* JS : 首领讨伐一条龙 修正錯誤消耗树脂問題 * Update repo/js/首领讨伐一条龙/main.js Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update main.js --------- Co-authored-by: 秋云 <physligl@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
169 lines
8.0 KiB
JavaScript
169 lines
8.0 KiB
JavaScript
const PlusButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/PlusButton.png"), 1000, 0, 300, 100);
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const FragileResinRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/FragileResin.png"), 800, 400, 200, 200);
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const ConfirmButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/ConfirmButton.png"), 900, 700, 200, 200);
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const QuickUsePlusButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/QuickUsePlusButton.png"), 1200, 600, 200, 100);
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/**
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* @returns {Promise<void>}
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*/
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(async function () {
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let challengeNum = settings.challengeNum ?? 1;//挑战次数
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let challengeName = settings.challengeName ?? 0;//挑战首领名称
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let resinNum = parseInt(settings.resinNum) || 0;//使用树脂数量
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let samePlace = settings.samePlace ?? 1;//是否原地连续挑战
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if (challengeName == "纯水精灵" || challengeName == "歌裴莉娅的葬送" || challengeName == "科培琉司的劫罚") samePlace = 1;//这些 boss 挑战后不会原地刷新
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const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png"));
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const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
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let advanceNum = 0;//前进次数
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//征讨之花领奖
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const autoNavigateToReward = async () => {
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// 定义识别对象
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const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png"));
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const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
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let advanceNum = 0;//前进次数
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//调整为俯视视野
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middleButtonClick();
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await sleep(800);
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moveMouseBy(0, 1030);
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await sleep(400);
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moveMouseBy(0, 920);
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await sleep(400);
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moveMouseBy(0, 710);
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log.info("开始领奖");
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while (true) {
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// 1. 优先检查是否已到达领奖点
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let captureRegion = captureGameRegion();
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let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
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let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
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// 检测到特点文字则结束!!!
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if (rewardResult.text == "接触征讨之花") {
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log.info("已到达领奖点,检测到文字: " + rewardResult.text);
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return;
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}
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else if (advanceNum > 40) {
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throw new Error('前进时间超时');
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}
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// 2. 未到达领奖点,则调整视野
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for (let i = 0; i < 100; i++) {
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captureRegion = captureGameRegion();
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let iconRes = captureRegion.Find(boxIconRo);
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let climbTextArea = captureRegion.DeriveCrop(1808, 1030, 25, 25);
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let climbResult = climbTextArea.find(RecognitionObject.ocrThis);
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// 检查是否处于攀爬状态
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if (climbResult.isEmpty()) {
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log.info("检侧进入攀爬状态,尝试脱离");
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keyPress("x");
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await sleep(1000);
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keyDown("a");
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await sleep(800);
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keyUp("a");
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keyDown("w");
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await sleep(800);
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keyUp("w");
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}
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if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) {
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advanceNum++;
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log.info(`视野已调正,前进第${advanceNum}次`);
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break;
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} else {
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// 小幅度调整
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if (iconRes.y >= 520) moveMouseBy(0, 920);
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let adjustAmount = iconRes.x < 920 ? -20 : 20;
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let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
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let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放,最小为1
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let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
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moveMouseBy(adjustAmount * adjustAmount2, 0);
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await sleep(100);
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}
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if (i > 50) throw new Error('视野调整超时');
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}
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// 3. 前进一小步
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keyDown("w");
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await sleep(500);
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keyUp("w");
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await sleep(200); // 等待角色移动稳定
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}
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}
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//主流程
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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');
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if (challengeName) {
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//使用树脂
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if (resinNum > 0) {
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try {
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await genshin.returnMainUi();
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keyPress("M");//打开地图
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await sleep(1200);
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captureGameRegion().find(PlusButtonRo).click();// 点击添加体力
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await sleep(600);
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captureGameRegion().find(FragileResinRo).click();// 选择脆弱树脂
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await sleep(600);
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captureGameRegion().find(ConfirmButtonRo).click();// 点击使用
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await sleep(600);
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let QuickUsePlusButton = captureGameRegion().find(QuickUsePlusButtonRo);
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for (let i = 0; i < resinNum; ++i) {
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QuickUsePlusButton.click();// 点击使用数量
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await sleep(300);
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}
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captureGameRegion().find(ConfirmButtonRo).click();// 点击使用
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await sleep(600);
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click(960, 1000);// 点击空白处
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await genshin.returnMainUi();
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} catch {
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log.warn(`没有脆弱树脂了!!!`)
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} finally {
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await genshin.returnMainUi();
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}
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}
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}
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if (samePlace == "YES") log.info(`已启用原地连续挑战模式`);
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log.info(`前往第1次恢复状态`);
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await pathingScript.runFile("assets/recover.json");//回复状态
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log.info(`前往第1次讨伐${challengeName}`);
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await pathingScript.runFile(`assets/${challengeName}前往.json`);
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await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
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for (let i = 0; i < challengeNum; i++) {
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await sleep(1000);
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if (samePlace != "YES" && i > 0) {
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log.info(`前往第${i + 1}次恢复状态`);
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await pathingScript.runFile("assets/recover.json");//回复状态
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log.info(`前往第${i + 1}次讨伐${challengeName}`);
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await pathingScript.runFile(`assets/${challengeName}前往.json`);
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await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
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}
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log.info(`开始第${i + 1}次战斗`);
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try {
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await dispatcher.runTask(new SoloTask("AutoFight"));
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} catch (error) {
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//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
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log.info(`挑战失败,再来一次`);
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await pathingScript.runFile("assets/recover.json");//回复状态
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await pathingScript.runFile(`assets/${challengeName}前往.json`);
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await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
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await dispatcher.runTask(new SoloTask("AutoFight"));
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}
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await sleep(1000);
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log.info(`第${i + 1}次领奖`);
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await autoNavigateToReward();//前往地脉之花
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//await pathingScript.runFile(`assets/${challengeName}领奖.json`);
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await sleep(600);
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keyPress("F");
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await sleep(800);
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click(968, 759);//消耗树脂领取
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await sleep(3000);
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click(975, 1000);//点击空白区域
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await sleep(5000);//等待 boss 刷新
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}
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await pathingScript.runFile("assets/recover.json");//回复状态
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log.info(`首领讨伐结束`);
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})();
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