(async function () {//火龙 //检测传送结束 await tpEndDetection(); async function tpEndDetection() { const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域 const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭 let tpTime = 0; await sleep(1500);//点击传送后等待一段时间避免误判 //最多30秒传送时间 while (tpTime < 300) { let capture = captureGameRegion(); let res1 = capture.find(region1); let res2 = capture.find(region2); if (!res1.isEmpty()|| !res2.isEmpty()){ log.info("传送完成"); await sleep(1000);//传送结束后有僵直 click(960, 810);//点击任意处 await sleep(500); return; } tpTime++; await sleep(100); } throw new Error('传送时间超时'); } //吃料理 async function eatFood() { let foodName = settings.foodName ?? 0; if(foodName){ const foodSum = foodName.split('-'); log.info("开始吃菜"); await sleep(1000); keyPress("B");//打开背包 await sleep(2000); click(863, 51);//选择食物 await sleep(1000); for(let i = 0; i < foodSum.length; i++){ click(170, 1020);//筛选 await sleep(1000); click(195, 1020);//重置 await sleep(1000); click(110, 110);//输入名字 await sleep(1000); inputText(foodSum[i]); await sleep(500); click(490, 1020);//确认筛选 await sleep(1000); click(180, 180);//选择第一个食物 await sleep(1000); click(1690, 1015);//使用 await sleep(1000); } keyPress("ESCAPE"); await sleep(1500); }} //检测角色是否阵亡,并前往吃药复活 async function resurgenceDetectionAndEatFood() { const region1 = RecognitionObject.ocr(1170, 780, 75, 35);// 复活料理区域 const region2 = RecognitionObject.ocr(545, 360, 800, 45);// 料理冷却区域 let recoveryFoodName = settings.recoveryFoodName ?? 0; let resurgenceFoodName = settings.resurgenceFoodName ?? 0; if(resurgenceFoodName && recoveryFoodName){ keyPress("1"); await sleep(100); keyPress("2"); await sleep(100); keyPress("3"); await sleep(100); keyPress("4"); await sleep(200); let capture = captureGameRegion(); let res1 = capture.find(region1); let res2 = capture.find(region2); if (res1.isEmpty()){ return; } else if (!res1.isEmpty() && !res2.isEmpty()) { log.info("复活料理处于冷却中"); keyPress("ESCAPE"); await sleep(1000); await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血 throw new Error('战斗失败'); return; } else if (!res1.isEmpty() && res2.isEmpty()) { log.info("检测到阵亡角色……复活吧!我的爱人!!!"); keyPress("ESCAPE"); await eatResurgenceFood();//满血复活 return; } }} //吃料理复活 async function eatResurgenceFood() { let recoveryFoodName = settings.recoveryFoodName ?? 0; let resurgenceFoodName = settings.resurgenceFoodName ?? 0; const region = RecognitionObject.ocr(800, 200, 315, 32);// 复活对象检测 const clickPositions = [ { x: 760, y: 440 }, // 角色1 { x: 900, y: 440 }, // 角色2 { x: 1040, y: 440 }, // 角色3 { x: 1180, y: 440 } // 角色4 ]; if(resurgenceFoodName && recoveryFoodName){ log.info("开始吃菜"); await sleep(500); keyPress("B");//打开背包 await sleep(2000); click(863, 51);//选择食物 await sleep(1000); click(170, 1020);//筛选 await sleep(1000); click(195, 1020);//重置 await sleep(1000); click(110, 110);//输入名字 await sleep(200); click(110, 110); await sleep(1000); inputText(`${resurgenceFoodName}`); await sleep(500); click(490, 1020);//确认筛选 await sleep(1000); click(180, 180);//选择第一个食物 await sleep(1000); click(1690, 1015);//使用 await sleep(1000); // 使用 for 循环点击每个位置 for (let i = 0; i < clickPositions.length; i++) { const position = clickPositions[i]; click(position.x, position.y); await sleep(800); click(1200,770);//确认 await sleep(800); let capture = captureGameRegion(); let res = capture.find(region); if (res.isEmpty()){ keyPress("ESCAPE"); await sleep(1000); click(170, 1020);//筛选 await sleep(1000); click(195, 1020);//重置 await sleep(1000); click(110, 110);//输入名字 await sleep(1000); inputText(`${recoveryFoodName}`); await sleep(500); click(490, 1020);//确认筛选 await sleep(1000); click(180, 180);//选择第一个食物 await sleep(1000); click(1690, 1015);//使用 await sleep(500); click(position.x, position.y); await sleep(500); click(1200,770);//吃第一个 await sleep(500); click(1200,770);//吃第二个 await sleep(500); click(1350,290);//退出 await sleep(500); keyPress("ESCAPE"); await sleep(400); log.info("我又好了,嘿嘿"); break; } await sleep(1000); } } } //征讨之花领奖 const autoNavigateToReward = async () => { // 定义识别对象 const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png")); const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测 let 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 == "接触征讨之花") { log.info("已到达领奖点,检测到文字: " + rewardResult.text); return; } else if(advanceNum > 30){ 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); let climbTextArea = captureRegion.DeriveCrop(1808, 1030, 25, 25); let climbResult = climbTextArea.find(RecognitionObject.ocrThis); // 检查是否处于攀爬状态 if (climbResult.isEmpty()){ log.info("检侧进入攀爬状态,尝试脱离"); keyPress("x"); await sleep(1000); keyDown("a"); await sleep(800); keyUp("a"); keyDown("w"); await sleep(800); keyUp("w"); } if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) { advanceNum++; log.info(`视野已调正,前进第${advanceNum}次`); break; } else { // 小幅度调整 if(iconRes.y >= 520) moveMouseBy(0, 920); let adjustAmount = iconRes.x < 920 ? -20 : 20; let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离 let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放,最小为1 let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10; moveMouseBy(adjustAmount * adjustAmount2, 0); await sleep(100); } if(i > 97) throw new Error('视野调整超时'); } // 3. 前进一小步 keyDown("w"); await sleep(500); keyUp("w"); await sleep(200); // 等待角色移动稳定 } } //执行战斗并检测结束 async function autoFightAndEndDetection() { // 定义两个检测区域 const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称 const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时 const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称 let challengeTime = 0; let challengeNum = 0; //12分钟兜底 while (challengeTime < 6000) { // 捕获游戏区域 let capture = captureGameRegion(); // 检测两个区域的OCR结果 let res1 = capture.find(region1); let res2 = capture.find(region2); let res3 = capture.find(region3); let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0; let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0; let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0; // 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight if (hasText1 && !hasText2 && hasText3) { await resurgenceDetectionAndEatFood(); challengeNum++; await sleep(800);//避免切人冷却,导致角色识别失败 log.info(`执行第${challengeNum}次战斗`); challengeTime = challengeTime + 205; try { await dispatcher.runTask(new SoloTask("AutoFight")); } catch (error) { log.info("启动战斗失败,尝试重新启动"); await sleep(500); } } // 情况2: 区域2有文字 且 区域1无文字 且 区域3有文字 → 结束循环 else if (hasText2 && !hasText1 && hasText3) { log.info("检测到挑战成功"); break; } /* // 情况3: 区域2无文字区域1无文字区域3有文字 →BOSS二阶段,需要移动触发 else if (!hasText2 && !hasText1 && hasText3) { log.info("检测到BOSS进入二阶段"); await dispatcher.runTask(new SoloTask("AutoFight")); } // 情况4: 三个区域均无文字,可能处于转场动画,尝试点击快进 else if (!hasText1 && !hasText2 && !hasText3){ log.info("进入过场动画尝试快进"); await sleep(400); click(1765, 55); await sleep(400); click(1765, 55); } */ challengeTime = challengeTime + 1; // 每次检测间隔100毫秒,避免CPU占用过高 await sleep(100); } } //通用:前往副本(副本外) await sleep(1000); await pathingScript.runFile("assets/recover.json"); await sleep(5000); await pathingScript.runFile("assets/tp.json"); await sleep(1000); keyDown("w"); await sleep(2000); keyUp("w"); await sleep(1000); keyPress("F"); await sleep(2000); click(1725, 1020);//单人挑战 await sleep(300); click(1180, 760);//队伍等级偏低、体力不够可能会出弹窗 await sleep(2000); click(1725, 1020);//开始挑战 await tpEndDetection(); //副本内前往BOSS处 await eatFood();//嗑药 keyPress("1"); await sleep(1000);//切回固定行走位 keyDown("s"); await sleep(200); keyUp("s"); keyDown("e"); await sleep(1000); keyDown("e"); keyDown("w"); await sleep(1000); keyDown("VK_SHIFT"); await sleep(200); keyUp("VK_SHIFT"); await sleep(1000); keyDown("VK_SHIFT"); await sleep(200); keyUp("VK_SHIFT"); await sleep(1000); keyDown("VK_SHIFT"); await sleep(200); keyUp("VK_SHIFT"); await sleep(1000); keyDown("VK_SHIFT"); await sleep(200); keyUp("VK_SHIFT"); await sleep(1000); keyUp("w"); keyDown("d"); await sleep(500); keyUp("d"); await autoFightAndEndDetection();//一直战斗直到检测到结束 //领奖并退出 await autoNavigateToReward();//前往地脉之花 await sleep(1000); keyPress("F");//领奖 await sleep(1000); click(950, 750);//使用树脂 await sleep(6000); click(975, 1000);//退出秘境 await tpEndDetection(); await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血 await sleep(1000); keyPress("M");//展示剩余体力 await sleep(1000); notification.send('挑战完成'); })();