(async function () { let challengeNum = settings.challengeNum;//挑战次数 if (challengeNum === undefined || challengeNum === ""){challengeNum = 15; }//挑战次数 let challengeName = settings.challengeName;//挑战BOSS if (challengeName === undefined || challengeName === ""){throw new Error("挑战Boss未配置,请在JS配置中选择...")}//初始化处理 let Startforward = settings.Startforward*1000 ? settings.Startforward*1000 : 1000;//开始战斗的前进时间 var Fighttimeout = settings.timeout * 1000 ? settings.timeout * 1000 : 240000;//战斗超时时间,默认为240秒 const ocrRegion1 = { x: 643, y: 58, width: 800, height: 800 }; // 上方挑战成功区域 const ocrRegion2 = { x: 780, y: 406, width: 370, height: 135 }; // 中间挑战失败区域 const ocrRo1 = RecognitionObject.ocr(ocrRegion1.x, ocrRegion1.y, ocrRegion1.width, ocrRegion1.height);//上方挑战成功区域OCR对象 const ocrRo2 = RecognitionObject.ocr(ocrRegion2.x, ocrRegion2.y, ocrRegion2.width, ocrRegion2.height);//中间挑战失败区域OCR对象 var Rewardsuse = settings.Rewardsuse ? settings.Rewardsuse : "1/2";//树脂使用类型,默认为1/2,即浓缩树脂和原粹树脂 var resinTypes = Rewardsuse.split("/"); var rewards = []; var onerewards, secendrewards, threendrewards, fourdrewards; for (var i = 0; i < resinTypes.length; i++) { var resinType = parseInt(resinTypes[i]); if (isNaN(resinType) || resinType < 1 || resinType > 4) { throw new Error("设定的树脂类型无效或缺失,请重新配置"); } rewards.push(resinType); } const resinTypeMap = ["","使用1个浓缩树脂,获取2倍产出", "使用20个原粹树脂", "使用1个脆弱树脂,获取3倍产出", "使用1个须臾树脂,获取3倍产出"];//识别树脂领奖文字 const golbalRewards = ["","浓缩树脂","原粹树脂","脆弱树脂","须臾树脂"]; // 对应四种树脂 // 根据 rewards 数组长度,依次赋值给对应的变量 if (rewards.length > 0) onerewards = golbalRewards[rewards[0]]; if (rewards.length > 1) secendrewards = golbalRewards[rewards[1]]; if (rewards.length > 2) threendrewards = golbalRewards[rewards[2]]; if (rewards.length > 3) fourdrewards = golbalRewards[rewards[3]]; const golbalRewardText = [onerewards, secendrewards, threendrewards, fourdrewards].filter(Boolean);//过滤树脂使用类型 var advanceNum = 0;//前进寻找地脉之花次数 var verticalNum = 0;//重试寻找地脉之花次数 var resinAgain = false;//是否重试标志 var Artifacts = settings.Artifacts ? settings.Artifacts : "保持圣遗物奖励不变"; //映射所有圣遗物对应需要识别的图片 var artifactImageMap = { "长夜之誓 / 深廊终曲": "assets/Artifacts/artifact_1.bmp", "黑曜秘典 / 烬城勇者绘卷": "assets/Artifacts/artifact_2.bmp", "谐律异想断章 / 未竟的遐思": "assets/Artifacts/artifact_3.bmp", "回声之林夜话 / 昔时之歌": "assets/Artifacts/artifact_4.bmp", "逐影猎人 / 黄金剧团": "assets/Artifacts/artifact_5.bmp", "水仙之梦 / 花海甘露之光": "assets/Artifacts/artifact_6.bmp", "乐园遗落之花 / 沙上楼阁史话": "assets/Artifacts/artifact_7.bmp", "深林的记忆 / 饰金之梦": "assets/Artifacts/artifact_8.bmp", "来歆余响 / 辰砂往生录": "assets/Artifacts/artifact_9.bmp", "华馆梦醒形骸记 / 海染砗磲": "assets/Artifacts/artifact_10.bmp", "绝缘之旗印 / 追忆之注连": "assets/Artifacts/artifact_11.bmp", "昔日宗室之仪 / 染血的骑士道": "assets/Artifacts/artifact_12.bmp", "渡过烈火的贤人 / 炽烈的炎之魔女": "assets/Artifacts/artifact_13.bmp", "悠古的磐岩 / 逆飞的流星": "assets/Artifacts/artifact_14.bmp", "千岩牢固 / 苍白之火": "assets/Artifacts/artifact_15.bmp", "冰风迷途的勇士 / 沉沦之心": "assets/Artifacts/artifact_16.bmp", "翠绿之影 / 被怜爱的少女": "assets/Artifacts/artifact_17.bmp", "如雷的盛怒 / 平息鸣雷的尊者": "assets/Artifacts/artifact_18.bmp" }; //树脂识别图片 var condensedResin = "assets/condensed_resin_count.png"; var originalResin = "assets/original_resin_count.png"; var fragileResin = "assets/fragile_resin_count.png"; var momentResin = "assets/moment_resin_count.png"; var oneResin = "assets/one.png"; var enterButton = "assets/enter.png"; var rewardsButton = "assets/rewards.png"; //文字识别封装函数 async function Textocr(wenzi="空参数",chaotime=10,clickocr=0,debugcode=0,x=0,y=0,w=1920,h=1080) { const startTime = new Date(); for (let ii = 0; ii < 10; ii++) { // 获取一张截图 let captureRegion = captureGameRegion(); let res1 // 对整个区域进行 OCR let resList = captureRegion.findMulti(RecognitionObject.ocr(x,y,w,h)); //log.info("OCR 全区域识别结果数量 {len}", resList.count); for (let i = 0; i < resList.count; i++) { // 遍历的是 C# 的 List 对象,所以要用 count,而不是 length let res = resList[i]; res1=res.text if (res.text===wenzi) { log.info(`识别到 ·${res1}·`); if (debugcode===1){if (x===0 & y===0){log.info("全图代码位置:({x},{y},{h},{w})", res.x-10, res.y-10, res.width+10, res.Height+10);return result = { text: res.text, x: res.x, y: res.y, found: true }}}else{if (x===0 & y===0){log.info("文本OCR完成'{text}'", res.text);}} if (clickocr===1){await sleep(1000);await click(res.x, res.y);}else{} if (clickocr===2){await sleep(100);await keyPress("F");}else{} return result = { text: res.text, x: res.x, y: res.y, found: true } } if (debugcode===2 && !res.isEmpty()){ // log.info("({x},{y},{h},{w})", res.x-10, res.y-10, res.width+10, res.Height+10); return result = { text: res.text, x: res.x, y: res.y, found: true } } } const NowTime = new Date(); if (Math.abs(NowTime - startTime)>chaotime*1000){if (x===0 & y===0){log.info(`${chaotime}秒超时退出,"${wenzi}"未找到`);}return result = {found: false };}else{ii=8;if (x !== 861){if(debugcode!==3){await keyPress("VK_W");}};} await sleep(100); } } // 图片识别封装函数 async function imageRecognition(imagefilePath="空参数",timeout=10,afterBehavior=0,debugmodel=0,xa=0,ya=0,wa=1920,ha=1080) { const startTime = new Date(); const Imagidentify = RecognitionObject.TemplateMatch(file.ReadImageMatSync(imagefilePath)); for (let ii = 0; ii < 10; ii++) { captureRegion = captureGameRegion(); // 获取一张截图 res = captureRegion.DeriveCrop(xa, ya, wa, ha).Find(Imagidentify); if (res.isEmpty()) { if (debugmodel===1 & xa===0 & ya===0){log.info("未识别页面元素")}; } else { if (afterBehavior===1){if (xa===0 & ya===0){log.info("点击模式:开");}await sleep(1000);click(res.x+xa, res.y+ya);}else{if (debugmodel===1 & xa===0 & ya===0){log.info("点击模式:关")}} if (afterBehavior===2){if (xa===0 & ya===0){log.info("F模式:开");}await sleep(1000);keyPress("F");}else{if (debugmodel===1 & xa===0 & ya===0){log.info("F模式:关")}} if (debugmodel===1 & xa===0 & ya===0){log.info("全图代码位置:({x},{y},{h},{w})", res.x+xa, res.y+ya, res.width, res.Height);}else{ log.info("识别到页面元素");} return result = { x: res.x+xa, y: res.y+ya, w:res.width,h:res.Height,found: true } } const NowTime = new Date(); if ((NowTime - startTime)>timeout*1000){if (debugmodel===1 & xa===0 & ya===0){log.info(`${timeout}秒超时退出,未找到图片`);}return result = {found: false };}else{ii=8} await sleep(200); } await sleep(1200); } //树脂数量获取函数 async function getRemainResinStatus() { var condensedResinCount = 0; // 浓缩树脂 var originalResinCount = 0; // 原粹树脂 var fragileResinCount = 0; // 脆弱树脂 var momentResinCount = 0; // 须臾树脂 var originalResinCountRa = await imageRecognition(originalResin,0.3, 0, 0,1500,0,200,90); if (originalResinCountRa.found) { // await moveMouseTo(originalResinCountRa.x,originalResinCountRa.y); let countArea = await Textocr("",1, 0, 2,originalResinCountRa.x+originalResinCountRa.w,originalResinCountRa.y,originalResinCountRa.w*3,originalResinCountRa.h);// if (countArea.found){ log.info("原粹树脂识别数量结果:"+ countArea.text); let match = countArea.text.match(/(\d+)\s*[/17]\s*(2|20|200)/); if (match) { originalResinCount = match[1]; // log.info("脆弱树脂识别数量提取:"+ originalResinCount); } else{ log.info("原粹树脂识别数量提取失败"); } } else{ log.info("原粹树脂识别数量结果::无"); } } else { log.info("未检测到原粹树脂图标"); } // 浓缩树脂 var condensedResinCountRa = await imageRecognition(condensedResin,0.1, 0, 0,960,0,800,100); if (condensedResinCountRa.found) { // await moveMouseTo(condensedResinCountRa.x,condensedResinCountRa.y); let countArea = await Textocr("",0.5, 0, 2,condensedResinCountRa.x+condensedResinCountRa.w,condensedResinCountRa.y,condensedResinCountRa.w,condensedResinCountRa.h);// if (countArea.found){ // log.info("浓缩树脂识别数量结果: "+ countArea.text); condensedResinCount = countArea.text } else{ condensedResinCount = "1"; log.info("浓缩树脂识别数量结果:1");//不知道为什么,1无法识别,0是不显示图标的,所以就当时1了,反正也没啥影响 } } else { log.info("未检测到浓缩树脂图标"); } var momentResinCountRa = await imageRecognition(momentResin,0.1, 0, 1,1170,0,300,100); if (momentResinCountRa.found) { // await moveMouseTo(momentResinCountRa.x,momentResinCountRa.y); let countArea = await Textocr("",0.5, 0, 2,momentResinCountRa.x+momentResinCountRa.w+20,momentResinCountRa.y-15,60,40);// if (countArea.found){ //log.info("须臾树脂识别数量结果:"+ countArea.text); momentResinCount = countArea.text } else{ var oneRa = await imageRecognition(oneResin,0.1, 0, 1,momentResinCountRa.x+momentResinCountRa.w+20,momentResinCountRa.y-15,60,40); if (oneRa.found){ momentResinCount = "1"; }else{ log.info("须臾树脂强制为 1 "); momentResinCount = "1"; } } log.info("脆弱树脂强制为 1 ");//须臾树脂出现,脆弱树脂不显示,强制设置为1,情况非常少,大不了打多一次 fragileResinCount = "1"; }else { var fragileResinCountRa = await imageRecognition(fragileResin,0.1, 0, 1,1170,0,300,100); if (fragileResinCountRa.found) { // await moveMouseTo(fragileResinCountRa.x+fragileResinCountRa.w+20,fragileResinCountRa.y-15); let countArea = await Textocr("",0.5, 0, 2,fragileResinCountRa.x+fragileResinCountRa.w+20,fragileResinCountRa.y-15,60,40);// if (countArea.found){ // log.info("脆弱树脂识别数量结果:"+ countArea.text); fragileResinCount = countArea.text } else{ var oneRa = await imageRecognition(oneResin,0.1, 0, 1,fragileResinCountRa.x+fragileResinCountRa.w+20,fragileResinCountRa.y-15,60,40); if (oneRa.found){ fragileResinCount = "1"; }else{ fragileResinCount = "1"; log.info("脆弱树脂识别强制为 1 ");//有图标说明至少为1 } } } else { log.info("未检测到脆弱树脂图标"); } } log.info("树脂状态:浓缩{0} 原粹{1} 脆弱{2} 须臾{3}", condensedResinCount, originalResinCount, fragileResinCount,momentResinCount) return {condensedResinCount,originalResinCount,fragileResinCount,momentResinCount} } //征讨之花领奖寻找函数 const autoNavigateToReward = async () => { // 定义识别对象 const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png")); advanceNum = 0;//前进次数 //调整为俯视视野 middleButtonClick(); await sleep(800); moveMouseBy(0, 1030); await sleep(400); moveMouseBy(0, 920); await sleep(400); moveMouseBy(0, 710); log.info("开始领奖"); while (true) { // 1. 优先检查是否已到达领奖点 let captureRegion = captureGameRegion(); let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50); let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis); // 检测到特点文字则结束!!! if (rewardResult.text.includes("之花") || rewardResult.text.includes("激活")) { log.info("已到达领奖点,检测到文字: " + rewardResult.text); return true; } else if(advanceNum > 40){ await getOut(); await await genshin.returnMainUi(); throw new Error('前进时间超时'); } // 2. 未到达领奖点,则调整视野 for(let i = 0; i < 100; i++){ captureRegion = captureGameRegion(); let iconRes = captureRegion.Find(boxIconRo); if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) { advanceNum++; log.info(`视野已调正,前进第${advanceNum}次`); break; } else { // 小幅度调整 if(iconRes.y >= 520) moveMouseBy(0, 920); let adjustAmount = iconRes.x < 920 ? -20 : 20; let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离 let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放,最小为1 let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10; moveMouseBy(adjustAmount * adjustAmount2, 0); await sleep(100); } if(i > 97) { if (verticalNum >= 2) { verticalNum = 0; await getOut(); await await genshin.returnMainUi(); throw new Error('领取超时'); } log.info("领取超时,重新尝试1次"); await sleep(1000); return false; } } // 3. 前进一小步 keyDown("w"); await sleep(600); keyUp("w"); await sleep(100); // 等待角色移动稳定 let earthlyVeins = await Textocr("地脉之花", 0.1, 0, 0, 840,225, 230, 125) if (earthlyVeins.found) { return true; } } } //向前寻找钥匙函数 async function readyFightIn(){ var startTime = new Date(); await sleep(500); var NowTime = new Date(); keyDown("w"); while ((NowTime - startTime)<15*1000){ const result = await Textocr("战斗准备",0,0,3,1198,492,150,80); const result2 = await Textocr("开始挑战",0,0,3,1554,970,360, 105); if (result.found || result2.found) { keyPress("F");keyPress("F");keyPress("F");keyPress("F"); keyUp("w"); return true; } keyDown("w"); keyPress("F"); NowTime = new Date(); } await keyUp("w"); return false } //异步检测战斗执行函数,来自D捣蛋&秋云佬的全自动地脉花的代码 async function autoFight(timeout) { const cts = new CancellationTokenSource(); log.info("开始战斗"); dispatcher.RunTask(new SoloTask("AutoFight"), cts); let fightResult = await recognizeTextInRegion(timeout); logFightResult = fightResult ? "成功" : "失败"; log.info(`战斗结束,战斗结果:${logFightResult}`); cts.cancel(); return fightResult; } //异步检测战斗结果函数 async function recognizeTextInRegion(timeout) { return new Promise((resolve, reject) => { (async () => { try { let startTime = Date.now(); const successKeywords = ["挑战完成","战斗完成"]; const failureKeywords = ["战斗失败","挑战失败"]; // 循环检测直到超时 while (Date.now() - startTime < timeout) { try { let captureRegion = captureGameRegion(); let result = captureRegion.find(ocrRo1); let result2 = captureRegion.find(ocrRo2); 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); resolve(true); return; } } // 检查失败关键词-- for (let keyword of failureKeywords) { if (text2.includes(keyword)) { log.warn("检测到战斗失败关键词: {0}", keyword); resolve(false); return; } } } catch (error) { log.error("OCR过程中出错: {0}", error); } await sleep(1000); // 检查间隔 } log.warn("在超时时间内未检测到战斗结果"); resolve(false); } catch (error) { reject(error); } })(); }); } //圣遗物奖励更换函数 async function selectionHolyRelics() { let artifactImagePath = artifactImageMap[Artifacts]; // 检查artifactImagePath是否存在 if (!artifactImagePath) { throw new Error(`未找到与Artifacts值'${Artifacts}'对应的图片路径`); } let modifiedPath = artifactImagePath.slice(0, -4); let newImagePath = modifiedPath + "in.bmp"; await sleep(500); await click(116,980) // 领取奖励切换按钮 await sleep(100); await click(116,980) // 领取奖励切换按钮 await sleep(100); let rewardSettings = await Textocr("奖励设置",15,0,0,882,34,161,52);//这个时候有人申请进入世界会遮住,真是尴尬啊,不过不影响大局。 if (!rewardSettings.found) {await genshin.returnMainUi();return false;} await click(1642,159); await sleep(100); await click(1642,159); await sleep(100); let YOffset = 0; // Y轴偏移量,根据需要调整 //滚轮预操作 await moveMouseTo(1642,159); await sleep(100); await leftButtonDown(); await sleep(100); await moveMouseTo(1642,155); const maxRetries = 9; // 最大重试次数 let retries = 0; // 当前重试次数 while (retries < maxRetries) { let result1 = await imageRecognition(newImagePath,1, 0, 0,1166,141,210,857);// if (result1.found) { await leftButtonUp(); await sleep(500); await click(result.x-500,result.y); await sleep(1000); await keyPress("VK_ESCAPE"); return true } retries++; // 重试次数加1 //滚轮操作 YOffset += 100; if (retries === maxRetries || retries+YOffset > 1080) { await leftButtonUp(); await sleep(100); await keyPress("VK_ESCAPE"); await genshin.returnMainUi(); return false; } await moveMouseTo(1642,155+YOffset); await sleep(500); } return true; } // 领取奖励函数 async function claimRewards() { // log.info(`尝试领取奖励,优先${onerewards}'`); let SHUN01 = await Textocr("激活地脉之花",0.6,2,0,1188,358,200,400); let SHUN02 = await Textocr("地脉之花", 0.2, 1, 0, 840,225, 230, 125); if (SHUN01.found || SHUN02.found) { log.info("找到地脉之花,开始领取奖励..."); } else { await keyPress("F"); log.warn("未找到地脉之花,尝试向前寻找...") await keyDown("W");await sleep(300);await keyUp("W"); await keyPress("F"); await sleep(1000); } await sleep(300); for (let j = 0;j < 2;j++) { for (let i = 0;i < rewards.length;i++) { let SHU = await Textocr(resinTypeMap[rewards[i]],0.3,0,0,510,380,640,600); if (SHU.found){ if (resinTypeMap[rewards[i]] == "使用20个原粹树脂") { let BUC = await Textocr("补充",0.2,0,0,1150,440,210,130); if (BUC.found) {continue;} } await sleep(100); await click(SHU.x+550,SHU.y) await sleep(100); await click(SHU.x+550,SHU.y) await sleep(300); log.info(`${resinTypeMap[rewards[i]]} 获取奖励...`); await Textocr("锁定辅助",10,0,0,1768,0,115,90); let { condensedResinCount, originalResinCount, fragileResinCount , momentResinCount} = await getRemainResinStatus(); let shouldExit = true; if (resinTypes.includes("1")) { shouldExit &= (parseInt(condensedResinCount, 10) == 0); } if (resinTypes.includes("2")) { shouldExit &= (parseInt(originalResinCount, 10) < 20); } if (resinTypes.includes("3")) { shouldExit &= (parseInt(fragileResinCount, 10) == 0); } if (resinTypes.includes("4")) { shouldExit &= (parseInt(momentResinCount, 10) == 0); } if (shouldExit) { await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(1000); return false; } log.warn("还有树脂..."); return true; } } await sleep(500); } log.warn("未找到树脂,结束领取奖励..."); await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(1000); return false; } // 进入秘境入口函数 async function VeinEntrance() { for (let i = 0;i < 2;i++) { let JIECHU = await Textocr("F",2,2,0,1098,519,35,32); if (JIECHU.found) { await keyPress("F"); await keyPress("F"); break; } else { if(i == 1){ log.warn("没找入口,尝试强制转圈寻找..."); await keyDown("W");keyPress("F");await sleep(500);keyPress("F");await keyUp("W"); await keyDown("D");keyPress("F");await sleep(500);keyPress("F");await keyUp("D"); await keyDown("S");keyPress("F");await sleep(500);keyPress("F");await keyUp("S"); await keyDown("A");keyPress("F");await sleep(500);keyPress("F");await keyUp("A"); await keyDown("W");keyPress("F");await sleep(500);keyPress("F");await keyUp("W"); break; } } } } //秘境内退出函数 async function getOut() { for (let i = 0;i < 2;i++){ log.info("尝试退出挑战..."); await keyPress("VK_ESCAPE"); await sleep(1000); let exitChallenge0 = await Textocr("退出挑战",0.5,1,0,866,719,274,86); await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(1000); let exitChallenge1 = await Textocr("退出挑战",0.5,1,0,866,719,274,86); await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(1000); let exitChallenge2 = await Textocr("退出挑战",0.5,1,0,866,719,274,86); if (!exitChallenge2.found){break} } } log.warn("自动幽境危战版本:v1.7"); 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..."); log.warn("使用前请在 <<幽境危战>> 中配置好战斗队伍..."); log.info("使用树脂类型数量:{0} ", rewards.length) log.info(`使用树脂顺序:${golbalRewardText.join(" ->")}`); log.info("圣遗物奖励选择:{0} ", Artifacts) //重试两次 for (let j = 0;j < 2;j++) { resinAgain = false; //重试标志 try{ //1.导航进入页面 await genshin.returnMainUi(); await pathingScript.runFile(`assets/全自动幽境危战.json`); await VeinEntrance(); //2.难度确认和选择 let intoAction = await Textocr("单人挑战",10,0,0,1554,970,360, 105); if (!intoAction.found){ await genshin.returnMainUi(); throw new Error("未进入挑战页面,停止执行...") } //2.5 判断爆发期 let rewardsBu = await imageRecognition(rewardsButton,0.1, 0, 0,63,949,87,80); if (!rewardsBu.found){ await genshin.returnMainUi(); throw new Error("未在爆发期内,停止执行...") } let adjustmentType = await Textocr("至危挑战", 1, 0, 0,797,144,223,84); if (adjustmentType.found) { log.warn("找到至危挑战,尝试切换...") await sleep(500); await click(adjustmentType.x,adjustmentType.y) await sleep(500); } let hardMode = await Textocr("困难", 0.3, 0, 0,1049,157,72,47); let hardMode2 = await Textocr("困难", 0.2, 0, 0,805,156,83,47); if (hardMode.found || hardMode2.found) { log.warn("确认困难模式...") } else{ log.warn("未找到困难模式,尝试切换...") await sleep(500); await click(1096,186); await sleep(500); await click(1093,399); } //3.圣遗物奖励选择 if (Artifacts != "保持圣遗物奖励不变"){ let artifact = await imageRecognition(artifactImageMap[Artifacts],0.2,0,0,186,972,71,71); if (!artifact.found) { log.warn("圣遗物奖励和设定不一致,尝试切换...") if (!await selectionHolyRelics()){await genshin.returnMainUi();throw new Error("圣遗物奖励设置错误,停止执行...")} } else{ log.warn("圣遗物奖励一致,无需切换 {0} ", Artifacts) } } //4.进入秘境 await sleep(500); await click(intoAction.x,intoAction.y) await sleep(1000); await click(intoAction.x,intoAction.y) let enter = await imageRecognition(enterButton,5, 0, 0,15,96 ,40,43); if (!enter.found){ await genshin.returnMainUi(); throw new Error("未进入秘境,停止执行...") } //5.向前走进入挑战 if (!(await readyFightIn())){ await getOut(); await genshin.returnMainUi(); throw new Error("未进入准备战斗,停止执行...") } await sleep(1000); //6.选择挑战boss log.info("选择挑战Boss:'{0}' 挑战次数:'{1}'", challengeName,challengeNum) log.info(`期间树脂耗尽会自动退出秘境...`); const clickCoordinates = [ { x: 207, y: 349 }, { x: 239, y: 531 }, { x: 227, y: 713 } ]; // Boss坐标1~3 await click(clickCoordinates[challengeName - 1].x, clickCoordinates[challengeName - 1].y); //6.5选择队员-苏婷老师-待写 //log.warn("队伍选择功能等伟大的苏苏老师考完试做...") //7.开始挑战 await Textocr("开始挑战",1,1,0,1554,970,360, 105); var resinexhaustion = false; // 条件1:树脂耗尽 //8.战斗循环 for (let i = 0;i < challengeNum; i++) { log.info("进入战斗环境,开始第 {0} 次战斗", i+1) //8.1自动战斗 for (let fightCount = 0; fightCount < 3; fightCount++) { let battleBegins = await Textocr("战斗开始",20,0,0,877,235,164,50); if (!battleBegins.found){ await getOut(); throw new Error("未进入战斗环境,停止执行...") } try { await keyDown("w"); await sleep(Startforward); await keyUp("w"); if(!await autoFight(Fighttimeout)){ resinAgain = true; if (fightCount >= 2){ await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(1000); break; } else { let Again = await Textocr("再次挑战",10,1,0,1059,920,177,65); if (!Again.found)break; await sleep(1000); log.warn("战斗失败,第 {0} 次重试...", fightCount+1) throw new Error(`战斗失败,第 ${fightCount+1} 次重试...`) } }else { resinAgain= false; break; } } catch (error) { if (fightCount < 2)continue; else break; } } //8.2领取奖励 if (resinAgain != true) { await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(1000); while(await imageRecognition(enterButton,5, 0, 0,15,96 ,40,43).found == false) { await keyPress("VK_ESCAPE"); await sleep(1000); } log.info("幽境危战:第 {0} 次领奖...", i+1) if(!(await autoNavigateToReward())){verticalNum++;continue;} await sleep(1000); if (!(await claimRewards())) { resinexhaustion = true; } else { if (challengeNum != i+1) { let challengeAgian = await Textocr("再次挑战",10,0,0,1094,958,200,70); if (!challengeAgian.found){ await getOut(); throw new Error("未找到·再次挑战·按键,停止执行...") } for (let retry = 0; retry < 5 && challengeAgian.found; retry++) { challengeAgian = await Textocr("再次挑战",0.2,0,0,1094,958,200,70); if (challengeAgian.found){ await sleep(500); await click(challengeAgian.x, challengeAgian.y); await sleep(1000); } await sleep(200); } let resinTips = await Textocr("提示",2,0,0,840,225, 230, 125); if (resinTips.found){ await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(200); log.info(`树脂提示已耗尽,...`); resinexhaustion = true; } } } } //8.3判断继续或退出 if (challengeNum == i+1 || resinexhaustion == true || resinAgain == true ){ log.info(resinAgain ? "累计战斗失败 3 次,退出秘境..." : (challengeNum == i+1) ? `完成 ${i+1}/${challengeNum} 次战斗,退出挑战...`: `树脂耗尽,退出挑战...`); await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(1000); var exitTimeout = 0; while(exitTimeout < 20) { let exitChallenge = await Textocr("退出挑战",0.3,0,0,866,719,274,86); if (exitChallenge.found) { await sleep(1000); await click(exitChallenge.x, exitChallenge.y); await sleep(1000); break; } let exitChallenge2 = await Textocr("退出挑战",0.3,1,0,866,719,274,86); log.info("尝试退出挑战..."); await sleep(1000); await keyPress("VK_ESCAPE"); await sleep(1000); exitTimeout++; } await genshin.returnMainUi(); if (resinAgain == true){throw new Error("执行重试错误...")} return true; } await sleep(500); } } catch (error) { //9.执行错误,重试处理 log.error(`执行过程中发生错误:${error.message}`); resinAgain = true; await genshin.returnMainUi(); continue; }finally{ //10.结束脚本 await genshin.returnMainUi(); if (resinAgain == false) log.info(`Auto自动幽境危战结束...`); } } })();