(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 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", "狗粮-璃月-珉林-北-5个.json", "狗粮-璃月-珉林-奥藏山南-2个/3个-f.json", "狗粮-璃月-珉林-绝云间-3个-m.json", "(恢复)狗粮-璃月-琼玑野.json", "狗粮-璃月-琼玑野-绿华池-3个-f.json", "狗粮-须弥-须弥城-4个.json", "狗粮-须弥-二净甸-七天神像-4个/8个.json", "狗粮-须弥-二净甸-觉王之殿南-6个/7个-f.json", "(恢复)狗粮-须弥-失落的苗圃.json", "狗粮-须弥-失落的苗圃-南-8个-f.json", "狗粮-纳塔-万火之瓯-竞技场东-2个/4个-f.json", "狗粮-纳塔-涌流地-流泉之众-4个.json", "(恢复)狗粮-纳塔-涌流地.json", "狗粮-纳塔-镜璧山-南-9个-f.json", "狗粮-纳塔-镜璧山-七天神像下-3个-f.json", "狗粮-纳塔-翘枝崖-北-6个-f.json", "狗粮-纳塔-奥奇卡纳塔-七天神像-14个.json", "狗粮-纳塔-奥奇卡纳塔-流灰之街-4个-f.json", "狗粮-纳塔-奥奇卡纳塔-托佐兹之岛-6个-f.json", "(恢复)狗粮-稻妻-神无冢.json", "【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 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", "(恢复)狗粮-枫丹-研究院区.json", "狗粮-枫丹-研究院区-学术会堂-1个/2个-f.json", "狗粮-枫丹-研究院区-中央实验室遗址-北侧屋内-4个.json", "狗粮-枫丹-研究院区-新枫丹科学院-东南侧-8个-f.json", "狗粮-枫丹-研究院区-西南偏南-6个-m-f.json", "狗粮-枫丹-研究院区-西南偏西-4个-f.json", "狗粮-枫丹-研究院区-西北-6个/7个.json", "狗粮-枫丹-研究院区-中部塔内-9个.json", "(恢复)狗粮-枫丹-黎翡区.json", "狗粮-枫丹-黎翡区-七天神像-3个/5个.json", "狗粮-枫丹-黎翡区-芒索斯山东-3个-f.json", "狗粮-稻妻-神无冢-堇色之庭-4个.json", "狗粮-稻妻-神无冢-九条阵屋-2个/3个-f.json", "狗粮-稻妻-神无冢-东-5个/6个-f.json", "(恢复)狗粮-稻妻-神无冢.json", "狗粮-稻妻-海祇岛-东方小岛-2个-f.json", "狗粮-稻妻-海祇岛-珊瑚宫东北-6个-f.json", "狗粮-稻妻-海祇岛-望泷村西南-4个-f.json", "狗粮-稻妻-清籁岛-浅濑神社-3个-f.json", "狗粮-稻妻-清籁岛-越石村-8个-f.json", "狗粮-稻妻-清籁岛-平海砦西-8个-f.json", "狗粮-稻妻-鹤观-东偏中-2个-f.json", "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 const pathingE = [ "【额外】狗粮-纳塔-鸡屁股+8个/9个-f.json", // 12小时刷新 ]; // 7个 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 const pathingE_B = [ "【额外】狗粮-纳塔-灵谜纹+13个.json" // 24小时刷新 ]; // 13个 // 每日拾取点位数及耗时 // A: (98 + 21) + (8 + 10) = 137 ~ 31 + 10 = 41 minutes // B: (97 + 20) + (8 + 13) = 138 ~ 32 + 11 = 43 minutes // 读取用户设置 let path = settings.path != undefined ? settings.path : ''; let swapPath = settings.swapPath != undefined && settings.swapPath != '否' ? true : false; let extra = settings.extra != undefined && settings.extra != '是' ? false : true; let extraAB = settings.extraAB != undefined && settings.extraAB != '是' ? false : true; let autoSalvage = settings.autoSalvage != undefined && settings.autoSalvage != '是' ? false : true; 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; 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() { if (path != 'A' && path != 'B') { const benchmark = new Date("2024-11-20T04:00:00"); const now = new Date(); const delta = now - benchmark; const days = delta / (1000 * 60 * 60 * 24); path = days % 2 < 1 ? 'A' : 'B'; if (swapPath) path = path == 'A' ? 'B' : 'A'; } } // 初始化 async function init(shouldRestore = true, shouldResizeMap = false) { // close forced interaction just in case.. 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(); } // 调整地图 async function resizeMap(level = 1) { await genshin.returnMainUi(); keyPress("M"); await sleep(1000); for (let i = 5; i > 0; --i) { click(46, 436); await sleep(500); // zoom in } for (let i = 0; i < level; ++i) { click(46, 630); await sleep(500); // zoom out } // keyPress("M"); await sleep(1000); } // 拖拽地图 async function dragMap(byX, byY) { await genshin.returnMainUi(); let byL = Math.sqrt(byX * byX + byY * byY); let d = 5; let dx = Math.round(d * byX / byL); let dy = Math.round(d * byY / byL); let times = Math.round(byX / dx * genshin.screenDpiScale); log.debug(`byL: ${byL}; dx: ${dx}; dy: ${dy}; times: ${times}; genshin.screenDpiScale: ${genshin.screenDpiScale};`); keyPress("M"); await sleep(1000); moveMouseBy(-byX, -byY); await sleep(300); leftButtonDown(); await sleep(300); for (let i = 0; i < times; ++i) { moveMouseBy(dx, dy); await sleep(30); } leftButtonUp(); await sleep(300); } // 就近传送(传送脚本文件中的第一个点) async function tpNearby(filePath) { const raw = file.ReadTextSync(filePath); const data = JSON.parse(raw); await genshin.tp(data['positions'][0]['x'], data['positions'][0]['y']); } // 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 // 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 } // 单一脚本执行 let count = 0; async function runFile(filePath, times = 2) { try { --times; // 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 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... // 分解圣遗物 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; // if (!isToRestore) dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": forceInteraction })); //执行路径追踪脚本 log.info(filePath); await pathingScript.runFile(filePath); // 配置强制拾取为关闭状态 dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": false })); // 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 // let shouldResizeMap_after = filePath.search("~m") != -1; // if (shouldResizeMap_after) { // await resizeMap(0); // await tpNearby(filePath); // } // 完成路径后,拖拽地图,脚本中调用就近传送。可行 let shouldDragMap_after = filePath.search("~m") != -1; if (shouldDragMap_after) { await dragMap(-50, 50); await tpNearby(filePath); } } catch (error) { // bgi已捕获可预期异常,此处仅做兜底 log.error(error.toString()); await sleep(3000); if (times > 0) await runFile(filePath, times); } } // 批量执行 async function batch(folder, files) { for (let file of files) { const filePath = folder + file; await runFile(filePath); } } // main setGameMetrics(1920, 1080, 1); determinePath(); // A or B await init(); log.info(`开始执行${path}线路。`); if (path == 'A') await batch(folderA, pathingA); else await batch(folderB, pathingB); // Extra 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 await batch(folderE, pathingE); // 24小时刷新的额外点位隔天拾取,避免空跑 if (path == 'A' || extraAB == false) await batch(folderE, pathingE_A); if (path == 'B' || extraAB == false) await batch(folderE, pathingE_B); } await init(); log.info(`今日狗粮拾取任务完成。拾取路线:${path}${extra ? '+E' : ''}`); await sleep(1000); })();