moveMouseTo(fragileResinCountRa.x,fragileResinCountRa.y);
let countArea = await Textocr("",1, 1, 2,fragileResinCountRa.x+fragileResinCountRa.w,fragileResinCountRa.y,fragileResinCountRa.w*2,fragileResinCountRa.h);//
var momentResinCountRa = await imageRecognition(momentResin,0.1, 0, 1,1170,0,350,100);
if (momentResinCountRa.found) {
// await moveMouseTo(momentResinCountRa.x,momentResinCountRa.y);
let countArea = await Textocr("",0.5, 0, 2,momentResinCountRa.x+momentResinCountRa.w+15,momentResinCountRa.y-15,momentResinCountRa.w+50,momentResinCountRa.h+25);//
if (countArea.found){
// log.info("脆弱树脂识别数量结果:"+ countArea.text);
fragileResinCount = countArea.text
//log.info("须臾树脂识别数量结果:"+ countArea.text);
momentResinCount = countArea.text
}
else
{
log.info("脆弱树脂识别数量结果::无");
else{
var oneRa = await imageRecognition(oneResin,0.1, 0, 1,momentResinCountRa.x+momentResinCountRa.w+15,momentResinCountRa.y-15,momentResinCountRa.w+50,momentResinCountRa.h+25);
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, 1,1170,0,350,100);
if (fragileResinCountRa.found) {
// await moveMouseTo(fragileResinCountRa.x,fragileResinCountRa.y);
let countArea = await Textocr("",0.5, 0, 2,fragileResinCountRa.x+fragileResinCountRa.w+15,fragileResinCountRa.y-15,fragileResinCountRa.w+50,fragileResinCountRa.h+25);//
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+15,fragileResinCountRa.y-15,fragileResinCountRa.w+50,fragileResinCountRa.h+25);
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");
}
} 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} ", condensedResinCount, originalResinCount, fragileResinCount)
return {condensedResinCount,originalResinCount,fragileResinCount}
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,momentResinCountRa}
}
async function isOnRewardPage() {
@@ -698,7 +733,7 @@
noTextCount++;
log.info(`检测到可能离开战斗区域,当前计数: ${noTextCount}`);
if (noTextCount >= 10) {
if (noTextCount >= 15) {
log.warn("已离开战斗区域");
resolve(false);
return;
@@ -724,6 +759,8 @@
});
}
//重新战斗次数
var retryCount = 0;
var executedCount = 0;
async function Veinfligt() {
// 定义路线常量
@@ -805,25 +842,34 @@
}
}
// 寻找地脉溢口,文字识别不到转圈寻找,不管有没找到都执行战斗,最后领取奖励判断是否继续执行
// 寻找地脉溢口,找到地脉花就领奖,没有找到就直接战斗,再尝试领奖
if (await VeinEntrance()){
await sleep(1000);
await dispatcher.addTimer(new RealtimeTimer("AutoPick", { forceInteraction: false})); await keyPress("F");
log.warn("开始战斗...");
if (!Fightquick){
await dispatcher.runTask(new SoloTask("AutoFight")); //固定执行两次战斗,执行自动战斗,配置器中的设置建议填你的队伍打一次大概得时间
await sleep(1000);
await dispatcher.runTask(new SoloTask("AutoFight"));
}else
{
if(!await autoFight(Fighttimeout)){
if (retryCount < 2) {
log.warn("战斗失败,重新重试...");
i = i-2;
retryCount ++;
continue;
}
//退出执行
SHUOVER=2;
return false;
}
}
}
shouldContinueChecking = true;
checkRewardPage();// 执行自动战斗并同步检测领奖页面
await VeinEntrance();
await sleep(1000);
await dispatcher.addTimer(new RealtimeTimer("AutoPick", { forceInteraction: false})); await keyPress("F");
log.warn("开始战斗...");
if (!Fightquick){
await dispatcher.runTask(new SoloTask("AutoFight")); //固定执行两次战斗,执行自动战斗,配置器中的设置建议填你的队伍打一次大概得时间
await sleep(2000);
await dispatcher.runTask(new SoloTask("AutoFight"));
}else
{
if(!await autoFight(Fighttimeout)){
log.warn("战斗失败,尝试寻找地脉花入口");
}
}
//执行到地脉花地点的寻路脚本
log.info(`开始执行寻找地脉花奖励:${jsonFile2}`);
await dispatcher.addTimer(new RealtimeTimer("AutoPick", { forceInteraction: false}));

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@@ -1,7 +1,7 @@
{
"manifest_version": 1,
"name": "全自动枫丹地脉花",
"version": "2.9",
"version": "3.0",
"bgi_version": "0.44.8",
"description": "枫丹地脉花蓝花金花通用。生存压力大请带盾奶避免纯水输出请注意说明文件。如有BUG请联系作者QQ:119996800",
"tags":["地脉花"],