const DEFAULT_OCR_TIMEOUT_SECONDS = 10; const DEFAULT_FIGHT_TIMEOUT_SECONDS = 120; // 初始化变量并赋予默认值 let lastRunDate = "未知"; // 默认值 let lastEndTime = new Date(); // 默认值为当前时间 let lastRunRoute = "未知"; // 默认值 let records = new Array(14).fill(""); let finished = false; const accountName = settings.accountName || "默认账户"; let version = "default"; let runnedToday = false; let artifactExperienceDiff = 0; let moraDiff = 0; let pathIndex = 0; //预处理 const minIntervalTime = settings.minIntervalTime || "5"; const waitTimePeriod = settings.waitTimePeriod || "4:05-4:45"; const friendshipPartyName = settings.friendshipPartyName || "好感"; const grindPartyName = settings.grindPartyName || "狗粮"; const operationType = settings.operationType || "不卡时间,尽可能跑A"; const runActivatePath = settings.runActivatePath || false; let enemyType = "无"; (async function () { setGameMetrics(1920, 1080, 1); //伪造js结束记录 await fakeLog("自动狗粮加强版", true, true, 0); //处理操作模式信息 switch (operationType) { case "盗宝团好感卡时间": enemyType = "盗宝团"; break; case "愚人众好感卡时间": enemyType = "愚人众"; break; case "鳄鱼好感卡时间": enemyType = "鳄鱼"; break; case "干等卡时间": // 干等卡时间的逻辑 break; case "不卡时间,ab交替运行": // 不卡时间,ab交替运行的逻辑 break; case "不卡时间,尽可能跑A": // 不卡时间,尽可能跑A的逻辑 break; default: // 其他情况的逻辑 log.error("未知的操作类型: " + operationType); break; } //处理记录文件路径 // 获取子文件夹路径 // Windows文件名非法字符列表 const illegalCharacters = /[\\/:*?"<>|]/; // Windows保留设备名称列表 const reservedNames = [ "CON", "PRN", "AUX", "NUL", "COM1", "COM2", "COM3", "COM4", "COM5", "COM6", "COM7", "COM8", "COM9", "LPT1", "LPT2", "LPT3", "LPT4", "LPT5", "LPT6", "LPT7", "LPT8", "LPT9" ]; // 检查accountName是否为空字符串 if (accountName === "") { log.error(`账户名 "${accountName}" 不合法,为空字符串。`); log.error(`将终止程序,请使用合法的名称`); await sleep(5000); return; } // 检查accountName是否以空格开头 else if (accountName.startsWith(" ")) { log.error(`账户名 "${accountName}" 不合法,以空格开头。`); log.error(`将终止程序,请使用合法的名称`); await sleep(5000); return; } // 检查accountName是否以空格结尾 else if (accountName.endsWith(" ")) { log.error(`账户名 "${accountName}" 不合法,以空格结尾。`); log.error(`将终止程序,请使用合法的名称`); await sleep(5000); return; } // 检查accountName是否包含非法字符 else if (illegalCharacters.test(accountName)) { log.error(`账户名 "${accountName}" 不合法,包含非法字符。`); log.error(`将终止程序,请使用合法的名称`); await sleep(5000); return; } // 检查accountName是否是保留设备名称 else if (reservedNames.includes(accountName.toUpperCase())) { log.error(`账户名 "${accountName}" 不合法,是保留设备名称。`); log.error(`将终止程序,请使用合法的名称`); await sleep(5000); return; } // 检查accountName长度是否超过255字符 else if (accountName.length > 255) { log.error(`账户名 "${accountName}" 不合法,账户名过长。`); log.error(`将终止程序,请使用合法的名称`); await sleep(5000); return; } else { log.info(`账户名 "${accountName}" 合法。`); } let subFolderPath = `records/`; let recordFilePath = `records/${accountName}.txt`; // 读取子文件夹中的所有文件路径 const filesInSubFolder = file.ReadPathSync(subFolderPath); // 检查记录文件是否存在 let indexDoExist = false; for (const filePath of filesInSubFolder) { if (filePath === `records\\${accountName}.txt`) { indexDoExist = true; break; } } if (indexDoExist) { log.info(`records\\${accountName}.txt 存在`); } else { recordFilePath = `record.txt`; subFolderPath = ``; // 读取子文件夹中的所有文件路径 const filesInSubFolder = file.ReadPathSync(subFolderPath); // 检查记录文件是否存在 for (const filePath of filesInSubFolder) { if (filePath === `record.txt`) { indexDoExist = true; break; } } if (indexDoExist) { log.info(`record.txt 存在`); } else { log.warn(`无记录文件,将使用默认数据`); recordFilePath = `assets\\BackUp\\record.txt`; } } await sleep(1000); //处理卡时间信息 // 异步读取文件内容 const content = await file.readText(recordFilePath); // 按行分割内容 const lines = content.split('\n'); let recordIndex = 0; // 逐行处理 for (const line of lines) { // 跳过空行 if (line.trim() === '') continue; // 检查每行的起始部分 if (line.startsWith("上次运行完成日期:")) { lastRunDate = line.substring("上次运行完成日期:".length).trim(); } if (line.startsWith("上次结束时间:")) { const timeString = line.substring("上次结束时间:".length).trim(); if (timeString) { lastEndTime = new Date(timeString); if (isNaN(lastEndTime.getTime())) { throw new Error(`无效的时间值: ${timeString}`); } } } if (line.startsWith("上次运行路线:")) { lastRunRoute = line.substring("上次运行路线:".length).trim(); } if (line.startsWith("上次运行是否完成: t")) { finished = true; } if (line.startsWith("日期") && recordIndex < records.length) { records[recordIndex] = line.trim(); // 直接使用 line.trim() recordIndex++; } } // 输出变量值 log.info(`上次运行完成日期: ${lastRunDate}`); log.info(`上次狗粮开始时间: ${lastEndTime.toISOString()}`); log.info(`上次运行路线: ${lastRunRoute}`); log.info(`上次运行是否完成: ${finished}`); try { // 读取 manifest.json 文件的内容 const content = await file.readText("manifest.json"); // 解析 JSON 内容为对象 const manifest = JSON.parse(content); // 获取 version 字段的值 version = manifest.version; log.info(`当前js版本:${version},更新日期25.8.8,如果太久远,要经常检查更新`); } catch (error) { // 如果发生错误,记录错误信息 log.error("读取或解析 manifest.json 文件时出错:", error); } // 拆分 lastRunDate 为年、月、日 const [year, month, day] = lastRunDate.split('/').map(Number); // 生成这个日期凌晨四点的时间 const lastRunMidnight = new Date(year, month - 1, day, 4, 0, 0); // 获取当前时间 const now = new Date(); // 计算当前时间与 lastRunMidnight 之间的时间差(单位:毫秒) const timeDifference = now - lastRunMidnight; // 如果当前时间减去 lastRunMidnight 小于 24 小时(24 * 60 * 60 * 1000 毫秒),则终止狗粮程序运行 if (timeDifference < 24 * 60 * 60 * 1000) { log.info("今日已经运行过狗粮路线"); runnedToday = true; } let endTime = await getEndTime(minIntervalTime, lastEndTime); // 解析 waitTimePeriod const [startTimeStr, endTimeStr] = waitTimePeriod.split('-').map(time => time.trim()); // 将时间字符串转换为小时和分钟 const [startHour, startMinute] = startTimeStr.split(':').map(Number); const [endHour, endMinute] = endTimeStr.split(':').map(Number); // 获取当前日期 const today = new Date(); today.setHours(0, 0, 0, 0); // 将时间设置为当天的午夜 // 创建等待时间段的开始时间和结束时间的 Date 对象 let waitStartTime = new Date(today); waitStartTime.setHours(startHour, startMinute, 0, 0); let waitEndTime = new Date(today); waitEndTime.setHours(endHour, endMinute, 0, 0); let runRouteA = lastRunRoute === "A"; log.info(`卡时间时间段为${waitStartTime.toTimeString()}-${waitEndTime.toTimeString()}`); // 获取当前时间 const timeNow = new Date(); if (!runnedToday || !runActivatePath) { runRouteA = true; // 检查 endTime 是否晚于当天的结束时间 if (endTime > waitEndTime) { // 如果 endTime 晚于当天的结束时间,则将其改为当天的开始时间 endTime = new Date(waitStartTime); // 同时将 runRouteA 改为 false,今天运行B路线 runRouteA = false; } if (operationType === "不卡时间,尽可能跑A") { // 根据当前时间与上次运行时间给布尔变量 runRouteA 赋值 runRouteA = endTime <= timeNow; } // 检查 lastRunRoute 是否为 "B" if (lastRunRoute === "B" && operationType !== "不卡时间,ab交替运行") { // 如果 lastRunRoute 为 "B",则将 endTime 改为当天的开始时间 endTime = new Date(waitStartTime); // 同时将 runRouteA 改为 true runRouteA = true; } if (operationType === "不卡时间,ab交替运行") { // 定义 1970-01-01T20:00:00.000Z 的时间对象 const epochTime = new Date('1970-01-01T20:00:00.000Z'); // 根据当前时间与 1970-01-01T20:00:00.000Z 的天数差的奇偶性给布尔变量 runRouteA 赋值 runRouteA = Math.floor((now - epochTime) / (24 * 60 * 60 * 1000)) % 2 === 0; } } //切换至好感队 await switchPartyIfNeeded(friendshipPartyName); let runnedTimes = 0; wait: { if (runnedToday) { break wait; } if (operationType !== "不卡时间,ab交替运行" && operationType !== "不卡时间,尽可能跑A") { // 输出结果 log.info(`预期开始狗粮时间: ${endTime.toTimeString().slice(0, 8)}`); // 检查当前时间是否晚于 endTime if (timeNow > endTime) { log.warn('无需卡时间') } else { if (operationType !== "干等卡时间") { //准备环节 if (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'); } if (enemyType === "鳄鱼") { log.info(`导航到鳄鱼触发点...`); await AutoPath('鳄鱼-准备'); } //好感卡时间 // 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 runnedTimes = await AutoFriendshipDev(50, ocrTimeout, fightTimeout, enemyType, endTime); } } // 获取当前时间 const waitStartNow = new Date(); // 计算 endTime 与当前时间的差值(单位:毫秒),以防好感度运行完了还没到时间 const timeDiff = endTime - waitStartNow; if (timeDiff > 0) { log.info(`当前时间与预期时间的差值为 ${timeDiff} 毫秒,等待该时间`); await sleep(timeDiff); } else { log.info("当前时间已晚于预期时间,无需等待"); } } } //更新运行数据 refresh: { if ((runnedToday && finished) || (runnedToday && runActivatePath)) { break refresh; } // 获取当前日期和时间 const finishDate = new Date(); // 格式化当前日期为 "YYYY/MM/DD" 格式 const currentDateString = `${finishDate.getFullYear()}/${String(finishDate.getMonth() + 1).padStart(2, '0')}/${String(finishDate.getDate()).padStart(2, '0')}`; // 根据 runRouteA 的值更新 lastRunRoute lastRunRoute = runRouteA ? "A" : "B"; if (settings.useABE) { lastRunRoute = `abe${lastRunRoute}`; } // 更新 lastRunDate 为当前日期 lastRunDate = currentDateString; // 更新 lastEndTime 为当前时间 lastEndTime = new Date(); // 使用 new Date() 获取当前时间 //按格式输出今日狗粮路线信息 log.info(`今日运行狗粮路线:${runRouteA ? 'A' : 'B'},开始时间:${lastEndTime.toLocaleString()}`); } //运行前按自定义配置清理狗粮 if (settings.decomposeMode === "分解(经验瓶)") { await processArtifacts(21); } else { artifactExperienceDiff -= await processArtifacts(21); } moraDiff -= await mora(); artifacts: { if (runnedToday && finished) { break artifacts; } // 开始运行狗粮路线 let runArtifactsResult = true; runArtifactsResult = await runArtifactsPaths(runRouteA, grindPartyName, settings.useABE); await genshin.returnMainUi(); await sleep(2000); artifactExperienceDiff += await processArtifacts(21); moraDiff += await mora(); log.info(`狗粮路线获取摩拉: ${moraDiff}`); log.info(`狗粮路线获取狗粮经验: ${artifactExperienceDiff}`); //修改records for (let i = records.length - 1; i > 0; i--) { records[i] = records[i - 1]; } records[0] = `日期:${lastRunDate},运行路线${lastRunRoute},狗粮经验${artifactExperienceDiff},摩拉${moraDiff}`; if (settings.notify) { notification.Send(`日期:${lastRunDate},运行路线${lastRunRoute},狗粮经验${artifactExperienceDiff},摩拉${moraDiff}`); } if (runArtifactsResult) { //修改文件内容 log.info('修改记录文件'); await writeRecordFile(lastRunDate, lastEndTime, lastRunRoute, records, `records/${accountName}.txt`, version, true); } } //完成剩下好感 if (runnedTimes < settings.minTimesForFirendship) { //切换至好感队 await switchPartyIfNeeded(friendshipPartyName); // 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"); //准备环节 if (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'); } if (enemyType === "鳄鱼") { log.info(`导航到鳄鱼触发点...`); await AutoPath('鳄鱼-准备'); } // 好感循环开始 await AutoFriendshipDev(settings.minTimesForFirendship - runnedTimes, ocrTimeout, fightTimeout, enemyType, endTime + 24 * 60 * 60 * 1000); } //伪造js开始记录 await fakeLog("自动狗粮加强版", true, false, 0); })(); // 异步函数,用于将变量内容写回到文件 async function writeRecordFile(lastRunDate, lastEndTime, lastRunRoute, records, recordFilePath, version, finished) { try { // 构造要写入文件的内容 const content = [ `上次运行完成日期: ${lastRunDate}`, `上次结束时间: ${lastEndTime.toISOString()}`, `上次运行路线: ${lastRunRoute}`, `上次运行是否完成: ${finished}`, `js版本: ${version}`, "历史收益:" ].concat(records).join('\n'); // 异步写入文件 const result = await file.writeText(recordFilePath, content, false); // 覆盖写入 if (result) { log.info("文件写入成功"); } else { log.error("文件写入失败"); } } catch (error) { log.error(`写入文件时出错: ${error}`); } } //运行狗粮路线的逻辑 async function runArtifactsPaths(runRouteA, grindPartyName, useABE) { // 根据 runRouteA 的值给 runningRoute 赋值 const runningRoute = runRouteA ? "A" : "B"; // 定义文件夹路径 const folderName = `${runningRoute}路线`; let ArtifactsPath = "abeArtifactsPath"; if (!useABE) { ArtifactsPath = "ArtifactsPath"; log.info("使用新路线中"); } else { log.warn("使用老abe路线中"); } const filePathNormal = `assets/${ArtifactsPath}/${folderName}/01普通`; const filePathEnding = `assets/${ArtifactsPath}/${folderName}/02收尾`; const filePathExtra = `assets/${ArtifactsPath}/${folderName}/03额外`; const filePathPreparation = `assets/${ArtifactsPath}/${folderName}/00准备`; const filePathActivate = `assets/${ArtifactsPath}/${folderName}/-1激活`; // 将每组路线的逻辑抽取为公用函数 async function runPathGroups(filePathDir, subTaskName) { // 读取文件夹中的文件名并处理 const filePaths = file.readPathSync(filePathDir); const jsonFilePaths = []; for (const filePath of filePaths) { if (filePath.endsWith('.json')) { // 检查文件名是否以 .json 结尾 jsonFilePaths.push(filePath); // 存储文件名 } } let currentTask = 0; // 当前任务计数器 // 执行地图追踪文件 for (const fileName of jsonFilePaths) { pathIndex++; if ((pathIndex % 5 === 0) && settings.autoSalvage && settings.decomposeMode != "保留") { artifactExperienceDiff += await processArtifacts(1); } const fullPath = fileName; await fakeLog(fileName, false, true, 0); currentTask += 1; // 更新当前任务计数器 log.info(`当前进度:${fullPath}为${subTaskName}${folderName}第${currentTask}/${jsonFilePaths.length}个`); await pathingScript.runFile(fullPath); //捕获任务取消的信息并跳出循环 try { await sleep(10); // 假设 sleep 是一个异步函数,休眠 10 毫秒 } catch (error) { log.error(`发生错误: ${error}`); throw new Error("任务被取消"); } await fakeLog(fileName, false, false, 0); } } //运行激活路线 if (settings.runActivatePath && !runnedToday) { await runPathGroups(filePathActivate, "激活"); } if (!((runnedToday && finished) || (runnedToday && runActivatePath))) { //修改文件内容 log.info('修改记录文件'); await writeRecordFile(lastRunDate, lastEndTime, lastRunRoute, records, `records/${accountName}.txt`, version, false); } // 运行准备路线(关闭拾取) dispatcher.ClearAllTriggers(); await runPathGroups(filePathPreparation, "准备"); // 启用自动拾取的实时任务 dispatcher.addTimer(new RealtimeTimer("AutoPick")); //切换至狗粮队 await switchPartyIfNeeded(grindPartyName); // 运行普通路线 await runPathGroups(filePathNormal, "普通"); await genshin.tpToStatueOfTheSeven(); // 运行收尾路线 await runPathGroups(filePathEnding, "收尾"); // 运行额外路线 await runPathGroups(filePathExtra, "额外"); dispatcher.ClearAllTriggers(); return true; } // fakeLog 函数,使用方法:将本函数放在主函数前,调用时请务必使用await,否则可能出现v8白框报错 //在js开头处伪造该js结束运行的日志信息,如 await fakeLog("js脚本", true, true, 0); //在js结尾处伪造该js开始运行的日志信息,如 await fakeLog("js脚本", true, false, 2333); //duration项目仅在伪造结束信息时有效,且无实际作用,可以任意填写,当你需要在日志中输出特定值时才需要,单位为毫秒 //在调用地图追踪前伪造该地图追踪开始运行的日志信息,如 await fakeLog(`地图追踪.json`, false, true, 0); //在调用地图追踪后伪造该地图追踪结束运行的日志信息,如 await fakeLog(`地图追踪.json`, false, false, 0); //如此便可以在js运行过程中伪造地图追踪的日志信息,可以在日志分析等中查看 async function fakeLog(name, isJs, isStart, duration) { await sleep(10); const currentTime = Date.now(); // 参数检查 if (typeof name !== 'string') { log.error("参数 'name' 必须是字符串类型!"); return; } if (typeof isJs !== 'boolean') { log.error("参数 'isJs' 必须是布尔型!"); return; } if (typeof isStart !== 'boolean') { log.error("参数 'isStart' 必须是布尔型!"); return; } if (typeof currentTime !== 'number' || !Number.isInteger(currentTime)) { log.error("参数 'currentTime' 必须是整数!"); return; } if (typeof duration !== 'number' || !Number.isInteger(duration)) { log.error("参数 'duration' 必须是整数!"); return; } // 将 currentTime 转换为 Date 对象并格式化为 HH:mm:ss.sss const date = new Date(currentTime); const hours = String(date.getHours()).padStart(2, '0'); const minutes = String(date.getMinutes()).padStart(2, '0'); const seconds = String(date.getSeconds()).padStart(2, '0'); const milliseconds = String(date.getMilliseconds()).padStart(3, '0'); const formattedTime = `${hours}:${minutes}:${seconds}.${milliseconds}`; // 将 duration 转换为分钟和秒,并保留三位小数 const durationInSeconds = duration / 1000; // 转换为秒 const durationMinutes = Math.floor(durationInSeconds / 60); const durationSeconds = (durationInSeconds % 60).toFixed(3); // 保留三位小数 // 使用四个独立的 if 语句处理四种情况 if (isJs && isStart) { // 处理 isJs = true 且 isStart = true 的情况 const logMessage = `正在伪造js开始的日志记录\n\n` + `[${formattedTime}] [INF] BetterGenshinImpact.Service.ScriptService\n` + `------------------------------\n\n` + `[${formattedTime}] [INF] BetterGenshinImpact.Service.ScriptService\n` + `→ 开始执行JS脚本: "${name}"`; log.debug(logMessage); } if (isJs && !isStart) { // 处理 isJs = true 且 isStart = false 的情况 const logMessage = `正在伪造js结束的日志记录\n\n` + `[${formattedTime}] [INF] BetterGenshinImpact.Service.ScriptService\n` + `→ 脚本执行结束: "${name}", 耗时: ${durationMinutes}分${durationSeconds}秒\n\n` + `[${formattedTime}] [INF] BetterGenshinImpact.Service.ScriptService\n` + `------------------------------`; log.debug(logMessage); } if (!isJs && isStart) { // 处理 isJs = false 且 isStart = true 的情况 const logMessage = `正在伪造地图追踪开始的日志记录\n\n` + `[${formattedTime}] [INF] BetterGenshinImpact.Service.ScriptService\n` + `------------------------------\n\n` + `[${formattedTime}] [INF] BetterGenshinImpact.Service.ScriptService\n` + `→ 开始执行地图追踪任务: "${name}"`; log.debug(logMessage); } if (!isJs && !isStart) { // 处理 isJs = false 且 isStart = false 的情况 const logMessage = `正在伪造地图追踪结束的日志记录\n\n` + `[${formattedTime}] [INF] BetterGenshinImpact.Service.ScriptService\n` + `→ 脚本执行结束: "${name}", 耗时: ${durationMinutes}分${durationSeconds}秒\n\n` + `[${formattedTime}] [INF] BetterGenshinImpact.Service.ScriptService\n` + `------------------------------`; log.debug(logMessage); } } //用于获取结束时间 async function getEndTime(minIntervalTime, lastEndTime) { const minIntervalTimeInMs = minIntervalTime * 60 * 1000; // 将分钟转换为毫秒 return new Date(lastEndTime.getTime() + 24 * 60 * 60 * 1000 + minIntervalTimeInMs); } // 执行 好感度的 path 任务 async function AutoPath(locationName) { try { const filePath = `assets/AutoPath/${locationName}.json`; await pathingScript.runFile(filePath); } catch (error) { log.error(`执行 ${locationName} 路径时发生错误: ${error.message}`); } } //好感度任务的逻辑 async function AutoFriendshipDev(times, ocrTimeout, fightTimeout, enemyType = "盗宝团", endTime) { // 启用自动拾取的实时任务(只有鳄鱼好感启用) //if (enemyType === "盗宝团") { //if (enemyType === "愚人众") { if (enemyType === "鳄鱼") { dispatcher.addTimer(new RealtimeTimer("AutoPick")); } let friendTimes = 0; for (let i = 0; i < times; i++) { if (enemyType === "无") { log.info(`不进行好感`); return 0; } // 获取当前时间 const now = new Date(); // 比较当前时间与 endTime,若晚于 endTime 则跳出循环 if (now > endTime) { log.info("当前时间已晚于预期时间,终止好感任务"); break; } await fakeLog(`第${i + 1}次好感`, false, true, 0); friendTimes = friendTimes + 1; 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)}米`); 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: ${error}`); } } else { notification.send(`未识别到突发任务,${enemyType}好感结束`); log.info(`未识别到突发任务,${enemyType}好感结束`); return false; } // 特殊处理:鳄鱼战斗后需要拾取 if (enemyType === "鳄鱼") { await AutoPath('鳄鱼-拾取'); } await fakeLog(`第${i + 1}次好感`, false, false, 0); } log.info(`${enemyType}好感运行了${friendTimes}次`); await genshin.tpToStatueOfTheSeven(); return friendTimes; } // 验证输入是否是正整数 function isPositiveInteger(value) { return Number.isInteger(value) && value > 0; } // 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", "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") { return { x: 4840.55, y: -3078.01 }; } else if (enemyType === "盗宝团") { // 盗宝团战斗点坐标 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 }; } } //切换队伍 async function switchPartyIfNeeded(partyName) { if (!partyName) { await genshin.returnMainUi(); return; } try { log.info("正在尝试切换至" + 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); } } catch { log.error("队伍切换失败,可能处于联机模式或其他不可切换状态"); notification.error(`队伍切换失败,可能处于联机模式或其他不可切换状态`); await genshin.returnMainUi(); } } //等待战斗结果 async function waitForBattleResult(timeout = 2 * 60 * 1000, enemyType = "盗宝团", cts = new CancellationTokenSource()) { let fightStartTime = Date.now(); const successKeywords = ["事件", "完成"]; 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 let captureRegion = captureGameRegion(); let result = captureRegion.find(RecognitionObject.ocr(850, 150, 200, 80)); let result2 = captureRegion.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)) { log.info("检测到战斗成功关键词: {0}", keyword); log.info("战斗结果:成功"); cts.cancel(); // 取消任务 return true; } } // 检查失败关键词 for (let keyword of failureKeywords) { if (text.includes(keyword)) { log.warn("检测到战斗失败关键词: {0}", keyword); 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'); } return false; } } // 检查事件关键词 let find = 0; for (let keyword of eventKeywords) { if (text2.includes(keyword)) { find++; } } if (find === 0) { notFind++; log.info("未检测到任务触发关键词:{0} 次", notFind); } 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") { log.warn("回到愚人众准备点"); await AutoPath('愚人众-准备'); } 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 } /** * 验证超时时间设置 * @param {number|string} value - 用户设置的超时时间(秒) * @param {number} defaultValue - 默认超时时间(秒) * @param {string} timeoutType - 超时类型名称 * @returns {number} - 验证后的超时时间(秒) */ 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 ${defaultValue} 秒`); return defaultValue; } log.info(`${timeoutType}超时设置为 ${timeout} 秒`); return timeout; } // 定义所有图标的图像识别对象,每个图片都有自己的识别区域 let CharacterMenuRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/CharacterMenu.png"), 60, 991, 38, 38); // 定义一个函数用于识别图像 async function recognizeImage(recognitionObject, timeout = 5000) { let startTime = Date.now(); while (Date.now() - startTime < timeout) { try { // 尝试识别图像 let imageResult = captureGameRegion().find(recognitionObject); if (imageResult) { // log.info(`成功识别图像,坐标: x=${imageResult.x}, y=${imageResult.y}`); // log.info(`图像尺寸: width=${imageResult.width}, height=${imageResult.height}`); return { success: true, x: imageResult.x, y: imageResult.y }; } } catch (error) { log.error(`识别图像时发生异常: ${error.message}`); } await sleep(500); // 短暂延迟,避免过快循环 } log.warn(`经过多次尝试,仍然无法识别图像`); return { success: false }; } // 定义一个函数用于识别文字并点击 async function recognizeTextAndClick(targetText, ocrRegion, timeout = 3000) { let startTime = Date.now(); let retryCount = 0; // 重试计数 while (Date.now() - startTime < timeout) { try { // 尝试 OCR 识别 let resList = captureGameRegion().findMulti(RecognitionObject.ocr(ocrRegion.x, ocrRegion.y, ocrRegion.width, ocrRegion.height)); // 指定识别区域 // 遍历识别结果,检查是否找到目标文本 for (let res of resList) { let correctedText = res.text; if (correctedText.includes(targetText)) { // 如果找到目标文本,计算并点击文字的中心坐标 let centerX = Math.round(res.x + res.width / 2); let centerY = Math.round(res.y + res.height / 2); await click(centerX, centerY); await sleep(500); // 确保点击后有足够的时间等待 return { success: true, x: centerX, y: centerY }; } } } catch (error) { retryCount++; // 增加重试计数 log.warn(`页面标志识别失败,正在进行第 ${retryCount} 次重试...`); } await sleep(1000); // 短暂延迟,避免过快循环 } log.warn(`经过多次尝试,仍然无法识别文字: ${targetText},尝试点击默认中心位置`); let centerX = Math.round(ocrRegion.x + ocrRegion.width / 2); let centerY = Math.round(ocrRegion.y + ocrRegion.height / 2); await click(centerX, centerY); await sleep(1000); return { success: false }; } // 定义一个独立的函数用于在指定区域进行 OCR 识别并输出识别内容 async function recognizeTextInRegion(ocrRegion, timeout = 5000) { let startTime = Date.now(); let retryCount = 0; // 重试计数 while (Date.now() - startTime < timeout) { try { // 在指定区域进行 OCR 识别 let ocrResult = captureGameRegion().find(RecognitionObject.ocr(ocrRegion.x, ocrRegion.y, ocrRegion.width, ocrRegion.height)); if (ocrResult) { let correctedText = ocrResult.text; return correctedText; // 返回识别到的内容 } else { log.warn(`OCR 识别区域未找到内容`); return null; // 如果 OCR 未识别到内容,返回 null } } catch (error) { retryCount++; // 增加重试计数 log.warn(`OCR 识别失败,正在进行第 ${retryCount} 次重试...`); } await sleep(500); // 短暂延迟,避免过快循环 } log.warn(`经过多次尝试,仍然无法在指定区域识别到文字`); return null; // 如果未识别到文字,返回 null } async function decomposeArtifacts() { keyPress("B"); await sleep(1000); await click(670, 45); await sleep(500); await recognizeTextAndClick("分解", { x: 635, y: 991, width: 81, height: 57 }); await sleep(1000); //识别已储存经验(1570-880-1650-930) let regionToCheck1 = { x: 1570, y: 880, width: 80, height: 50 }; let initialNum = await recognizeTextInRegion(regionToCheck1); let initialValue = 0; if (initialNum && !isNaN(parseInt(initialNum, 10))) { initialValue = parseInt(initialNum, 10); log.info(`已储存经验识别成功: ${initialValue}`); } else { log.warn(`在指定区域未识别到有效数字: ${initialValue}`); } let regionToCheck3 = { x: 100, y: 885, width: 170, height: 50 }; let decomposedNum = 0; let firstNumber = 0; let firstNumber2 = 0; if (settings.keep4Star) { await recognizeTextAndClick("快速选择", { x: 248, y: 996, width: 121, height: 49 }); moveMouseTo(960, 540); await sleep(1000); await click(370, 1020); // 点击“确认选择”按钮 await sleep(1500); decomposedNum = await recognizeTextInRegion(regionToCheck3); // 使用正则表达式提取第一个数字 const match = decomposedNum.match(/已选(\d+)/); // 检查是否匹配成功 if (match) { // 将匹配到的第一个数字转换为数字类型并存储在变量中 firstNumber = Number(match[1]); log.info(`1-4星总数量: ${firstNumber}`); } else { log.info("识别失败"); } keyPress("VK_ESCAPE"); await recognizeTextAndClick("分解", { x: 635, y: 991, width: 81, height: 57 }); await sleep(1000); } await recognizeTextAndClick("快速选择", { x: 248, y: 996, width: 121, height: 49 }); moveMouseTo(960, 540); await sleep(1000); if (settings.keep4Star) { await click(370, 370);//取消选择四星 await sleep(1000); } await click(370, 1020); // 点击“确认选择”按钮 await sleep(1500); let decomposedNum2 = await recognizeTextInRegion(regionToCheck3); // 使用正则表达式提取第一个数字 const match2 = decomposedNum2.match(/已选(\d+)/); // 检查是否匹配成功 if (match2) { // 将匹配到的第一个数字转换为数字类型并存储在变量中 firstNumber2 = Number(match2[1]); log.info(`分解总数是: ${firstNumber2}`); } else { log.info("识别失败"); } //识别当前总经验 let regionToCheck2 = { x: 1500, y: 900, width: 150, height: 100 }; let newNum = await recognizeTextInRegion(regionToCheck2); let newValue = 0; if (newNum && !isNaN(parseInt(newNum, 10))) { newValue = parseInt(newNum, 10); log.info(`当前总经验识别成功: ${newValue}`); } else { log.warn(`在指定区域未识别到有效数字: ${newValue}`); } if (settings.decomposeMode === "分解(经验瓶)") { log.info(`用户选择了分解,执行分解`); // 根据用户配置,分解狗粮 await sleep(1000); await click(1620, 1020); // 点击分解按钮 await sleep(1000); // 4. 识别"进行分解"按钮 await click(1340, 755); // 点击进行分解按钮 await sleep(1000); // 5. 关闭确认界面 await click(1340, 755); await sleep(1000); } else { log.info(`用户未选择分解,不执行分解`); } // 7. 计算分解获得经验=总经验-上次剩余 const resinExperience = Math.max(newValue - initialValue, 0); log.info(`分解可获得经验: ${resinExperience}`); let fourStarNum = firstNumber - firstNumber2; if (settings.keep4Star) { log.info(`保留的四星数量: ${fourStarNum}`); } let resultExperience = resinExperience; if (resultExperience === 0) { resultExperience = initialValue; } const result = resultExperience; await genshin.returnMainUi(); return result; } /** * 摧毁圣遗物换摩拉 */ async function destroyArtifacts(times = 1) { const ArtifactsButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/ArtifactsButton.png")); const DeleteButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/DeleteButton.png")); const AutoAddButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/AutoAddButton.png")); const ConfirmButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/ConfirmButton.png")); const DestoryButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/DestoryButton.png")); const MidDestoryButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/DestoryButton.png"), 900, 600, 500, 300); await genshin.returnMainUi(); keyPress("B"); await sleep(1500); let ArtifactsButton = captureGameRegion().find(ArtifactsButtonRo); if (ArtifactsButton.isExist()) { log.info("识别到圣遗物按钮"); ArtifactsButton.click(); await sleep(1500); } try { for (let i = 0; i < times; i++) { captureGameRegion().find(DeleteButtonRo).click();// 点击摧毁 await sleep(600); captureGameRegion().find(AutoAddButtonRo).click();// 点击自动添加 await sleep(600); await sleep(300); click(150, 150); await sleep(300); click(150, 220); await sleep(300); click(150, 300); if (!settings.keep4Star) { await sleep(300); click(150, 370); } captureGameRegion().find(ConfirmButtonRo).click();// 点击快捷放入 await sleep(600); captureGameRegion().find(DestoryButtonRo).click();// 点击摧毁 await sleep(600); captureGameRegion().find(MidDestoryButtonRo).click();// 弹出页面点击摧毁 await sleep(600); click(960, 1000);// 点击空白处 await sleep(1000); } } catch (ex) { log.info("背包里的圣遗物已摧毁完毕,提前结束") } finally { await genshin.returnMainUi(); } } async function processArtifacts(times = 1) { await genshin.returnMainUi(); let result = 0; try { if (settings.decomposeMode === "销毁(摩拉)") { result = await destroyArtifacts(times); } else { result = await decomposeArtifacts(); } } catch (error) { log.error(`处理狗粮分解时发生异常: ${error.message}`); } await genshin.returnMainUi(); return result; } async function mora() { let result = 0; let tryTimes = 0; while (result === 0 && tryTimes < 3) { await genshin.returnMainUi(); log.info("开始尝试识别摩拉"); // 按下 C 键 keyPress("C"); await sleep(1500); let recognized = false; // 识别“角色菜单”图标或“天赋”文字 let startTime = Date.now(); while (Date.now() - startTime < 5000) { // 尝试识别“角色菜单”图标 let characterMenuResult = await recognizeImage(CharacterMenuRo, 5000); if (characterMenuResult.success) { await click(177, 433); await sleep(500); recognized = true; break; } // 尝试识别“天赋”文字 let targetText = "天赋"; let ocrRegion = { x: 133, y: 395, width: 115, height: 70 }; // 设置对应的识别区域 let talentResult = await recognizeTextAndClick(targetText, ocrRegion); if (talentResult.success) { log.info(`点击天赋文字,坐标: x=${talentResult.x}, y=${talentResult.y}`); recognized = true; break; } await sleep(1000); // 短暂延迟,避免过快循环 } let recognizedText = ""; // 如果识别到了“角色菜单”或“天赋”,则识别“摩拉数值” if (recognized) { let ocrRegionMora = { x: 1620, y: 25, width: 152, height: 46 }; // 设置对应的识别区域 recognizedText = await recognizeTextInRegion(ocrRegionMora); if (recognizedText) { log.info(`成功识别到摩拉数值: ${recognizedText}`); result = recognizedText; } else { log.warn("未能识别到摩拉数值。"); } } else { log.warn("未能识别到角色菜单或天赋"); } await sleep(500); tryTimes++; await genshin.returnMainUi(); } return Number(result); }