(async function () { bossMap = []; baoyanshu = settings.baoyanshu; if (baoyanshu) { bossMap.push("爆炎树"); } foshishachong = settings.foshishachong; if (foshishachong) { bossMap.push("风蚀沙虫"); } gpeiliadezangsong = settings.gpeiliadezangsong; if (gpeiliadezangsong) { bossMap.push("歌裴莉娅的葬送"); } guyanlongxi = settings.guyanlongxi; if (guyanlongxi) { bossMap.push("古岩龙蜥"); } hengchangjiguanzhulie = settings.hengchangjiguanzhulie; if (hengchangjiguanzhulie) { bossMap.push("恒常机关阵列"); } jinyanrongyilongbujun = settings.jinyanrongyilongbujun; if (jinyanrongyilongbujun) { bossMap.push("金焰绒翼龙暴君"); } kepeiliusidejiefu = settings.kepeiliusidejiefu; if (kepeiliusidejiefu) { bossMap.push("科培琉司的劫罚"); } leyinquanxian = settings.leyinquanxian; if (leyinquanxian) { bossMap.push("雷音权现"); } mooujiangui = settings.mooujiangui; if (mooujiangui) { bossMap.push("魔偶剑鬼"); } qiannianzhenzhunlin = settings.qiannianzhenzhunlin; if (qiannianzhenzhunlin) { bossMap.push("千年珍珠骏麟"); } rongyanhuidragonxiang = settings.rongyanhuidragonxiang; if (rongyanhuidragonxiang) { bossMap.push("熔岩辉龙像"); } log.info('需要打的boss:{zy}', bossMap); //主流程 if(!settings.confirm) throw new Error('请阅读使用说明后,在调度器中调用JS脚本,并设置好相关参数'); for (let i = 0; i < bossMap.length; i++) { challengeName = bossMap[i] log.info('boss:{zy}', challengeName); log.info(`前往恢复状态`); log.info(`前往讨伐${challengeName}`); await pathingScript.runFile(`assets/${challengeName}前往.json`); await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`); log.info(`开始第${i+1}次战斗`); try { await dispatcher.runTask(new SoloTask("AutoFight")); } catch (error) { //失败后最多只挑战一次,因为两次都打不过,基本上没戏,干脆直接报错结束 log.info(`挑战失败,再来一次`); await pathingScript.runFile("assets/recover.json");//回复状态 await pathingScript.runFile(`assets/${challengeName}前往.json`); await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`); await dispatcher.runTask(new SoloTask("AutoFight")); } } // log.info(`前往第1次恢复状态`); // await pathingScript.runFile("assets/recover.json");//回复状态 // log.info(`前往讨伐${challengeName}`); // await pathingScript.runFile(`assets/${challengeName}前往.json`); // await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`); // for (let i = 0;i < challengeNum; i++) { // await sleep(1000); // if(samePlace != "YES" && i > 0){ // log.info(`前往第${i+1}次恢复状态`); // await pathingScript.runFile("assets/recover.json");//回复状态 // log.info(`前往第${i+1}次讨伐${challengeName}`); // await pathingScript.runFile(`assets/${challengeName}前往.json`); // await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`); // } // log.info(`开始第${i+1}次战斗`); // try { // await dispatcher.runTask(new SoloTask("AutoFight")); // } catch (error) { // //失败后最多只挑战一次,因为两次都打不过,基本上没戏,干脆直接报错结束 // log.info(`挑战失败,再来一次`); // await pathingScript.runFile("assets/recover.json");//回复状态 // await pathingScript.runFile(`assets/${challengeName}前往.json`); // await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`); // await dispatcher.runTask(new SoloTask("AutoFight")); // } // } // await pathingScript.runFile("assets/recover.json");//回复状态 // log.info(`首领讨伐结束`); })();