Files
bettergi-scripts-list/repo/js/AutoFriendshipFight/main.js

382 lines
15 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

const DEFAULT_RUNS = 10;
const DEFAULT_PERIOD = 25;
const DEFAULT_BASE_RUNS = 50;
const BENCHMARK_HOUR = "T04:00:00";
const DEFAULT_OCR_TIMEOUT_SECONDS = 10;
const DEFAULT_FIGHT_TIMEOUT_SECONDS = 120;
(async function () {
// 启用自动拾取的实时任务
const startTime = Date.now();
dispatcher.addTimer(new RealtimeTimer("AutoPick"));
log.info(`'请确保队伍满员,并为队伍配置相应的战斗策略'`);
// 计算运行次数
let runTimes = Number(settings.runTimes);
if(!isPositiveInteger(runTimes) && !settings.waitTimeMode){
log.warn("请输入正确的次数,必须是正整数!");
log.warn(`运行次数重置为 ${DEFAULT_RUNS} 次!`);
runTimes = DEFAULT_RUNS;
}
if(settings.waitTimeMode){
if(!isPositiveInteger(runTimes)){
log.warn("运行次数必须是正整数,使用默认基准次数");
log.warn(`运行次数重置为 ${DEFAULT_BASE_RUNS} 次!`);
runTimes = DEFAULT_BASE_RUNS;
}
// 验证日期格式
const waitTimeModeDay = settings.waitTimeModeDay;
if (!isValidDateFormat(waitTimeModeDay)) {
log.error("基准日期格式错误,请检查后重试!");
log.error("参考格式2025-01-01");
log.error(`错误输入:${waitTimeModeDay}`);
await sleep(5000);
return;
}
let period = Number(settings.waitTimeModePeriod);
if(!isPositiveInteger(period) || period > runTimes){
period = DEFAULT_PERIOD < runTimes? DEFAULT_PERIOD : runTimes;
log.warn(`卡时间模式周期必须是 1-${runTimes} 之间的正整数!使用 ${period} 作为周期`);
}
runTimes = calculateWaitModeRuns(runTimes, waitTimeModeDay, period);
// 添加日志输出,提醒用户当前使用的基准日期和周期
log.info(`当前使用的基准日期: ${waitTimeModeDay}`);
log.info(`当前使用的周期: ${period}`);
log.info(`根据基准日期和周期计算,今日运行次数: ${runTimes}`);
} else {
log.info(`当前设置的运行次数: ${runTimes}`);
}
await switchPartyIfNeeded(settings.partyName);
// 获取敌人类型设置,默认为盗宝团
const enemyType = settings.enemyType || "盗宝团";
log.info(`当前选择的敌人类型: ${enemyType}`);
log.info(`${enemyType}好感开始...`);
// 清理丘丘人(仅盗宝团需要)
if(settings.qiuQiuRen && enemyType === "盗宝团"){
log.info(`清理原住民...`);
await AutoPath('盗宝团-准备');
}
if(enemyType === "愚人众"){
log.info(`导航到愚人众触发点...`);
await AutoPath('愚人众-准备');
}
// 验证超时设置
const ocrTimeout = validateTimeoutSetting(settings.ocrTimeout, DEFAULT_OCR_TIMEOUT_SECONDS, "OCR");
const fightTimeout = validateTimeoutSetting(settings.fightTimeout, DEFAULT_FIGHT_TIMEOUT_SECONDS, "战斗");
// 好感循环开始
await AutoFriendshipDev(runTimes, ocrTimeout, fightTimeout, enemyType);
log.info(`${enemyType}好感运行总时长:${LogTimeTaken(startTime)}`);
})();
// 执行 path 任务
async function AutoPath(locationName) {
try {
const filePath = `assets/AutoPath/${locationName}.json`;
await pathingScript.runFile(filePath);
} catch (error) {
log.error(`执行 ${locationName} 路径时发生错误: ${error.message}`);
}
}
// 计算运行时长
function LogTimeTaken(startTimeParam) {
const currentTime = Date.now();
const totalTimeInSeconds = (currentTime - startTimeParam) / 1000;
const minutes = Math.floor(totalTimeInSeconds / 60);
const seconds = totalTimeInSeconds % 60;
return `${minutes}${seconds.toFixed(0).padStart(2, '0')}`;
}
// 计算预估时间
function CalculateEstimatedCompletion(startTime, current, total) {
if (current === 0) return "计算中...";
const elapsedTime = Date.now() - startTime;
const timePerTask = elapsedTime / current;
const remainingTasks = total - current;
const remainingTime = timePerTask * remainingTasks;
const completionDate = new Date(Date.now() + remainingTime);
return `${completionDate.toLocaleTimeString()} (约 ${Math.round(remainingTime / 60000)} 分钟)`;
}
// 执行 N 次好感任务并输出日志
async function AutoFriendshipDev(times, ocrTimeout, fightTimeout, enemyType = "盗宝团") {
let startFirstTime = Date.now();
for (let i = 0; i < times; i++) {
await AutoPath(`${enemyType}-触发点`);
// 启动路径导航任务
let pathTaskPromise = AutoPath(`${enemyType}-战斗点`);
// 根据敌人类型设置不同的OCR检测关键词
const ocrKeywords = getOcrKeywords(enemyType);
// OCR检测
let ocrStatus = false;
let ocrStartTime = Date.now();
while (Date.now() - ocrStartTime < ocrTimeout * 1000 && !ocrStatus) {
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(RecognitionObject.ocr(0, 200, 300, 300));
for (let o = 0; o < resList.count; o++) {
let res = resList[o];
for (let keyword of ocrKeywords) {
if (res.text.includes(keyword)) {
ocrStatus = true;
log.info("检测到突发任务触发");
break;
}
}
if (ocrStatus) break;
}
if (!ocrStatus) {
await sleep(1000);
}
}
if(ocrStatus){
const cts = new CancellationTokenSource();
try { // 设置最大等待时间为15秒
const maxWaitTime = 15000;
const waitStartTime = Date.now();
// 根据敌人类型设置不同的目标坐标
const targetCoords = getTargetCoordinates(enemyType);
const maxDistance = 10; // 10米距离判定
// 等待角色到达指定位置附近
let isNearTarget = false;
let pathTaskFinished = false;
// 简单监控路径任务完成
pathTaskPromise.then(() => {
pathTaskFinished = true;
log.info("路径任务已完成");
}).catch(error => {
pathTaskFinished = true;
log.error(`路径任务出错: ${error}`);
});
// 等待角色到达目标位置或超时
while (!isNearTarget && !pathTaskFinished && (Date.now() - waitStartTime < maxWaitTime)) {
const pos = genshin.getPositionFromMap();
if (pos) {
const distance = Math.sqrt(Math.pow(pos.x - targetCoords.x, 2) + Math.pow(pos.y - targetCoords.y, 2));
if (distance <= maxDistance) {
isNearTarget = true;
log.info(`已到达目标点附近,距离: ${distance.toFixed(2)}`);
break;
}
}
await sleep(1000);
} log.info("开始战斗...");
const battleTask = dispatcher.RunTask(new SoloTask("AutoFight"), cts);
const fightResultPromise = waitForBattleResult(fightTimeout * 1000, enemyType, cts);
// 使用 Promise.all 等待两个任务完成
const [battleResult, fightResult] = await Promise.all([
battleTask.catch(error => {
return { success: false, error: error };
}),
fightResultPromise // 不捕获超时错误,让它直接抛到外层
]);
await pathTaskPromise; // 等待路径任务完成
cts.cancel();
} catch (error) {
cts.cancel();
if (error.message && error.message.includes("战斗超时")) {
log.error(`战斗超时,终止整个任务: ${error.message}`);
await genshin.tpToStatueOfTheSeven(); // 超时回到七天神像终止任务
throw error; // 重新抛出超时错误,终止整个任务
}
log.error(`执行过程中出错: ${error}`);
}
const estimatedCompletion = CalculateEstimatedCompletion(startFirstTime, i + 1, times);
const currentTime = LogTimeTaken(startFirstTime);
log.info(`当前进度:${i + 1}/${times} (${((i + 1) / times * 100).toFixed(1)}%)`);
log.info(`当前运行总时长:${currentTime}`);
log.info(`预计完成时间:${estimatedCompletion}`);
} else {
notification.send(`未识别到突发任务,${enemyType}好感结束`);
log.info(`未识别到突发任务,${enemyType}好感结束`);
break;
}
}
log.info(`${enemyType}好感已完成`);
// await genshin.tpToStatueOfTheSeven(); // 虽然不知道什么原因,但是不加这句会报错
}
// 验证输入是否是正整数
function isPositiveInteger(value) {
return Number.isInteger(value) && value > 0;
}
// 根据敌人类型获取OCR关键词
function getOcrKeywords(enemyType) {
if (enemyType === "愚人众") {
return ["买卖", "不成", "正义存", "愚人众","禁止","危险","运输","打倒","盗宝团"];
}
else if (enemyType === "盗宝团") {
return ["岛上", "无贼", "消灭", "鬼鬼祟祟", "盗宝团"];
}
}
// 根据敌人类型获取目标战斗点坐标
function getTargetCoordinates(enemyType) {
if (enemyType === "愚人众") {
// 愚人众战斗点坐标(需要根据实际位置调整)
return { x: 4840.55, y: -3078.01 }; // 这里需要替换为实际的愚人众战斗点坐标
} else {
// 盗宝团战斗点坐标
return { x: -2756.67, y: -3467.63 };
}
}
// 验证日期格式
function isValidDateFormat(dateStr) {
if (!dateStr) return false;
// 检查格式是否为 YYYY-MM-DD
const regex = /^\d{4}-\d{2}-\d{2}$/;
if (!regex.test(dateStr)) return false;
// 检查是否为有效日期
const date = new Date(dateStr);
return !isNaN(date.getTime());
}
function calculateWaitModeRuns(baseRuns, waitTimeModeDay, period) {
const now = new Date();
const benchmark = new Date(waitTimeModeDay + BENCHMARK_HOUR);
const timeDiff = now.getTime() - benchmark.getTime();
const daysDiff = Math.floor(timeDiff / (1000 * 60 * 60 * 24));
const daysNormalized = daysDiff >= 0 ? daysDiff : period - (Math.abs(daysDiff) % period);
const dayInCycle = (daysNormalized % period) + 1;
const baseRunsPerDay = Math.ceil(baseRuns / period);
return baseRunsPerDay * dayInCycle;
}
async function switchPartyIfNeeded(partyName) {
if (!partyName) {
await genshin.returnMainUi();
return;
}
try {
log.info("正在尝试切换至" + partyName);
if(!await genshin.switchParty(partyName)){
log.info("切换队伍失败,前往七天神像重试");
await genshin.tpToStatueOfTheSeven();
await genshin.switchParty(partyName);
}
} catch {
log.error("队伍切换失败,可能处于联机模式或其他不可切换状态");
notification.error(`队伍切换失败,可能处于联机模式或其他不可切换状态`);
await genshin.returnMainUi();
}
}
async function waitForBattleResult(timeout = 2 * 60 * 1000, enemyType = "盗宝团", cts = new CancellationTokenSource()) {
let fightStartTime = Date.now();
const successKeywords = ["事件", "完成"];
const failureKeywords = ["失败"];
const eventKeywords = getOcrKeywords(enemyType);
let notFind = 0;
while (Date.now() - fightStartTime < timeout) {
try {
// 简化OCR检测只使用一个try-catch块
let result = captureGameRegion().find(RecognitionObject.ocr(850, 150, 200, 80));
let result2 = captureGameRegion().find(RecognitionObject.ocr(0, 200, 300, 300));
let text = result.text;
let text2 = result2.text;
// 检查成功关键词
for (let keyword of successKeywords) {
if (text.includes(keyword)) {
log.info("检测到战斗成功关键词: {0}", keyword);
log.info("战斗结果:成功");
cts.cancel(); // 取消任务
return true;
}
}
// 检查失败关键词
for (let keyword of failureKeywords) {
if (text.includes(keyword)) {
log.warn("检测到战斗失败关键词: {0}", keyword);
log.warn("战斗结果:失败,回到七天神像重试");
cts.cancel(); // 取消任务
await genshin.tpToStatueOfTheSeven();
if(enemyType=== "愚人众"){
await AutoPath('愚人众-准备');
}
return false;
}
}
// 检查事件关键词
let find = 0;
for(let keyword of eventKeywords) {
if (text2.includes(keyword)) {
find++;
}
}
if(find === 0) {
notFind++;
log.info("未检测到任务触发关键词:{0} 次", notFind);
}else{
notFind = 0;
}
if (notFind > 10) {
log.warn("不在任务触发区域,战斗失败");
cts.cancel(); // 取消任务
if(enemyType=== "愚人众"){
log.warn("回到愚人众准备点");
await AutoPath('愚人众-准备');
}
return false;
}
}
catch (error) {
log.error("OCR过程中出错: {0}", error);
// 出错后继续循环,不进行额外嵌套处理
}
// 统一的检查间隔
await sleep(1000);
}
log.warn("在超时时间内未检测到战斗结果");
cts.cancel(); // 取消任务
throw new Error("战斗超时,未检测到结果");
}
/**
* 验证超时时间设置
* @param {number|string} value - 用户设置的超时时间(秒)
* @param {number} defaultValue - 默认超时时间(秒)
* @param {string} timeoutType - 超时类型名称
* @returns {number} - 验证后的超时时间(秒)
*/
function validateTimeoutSetting(value, defaultValue, timeoutType) {
// 转换为数字
const timeout = Number(value);
// 检查是否为有效数字且大于0
if (!isFinite(timeout) || timeout <= 0) {
log.warn(`${timeoutType}超时设置无效必须是大于0的数字将使用默认值 ${defaultValue}`);
return defaultValue;
}
log.info(`${timeoutType}超时设置为 ${timeout}`);
return timeout;
}