js,狗粮ABE路线,断点续跑 (#1023)

狗粮ABE路线,断点续跑。需手动启用断点续跑
This commit is contained in:
JJMdzh
2025-06-19 14:14:14 +08:00
committed by GitHub
parent b50f8612b2
commit dbb82b5560
2 changed files with 296 additions and 176 deletions

View File

@@ -1,10 +1,9 @@
(async function () {
const folderA = 'assets/狗粮A线@Yang-z/';
const folderB = 'assets/狗粮B线@Yang-z/';
const folderE = 'assets/狗粮额外@Yang-z/';
const folderA = 'assets/狗粮A线@Yang-z/';
const folderB = 'assets/狗粮B线@Yang-z/';
const folderE = 'assets/狗粮额外@Yang-z/';
const pathingA = [
const pathingA = [
"狗粮-蒙德-龙脊雪山-西-3个-f.json",
"狗粮-璃月-碧水源-盐中之地-3个-f.json",
"狗粮-璃月-珉林-东北-9个-f.json",
@@ -31,9 +30,9 @@
"【收尾】狗粮-稻妻-神无冢-踏鞴砂①-6个21个-f.json",
"【收尾】狗粮-稻妻-神无冢-踏鞴砂②-7个21个-f.json",
"【收尾】狗粮-稻妻-神无冢-踏鞴砂③-8个21个-f.json"
]; // 98+21个
]; // 98+21个
const pathingB = [
const pathingB = [
"狗粮-枫丹-枫丹庭区-3个.json",
"狗粮-枫丹-白露区-秋分山东侧-2个-f~m.json",
"狗粮-枫丹-伊黎耶林区-欧庇克莱歌剧院东南-2个-f.json",
@@ -62,20 +61,20 @@
"狗粮-稻妻-鹤观-南-2个-f.json",
"(恢复)狗粮-稻妻-清籁岛.json",
"【收尾】狗粮-稻妻-清籁岛-清籁丸-20个-f.json"
]; // 97+20个
]; // 97+20个
const pathingE = [
const pathingE = [
"【额外】狗粮-纳塔-鸡屁股+8个9个-f.json", // 12小时刷新
]; // 7个
]; // 7个
const pathingE_A = [
const pathingE_A = [
"【额外】狗粮-须弥-水天丛林+7个-f.json", // 24小时刷新
"【额外】狗粮-枫丹-研究院区-新枫丹科学院周边+3个-f.json", // 24小时刷新
]; // 10个
]; // 10个
const pathingE_B = [
const pathingE_B = [
"【额外】狗粮-纳塔-灵谜纹+13个.json" // 24小时刷新
]; // 13个
]; // 13个
// 每日拾取点位数及耗时
// A: (98 + 21) + (8 + 10) = 137 ~ 31 + 10 = 41 minutes
@@ -91,13 +90,14 @@
let autoSalvage4 = settings.autoSalvage4 != undefined && settings.autoSalvage4 != '否' ? true : false;
let autoSalvageSpan = settings.autoSalvageSpan != undefined && ~~settings.autoSalvageSpan > 0 ? ~~settings.autoSalvageSpan : 10;
let activeRestore = settings.activeRestore != undefined && settings.activeRestore != '是' ? false : true;
const activeProgress = settings.activeProgress != undefined && settings.activeProgress != '否' ? true : false;
log.debug(`path: ${path}; swapPath: ${swapPath}; extra: ${extra}; extraAB: ${extraAB}; autoSalvage: ${autoSalvage}; autoSalvage4: ${autoSalvage4}; autoSalvageSpan: ${autoSalvageSpan}; activeRestore: ${activeRestore};`);
// await sleep(30000);
// 路线
function determinePath() {
// 确定路径
function determinePath() {
if (path != 'A' && path != 'B') {
const benchmark = new Date("2024-11-20T04:00:00");
const now = new Date();
@@ -107,20 +107,33 @@
if (swapPath) path = path == 'A' ? 'B' : 'A';
}
}
// 初始化
async function init(shouldRestore = true, shouldResizeMap = false) {
// close forced interaction just in case..
// 如果路径切换,清理与当前路径无关的任务记录
if (progress.path !== path) {
progress.completedTasks = [];
progress.path = path;
saveProgress(); // 保存新的路径和清理后的任务记录
}
}
// 初始化函数
async function init(shouldRestore = true, shouldResizeMap = false) {
// 关闭强制交互
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": false }));
// restore and alignment
if (shouldRestore) await genshin.tp("1468.0732421875", "1998.04443359375"); await sleep(3000);
// resize map here (not necessary after bgi v0.41.0)
if (shouldResizeMap) await resizeMap();
// 恢复和对齐
if (shouldRestore) {
await genshin.tp("1468.0732421875", "1998.04443359375");
await sleep(3000);
}
// 调整地图缩放 (bgi[v0.41.0]后不需要)
if (shouldResizeMap) {
await resizeMap();
}
}
// 调整地图
async function resizeMap(level = 1) {
await genshin.returnMainUi();
@@ -166,62 +179,137 @@
await genshin.tp(data['positions'][0]['x'], data['positions'][0]['y']);
}
// 分解圣遗物
async function salvage() {
// 分解圣遗物
async function salvage() {
if (!autoSalvage) return;
await genshin.returnMainUi();
keyPress("B");
await sleep(2000);
click(670, 40);
await sleep(1000); // 圣遗物
click(660, 1010);
await sleep(1000); // 分解
click(300, 1020);
await sleep(1000); // 快速选择
keyPress("B"); await sleep(2000);
click(670, 40); await sleep(1000); // 圣遗物
click(660, 1010); await sleep(1000); // 分解
click(300, 1020); await sleep(1000); // 快速选择
// click(200, 140); await sleep(500); // 1
// click(200, 220); await sleep(500); // 2
// click(200, 300); await sleep(500); // 3
if (!autoSalvage4) { click(200, 380); await sleep(500); } // 4
click(340, 1000); await sleep(1000); // 确认选择
click(1720, 1015); await sleep(1500); // 分解
click(1180, 750); await sleep(1000); // 进行分解
click(1840, 45); await sleep(1500); // 取消
click(1840, 45); await sleep(1000); // 取消
click(1840, 45); await sleep(1000); // 取消
// 点击4星圣遗物
if (!autoSalvage4) {
click(200, 380);
await sleep(500);
}
// 单一脚本执行
let count = 0;
async function runFile(filePath, times = 2) {
click(340, 1000);
await sleep(1000); // 确认选择
click(1720, 1015);
await sleep(1500); // 分解
click(1320, 750);
await sleep(1000); // 进行分解
await genshin.returnMainUi();
}
// 进度文件路径
const progressFile = "progress.json";
// 初始化进度
let progress = {
path: null,
completedTasks: [],
lastRunDate: null // 记录上次运行的日期
};
// 读取进度
async function loadProgress() {
try {
--times;
const content = await file.readText(progressFile);
const loadedProgress = JSON.parse(content);
// 如关闭主动去神像恢复则依赖队伍配置持续恢复角色及bgi的低血量被动恢复
// 检查日期是否一致
const now = new Date();
const today = now.toISOString().split('T')[0]; // 当前日期YYYY-MM-DD
const lastRunDate = loadedProgress.lastRunDate;
if (lastRunDate && lastRunDate === today) {
// 如果日期一致,加载进度
progress.path = loadedProgress.path;
progress.completedTasks = Array.isArray(loadedProgress.completedTasks) ? loadedProgress.completedTasks : [];
} else {
// 如果日期不一致,重置进度
progress.path = null;
progress.completedTasks = [];
}
progress.lastRunDate = today; // 更新当前日期
log.info("加载进度成功:", progress);
} catch (error) {
log.error("加载进度失败:", error);
}
}
// 保存进度
async function saveProgress() {
try {
progress.lastRunDate = new Date().toISOString().split('T')[0]; // 更新当前日期
await file.writeText(progressFile, JSON.stringify(progress));
log.info("进度已保存。");
} catch (error) {
log.error("保存进度失败:", error);
}
}
let count = 0; // 用于记录分解圣遗物的次数
async function runFile(filePath, times = 2) {
try {
// 检查任务是否已经完成
if (progress.completedTasks.includes(filePath)) {
log.info(`任务已跳过: ${filePath}`);
return;
}
// 记录任务开始时间
const startTime = Date.now();
log.info(`开始执行任务: ${filePath}`);
// 检查是否是恢复任务
let isToRestore = filePath.search("(恢复)") != -1;
if (isToRestore && !activeRestore) return;
// 暂不支持关闭自动拾取
// if (isToRestore) dispatcher.removeTimer(...);
// else...
if (isToRestore && !activeRestore) {
log.info(`跳过恢复任务: ${filePath}`);
return;
}
// 分解圣遗物
if (!isToRestore && count++ % autoSalvageSpan == 0) await salvage();
if (!isToRestore && count++ % autoSalvageSpan == 0) {
await salvage();
}
// 调整地图缩放 (bgi[v0.41.0]后不需要)
// let shouldResizeMap = filePath.search("-m") != -1;
// if (shouldResizeMap) await resizeMap();
// 配置自动拾取,根据文件名指定信息,确定是否强制交互(快速拾取)
let forceInteraction = filePath.search("-f") != -1; //
let forceInteraction = filePath.search("-f") != -1;
if (!isToRestore) dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": forceInteraction }));
//执行路径追踪脚本
log.info(filePath);
// 执行任务
await pathingScript.runFile(filePath);
await sleep(1000);
// 配置强制拾取为关闭状态
dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": false }));
// 记录任务结束时间
const endTime = Date.now();
const duration = endTime - startTime; // 任务运行时长(毫秒)
// 判断任务是否成功完成
if (duration < 5000) { // 假设任务运行时长小于5秒则认为任务被取消或异常终止
log.info(`任务运行时长过短(${duration}ms可能被取消或异常终止不保存进度: ${filePath}`);
return;
}
// 任务成功完成,更新进度
progress.completedTasks.push(filePath);
await saveProgress();
log.info(`任务成功完成并保存进度: ${filePath}`);
// 地图缩放按键同某些地图标识重叠,导致识别失败(bgi[v0.43.0]后引入)
// // 完成路径后,放大地图,脚本中调用就近传送。仍可能被缩小回去。不可行
@@ -237,39 +325,62 @@
await tpNearby(filePath);
}
}
catch (error) { // bgi已捕获可预期异常此处仅做兜底
log.error(error.toString());
} catch (error) {
// 任务失败,记录错误但不保存进度
log.error(`任务执行失败: ${filePath}`, error);
await sleep(3000);
if (times > 0) await runFile(filePath, times);
if (times > 0) {
log.info(`任务失败,尝试重新执行: ${filePath}`);
await runFile(filePath, times - 1);
} else {
log.info(`任务失败,不再重试: ${filePath}`);
}
}
}
// 批量执行
async function batch(folder, files) {
// 批量执行
async function batch(folder, files) {
for (let file of files) {
const filePath = folder + file;
await runFile(filePath);
}
}
// 主函数
(async function () {
// 如果 activeProgress 为否,则直接写入一个空对象到进度文件
if (!activeProgress) {
// 写入空对象到进度文件
const result = await file.writeText(progressFile, JSON.stringify({}));
if (result) {
log.info("进度文件已重置,重新开始任务。");
} else {
log.error("进度文件重置失败。");
}
} else {
// 如果 activeProgress 为是,则正常加载进度
await loadProgress();
}
// main
setGameMetrics(1920, 1080, 1);
// 确定路径
determinePath();
// A or B
// 初始化
await init();
log.info(`开始执行${path}线路。`);
if (path == 'A') await batch(folderA, pathingA);
else await batch(folderB, pathingB);
// Extra
// 执行主线任务
log.info(`开始执行${progress.path}线路。`);
if (progress.path == 'A') {
await batch(folderA, pathingA);
} else {
await batch(folderB, pathingB);
}
// 执行额外任务
if (extra) {
await init();
log.info(`开始执行额外线路。`);
// 12小时刷新的额外点位每天拾取
log.info("开始执行额外线路。");
await batch(folderE, pathingE);
// 24小时刷新的额外点位隔天拾取避免空跑
@@ -278,7 +389,7 @@
}
await init();
log.info(`今日狗粮拾取任务完成。拾取路线:${path}${extra ? '+E' : ''}`);
log.info(`今日狗粮拾取任务完成。拾取路线:${progress.path}${extra ? '+E' : ''}`);
await sleep(1000);
})();

View File

@@ -18,6 +18,15 @@
"否"
]
},
{
"name": "activeProgress",
"type": "select",
"label": "启用断点续跑。多账号选否!(默认:否)",
"options": [
"是",
"否"
]
},
{
"name": "extra",