(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-璃月-珉林-北-5个.json", "狗粮-璃月-珉林-东北-9个.json", "(恢复)狗粮-璃月-琼玑野.json", "狗粮-璃月-琼玑野-绿华池-3个.json", "狗粮-璃月-碧水源-盐中之地-3个.json", "狗粮-须弥-道成林-化城郭-西-3个.json", "狗粮-须弥-二净甸-觉王之殿南-6个.json", "(恢复)狗粮-须弥-二净甸.json", "狗粮-须弥-失落的苗圃-南-8个.json", "狗粮-须弥-上风蚀地-东北营地-2个.json", "狗粮-须弥-下风蚀地-阿如村-4个.json", "狗粮-须弥-千壑沙地-塔尼特露营地-3个/5个.json", "狗粮-须弥-浮罗囿-甘露花海北-4个.json", "狗粮-纳塔-坚岩隘谷-回声之子南-6个/7个 .json", "狗粮-纳塔-万火之瓯-竞技场东-4个.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.json", "狗粮-纳塔-翘枝崖-北-6个.json", "狗粮-纳塔-奥奇卡纳塔-七天神像-12个.json", "狗粮-纳塔-奥奇卡纳塔-托佐兹之岛-6个.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.json", "【收尾】狗粮-稻妻-神无冢-踏鞴砂②-7个/21个.json", "【收尾】狗粮-稻妻-神无冢-踏鞴砂③-8个/21个.json" ]; // 97+21个 const pathingB = [ "狗粮-枫丹-白露区-秋分山东侧-2个.json", "狗粮-枫丹-白露区-秋分山西侧-北-2个.json", "狗粮-枫丹-伊黎耶林区-欧庇克莱歌剧院东南-2个.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.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.json", "狗粮-枫丹-研究院区-西南偏南-6个.json", "狗粮-枫丹-研究院区-西南偏西-4个.json", "狗粮-枫丹-研究院区-西北-6个/7个.json", "(恢复)狗粮-枫丹-黎翡区.json", "狗粮-枫丹-黎翡区-七天神像-5个.json", "狗粮-枫丹-黎翡区-芒索斯山东-3个.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-3个.json", "狗粮-稻妻-神无冢-无相之火-4个/5个.json", "狗粮-稻妻-神无冢-东-5个/6个.json", "(恢复)狗粮-稻妻-神无冢.json", "狗粮-稻妻-海祇岛-东方小岛-2个.json", "狗粮-稻妻-海祇岛-珊瑚宫东北-6个.json", "狗粮-稻妻-海祇岛-望泷村西南-4个.json", "狗粮-稻妻-清籁岛-浅濑神社-3个.json", "狗粮-稻妻-清籁岛-越石村-8个.json", "狗粮-稻妻-清籁岛-平海砦西-8个.json", "狗粮-稻妻-鹤观-东-3个.json", "狗粮-稻妻-鹤观-东偏中-2个.json", "狗粮-稻妻-鹤观-南-2个.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.json" ]; // 97+20个 const pathingE = [ "【额外】狗粮-纳塔+7个.json", // 凌晨刷新 "【额外】狗粮-须弥-水天丛林+7个.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.json" // 24小时刷新 ]; // 17个(其中纳塔第2个似乎是一次性的) // 读取用户设置(JS脚本直接运行已不会抛出异常,但默认值还不支持[bgi0.37.1]) 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 autoSalvage = settings.autoSalvage != undefined && settings.autoSalvage != '是' ? false : true; let autoSalvage4 = settings.autoSalvage4 != undefined && autoSalvage4 != '否' ? true : false; let autoSalvageSpan = settings.autoSalvageSpan != undefined && ~~settings.autoSalvageSpan > 0 ? ~~settings.autoSalvageSpan : 10; log.debug(`path: ${path}; swapPath: ${swapPath}; extra: ${extra}; autoSalvage: ${autoSalvage}; autoSalvage4: ${autoSalvage4}; autoSalvageSpan: ${autoSalvageSpan};`); // 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'; } } // 准备 async function init(resizeMap = true) { // restore and alignment await genshin.tp("253.146484375", "1285.14306640625"); await sleep(3000); if (resizeMap) { // zoom map to 75% keyPress("M"); await sleep(1000); for (let i = 0; i < 5; i++) { click(42, 420); await sleep(500); // zoom in } click(42, 645); await sleep(1000); // zoom out keyPress("M"); await sleep(1000); } } // 分解圣遗物 async function salvage() { if (!autoSalvage) return; 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 async function runFile(filePath, times = 2) { log.info(filePath); try { times--; await pathingScript.runFile(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, forceInteraction = false) { // 打开自动拾取 dispatcher.addTimer(new RealtimeTimer("AutoPick", { "forceInteraction": forceInteraction })); for (let i = 0; i < files.length; i++) { if (i % autoSalvageSpan == 0) await salvage(); const filePath = folder + files[i]; 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(false); log.info(`开始执行额外线路。`); await batch(folderE, pathingE, true); // 强制交互 } log.info(`今日狗粮拾取任务完成。拾取路线:${path}+E`); await sleep(3000); })();