371 lines
14 KiB
JavaScript
371 lines
14 KiB
JavaScript
/*********************** 配置与常量 ***********************/
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// 用户配置
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let smithyName = settings.smithyName || "枫丹铁匠铺"; // 铁匠铺地区
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let primaryOre = settings.ore || "水晶块"; // 主选矿石
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let secondaryOre = settings.secondaryOre || "萃凝晶"; // 备选矿石1
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let tertiaryOre = settings.tertiaryOre || "紫晶块"; // 备选矿石2
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let notice = settings.notice ?? false; // 通知状态
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let forgedOrNot = (settings.forgedOrNot && settings.forgedOrNot.trim() !== "") ? settings.forgedOrNot : "是"; // 是否锻造
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// 矿石图像与中文名称映射
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const ingredientImageMap = {
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萃凝晶: "assets/Picture/CondessenceCrystal.png",
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紫晶块: "assets/Picture/AmethystLump.png",
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水晶块: "assets/Picture/CrystalChunk.png",
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星银矿石: "assets/Picture/Starsilver.png",
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白铁块: "assets/Picture/WhiteIronChunk.png",
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铁块: "assets/Picture/IronChunk.png",
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};
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const OreChineseMap = {
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萃凝晶: "萃凝晶",
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紫晶块: "紫晶块",
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水晶块: "水晶块",
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星银矿石: "星银矿石",
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白铁块: "白铁块",
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铁块: "铁块",
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};
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// 模板识别对象
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const ConfirmDeployButtonRo = RecognitionObject.TemplateMatch(
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file.ReadImageMatSync("Assets/RecognitionObject/Confirm Deploy Button.png"),
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0, 870, 1920, 210
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); // 确定按钮
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const ForgingInterfaceRo = RecognitionObject.TemplateMatch(
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file.ReadImageMatSync("Assets/RecognitionObject/ForgingInterface.png"),
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0, 0, 140, 100
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); // 锻造界面图标
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const ForgeRo = RecognitionObject.TemplateMatch(
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file.ReadImageMatSync("Assets/RecognitionObject/Forge.png"),
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1260, 300, 600, 600
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); // 对话框中的锻造图标
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// 计算矿物图标的坐标(行列排列)
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const rows = [1, 2, 3];
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const cols = [1, 2, 3, 4, 5];
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const gridCoordinates = [];
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for (const row of rows) {
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for (const col of cols) {
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const ProcessingX = Math.round(150 + (col - 1) * 145);
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const ProcessingY = Math.round(230 + (row - 1) * 170);
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gridCoordinates.push({ row, col, x: ProcessingX, y: ProcessingY });
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}
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}
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/*********************** 工具函数 ***********************/
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// 图像识别函数
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function recognizeImage(imagePath, x, y, searchWidth, searchHeight) {
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try {
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let template = file.ReadImageMatSync(imagePath);
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let recognitionObject = RecognitionObject.TemplateMatch(template, x, y, searchWidth, searchHeight);
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recognitionObject.threshold = 0.85;
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recognitionObject.Use3Channels = true;
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let result = captureGameRegion().find(recognitionObject);
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return result.isExist() ? result : null;
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} catch (error) {
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if (notice) {
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notification.error(`图像识别失败,路径: ${imagePath}, 错误: ${error.message}`);
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} else {
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log.error(`图像识别失败,路径: ${imagePath}, 错误: ${error.message}`);
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}
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return null;
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}
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}
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// 检查是否需要跳过该矿石(若已属于备选中)
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function shouldSkipOre(targetOre, compareOres) {
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return compareOres.includes(targetOre);
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}
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// 通知日志:使用矿石提示
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function determineOre(oreType) {
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let message = `将使用 ${OreChineseMap[oreType]} 锻造矿石`;
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log.info(message);
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return message;
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}
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/*********************** 主逻辑函数 ***********************/
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// 自动前往铁匠铺
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async function autoSmithy(smithyName) {
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log.info(`自动前往 ${smithyName}`);
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try {
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let filePath = `assets/Pathing/${smithyName}.json`;
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await pathingScript.runFile(filePath);
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if (notice) {
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notification.send(`已抵达 ${smithyName}`);
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} else {
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log.info(`已抵达 ${smithyName}`);
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}
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} catch (error) {
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if (notice) {
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notification.error(`执行 ${smithyName} 路径时发生错误: ${error.toString()}`);
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} else {
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log.error(`执行 ${smithyName} 路径时发生错误: ${error.toString()}`);
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}
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}
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}
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// 尝试识别并锻造矿石
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async function tryForgeOre(oreType, skipCheckOres = []) {
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// 若矿石在跳过列表中则直接返回
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if (shouldSkipOre(oreType, skipCheckOres)) {
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if (notice) {
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//notification.send(`跳过 ${OreChineseMap[oreType]},因为已存在于优先选择中`);
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}
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return false;
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}
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// 获取矿石图像路径
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const imagePath = ingredientImageMap[oreType];
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if (!imagePath) {
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if (notice) {
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notification.error(`未找到矿石图像路径: ${OreChineseMap[oreType]}`);
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} else {
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log.error(`未找到矿石图像路径: ${OreChineseMap[oreType]}`);
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}
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return false;
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}
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log.info(`开始识别矿石: ${OreChineseMap[oreType]}`);
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const scanOffset = { x: -35, y: -35 };
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const maxAttempts = 3;
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for (let attempt = 0; attempt < maxAttempts; attempt++) {
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let found = false;
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for (const coordinate of gridCoordinates) {
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const scanX = coordinate.x + scanOffset.x;
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const scanY = coordinate.y + scanOffset.y;
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const imageResult = recognizeImage(imagePath, scanX, scanY, 70, 70);
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if (imageResult) {
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found = true;
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imageResult.click();
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await sleep(100);
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// if (notice) {
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// notification.send(`找到矿石: ${OreChineseMap[oreType]}`);
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// } else {
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log.info(`找到矿石: ${OreChineseMap[oreType]}`);
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// }
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determineOre(oreType);
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// 点击“开始锻造”按钮并进行OCR识别
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const ocrRegion = { x: 660, y: 495, width: 1250 - 660, height: 550 - 495 };
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let clickAttempts = 0;
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let forgingTriggered = false;
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while (clickAttempts < 4 && !forgingTriggered) {
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let ConfirmButton = captureGameRegion().find(ConfirmDeployButtonRo);
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if (ConfirmButton.isExist()) {
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ConfirmButton.click();
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clickAttempts++;
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}
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await sleep(200);
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let ocrResults = captureGameRegion().find(
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RecognitionObject.ocr(ocrRegion.x, ocrRegion.y, ocrRegion.width, ocrRegion.height)
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);
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if (ocrResults) {
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// log.info(`${ocrResults.text}`);
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if (ocrResults.text.includes("今日已无法锻造")) {
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if (notice) {
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notification.send("检测到 今日已无法锻造 结束锻造");
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} else {
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log.info("检测到 今日已无法锻造 结束锻造");
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}
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await sleep(100);
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await click(960, 1042);
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await sleep(200);
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await click(960, 1042);// 多次点击结束弹窗
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return true; // 终止锻造流程
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}
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else if (ocrResults.text.includes("材料不足")) {
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if (notice) {
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notification.send("检测到 材料不足 跳过当前矿物。请检查背包,及时补充矿物。");
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} else {
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log.info("检测到 材料不足 跳过当前矿物。请检查背包,及时补充矿物。");
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}
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clickAttempts--; // 出现材料不足时减去一次点击计数
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await sleep(100);
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await click(960, 1042);
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await sleep(200);
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await click(960, 1042);// 多次点击结束弹窗
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return false; // 跳过当前矿石
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}
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}
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if (clickAttempts === 4) {
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await sleep(1000);
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if (notice) {
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notification.send("锻造已完成");
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} else {
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log.info("锻造已完成");
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}
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return true; // 达到点击上限,终止锻造流程
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}
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}
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}
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}
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if (!found) {
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log.error(`未能识别到矿石: ${OreChineseMap[oreType]},重试中... (${attempt + 1}/${maxAttempts})`);
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await sleep(1000);
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}
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}
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if (notice) {
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notification.error(`未能识别到矿石: ${OreChineseMap[oreType]},停止尝试`);
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} else {
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log.error(`未能识别到矿石: ${OreChineseMap[oreType]},停止尝试`);
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}
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return false;
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}
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// 对话、领取、锻造操作
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async function forgeOre(smithyName) {
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// 对话部分
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await sleep(1000);
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keyPress("F");
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await sleep(1000);
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await click(960, 1042);
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await sleep(1000);
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await click(960, 1042);
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// 搜索对话界面中的锻造图标
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const maxAttempts = 3;
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let dialogFound = false;
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for (let attempt = 0; attempt < maxAttempts; attempt++) {
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for (let i = 0; i < 3; i++) {
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let Forge = captureGameRegion().find(ForgeRo);
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if (Forge.isExist()) {
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log.info("已找到对话界面锻造图标");
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await sleep(1000);
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Forge.click();
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dialogFound = true;
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break;
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} else {
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await sleep(1000);
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await click(960, 1042);
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}
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}
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if (dialogFound) break;
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}
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// 检测锻造界面是否出现
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if (dialogFound) {
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let interfaceFound = false;
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for (let attempt = 0; attempt < maxAttempts; attempt++) {
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const ocrRegion = { x: 185, y: 125, width: 670 - 185, height: 175 - 125 };
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let ocrResults = captureGameRegion().find(
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RecognitionObject.ocr(ocrRegion.x, ocrRegion.y, ocrRegion.width, ocrRegion.height)
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);
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let innerFound = false;
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for (let i = 0; i < 3; i++) {
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let ForgingInterface = captureGameRegion().find(ForgingInterfaceRo);
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if (ForgingInterface.isExist()) {
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log.info("已进入锻造界面");
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innerFound = true;
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break;
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} else {
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await sleep(1000);
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await click(960, 1042);
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}
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}
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if (innerFound) {
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interfaceFound = true;
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// 领取操作:点击全部领取及确认领取
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const ClaimAllRo = RecognitionObject.TemplateMatch(
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file.ReadImageMatSync("Assets/RecognitionObject/全部领取.png"),
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0, 900, 1920, 180
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);
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let ClaimAll = captureGameRegion().find(ClaimAllRo);
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if (ClaimAll.isExist()) {
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ClaimAll.click();
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await sleep(500);
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let ConfirmButton = captureGameRegion().find(ConfirmDeployButtonRo);
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if (ConfirmButton.isExist()) {
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ConfirmButton.click();
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await sleep(500);
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await click(220, 150);
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await sleep(1000); // 点击进入锻造界面
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} else {
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log.warn("未能识别到确定按钮");
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}
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}
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// 若设置为锻造,则依次尝试主选及备选矿石
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if (forgedOrNot === "是") {
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let forgeSuccess = false;
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if (await tryForgeOre(primaryOre, [])) {
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forgeSuccess = true;
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} else if (await tryForgeOre(secondaryOre, [primaryOre])) {
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forgeSuccess = true;
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} else if (await tryForgeOre(tertiaryOre, [primaryOre, secondaryOre])) {
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forgeSuccess = true;
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} else {
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if (notice) {
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notification.error("所有备选矿石都未能识别,结束锻造");
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} else {
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log.error("所有备选矿石都未能识别,结束锻造");
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}
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}
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}
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// 退出锻造前判断配方,点击“锻造队列”,再次确认使用的矿物已经锻造结果
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const ocrRegionAfter = { x: 185, y: 125, width: 670 - 185, height: 175 - 125 };
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let ocrResultsAfter = captureGameRegion().find(
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RecognitionObject.ocr(ocrRegionAfter.x, ocrRegionAfter.y, ocrRegionAfter.width, ocrRegionAfter.height)
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);
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if (ocrResultsAfter.text.includes("锻造队列")) {
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await sleep(1000);//等待僵直
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ocrResultsAfter.click();
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await sleep(200);
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ocrResultsAfter.click();
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await sleep(500);
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}
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break; // 退出锻造界面检测循环
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}
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}
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if (!interfaceFound) {
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log.error("经过多次尝试,未能进入锻造界面");
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}
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} else {
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log.error("未能找到对话界面锻造图标,无法进入锻造流程");
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}
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// 退出锻造界面并返回主界面
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if (notice) {
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notification.send("锻造结束,退出界面");
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} else {
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log.info("锻造结束,退出界面");
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}
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await genshin.returnMainUi();
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}
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/*********************** 主执行入口 ***********************/
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(async function () {
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// 初始化及前往铁匠铺
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setGameMetrics(1920, 1080, 1.25);
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await genshin.returnMainUi();
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if (notice) {
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notification.send("自动锻造矿石脚本开始");
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} else {
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log.info("自动锻造矿石脚本开始");
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}
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await autoSmithy(smithyName);
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await forgeOre(smithyName);
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await genshin.returnMainUi();
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//后退两步
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{ keyDown("S"); await sleep(1000); keyUp("S"); await sleep(1000); }
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//if (notice) {
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// notification.send("自动锻造矿石脚本结束");
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//}
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//else {
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log.info("自动锻造矿石脚本结束");
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//}
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})();
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