const DEFAULT_RUNS = 10; const DEFAULT_PERIOD = 25; const DEFAULT_BASE_RUNS = 50; const BENCHMARK_HOUR = "T04:00:00"; const DEFAULT_OCR_TIMEOUT_SECONDS = 10; const DEFAULT_FIGHT_TIMEOUT_SECONDS = 120; (async function () { // 启用自动拾取的实时任务 const startTime = Date.now(); dispatcher.addTimer(new RealtimeTimer("AutoPick")); runTimes = await calulateRunTimes(); await switchPartyIfNeeded(settings.partyName); // 获取敌人类型设置,默认为盗宝团 const enemyType = settings.enemyType || "盗宝团"; log.info(`当前选择的敌人类型: ${enemyType}`); log.info(`${enemyType}好感开始...`); // 清理丘丘人(仅盗宝团需要) if (settings.qiuQiuRen && 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'); } if (enemyType === "蕈兽") { log.info(`导航到蕈兽触发点...`); await AutoPath('蕈兽-准备'); } if (enemyType === "雷萤术士") { log.info(`导航到雷萤术士触发点...`); await AutoPath('雷萤术士-准备'); } // 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 await AutoFriendshipDev(runTimes, ocrTimeout, fightTimeout, enemyType); log.info(`${enemyType}好感运行总时长:${LogTimeTaken(startTime)}`); })(); // 执行 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: ${error.message}`); } } // 计算运行时长 function LogTimeTaken(startTimeParam) { const currentTime = Date.now(); const totalTimeInSeconds = (currentTime - startTimeParam) / 1000; const minutes = Math.floor(totalTimeInSeconds / 60); const seconds = totalTimeInSeconds % 60; return `${minutes} 分 ${seconds.toFixed(0).padStart(2, '0')} 秒`; } // 计算预估时间 function CalculateEstimatedCompletion(startTime, current, total) { if (current === 0) return "计算中..."; const elapsedTime = Date.now() - startTime; const timePerTask = elapsedTime / current; const remainingTasks = total - current; const remainingTime = timePerTask * remainingTasks; const completionDate = new Date(Date.now() + remainingTime); return `${completionDate.toLocaleTimeString()} (约 ${Math.round(remainingTime / 60000)} 分钟)`; } // 检查并导航到触发点 async function navigateToTriggerPoint(enemyType) { await AutoPath(`${enemyType}-触发点`); const triggerPoint = getTriggerPoint(enemyType); const pos = genshin.getPositionFromMap(); if (pos) { const distance = Math.sqrt(Math.pow(pos.x - triggerPoint.x, 2) + Math.pow(pos.y - triggerPoint.y, 2)); if (distance <= 8) { log.info(`已到达触发点附近,距离: ${distance.toFixed(2)}米`); } else { log.info(`未到达触发点,当前距离: ${distance.toFixed(2)}米,正在导航...`); await AutoPath(`${enemyType}-触发点`); } } } // OCR检测突发任务 async function detectTaskTrigger(ocrTimeout, enemyType) { const ocrKeywords = getOcrKeywords(enemyType); 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)); captureRegion.dispose(); 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); } } return ocrStatus; } // 等待角色到达目标位置 async function waitForTargetPosition(pathTask, targetCoords, maxWaitTime = 15000) { const waitStartTime = Date.now(); const maxDistance = 5; let isNearTarget = false; let pathTaskFinished = false; // 监控路径任务完成 pathTask.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); } return { isNearTarget, pathTaskFinished }; } // 执行战斗任务(并发执行战斗和结果检测) async function executeBattleTasks(fightTimeout, enemyType, cts) { log.info("开始战斗!"); let battleTask; let battleResult = null; let fightResult = null; try { battleTask = dispatcher.RunTask(new SoloTask("AutoFight"), cts); const battleDetectTask = waitForBattleResult(fightTimeout * 1000, enemyType, cts); // 使用 Promise.allSettled 而不是 Promise.all,这样可以处理部分成功的情况 const results = await Promise.allSettled([ battleTask.catch(error => { // 如果是取消错误(成功检测后的正常取消),不算真正的错误 if (error.message && error.message.includes("取消自动任务")) { log.info("战斗任务已被成功取消"); return { cancelled: true }; } throw error; // 其他错误继续抛出 }), battleDetectTask ]); battleResult = results[0]; fightResult = results[1]; // 检查检测任务是否成功 if (fightResult.status === 'fulfilled') { log.info("战斗检测任务完成"); return { success: true, battleResult: battleResult.value, fightResult: fightResult.value }; } else if (fightResult.status === 'rejected') { throw fightResult.reason; } } catch (error) { 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(); throw error; } // 过滤掉正常的取消错误 if (error.message && error.message.includes("取消自动任务")) { log.info("战斗任务正常取消(战斗检测成功)"); return { success: true, cancelled: true }; } log.error(`战斗执行过程中出错: ${error.message}`); throw error; } finally { // 确保战斗任务被等待完成(即使被取消) if (battleTask) { try { await battleTask; } catch (error) { // 忽略 finally 块中的取消错误 if (!error.message || !error.message.includes("取消自动任务")) { log.warn(`清理战斗任务时出错: ${error.message}`); } } } } } // 执行单次好感任务循环 async function executeSingleFriendshipRound(roundIndex, ocrTimeout, fightTimeout, enemyType) { // 导航到触发点 await navigateToTriggerPoint(enemyType); if (roundIndex === 0 && enemyType === "鳄鱼") { await sleep(5000); } let initialDetected = false; if (roundIndex === 0) { initialDetected = await detectTaskTrigger(3, enemyType); } if(!initialDetected || roundIndex > 0) { await genshin.relogin(); } // 启动路径导航任务(异步) let pathTask = AutoPath(`${enemyType}-战斗点`); const ocrStatus = await detectTaskTrigger(ocrTimeout, enemyType); if (!ocrStatus) { 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`); await pathTask; // 防止报错 return false; // 返回 false 表示需要终止循环 } const cts = new CancellationTokenSource(); const targetCoords = getTargetCoordinates(enemyType); await waitForTargetPosition(pathTask, targetCoords); await executeBattleTasks(fightTimeout, enemyType, cts); await pathTask; // 特殊处理:鳄鱼战斗后需要拾取 if (enemyType === "鳄鱼") { await AutoPath('鳄鱼-拾取'); } if(enemyType === "蕈兽") { await AutoPath('蕈兽-对话'); await sleep(50); keyPress("F"); await sleep(50); keyPress("F"); await sleep(500); await genshin.chooseTalkOption("下次"); await sleep(500); } // 返回 true 表示成功完成这一轮 return true; } // 记录进度信息 function logProgress(startTime, currentRound, totalRounds) { const estimatedCompletion = CalculateEstimatedCompletion(startTime, currentRound + 1, totalRounds); const currentTime = LogTimeTaken(startTime); log.info(`当前进度:${currentRound + 1}/${totalRounds} (${((currentRound + 1) / totalRounds * 100).toFixed(1)}%)`); log.info(`当前运行总时长:${currentTime}`); log.info(`预计完成时间:${estimatedCompletion}`); } // 执行 N 次好感任务并输出日志 - 重构后的主函数 async function AutoFriendshipDev(times, ocrTimeout, fightTimeout, enemyType = "盗宝团") { const startFirstTime = Date.now(); for (let i = 0; i < times; i++) { try { const success = await executeSingleFriendshipRound(i, ocrTimeout, fightTimeout, enemyType); if (!success) break; logProgress(startFirstTime, i, times); } catch (error) { log.error(`第 ${i + 1} 轮好感任务失败: ${error.message}`); // 如果是战斗超时错误,直接终止整个任务 if (error.message && error.message.includes("战斗超时")) { throw error; } continue; } } log.info(`${enemyType}好感已完成`); } async function calulateRunTimes() { log.info(`'请确保队伍满员,并为队伍配置相应的战斗策略'`); // 计算运行次数 let runTimes = Number(settings.runTimes); if (!isPositiveInteger(runTimes) && !settings.waitTimeMode) { log.warn("请输入正确的次数,必须是正整数!"); log.warn(`运行次数重置为 ${DEFAULT_RUNS} 次!`); runTimes = DEFAULT_RUNS; } if (settings.waitTimeMode) { if (!isPositiveInteger(runTimes)) { log.warn("运行次数必须是正整数,使用默认基准次数"); log.warn(`运行次数重置为 ${DEFAULT_BASE_RUNS} 次!`); runTimes = DEFAULT_BASE_RUNS; } // 验证日期格式 const waitTimeModeDay = settings.waitTimeModeDay; if (!isValidDateFormat(waitTimeModeDay)) { log.error("基准日期格式错误,请检查后重试!"); log.error("参考格式:2025-01-01"); log.error(`错误输入:${waitTimeModeDay}`); await sleep(5000); return; } let period = Number(settings.waitTimeModePeriod); if (!isPositiveInteger(period) || period > runTimes) { period = DEFAULT_PERIOD < runTimes ? DEFAULT_PERIOD : runTimes; log.warn(`卡时间模式周期必须是 1-${runTimes} 之间的正整数!使用 ${period} 作为周期`); } runTimes = calculateWaitModeRuns(runTimes, waitTimeModeDay, period); // 添加日志输出,提醒用户当前使用的基准日期和周期 log.info(`当前使用的基准日期: ${waitTimeModeDay}`); log.info(`当前使用的周期: ${period} 天`); log.info(`根据基准日期和周期计算,今日运行次数: ${runTimes}`); } else { log.info(`当前设置的运行次数: ${runTimes}`); } return runTimes; } // 验证输入是否是正整数 function isPositiveInteger(value) { return Number.isInteger(value) && value > 0; } // 根据敌人类型获取OCR关键词 function getOcrKeywords(enemyType) { if (enemyType === "愚人众") { return ["买卖", "不成", "正义存", "愚人众", "禁止", "危险", "运输", "打倒", "盗宝团", "丘丘人", "今晚", "伙食", "所有人"]; } else if (enemyType === "盗宝团") { return ["岛上", "无贼", "消灭", "鬼鬼祟祟", "盗宝团"]; } else if (enemyType === "鳄鱼") { return ["张牙", "舞爪", "恶党", "鳄鱼", "打倒", "所有", "鳄鱼"]; } else if (enemyType === "蕈兽") { return ["实验家", "变成", "实验品", "击败", "所有", "魔物"]; } else if (enemyType === "雷萤术士") { return ["雷萤", "术士","圆滚滚", "不可食用", "威撼", "攀岩", "消灭", "准备", "打倒", "所有", "魔物","盗宝团","击败","成员","盗亦无道"]; } else { return ["突发", "任务", "打倒", "消灭", "敌人", "所有"]; // 兜底关键词 } } // 根据敌人类型获取目标战斗点坐标 function getTargetCoordinates(enemyType) { if (enemyType === "愚人众") { return { x: 4840.55, y: -3078.01 }; } else if (enemyType === "盗宝团") { // 盗宝团战斗点坐标 return { x: -2757.28, y: -3468.43 }; } else if (enemyType === "鳄鱼") { // 鳄鱼战斗点坐标 return { x: 3578.08, y: -500.75 }; } else if (enemyType === "蕈兽") { return { x: 3794.55, y: -350.60 }; } else if (enemyType === "雷萤术士") { return {x: 883.91, y:656.63}; } } function getTriggerPoint(enemyType) { if (enemyType === "愚人众") { return { x: 4783.79, y: -3065.62 }; // 愚人众触发点坐标 } else if (enemyType === "盗宝团") { return { x: -2736.60, y: -3415.44 }; // 盗宝团触发点坐标 } else if (enemyType === "鳄鱼") { return { x: 3614.63, y: -521.60 }; // 鳄鱼触发点坐标 } else if (enemyType === "蕈兽") { return { x: 3749.38, y: -391.91 }; // 蕈兽触发点坐标 } else if (enemyType === "雷萤术士") { return {x:881.92, y: 616.85}; // 雷萤术士触发点坐标 } } // 验证日期格式 function isValidDateFormat(dateStr) { if (!dateStr) return false; // 检查格式是否为 YYYY-MM-DD const regex = /^\d{4}-\d{2}-\d{2}$/; if (!regex.test(dateStr)) return false; // 检查是否为有效日期 const date = new Date(dateStr); return !isNaN(date.getTime()); } function calculateWaitModeRuns(baseRuns, waitTimeModeDay, period) { const now = new Date(); const benchmark = new Date(waitTimeModeDay + BENCHMARK_HOUR); const timeDiff = now.getTime() - benchmark.getTime(); const daysDiff = Math.floor(timeDiff / (1000 * 60 * 60 * 24)); const daysNormalized = daysDiff >= 0 ? daysDiff : period - (Math.abs(daysDiff) % period); const dayInCycle = (daysNormalized % period) + 1; const baseRunsPerDay = Math.ceil(baseRuns / period); return baseRunsPerDay * dayInCycle; } 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(); } } 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 capture = captureGameRegion(); let result = capture.find(RecognitionObject.ocr(850, 150, 200, 80)); let result2 = capture.find(RecognitionObject.ocr(0, 200, 300, 300)); let text = result.text; let text2 = result2.text; capture.dispose(); // 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; } if(enemyType=="蕈兽" && text2.includes("维沙瓦")){ log.info("战斗结果:成功"); cts.cancel(); 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; } } if(enemyType !== "蕈兽") { // 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'); } if (enemyType === "鳄鱼") { log.warn("回到鳄鱼准备点"); await AutoPath('鳄鱼-准备'); await sleep(5000); } 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 throw new Error("战斗超时,未检测到结果"); } /** * 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; }