(async function () { const woodType = ["桦木", "萃华木", "松木", "垂香木", "杉木", "竹节", "却砂木", "梦见木", "枫木", "孔雀木", "御伽木", "证悟木", "业果木", "辉木", "刺葵木", "柽木", "悬铃木", "椴木", "白梣木", "香柏木", "炬木", "白栗栎木", "燃爆木", "灰灰楼林木", "桃椰子木"]; const singleWoodType = ["桦木", "松木", "杉木", "竹节", "却砂木", "梦见木", "枫木", "孔雀木", "御伽木", "证悟木", "业果木", "辉木", "刺葵木", "柽木", "白梣木", "炬木", "白栗栎木", "燃爆木", "灰灰楼林木", "桃椰子木"]; const woodNumberMap = new Map(woodType.map(key => [key, 0])); let woodNumberMapCopy = new Map(); // 用于求解 垂香木-萃华木-香柏木 路线次数的线性规划求解器, 暴力求解,加一点点剪枝. function lpsolve1(y1, y2, y3) { let x1max = Math.ceil(y1 / 48); let x2max = Math.ceil(y2 / 48); let x3max = Math.ceil(y2 / 15); let bestObjectiveValue = Infinity; let bestSolution; let x1, x2, x3, x4, v1, v2, v3, v4; for (x1 = 0, v1 = 57 * x1; x1 <= x1max && v1 < bestObjectiveValue; x1++, v1 += 57) { for (x2 = Math.max(Math.ceil((y1 - 48 * x1) / 9), 0), v2 = v1 + 191 * x2; x2 <= x2max && v2 < bestObjectiveValue; x2++, v2 += 191) { for (x3 = Math.max(Math.ceil((y2 - 6 * x1 - 48 * x2) / 15), 0), v3 = v2 + 59 * x3; x3 <= x3max && v3 < bestObjectiveValue; x3++, v3 += 59) { x4 = Math.max(Math.ceil((y3 - 9 * x2 - 27 * x3) / 72), 0); v4 = v3 + 49 * x4; if (v4 < bestObjectiveValue) { bestObjectiveValue = v4; bestSolution = [x1, x2, x3, x4]; break; } } } } return bestSolution; } // 求解 悬铃木-椴木 路线次数. function lpsolve2(y1, y2) { y1 = Math.max(y1, 0); y2 = Math.max(y2, 0); if (30 * y1 > 42 * y2) { return [Math.ceil(y1 / 42), 0]; } else if (30 * y1 < 27 * y2) { return [0, Math.ceil(y2 / 30)]; } else { return [Math.ceil((10 * y1 - 9 * y2) / 150), Math.ceil((14 * y2 - 10 * y1) / 150)]; } } function logRemainingItems() { let target = woodCountToStr(woodNumberMap); if (target === '') { const woodNumberMapCopyObj = Object.fromEntries(woodNumberMapCopy); const differenceMap = new Map([...woodNumberMap].map(([key, value]) => { return [key, woodNumberMapCopyObj[key] - value]; })); log.info(`自动伐木运行结束, 总共获得${woodCountToStr(differenceMap)}`); } else { log.info(`剩余${target}`); } } function woodCountToStr(woodCount, runTimes = 1) { let result = ''; for (let [key, value] of woodCount) { if (value > 0) { result += ` ${key}:${Math.min(value * runTimes, 2000)}`; } } return result; } async function runPathingNTimes(pathingName, wood, runTimes = null) { if ((runTimes === null && woodNumberMap.get(wood) <= 0) || (runTimes !== null && runTimes <= 0)) { return; } let filePathPre = 'assets/AutoPath/'; let filePathSuf = '.json'; let pathing = pathingMap[pathingName]; if ('folderName' in pathing) { filePathPre += pathing.folderName + '/'; } log.info(`砍伐 ${pathingName}`); let filePath = filePathPre + pathing.fileName[0] + filePathSuf; let woodCount = filenameToWoodCountMap(pathing.fileName[0]); let j = 0; if (pathing.fileName.length > 1 && pathing.fileName[0].includes('大循环')) { try { log.info(`正在执行 ${pathingName} 大循环路径`); await fakeLog(`${pathing.fileName}`, false, true, 0); await pathingScript.runFile(filePath); await fakeLog(`${pathing.fileName}`, false, false, 0); await sleep(1); log.info(`完成 ${pathingName} 大循环路径, 获得${woodCountToStr(woodCount)}`); woodCount.forEach((value, key) => { woodNumberMap.set(key, woodNumberMap.get(key) - value) }); } catch (error) { log.error(`在砍伐 ${pathingName} 时发生错误: ${error}`); } woodCount = pathing.fileName.slice(-pathing.fileName.length + 1).reduce((accumulator, currentValue) => { return filenameToWoodCountMap(currentValue, accumulator); }, new Map()); j = 1; } else if (pathing.fileName.length > 1) { woodCount = pathing.fileName.slice(-pathing.fileName.length + 1).reduce((accumulator, currentValue) => { return filenameToWoodCountMap(currentValue, accumulator); }, woodCount); } if (runTimes === null) { if (!woodCount.has(wood) || woodCount.get(wood) === 0) { log.info(`${wood} 路线设置或命名错误`); return; } else { runTimes = Math.ceil(woodNumberMap.get(wood) / woodCount.get(wood)); } } await sleep(1); try { const currentWoodStartTime = Date.now(); for (let i = 0; i < runTimes; i++) { log.info(`正在执行 ${pathingName} 第 ${i + 1}/${runTimes} 次循环`); for (let k = j; k < pathing.fileName.length; k++) { filePath = filePathPre + pathing.fileName[k] + filePathSuf; await fakeLog(`${pathing.fileName}`, false, true, 0); await pathingScript.runFile(filePath); await fakeLog(`${pathing.fileName}`, false, false, 0); await sleep(1); } const jsTimeTaken = logTimeTaken(startTime); const estimatedCompletion = calculateEstimatedCompletion(currentWoodStartTime, i + 1, runTimes); log.info(`${pathingName} 第 ${i + 1}/${runTimes} 次循环执行完成`); log.info(`${pathingName} 预计完成时间: ${estimatedCompletion}, ${jsTimeTaken}`) } const jsTimeTaken = logTimeTaken(startTime); log.info(`完成 ${pathingName} 循环路径, 获得${woodCountToStr(woodCount, runTimes)}, ${jsTimeTaken}`); woodCount.forEach((value, key) => { woodNumberMap.set(key, woodNumberMap.get(key) - value * runTimes); }); log.info(`${pathingName} 伐木完成, 将执行下一个`); logRemainingItems(); } catch (error) { log.error(`在砍伐 ${pathingName} 时发生错误: ${error}`); } } async function woodCutting() { logRemainingItems(); await sleep(1000); if (woodNumberMap.get('萃华木') > 0) { let [x1, x2, x3, x4] = lpsolve1(woodNumberMap.get('垂香木'), woodNumberMap.get('萃华木'), woodNumberMap.get('香柏木')); await runPathingNTimes('垂香木', '垂香木', x1); await runPathingNTimes('萃华木', '萃华木', x2); await runPathingNTimes('香柏木-萃华木', '香柏木', x3); await runPathingNTimes('香柏木', '香柏木', x4); } else { for (let wood of ['垂香木', '香柏木']) { await runPathingNTimes(wood, wood); } } if (woodNumberMap.get('悬铃木') > 0 || woodNumberMap.get('椴木') > 0) { await runPathingNTimes('悬铃木-椴木-大循环', '', 1); let [x1, x2] = lpsolve2(woodNumberMap.get('悬铃木'), woodNumberMap.get('椴木')); await runPathingNTimes('悬铃木', '悬铃木', x1); await runPathingNTimes('椴木', '椴木', x2); } for (let wood of singleWoodType) { await runPathingNTimes(wood, wood); } } // 如果没有填木材数组默认是全部木材, 如果没有填数量数组默认 2000, 如果数量数组只填了一个数, 那么默认全都刷取这个数目. // 如果木材数组有重复项,或木材数组与数量数组不匹配,都直接退出. function mapWoodsToNumbers(woods, numbers, hasItto) { if ((new Set(woods)).size !== woods.length) { log.error('木材数组存在重复项'); return; } let num = numbers.length === 0 ? 2000 : numbers.length === 1 ? Math.min(Math.ceil(numbers[0] / (hasItto ? 1.2 : 1)), 2000) : null; if (woods.length === 0) { if (num === null) { log.error('请在自定义选项输入木材名,用空格隔开'); } else { woodNumberMap.forEach((_, key) => { woodNumberMap.set(key, num); }); } } else { let unsupportedWoods = []; if (num === null) { if (woods.length !== numbers.length) { log.error('木材数组长度与数量数组长度不匹配'); } else { woods.forEach((key, index) => { if (woodNumberMap.has(key)) { woodNumberMap.set(key, numbers[index]); } else { unsupportedWoods.push(key); } }); } } else { woods.forEach(key => { if (woodNumberMap.has(key)) { woodNumberMap.set(key, num); } else { unsupportedWoods.push(key); } }); } if (unsupportedWoods.length !== 0) { log.info(`${unsupportedWoods.join(", ")} 暂不支持`); } woodNumberMapCopy = new Map([...woodNumberMap]); } } function filenameToWoodCountMap(str, woodCount = new Map()) { let strArray = str.split("-").filter(str => str.trim() !== ""); for (let i = 0; i < strArray.length - 1; i++) { if (woodType.includes(strArray[i])) { count = Number(strArray[i + 1].replace(/[^\d]/g, '')); if (count !== 0) { if (woodCount.has(strArray[i])) { woodCount.set(strArray[i], count + woodCount.get(strArray[i])); } else { woodCount.set(strArray[i], count); } i++; } } } return woodCount; } async function theElderTree() { let theElderTreeStatus = false; click(960, 480); await genshin.returnMainUi(); keyDown("VK_Z"); await sleep(1500) keyUp("VK_Z"); let theBoonOfTheElderTree = captureGameRegion().find(RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/The Boon of the Elder Tree.png"), 550, 450, 900, 300)); if (theBoonOfTheElderTree.isExist()) { log.info("识别到王树瑞佑"); theBoonOfTheElderTree.click(); theElderTreeStatus = true; } else { theElderTreeStatus = false; notification.error(`未装备有王树瑞佑,伐木结束`); } return theElderTreeStatus } function logTimeTaken(startTime) { const currentTime = Date.now(); const totalTimeInSeconds = (currentTime - startTime) / 1000; const minutes = Math.floor(totalTimeInSeconds / 60); const seconds = totalTimeInSeconds % 60; const formattedTime = `${minutes}分${seconds.toFixed(0).padStart(2, '0')}秒`; return `当前运行总时长: ${formattedTime}`; } function calculateEstimatedCompletion(startTime, current, total) { if (current === 0) return "计算中..."; const elapsedTime = Date.now() - startTime; const timePerTask = elapsedTime / current; const remainingTasks = total - current; const remainingTime = timePerTask * remainingTasks; const completionDate = new Date(Date.now() + remainingTime); return `${completionDate.toLocaleTimeString()}, 约 ${Math.round(remainingTime / 60000)} 分钟`; } async function fakeLog(name, isJs, isStart, duration) { await sleep(10); const currentTime = Date.now(); // 参数检查 if (typeof name !== 'string') { log.error("参数 'name' 必须是字符串类型!"); return; } if (typeof isJs !== 'boolean') { log.error("参数 'isJs' 必须是布尔型!"); return; } if (typeof isStart !== 'boolean') { log.error("参数 'isStart' 必须是布尔型!"); return; } if (typeof currentTime !== 'number' || !Number.isInteger(currentTime)) { log.error("参数 'currentTime' 必须是整数!"); return; } if (typeof duration !== 'number' || !Number.isInteger(duration)) { log.error("参数 'duration' 必须是整数!"); return; } // 将 currentTime 转换为 Date 对象并格式化为 HH:mm:ss.sss const date = new Date(currentTime); const hours = String(date.getHours()).padStart(2, '0'); const minutes = String(date.getMinutes()).padStart(2, '0'); const seconds = String(date.getSeconds()).padStart(2, '0'); const milliseconds = String(date.getMilliseconds()).padStart(3, '0'); const formattedTime = `${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); } } // Set game environment settings const startTime = Date.now(); setGameMetrics(1920, 1080, 1); // 修改路线:除了 垂香木-萃华木-香柏木,悬铃木-椴木 以外,其他木材基本都是单独路线,可以替换 \assets\AutoPath 中的路径追踪脚本,然后修改 pathingMap 中的文件名即可。 // pathingMap 为木材路径追踪文件路径列表, 键名可以随意命名, 值的 fileName 属性为路线包含路径追踪文件名列表, 文件夹为'assets/AutoPath/', 如果还有子文件夹请添加 folderName 属性. 如果 fileName 数组中有两项以上, 并且第一个文件名包含 '大循环', 则会先执行一次大循环, 剩余的文件名视为循环路径, 将在每次循环中依次执行. // 因为要根据文件名来计算循环次数, 所以文件命名必须包含 '木材种类1-数量1-木材种类2-数量2-...', 说明此文件路线中采集的木材种类和数目. 如果没有采集木材(比如单纯跑路的大循环)也请至少添加一种类型, 数量可以填0. // 文件名中的木材种类见 woodType 数组, 与游戏保持一致, 数量可以只填数字, 地址和时间等其他信息可以不填, 分隔符用 '-'. const pathingMap = { '桦木': { fileName: ['蒙德-星落湖-桦木-75个'] }, '萃华木': { fileName: ['萃华木-48个-松木-3-垂香木-9-御伽木-9-香柏木-9'] }, '松木': { fileName: ['蒙德-蒙德城-松木-0个(大循环)', '蒙德-蒙德城-松木-48个(循环)'], folderName: '蒙德-松木' }, '却砂木': { fileName: ['璃月-归离原-却砂木-0个(大循环)', '璃月-归离原-却砂木-39个(循环)'], folderName: '璃月-却砂木' }, '竹节': { fileName: ['璃月-轻策庄-竹节-0个(大循环)', '璃月-轻策庄-竹节-78个(循环)'], folderName: '璃月-竹节' }, '垂香木': { fileName: ['蒙德-风起地-垂香木-48个-萃华木-6个'] }, '杉木': { fileName: ['蒙德-达达乌帕谷-杉木-0个(大循环)', '蒙德-达达乌帕谷-杉木-69个(循环)'], folderName: '蒙德-杉木' }, '梦见木': { fileName: ['稻妻-甘金岛-梦见木-0个(大循环)', '稻妻-甘金岛-梦见木-45个(循环)'], folderName: '稻妻-梦见木' }, '枫木': { fileName: ['稻妻-绯木村-枫木-42个'] }, '孔雀木': { fileName: ['稻妻-镇守之森-孔雀木-51个-御伽木-9个-萃华木-3个'] }, '御伽木': { fileName: ['稻妻-水月池-御伽木-18个(大循环)', '稻妻-水月池-御伽木-57个(循环)'], folderName: '稻妻-御伽木' }, '辉木': { fileName: ['须弥-禅那园-辉木-0个(大循环)', '须弥-禅那园-辉木-48个(循环)'], folderName: '须弥-辉木' }, '业果木': { fileName: ['须弥-禅那园-业果木-12个-证悟木-3个(大循环)', '须弥-禅那园-业果木-42个-辉木-12个(循环)'], folderName: '须弥-业果木' }, '证悟木': { fileName: ['须弥-禅那园-证悟木-3个-业果木-6个-辉木-3个(大循环)', '须弥-禅那园-证悟木-57个-业果木-24个(循环)'], folderName: '须弥-证悟木' }, '刺葵木': { fileName: ['须弥-上下风蚀地-刺葵木-42个'] }, '柽木': { fileName: ['须弥-阿如村-柽木-42个'] }, '悬铃木-椴木-大循环': { fileName: ['枫丹-卡布狄斯堡遗迹-悬铃木-51个-椴木-33个(大循环)'], folderName: '枫丹-悬铃木-椴木' }, '悬铃木': { fileName: ['枫丹-卡布狄斯堡遗迹-悬铃木-42个-椴木-30个(循环)'], folderName: '枫丹-悬铃木-椴木' }, '椴木': { fileName: ['枫丹-卡布狄斯堡遗迹-悬铃木-27个-椴木-30个(小循环)'], folderName: '枫丹-悬铃木-椴木' }, '白梣木': { fileName: ['枫丹-苍晶区-白梣木-0个(大循环)', '枫丹-苍晶区-白梣木-75个(循环)'], folderName: '枫丹-白梣木' }, '香柏木': { fileName: ['枫丹-秋分山西侧-香柏木-0个(大循环)', '枫丹-秋分山西侧-香柏木-72个(循环)'], folderName: '枫丹-香柏木' }, '香柏木-萃华木': { fileName: ['枫丹-枫丹廷-香柏木-9个(大循环)', '枫丹-枫丹廷-香柏木-27个-萃华木-15个(循环)'], folderName: '枫丹-香柏木-萃华木' }, '炬木': { fileName: ['枫丹-很明亮的地方-炬木-36个'] }, // '炬木': { fileName: ['枫丹-很明亮的地方-炬木-36个(大循环)', '枫丹-很明亮的地方-炬木-36个(循环)'], folderName: '枫丹-炬木' }, '白栗栎木': { fileName: ['纳塔-踞石山-白栗栎木-36个', '纳塔-回声之子-白栗栎木-33个-燃爆木-27个'], folderName: '纳塔-白栗栎木-燃爆木' }, '灰灰楼林木': { fileName: ['纳塔-奥奇卡纳塔-灰灰楼林木-42个'] }, '燃爆木': { fileName: ['纳塔-隆崛坡-燃爆木-54个'] }, '桃椰子木': { fileName: ['纳塔-浮土静界-桃椰子木-0个(大循环)', '纳塔-浮土静界-桃椰子木-36个(循环)'], folderName: '纳塔-桃椰子木' } }; const messages = [ '确保装备有[王树瑞佑]', '确保使用小道具快捷键为Z键', ]; for (let message of messages) { log.info(message); await sleep(500); } let theBoonOfTheElderTreeStatus = settings.theBoonOfTheElderTree ? await theElderTree() : true; if (theBoonOfTheElderTreeStatus) { log.info('自动伐木开始...'); let woodsArray = settings.woods ? settings.woods.split(/\s+/) : []; let numbersArray = settings.numbers ? settings.numbers.split(/\s+/).map(Number).map(num => isNaN(num) ? 0 : num) : []; let hasItto = settings.hasItto ? settings.hasItto : false; mapWoodsToNumbers(woodsArray, numbersArray, hasItto); await woodCutting(); } else { log.error("未装备有王树瑞佑,伐木结束") } })();