v.1.8版本 自动幽境危战 20250809 (#1530)
- **优化**: 1. 进入各种页面的等待时间增加,防止卡顿报错。 2. 树脂识别错误纠正处理。
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@@ -44,6 +44,22 @@
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## 三、更新说明
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## 三、更新说明
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### v.1.8版本:20250809
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- **新功能**:
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- **优化**:
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1. 进入各种页面的等待时间增加,防止卡顿报错。
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2. 树脂识别错误纠正处理。
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- **新功能**:
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- **优化**:
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1. 进入选择页面时,判断是否在爆发期。
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2. 更改进入秘境的判断,避免因为聊天按键被改导致判断错误。
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### v.1.7版本:20250807
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### v.1.7版本:20250807
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- **新功能**:
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- **新功能**:
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@@ -161,6 +161,11 @@
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if (countArea.found){
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if (countArea.found){
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// log.info("浓缩树脂识别数量结果: "+ countArea.text);
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// log.info("浓缩树脂识别数量结果: "+ countArea.text);
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condensedResinCount = countArea.text
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condensedResinCount = countArea.text
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if (countArea.text == "")
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{
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log.info("浓缩树脂识别强制为: 1");//
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condensedResinCount = "1";
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}
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}
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}
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else{
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else{
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condensedResinCount = "1";
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condensedResinCount = "1";
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@@ -199,6 +204,11 @@
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if (countArea.found){
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if (countArea.found){
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// log.info("脆弱树脂识别数量结果:"+ countArea.text);
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// log.info("脆弱树脂识别数量结果:"+ countArea.text);
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fragileResinCount = countArea.text
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fragileResinCount = countArea.text
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if (countArea.text == "")
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{
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log.info("脆弱树脂识别强制为: 1");//
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fragileResinCount = "1";
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}
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}
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}
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else{
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else{
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var oneRa = await imageRecognition(oneResin,0.1, 0, 1,fragileResinCountRa.x+fragileResinCountRa.w+20,fragileResinCountRa.y-15,60,40);
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var oneRa = await imageRecognition(oneResin,0.1, 0, 1,fragileResinCountRa.x+fragileResinCountRa.w+20,fragileResinCountRa.y-15,60,40);
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@@ -523,7 +533,7 @@
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// 进入秘境入口函数
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// 进入秘境入口函数
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async function VeinEntrance() {
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async function VeinEntrance() {
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for (let i = 0;i < 2;i++) {
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for (let i = 0;i < 2;i++) {
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let JIECHU = await Textocr("F",2,2,0,1098,519,35,32);
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let JIECHU = await Textocr("F",2,2,0,1095,519,41,36);
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if (JIECHU.found)
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if (JIECHU.found)
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{
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{
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await keyPress("F");
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await keyPress("F");
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@@ -566,7 +576,7 @@
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}
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}
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log.warn("自动幽境危战版本:v1.7");
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log.warn("自动幽境危战版本:v1.8");
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log.warn("请保证队伍战斗实力,战斗失败或执行错误,会重试两次...");
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log.warn("请保证队伍战斗实力,战斗失败或执行错误,会重试两次...");
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log.warn("使用前请在 <<幽境危战>> 中配置好战斗队伍...");
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log.warn("使用前请在 <<幽境危战>> 中配置好战斗队伍...");
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log.info("使用树脂类型数量:{0} ", rewards.length)
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log.info("使用树脂类型数量:{0} ", rewards.length)
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@@ -585,7 +595,7 @@
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await VeinEntrance();
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await VeinEntrance();
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//2.难度确认和选择
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//2.难度确认和选择
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let intoAction = await Textocr("单人挑战",10,0,0,1554,970,360, 105);
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let intoAction = await Textocr("单人挑战",20,0,0,1554,970,360, 105);
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if (!intoAction.found){
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if (!intoAction.found){
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await genshin.returnMainUi();
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await genshin.returnMainUi();
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throw new Error("未进入挑战页面,停止执行...")
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throw new Error("未进入挑战页面,停止执行...")
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@@ -635,7 +645,7 @@
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await click(intoAction.x,intoAction.y)
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await click(intoAction.x,intoAction.y)
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await sleep(1000);
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await sleep(1000);
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await click(intoAction.x,intoAction.y)
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await click(intoAction.x,intoAction.y)
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let enter = await imageRecognition(enterButton,5, 0, 0,15,96 ,40,43);
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let enter = await imageRecognition(enterButton,20, 0, 0,15,96 ,40,43);
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if (!enter.found){
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if (!enter.found){
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await genshin.returnMainUi();
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await genshin.returnMainUi();
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throw new Error("未进入秘境,停止执行...")
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throw new Error("未进入秘境,停止执行...")
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@@ -670,7 +680,7 @@
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//8.1自动战斗
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//8.1自动战斗
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for (let fightCount = 0; fightCount < 3; fightCount++) {
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for (let fightCount = 0; fightCount < 3; fightCount++) {
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let battleBegins = await Textocr("战斗开始",20,0,0,877,235,164,50);
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let battleBegins = await Textocr("战斗开始",30,0,0,877,235,164,50);
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if (!battleBegins.found){
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if (!battleBegins.found){
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await getOut();
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await getOut();
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throw new Error("未进入战斗环境,停止执行...")
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throw new Error("未进入战斗环境,停止执行...")
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@@ -693,7 +703,7 @@
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}
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}
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else
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else
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{
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{
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let Again = await Textocr("再次挑战",10,1,0,1059,920,177,65);
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let Again = await Textocr("再次挑战",20,1,0,1059,920,177,65);
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if (!Again.found)break;
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if (!Again.found)break;
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await sleep(1000);
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await sleep(1000);
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log.warn("战斗失败,第 {0} 次重试...", fightCount+1)
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log.warn("战斗失败,第 {0} 次重试...", fightCount+1)
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